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feat: re-profile 20 emulators, add trident and vice_x128
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@@ -1,27 +1,25 @@
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emulator: TyrQuake
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type: libretro
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core_classification: game_engine
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source: "https://github.com/libretro/tyrquake"
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profiled_date: "2026-03-18"
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upstream: "http://disenchant.net/tyrquake/"
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profiled_date: "2026-03-25"
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core_version: "v0.62"
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display_name: "Quake (TyrQuake)"
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cores: [tyrquake]
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systems: [quake]
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verification: existence
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notes: >
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Quake engine source port. Plays Quake (id1), mission packs Scourge of Armagon
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(hipnotic) and Dissolution of Eternity (rogue), Quoth mod, and custom mods via
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-game parameter. The core accepts .pak extensions (retro_get_system_info sets
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valid_extensions = "pak"). Content is loaded directly from the PAK file path -
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the directory containing the PAK becomes basedir (libretro.c:988,1050).
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The engine auto-detects game variant by checking the content path for id1,
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hipnotic, rogue, or quoth substrings (libretro.c:1030-1070) and passes the
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corresponding command-line flag. For non-standard paths it uses -game with the
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directory basename. PAK files are game data (maps, textures, models, sounds)
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shipped with the original retail game, not engine firmware. The engine checks
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for gfx/pop.lmp inside pak0.pak to distinguish registered vs shareware
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(common.c:974-991). COM_AddGameDirectory (common.c:1709) loads pak0.pak through
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pak9.pak sequentially from the game directory, trying both lowercase and
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uppercase filenames. No engine data files are required in the RetroArch system
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directory. The core needs no BIOS or firmware.
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Quake engine source port by Kevin Shanahan (Tyrann). Plays Quake (id1), mission
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packs Scourge of Armagon (hipnotic) and Dissolution of Eternity (rogue), Quoth
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mod, and custom mods via -game parameter. Content is loaded directly from the
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PAK file path — the directory containing the PAK becomes basedir
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(libretro.c:988,1050). The engine auto-detects game variant by checking the
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content path for id1, hipnotic, rogue, or quoth substrings
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(libretro.c:1030-1070). All engine assets (gfx/palette.lmp, gfx/colormap.lmp,
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gfx.wad, textures, models, sounds) are loaded from within PAK files via
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COM_AddGameDirectory (common.c:1709), which tries pak0.pak through pak9.pak in
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both lowercase and uppercase. The core never calls
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RETRO_ENVIRONMENT_GET_SYSTEM_DIRECTORY. BGM as OGG tracks in music/ subfolder
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of each game directory.
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files: []
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