Files
libretro/emulators/ags.yml
T
Abdessamad Derraz bb19a6d5cf feat: profile what RetroBat and RetroPie run
100 emulator names the two platforms run had no profile, so their packs carried nothing for them. Each was read from the platform's own launcher or scriptmodule: the same program as an existing profile takes the name in cores:, a different build gets its own profile read from that version, a launcher or self-contained game goes to remove_cores, and the rest are new profiles written from their source or shipped binary. The files they need that the collection lacked are collected from the upstream distributions. Bungie and splitwolf trees are read by path and stay out of dedup.
2026-10-20 06:14:10 +02:00

45 lines
1.9 KiB
YAML

emulator: Adventure Game Studio
type: standalone
core_classification: game_engine
source: "https://github.com/adventuregamestudio/ags"
source_branch: release-3.6.0
source_commit: "6802bad8dc3189462003d4a169fc591f64cfb9b6"
profiled_date: "2026-10-20"
core_version: "3.6.0.60"
display_name: "Adventure Game Studio (AGS)"
cores:
- ags
systems:
- ags
mode: standalone
notes: |
Runtime engine of Adventure Game Studio, ACI_VERSION_STR 3.6.0.60
(Common/core/def_version.h:4). RetroPie builds Engine/ from the
release-3.6.0 branch and passes either the game's .exe or the sibling
directory of the same name.
Everything the engine opens belongs to the game. The data file is found by
scanning the given directory for *.ags, ac2game.dat or *.exe
(Common/game/main_game_file.cpp:130-140). Beside it the engine reads
audio.vox, or music.vox for games older than 3.2
(Common/ac/gamesetupstructbase.h:188-192), speech.vox or sp_<name>.vox
(Engine/ac/speech.cpp:102), <name>.tra translations
(Engine/ac/translation.cpp:57), sprindex.dat (Common/ac/spritefile.cpp:33)
and agsfnt<n>.ttf or agsfnt<n>.wfn fonts (Common/font/ttffontrenderer.cpp:114,
Common/font/wfnfontrenderer.cpp:147-152), all shipped inside or next to
the game. acsetup.cfg (Engine/main/config.cpp:47) is the user's
configuration.
MIDI goes through SDL_sound's Timidity decoder, fetched at commit
253b00ca with SDLSOUND_DECODER_MIDI on (CMake/FetchSDL_Sound.cmake) since
RetroPie sets AGS_USE_LOCAL_SDL2_SOUND=OFF. MIDI_init tries $TIMIDITY_CFG,
then /etc/timidity.cfg, /etc/timidity/freepats.cfg and finally
timidity.cfg in the working directory (SDL_sound src/SDL_sound_midi.c:23-51).
That is the host's GUS patch set, and without it MIDI tracks stay silent
while the game runs. RetroPie also writes the Allegro DIGMID set
digmid.dat as bin/patches.dat, but the 3.6 engine no longer links the
Allegro MIDI driver and nothing in Engine/ or Common/ opens patches.dat.
files: []