feat: re-profile 20 emulators, add trident and vice_x128

This commit is contained in:
Abdessamad Derraz
2026-03-25 12:23:32 +01:00
parent 93b071730a
commit a7bcd9b252
20 changed files with 964 additions and 279 deletions

View File

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