feat: collect desktop emulator bundle files

This commit is contained in:
Abdessamad Derraz committed 2026-09-03 22:05:27 +02:00
1 parent 8c686dee48
commit cbb81fb176
29 files changed
+73939 -6

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// ============ Audio RDB for Project64 ====================================
[5326696F-FE9A99C3-C:45]
FPSBuffer=0
Fixed Audio=0
Good Name=Body Harvest (U)
[07861842-A12EBC9F-C:45]
Fixed Audio=0
Good Name=Excitebike 64 (U) (V1.0)
Sync Audio=0
[776646F6-06B9AC2B-C:50]
Fixed Audio=0
Good Name=F-ZERO X (E)
[4D3E622E-9B828B4E-C:4A]
Fixed Audio=0
Good Name=F-ZERO X (J)
[B30ED978-3003C9F9-C:45]
Fixed Audio=0
Good Name=F-ZERO X (U)
[BBFDEC37-D93B9EC0-C:4A]
Fixed Audio=0
Good Name=F-ZERO X + Expansion Kit (J) [CART HACK]
[C6E39C0A-D2726676-C:45]
Fixed Audio=0
Good Name=F-ZERO X + Expansion Kit (U) [CART HACK]
[AA18B1A5-07DB6AEB-C:45]
Good Name=Resident Evil 2 (U) (V1.1)
Sync Audio=0
[9510D8D7-35100DD2-C:45]
Fixed Audio=0
Good Name=Stunt Racer 64 (U)
Sync Audio=0
[7F43E701-536328D1-C:50]
Good Name=Top Gear Rally (E)
Sync Audio=0
[62269B3D-FE11B1E8-C:45]
Good Name=Top Gear Rally (U)
Sync Audio=0
[AC062778-DFADFCB8-C:50]
Fixed Audio=0
Good Name=World Driver Championship (E) (M5)
Sync Audio=0
[308DFEC8-CE2EB5F6-C:45]
Fixed Audio=0
Good Name=World Driver Championship (U)
Sync Audio=0
[00000000-00000000-C:4A]
Fixed Audio=0
Good Name=64DD IPL (JPN)
[00000000-00000000-C:45]
Fixed Audio=0
Good Name=64DD IPL (USA)
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>0x24</key>
<string>Return</string>
<key>0x30</key>
<string>Tab</string>
<key>0x35</key>
<string>Esc</string>
<key>0x31</key>
<string>Spacebar</string>
<key>0x33</key>
<string>Delete</string>
<key>0x37</key>
<string>Command</string>
<key>0x38</key>
<string>Shift</string>
<key>0x39</key>
<string>Caps Lock</string>
<key>0x3A</key>
<string>Option</string>
<key>0x3B</key>
<string>Control</string>
<key>0x7E</key>
<string>Up Arrow</string>
<key>0x7D</key>
<string>Down Arrow</string>
<key>0x7B</key>
<string>Left Arrow</string>
<key>0x7C</key>
<string>Right Arrow</string>
<key>0x7A</key>
<string>F1</string>
<key>0x78</key>
<string>F2</string>
<key>0x63</key>
<string>F3</string>
<key>0x76</key>
<string>F4</string>
<key>0x60</key>
<string>F5</string>
<key>0x61</key>
<string>F6</string>
<key>0x62</key>
<string>F7</string>
<key>0x64</key>
<string>F8</string>
<key>0x65</key>
<string>F9</string>
<key>0x6D</key>
<string>F10</string>
<key>0x67</key>
<string>F11</string>
<key>0x6F</key>
<string>F12</string>
<key>0x69</key>
<string>F13</string>
<key>0x6B</key>
<string>F14</string>
<key>0x71</key>
<string>F15</string>
<key>0x72</key>
<string>Help</string>
<key>0x73</key>
<string>Home</string>
<key>0x74</key>
<string>Page Up</string>
<key>0x75</key>
<string>Del</string>
<key>0x77</key>
<string>End</string>
<key>0x79</key>
<string>Page Down</string>
<key>0x52</key>
<string>Keypad 0</string>
<key>0x53</key>
<string>Keypad 1</string>
<key>0x54</key>
<string>Keypad 2</string>
<key>0x55</key>
<string>Keypad 3</string>
<key>0x56</key>
<string>Keypad 4</string>
<key>0x57</key>
<string>Keypad 5</string>
<key>0x58</key>
<string>Keypad 6</string>
<key>0x59</key>
<string>Keypad 7</string>
<key>0x5B</key>
<string>Keypad 8</string>
<key>0x5C</key>
<string>Keypad 9</string>
<key>0x41</key>
<string>Keypad .</string>
<key>0x45</key>
<string>Keypad +</string>
<key>0x4E</key>
<string>Keypad -</string>
<key>0x43</key>
<string>Keypad *</string>
<key>0x4B</key>
<string>Keypad /</string>
<key>0x51</key>
<string>Keypad =</string>
<key>0x47</key>
<string>Clear</string>
<key>0x4C</key>
<string>Enter</string>
<key>0x34</key>
<string>Enter</string>
</dict>
</plist>
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<!--
Supermodel
A Sega Model 3 Arcade Emulator.
Copyright 2003-2026 The Supermodel Team
Music.xml
This file defines custom MPEG music tracks to be used in DSB1 and DSB2 games.
Make sure to use MP3 files sampled at 32 KHz. Normal sampling rates (e.g. 44.1
or 48 KHz) will sound slow.
The examples below are wrapped in dummy <comment></comment> blocks to render
them inactive. Remove these and add your own MP2 or MP3 files.
-->
<games>
<!-- Scud Race (Australian version)-->
<!-- Works for all versions of Scud Race. Copy this and change game name
accordingly (e.g., "scudplus", "scuddx", etc.) -->
<comment> <!-- Remove this tag -->
<game name="scudau">
<track mpeg_rom_start_offset="0x001d4b42" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Beginner Day -->
<track mpeg_rom_start_offset="0x000e7e41" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Beginner Night (initial start) -->
<track mpeg_rom_start_offset="0x00103981" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Beginner Night (loop point) -->
<track mpeg_rom_start_offset="0x00000000" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Medium (initial start) -->
<track mpeg_rom_start_offset="0x0001caff" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Medium (loop point) -->
<track mpeg_rom_start_offset="0x0037a4c4" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Expert (initial start) -->
<track mpeg_rom_start_offset="0x0037fc84" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Expert (loop point) -->
<track mpeg_rom_start_offset="0x002afa83" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Extra (initial start) -->
<track mpeg_rom_start_offset="0x002b4943" filepath="Rick Astley - Together Forever - 32 KHz.mp3" /> <!-- Extra (loop point) -->
<track mpeg_rom_start_offset="0x00463745" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Selector -->
</game>
</comment> <!-- Remove this tag -->
<!-- Daytona USA 2: Battle on the Edge (daytona2) -->
<!-- For Power Edition, copy this and change game name to "dayto2pe" -->
<comment> <!-- Remove this tag -->
<game name="daytona2">
<track mpeg_rom_start_offset="0x000109e8" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advertise, Dennis -->
<track mpeg_rom_start_offset="0x001214aa" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Dennis (initial start) -->
<track mpeg_rom_start_offset="0x00124f2a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Dennis (loop point) -->
<track mpeg_rom_start_offset="0x002bc7ac" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Dennis (initial start) -->
<track mpeg_rom_start_offset="0x002edd6c" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Dennis (loop point) -->
<track mpeg_rom_start_offset="0x003cddae" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Dennis (initial start) -->
<track mpeg_rom_start_offset="0x003fe3ae" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Dennis (loop point) -->
<track mpeg_rom_start_offset="0x00d80e02" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advertise, Mitsuyoshi -->
<track mpeg_rom_start_offset="0x005177b0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Mitsuyoshi (initial start) -->
<track mpeg_rom_start_offset="0x0051aff0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Beginner, Mitsuyoshi (loop point) -->
<track mpeg_rom_start_offset="0x007cd0b4" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Mitsuyoshi (initial start) -->
<track mpeg_rom_start_offset="0x007fe674" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Advanced, Mitsuyoshi (loop point) -->
<track mpeg_rom_start_offset="0x008df436" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Mitsuyoshi (initial start) -->
<track mpeg_rom_start_offset="0x008df676" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Expert, Mitsuyoshi (loop point) -->
<track mpeg_rom_start_offset="0x00a29978" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- How To (initial start) -->
<track mpeg_rom_start_offset="0x00a50438" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- How To (loop point) -->
<track mpeg_rom_start_offset="0x00b1427a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Selector (initial start) -->
<track mpeg_rom_start_offset="0x00b2f6fa" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Selector (loop point) -->
<track mpeg_rom_start_offset="0x00c4213e" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Name Entry -->
<track mpeg_rom_start_offset="0x00cc9380" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Beginner) -->
<track mpeg_rom_start_offset="0x006b2ab2" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Advanced) -->
<track mpeg_rom_start_offset="0x00e8de44" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Expert) -->
<track mpeg_rom_start_offset="0x00f458c6" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Ending (Expert 2) -->
<track mpeg_rom_start_offset="0x0076ff34" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Goal (Beginner) -->
<track mpeg_rom_start_offset="0x0078c136" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Goal (Advanced) -->
<track mpeg_rom_start_offset="0x007a7c78" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Goal (Expert) -->
</game>
</comment> <!-- Remove this tag -->
<!-- Sega Rally 2 -->
<comment> <!-- Remove this tag -->
<game name="srally2">
<!--
Note: Some tracks are played as mono, sourced from a single audio channel.
For these, ensure that your audio file contains the appropriate song
rendered in mono in the correct stereo channel.
-->
<track mpeg_rom_start_offset="0x000109e8" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_ADV1 (initial start), Right channel: BM_RESERVE2 -->
<track mpeg_rom_start_offset="0x00010c28" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_ADV1 (loop point) -->
<track mpeg_rom_start_offset="0x001e576a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_ADV2 (initial start) -->
<track mpeg_rom_start_offset="0x001e59aa" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_ADV2 (loop point) -->
<track mpeg_rom_start_offset="0x003452ac" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_MOUNTAIN (initial start) -->
<track mpeg_rom_start_offset="0x003accec" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_MOUNTAIN (loop point) -->
<track mpeg_rom_start_offset="0x00a60ff6" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_RESULT -->
<track mpeg_rom_start_offset="0x005d1ab0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SNOWY (initial start) -->
<track mpeg_rom_start_offset="0x006343f0" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SNOWY (loop point) -->
<track mpeg_rom_start_offset="0x007b22f2" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_N_MOUNTAIN (initial start), Right channel: BM_RESERVE1 (initial start) -->
<track mpeg_rom_start_offset="0x008162b2" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Left channel: BM_N_MOUNTAIN -->
<track mpeg_rom_start_offset="0x007fe672" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- Right channel: BM_RESERVE1 (loop point) -->
<track mpeg_rom_start_offset="0x00976934" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_ENDING -->
<track mpeg_rom_start_offset="0x00ade038" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_DESERT -->
<track mpeg_rom_start_offset="0x00cf517a" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SELECT -->
<track mpeg_rom_start_offset="0x00cf53ba" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_SELECT -->
<track mpeg_rom_start_offset="0x00d9f87c" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_IGNITION -->
<track mpeg_rom_start_offset="0x00f95fbe" filepath="Rick Astley - Never Gonna Give You Up - 32 KHz.mp3" /> <!-- BM_GAMEOVER -->
</game>
</comment> <!-- Remove this tag -->
</games>
+2
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@@ -189,6 +189,7 @@ files:
has_builtin: true
description: "Sega Kaku Gothic console font texture"
source_ref: "src/lindbergh/hook.c:718-730, src/lindbergh/hook.c:902-914"
aliases: ["LucidaConsole_12.tga"]
note: >-
Read from the game directory only when DISABLE_BUILTIN_FONT is set.
The built-in is one shared 128x256 atlas (fontTGA) and one metrics
@@ -215,6 +216,7 @@ files:
has_builtin: true
description: "Sega Kaku Gothic console font metrics"
source_ref: "src/lindbergh/hook.c:732-744, src/lindbergh/hook.c:916-928"
aliases: ["LucidaConsole_12.abc"]
note: >-
Read from the game directory only when DISABLE_BUILTIN_FONT is set.
The built-in is one shared 128x256 atlas (fontTGA) and one metrics
+1
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@@ -201,6 +201,7 @@ files:
description: "crosshair bitmap for player 8"
note: "MAX_PLAYERS is 8 in src/emu/inptport.h:29."
source_ref: "src/emu/crsshair.c:169-174, src/emu/inptport.h:29"
aliases: ["cross7.png"]
# BIOS root sets, one MAME archive each under the ROMs path
- name: neogeo.zip
-3
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@@ -90,7 +90,6 @@ files:
size: 295992
required: true
bundled: true
unsourceable: "Ships in the release archive next to the binary that loads it"
description: "Player 1 light gun crosshair texture"
note: "Both bitmaps are read on every launch whatever CrosshairStyle holds, since the load runs before the style decides anything, and a null surface aborts startup ahead of the Model 3 object. 32 bit BMP with alpha, sides a multiple of 2."
source_ref: "Src/OSD/SDL/Crosshair.cpp:34-51, Src/OSD/SDL/Main.cpp:2563-2569, Assets/DIR.txt"
@@ -100,7 +99,6 @@ files:
size: 295992
required: true
bundled: true
unsourceable: "Ships in the release archive next to the binary that loads it"
description: "Player 2 light gun crosshair texture"
note: "Read in the same call as the player 1 bitmap and equally fatal when it fails to load."
source_ref: "Src/OSD/SDL/Crosshair.cpp:35, 49-51, Src/OSD/SDL/Main.cpp:2563-2569"
@@ -109,7 +107,6 @@ files:
path: "Config/Music.xml"
required: false
bundled: true
unsourceable: "Ships in the release archive as a template whose every example sits inside a dummy comment tag"
description: "Custom MPEG music track map"
note: "Consulted only for a game with a DSB1 or DSB2 board, and skipped when the file is absent. Maps an MPEG ROM offset to an MP3 the user supplies."
source_ref: "Src/OSD/SDL/Main.cpp:118, 967, Src/Sound/MPEG/MpegAudio.cpp:88-108"
-3
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@@ -46,7 +46,6 @@ files:
size: 295992
required: true
bundled: true
unsourceable: "Ships in the release archive next to the binary that loads it"
description: "Player 1 light gun crosshair texture"
note: "Both bitmaps are read on every launch whatever CrosshairStyle holds, since the load runs before the style decides anything, and a null surface aborts startup ahead of the Model 3 object. 32 bit BMP with alpha, sides a multiple of 2."
source_ref: "Src/OSD/SDL/Crosshair.cpp:34-51, Src/OSD/SDL/Main.cpp:2350-2356, Assets/DIR.txt"
@@ -56,7 +55,6 @@ files:
size: 295992
required: true
bundled: true
unsourceable: "Ships in the release archive next to the binary that loads it"
description: "Player 2 light gun crosshair texture"
note: "Read in the same call as the player 1 bitmap and equally fatal when it fails to load."
source_ref: "Src/OSD/SDL/Crosshair.cpp:35, 49-51, Src/OSD/SDL/Main.cpp:2350-2356"
@@ -65,7 +63,6 @@ files:
path: "Config/Music.xml"
required: false
bundled: true
unsourceable: "Ships in the release archive as a template whose every example sits inside a dummy comment tag"
description: "Custom MPEG music track map"
note: "Consulted only for a game with a DSB1 or DSB2 board, and skipped when the file is absent. Maps an MPEG ROM offset to an MP3 the user supplies."
source_ref: "Src/OSD/SDL/Main.cpp:115, 940, Src/Sound/MPEG/MpegAudio.cpp:88-108"