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feat: add 10 emulator profiles (119-series batch 5)
boytacean (GB Rust, 6 boot ROMs embedded), emux_chip8 (no BIOS), fake08 (PICO-8, Lua runtime compiled in), jaxe (CHIP-8, fonts hardcoded), lowresnx (fantasy console), opentyrian (Tyrian freeware data), openlara (Tomb Raider engine, game data), squirreljme (J2ME, 8 JARs), vitaquake2 (Quake 2, 4 variants), xrick (data.zip sound pack) 145 total profiles.
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@@ -0,0 +1,27 @@
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emulator: vitaQuakeII
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type: libretro
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source: "https://github.com/libretro/vitaquake2"
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cores: [vitaquake2, vitaquake2-rogue, vitaquake2-xatrix, vitaquake2-zaero]
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systems: [quake2]
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verification: existence
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notes: >
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Quake II engine source port. Four separate cores are built from the same codebase
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via the basegame make variable: vitaquake2 (base game, baseq2), vitaquake2-rogue
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(Ground Zero expansion, compiled with -DROGUE), vitaquake2-xatrix (The Reckoning,
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compiled with -DXATRIX), and vitaquake2-zaero (Zaero mod, compiled with -DZAERO).
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Each core validates that the content path contains its expected game directory name
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(libretro.c:2073-2085,2173) and refuses to load mismatched content. The core
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accepts .pak extensions (retro_get_system_info sets valid_extensions = "pak").
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Content is loaded from the PAK file path - the parent of the game subdirectory
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becomes basedir (libretro.c:2206-2209), then FS_InitFilesystem (files.c:778)
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adds baseq2/ and loads pak0.pak through pak9.pak sequentially from each game
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directory. For expansion cores, retro_run passes "+set game rogue|xatrix|zaero"
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(libretro.c:2232-2239) so the engine loads both baseq2/ and the expansion
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directory. PAK0_CHECKSUM 0x40e614e0 (files.c:30) matches the retail pak0.pak
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but is only used for directory CRC validation, not as a load gate.
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PAK files are game data (maps, textures, models, sounds) from the retail game,
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not engine firmware. No files are required in the RetroArch system directory.
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The core needs no BIOS or firmware. Optional CD music in OGG format can be
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placed in a music/ subdirectory alongside the PAK files.
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files: []
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