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feat: add thirty emulator profiles and their data
Thirty profiles from the ES-DE batch, each source-verified by the session that wrote it and passing the schema and semantic checks. Five declare no files at all and say why in notes referenced to the code: NGP.emu, openbor, Plastic, Swan.emu and XeniOS. Twenty-eight files come with them, every one declared by the profile that needs it and matching the hash it declares, with no duplicate of anything already held: the NetherSX2 Turnip Classic assets, the Speccy machine ROMs, the Virtual Boy homebrew the app bundles, Snes9x EX+'s bundled game, and sixtyforce's Overrides.plist, which carries a size and no hash because the binary never checks one. supermodel gains the four data files it reads from its install tree, hakux marks its controller map unsourceable now that the asset manager is known to read inside the package, and nethersx2 sheds the two core aliases that belong to the Turnip profiles.
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@@ -26,12 +26,54 @@ notes: |
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EmuDeck installs the Flatpak package (com.supermodel3.Supermodel). Config
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stored in ~/.supermodel/Config/. No checkBIOS entry in EmuDeck.
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files: []
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Four data files of its own are read from the install tree, Config/ and Assets/
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relative to the working directory on Windows and macOS, under the home
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directory on Linux. Supermodel.ini, NVRAM/<game>.nv and Saves/<game>.st<slot>
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are written by the emulator itself.
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ref: Src/OSD/Windows/FileSystemPath.cpp:28-49
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files:
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- name: Games.xml
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path: "Config/Games.xml"
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required: true
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bundled: true
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description: "ROM set definitions"
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note: "Parsed at startup into the game database. Every ROM region, file name and CRC32 the loader matches against comes from here, so an unreadable file leaves no set to resolve and the launch returns before the emulator is built. The path is a config key, so -game-xml-file moves it."
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source_ref: "Src/OSD/SDL/Main.cpp:114, 1498, 1939, 2297-2307, Src/GameLoader.cpp:551-561, 1016-1019"
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- name: p1crosshair.bmp
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path: "Assets/p1crosshair.bmp"
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size: 295992
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required: true
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bundled: true
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unsourceable: "Ships in the release archive next to the binary that loads it"
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description: "Player 1 light gun crosshair texture"
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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."
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source_ref: "Src/OSD/SDL/Crosshair.cpp:34-51, Src/OSD/SDL/Main.cpp:2350-2356, Assets/DIR.txt"
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- name: p2crosshair.bmp
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path: "Assets/p2crosshair.bmp"
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size: 295992
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required: true
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bundled: true
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unsourceable: "Ships in the release archive next to the binary that loads it"
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description: "Player 2 light gun crosshair texture"
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note: "Read in the same call as the player 1 bitmap and equally fatal when it fails to load."
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source_ref: "Src/OSD/SDL/Crosshair.cpp:35, 49-51, Src/OSD/SDL/Main.cpp:2350-2356"
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- name: Music.xml
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path: "Config/Music.xml"
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required: false
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bundled: true
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unsourceable: "Ships in the release archive as a template whose every example sits inside a dummy comment tag"
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description: "Custom MPEG music track map"
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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."
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source_ref: "Src/OSD/SDL/Main.cpp:115, 940, Src/Sound/MPEG/MpegAudio.cpp:88-108"
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exclusion_note: >
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The Sega Model 3 arcade hardware has no shared system BIOS. Each game board
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contains its own program ROMs (CROM), video ROMs (VROM), sound program, sound
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samples, and optional DSB/drive board ROMs, all contained within per-game
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MAME-format ZIP archives. Supermodel loads all required data from these game
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ZIPs via CRC32-based identification defined in Games.xml. No standalone BIOS
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or firmware files are referenced by the emulator source code.
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ZIPs via CRC32-based identification defined in Games.xml. The files listed
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above are the emulator's own data, not system ROMs.
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