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fix: trim two profiles to their load sites
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@@ -4,7 +4,7 @@ core_classification: game_engine
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source: "https://github.com/vpinball/vpinball"
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upstream: "https://github.com/vpinball/vpinball"
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profiled_date: "2026-08-08"
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source_commit: "afc7c38ffb1078076ec523c37b30055061c93ff1"
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source_commit: "a8087ea9a3be7208c7def16045e4b5cc0330f80c"
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core_version: "10.8.0"
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display_name: "Visual Pinball X"
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cores:
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@@ -99,21 +99,6 @@ notes: |
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The pinmame observations were read at f102dc6cce7eb51e64427dd0b52bed37dbd2adea.
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files:
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- name: gamecontrollerdb.txt
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system: vpinball
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category: game_data
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required: false
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description: "SDL game controller mappings applied at input init"
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source_ref: "pininput.cpp:1027-1043"
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note: >-
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Read from the preferences path. When it is absent the install copy at
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assets/Default_gamecontrollerdb.txt is copied there first, and a missing
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source only logs. SDL_GameControllerAddMappingsFromFile returns a count
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that is logged and never acted on, so neither an absent nor an unparsable
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file stops startup; SDL keeps its built-in mappings. Standalone reads
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controllers through the SDL game controller layer rather than the joystick
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layer unless GamepadOverride is set to 0, which is what makes this file
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the place a pinball cabinet's encoder gets described.
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- name: hiscore.dat
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system: vpinball
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@@ -136,7 +121,7 @@ files:
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category: game_data
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required: false
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description: "MAME cheat database, read when the per-ROM ini enables cheats"
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source_ref: "pinmame src/cheat.c:8434,8602-8614, pinmame src/mame.c:578-583, standalone/inc/vpinmame/VPinMAMEController.cpp:295-321"
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source_ref: "pinmame src/cheat.c:8434,8602-8614, pinmame src/mame.c:578-583, plugins/pinmame/Controller.cpp:156"
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note: >-
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Off by default: PinmameSetConfig zeroes options, and VPX only turns it on
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from the `cheat` key of <pinmame root>/ini/<romname>.ini, which it also
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@@ -3,7 +3,7 @@ type: standalone
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source: "https://github.com/Vita3K/Vita3K"
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upstream: "https://github.com/Vita3K/Vita3K"
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profiled_date: "2026-03-29"
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source_commit: "99694acd967a47f462b73dd631bad7c9fde89fc0"
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source_commit: "80075ce556a9d5c2c8fbe27f70625fb539d3bbba"
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core_version: "0.2.1"
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display_name: "Vita3K (PS Vita)"
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systems: [sony-playstation-vita]
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@@ -30,18 +30,17 @@ files:
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Games load LLE modules from vs0/sys/external/*.suprx. Preload modules
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(libc, libSceFt2, libpvf) are always LLE. Without firmware most games fail.
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Some simple titles may run on HLE alone.
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source_ref: "vita3k/packages/src/pup.cpp:260-314, vita3k/module/src/load_module.cpp:142-161,187"
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source_ref: "vita3k/packages/src/pup.cpp:260-314, vita3k/app/src/app.cpp:175, vita3k/module/src/load_module.cpp:142-161, 187"
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- name: PSP2UPDAT.PUP
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path: "psvita/PSP2UPDAT.PUP"
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required: false
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hle_fallback: true
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note: >
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Supplementary firmware font package. Populates sa0 partition with system
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fonts (PVF format) used by UI, LiveArea, and games via sceFt2/libpvf API.
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Vita3K bundles open-source fallback fonts (mplus-1mn-bold.ttf,
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SourceHanSansSC-Bold-Min.ttf, neodgm.ttf) when firmware fonts are missing.
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source_ref: "vita3k/gui/src/gui.cpp:228-267,276-318, vita3k/gui/src/initial_setup.cpp:96-97"
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Supplementary firmware font package. Populates the sa0 partition with
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system fonts (PVF format), which the renderer registers as the firmware
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font directory when the partition holds content.
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source_ref: "vita3k/packages/src/pup.cpp:296-297, vita3k/app/src/app.cpp:176, vita3k/renderer/src/renderer.cpp:121-127"
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notes: |
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Standalone PS Vita emulator. No libretro core.
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