fix: trim two profiles to their load sites

This commit is contained in:
Abdessamad Derraz committed 2026-08-11 05:34:21 +02:00
1 parent d8e4325af2
commit ca3a91d65b
2 files changed
+8 -24

No files matched your search

+2 -17
View File
@@ -4,7 +4,7 @@ core_classification: game_engine
source: "https://github.com/vpinball/vpinball"
upstream: "https://github.com/vpinball/vpinball"
profiled_date: "2026-08-08"
source_commit: "afc7c38ffb1078076ec523c37b30055061c93ff1"
source_commit: "a8087ea9a3be7208c7def16045e4b5cc0330f80c"
core_version: "10.8.0"
display_name: "Visual Pinball X"
cores:
@@ -99,21 +99,6 @@ notes: |
The pinmame observations were read at f102dc6cce7eb51e64427dd0b52bed37dbd2adea.
files:
- name: gamecontrollerdb.txt
system: vpinball
category: game_data
required: false
description: "SDL game controller mappings applied at input init"
source_ref: "pininput.cpp:1027-1043"
note: >-
Read from the preferences path. When it is absent the install copy at
assets/Default_gamecontrollerdb.txt is copied there first, and a missing
source only logs. SDL_GameControllerAddMappingsFromFile returns a count
that is logged and never acted on, so neither an absent nor an unparsable
file stops startup; SDL keeps its built-in mappings. Standalone reads
controllers through the SDL game controller layer rather than the joystick
layer unless GamepadOverride is set to 0, which is what makes this file
the place a pinball cabinet's encoder gets described.
- name: hiscore.dat
system: vpinball
@@ -136,7 +121,7 @@ files:
category: game_data
required: false
description: "MAME cheat database, read when the per-ROM ini enables cheats"
source_ref: "pinmame src/cheat.c:8434,8602-8614, pinmame src/mame.c:578-583, standalone/inc/vpinmame/VPinMAMEController.cpp:295-321"
source_ref: "pinmame src/cheat.c:8434,8602-8614, pinmame src/mame.c:578-583, plugins/pinmame/Controller.cpp:156"
note: >-
Off by default: PinmameSetConfig zeroes options, and VPX only turns it on
from the `cheat` key of <pinmame root>/ini/<romname>.ini, which it also
+6 -7
View File
@@ -3,7 +3,7 @@ type: standalone
source: "https://github.com/Vita3K/Vita3K"
upstream: "https://github.com/Vita3K/Vita3K"
profiled_date: "2026-03-29"
source_commit: "99694acd967a47f462b73dd631bad7c9fde89fc0"
source_commit: "80075ce556a9d5c2c8fbe27f70625fb539d3bbba"
core_version: "0.2.1"
display_name: "Vita3K (PS Vita)"
systems: [sony-playstation-vita]
@@ -30,18 +30,17 @@ files:
Games load LLE modules from vs0/sys/external/*.suprx. Preload modules
(libc, libSceFt2, libpvf) are always LLE. Without firmware most games fail.
Some simple titles may run on HLE alone.
source_ref: "vita3k/packages/src/pup.cpp:260-314, vita3k/module/src/load_module.cpp:142-161,187"
source_ref: "vita3k/packages/src/pup.cpp:260-314, vita3k/app/src/app.cpp:175, vita3k/module/src/load_module.cpp:142-161, 187"
- name: PSP2UPDAT.PUP
path: "psvita/PSP2UPDAT.PUP"
required: false
hle_fallback: true
note: >
Supplementary firmware font package. Populates sa0 partition with system
fonts (PVF format) used by UI, LiveArea, and games via sceFt2/libpvf API.
Vita3K bundles open-source fallback fonts (mplus-1mn-bold.ttf,
SourceHanSansSC-Bold-Min.ttf, neodgm.ttf) when firmware fonts are missing.
source_ref: "vita3k/gui/src/gui.cpp:228-267,276-318, vita3k/gui/src/initial_setup.cpp:96-97"
Supplementary firmware font package. Populates the sa0 partition with
system fonts (PVF format), which the renderer registers as the firmware
font directory when the partition holds content.
source_ref: "vita3k/packages/src/pup.cpp:296-297, vita3k/app/src/app.cpp:176, vita3k/renderer/src/renderer.cpp:121-127"
notes: |
Standalone PS Vita emulator. No libretro core.