Files
libretro/emulators/stratagus.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

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1.8 KiB
YAML

emulator: Stratagus
type: standalone
core_classification: game_engine
source: "https://github.com/Wargus/stratagus"
profiled_date: "2026-10-20"
source_commit: "6b309817027618a12e26e4cf314ad09654495e28"
core_version: "2.4.3"
display_name: "Stratagus"
cores: [stratagus]
systems: []
verification: existence
notes: |
Real time strategy engine. A game is a data set written for it: Wargus
(Warcraft II), War1gus (Warcraft), Stargus (StarCraft) and free games
such as Aleona's Tales. Each ships its Lua scripts and an extractor that
converts the graphics, sounds and music of the original discs into the
engine's formats. The pin is tag v2.4.3, the revision RetroPie builds
(emulators/stratagus.sh).
RetroPie launches `stratagus -F -d %ROM%`, the ROM being the game's data
directory. -d sets StratagusLibPath, "." by default
(src/stratagus/stratagus.cpp:542-545, 725). The engine then runs the
start script, scripts/stratagus.lua unless -c names another
(src/stratagus/parameters.cpp:44, src/stratagus/stratagus.cpp:535-539,
765), and scripts/guichan.lua for the menus
(src/stratagus/stratagus.cpp:301). LibraryFileName resolves every
relative name against the map directory, the user directory of the
game, the data path and its graphics/, sounds/ and scripts/
subdirectories (src/stratagus/iolib.cpp:543-630).
Every file the engine opens is named by the game's scripts or sits in
the game's directory. The SF2 soundfont FluidSynth loads is
Preference.SF2Soundfont, which only the game's Lua sets
(src/sound/fluidsynth.cpp:222-230, src/include/unit.h:459). The engine
names no file of its own. The game data is either the free game's own
release or the output of the game's extractor run on the original disc,
so nothing is listed here.
files: []