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Each libretro profile records version_basis and core_version is read there at its pin. snes9x states 1.63 in snes9x.h, nestopia 2.0.0, mgba 0.11.0, vice 3.10, atari800's libretro tree 7.0.0. Cores whose build takes its version from git carry the nearest tag in describe form (flycast v2.7-90-ge88b0ce, ppsspp, duckstation, gearcoleco), placeholders copied from .info files (Git, SVN) are replaced by the code's statement, and a code that states none is null with kind none.
266 lines
8.1 KiB
YAML
266 lines
8.1 KiB
YAML
emulator: SDLPAL
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type: libretro
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core_classification: official_port
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source: "https://github.com/sdlpal/sdlpal"
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upstream: "https://github.com/sdlpal/sdlpal"
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profiled_date: "2026-03-25"
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source_commit: "d4bf69b64d335cd680555af9df90e7ec4f3006a3"
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core_version: "2.0.1"
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version_basis:
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kind: file
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path: "libretro/libretro.c"
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pattern: 'info->library_version\s+=\s+"([^"]+)'
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display_name: "SDLPAL"
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cores:
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- sdlpal
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systems:
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- sdlpal
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notes: |
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Game engine reimplementing the classic Chinese RPG PAL (Sword and Fairy)
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by SoftStar Inc. No BIOS or firmware required. All files are proprietary
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game data from the original 1995 DOS or 1998 Win95 release.
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Place game files in <system_dir>/sdlpal/ or point a .cfg at the game
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directory. The game is available on Steam (app 1546570). Auto-detects
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DOS vs Win95 game data.
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The libretro port disables MP3, OGG, OPUS, native MIDI, and CD audio
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backends (pal_config.h). Only RIX (mus.mkf) and software MIDI synthesis
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via Timidity/TinySoundFont (midi.mkf + user-provided soundfont) are
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available for music.
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files:
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# ================================================================
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# Required game data archives
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# util.c:733-737 UTIL_CheckResourceFiles common_files[]
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# global.c:175-182 PAL_InitGlobals
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# ================================================================
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- name: "abc.mkf"
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category: game_data
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path: "sdlpal/abc.mkf"
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required: true
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source_ref: "util.c:734, global.c:55, battle.c:879"
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note: "Animation and battle character data archive."
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- name: "ball.mkf"
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category: game_data
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path: "sdlpal/ball.mkf"
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required: true
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source_ref: "util.c:734, global.c:177"
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note: "Magic effect graphics archive."
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- name: "data.mkf"
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category: game_data
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path: "sdlpal/data.mkf"
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required: true
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source_ref: "util.c:734, global.c:178"
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note: "Core game data archive (scripts, events, game logic)."
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- name: "f.mkf"
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category: game_data
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path: "sdlpal/f.mkf"
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required: true
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source_ref: "util.c:734, global.c:179"
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note: "Face/portrait graphics archive."
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- name: "fbp.mkf"
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category: game_data
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path: "sdlpal/fbp.mkf"
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required: true
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source_ref: "util.c:735, global.c:175"
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note: "Full-screen background picture archive (cutscenes, title)."
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- name: "fire.mkf"
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category: game_data
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path: "sdlpal/fire.mkf"
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required: true
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source_ref: "util.c:735, global.c:180"
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note: "Fire/spell effect graphics archive."
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- name: "gop.mkf"
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category: game_data
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path: "sdlpal/gop.mkf"
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required: true
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source_ref: "util.c:735, res.c:234"
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note: "Game object palette/graphics archive."
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- name: "map.mkf"
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category: game_data
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path: "sdlpal/map.mkf"
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required: true
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source_ref: "util.c:735, global.c:55, res.c:233"
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note: "Map tile and layout data archive."
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- name: "mgo.mkf"
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category: game_data
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path: "sdlpal/mgo.mkf"
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required: true
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source_ref: "util.c:736, global.c:176"
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note: "Map graphic object (sprite overlay) archive."
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- name: "pat.mkf"
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category: game_data
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path: "sdlpal/pat.mkf"
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required: true
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source_ref: "util.c:736, palette.c:53"
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note: "Palette data archive."
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- name: "rgm.mkf"
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category: game_data
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path: "sdlpal/rgm.mkf"
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required: true
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source_ref: "util.c:736, global.c:181"
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note: "RGM graphics archive."
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- name: "rng.mkf"
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category: game_data
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path: "sdlpal/rng.mkf"
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required: true
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source_ref: "util.c:736, rngplay.c:402"
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note: "RNG animation/cutscene sequence archive."
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- name: "sss.mkf"
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category: game_data
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path: "sdlpal/sss.mkf"
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required: true
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source_ref: "util.c:737, global.c:182"
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note: "SSS data archive (message offsets in chunk 3)."
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# ================================================================
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# Message/text data (both required in default mode)
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# text.c:718-719 PAL_InitText
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# ================================================================
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- name: "m.msg"
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category: game_data
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path: "sdlpal/m.msg"
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required: true
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source_ref: "util.c:740, text.c:718"
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note: "Message text data (dialog, story). Opened via UTIL_OpenRequiredFile in default mode."
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- name: "word.dat"
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category: game_data
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path: "sdlpal/word.dat"
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required: true
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source_ref: "util.c:741, text.c:719, global.c:197"
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note: "Word data (menu items, status labels, item/spell names)."
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# ================================================================
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# Object descriptions (DOS version only)
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# global.c:204 PAL_LoadObjectDesc -> ui.c:864
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# ================================================================
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- name: "desc.dat"
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category: game_data
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path: "sdlpal/desc.dat"
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required: false
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source_ref: "global.c:204, ui.c:864"
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note: "Object description strings. DOS version only (skipped for Win95). Returns NULL if absent."
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# ================================================================
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# Embedded font files (optional, DOS game data)
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# font.c:102-197 PAL_LoadEmbeddedFont
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# ================================================================
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- name: "wor16.asc"
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category: game_data
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path: "sdlpal/wor16.asc"
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required: false
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source_ref: "font.c:114"
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note: "Chinese character code mapping for embedded font. Silently skipped if absent."
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- name: "wor16.fon"
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category: game_data
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path: "sdlpal/wor16.fon"
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required: false
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source_ref: "font.c:172"
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note: "Chinese character bitmap font data. Used with wor16.asc for DOS font rendering."
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# ================================================================
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# Sound effect files (optional, at least one recommended)
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# sound.c:962-975 SOUND_Init
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# ================================================================
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- name: "voc.mkf"
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category: game_data
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path: "sdlpal/voc.mkf"
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required: false
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source_ref: "util.c:743, sound.c:969"
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note: "VOC format sound effects archive (DOS version). Preferred for DOS game data."
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- name: "sounds.mkf"
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category: game_data
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path: "sdlpal/sounds.mkf"
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required: false
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source_ref: "util.c:743, sound.c:964"
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note: "WAV format sound effects archive (Win95 version). Preferred for Win95 game data."
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# ================================================================
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# Music files (optional, at least one recommended)
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# audio.c:302-305 AUDIO_OpenDevice
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# ================================================================
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- name: "mus.mkf"
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category: game_data
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path: "sdlpal/mus.mkf"
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required: false
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source_ref: "util.c:744, audio.c:305"
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note: "RIX/OPL music archive. Default music source, played through OPL emulation."
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- name: "midi.mkf"
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category: game_data
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path: "sdlpal/midi.mkf"
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required: false
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source_ref: "util.c:744, midi.c:78, midi_tsf.c:68, midi_timidity.c:130"
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note: "MIDI music archive. Used when Music=MIDI is configured in sdlpal.cfg."
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# ================================================================
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# AVI cutscene videos (Win95 version only, optional)
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# aviplay.c:641-772 PAL_PlayAVI
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# Guarded by fEnableAviPlay && fIsWIN95 (global.c:192)
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# ================================================================
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- name: "1.avi"
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category: game_data
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path: "sdlpal/1.avi"
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required: false
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source_ref: "main.c:197"
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note: "Trademark screen video (Win95 only). Falls back to RNG animation if absent."
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- name: "2.avi"
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category: game_data
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path: "sdlpal/2.avi"
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required: false
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source_ref: "main.c:237"
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note: "Splash screen video (Win95 only). Falls back to sprite animation if absent."
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- name: "3.avi"
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category: game_data
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path: "sdlpal/3.avi"
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required: false
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source_ref: "uigame.c:162"
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note: "In-game event video (Win95 only)."
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- name: "4.avi"
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category: game_data
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path: "sdlpal/4.avi"
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required: false
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source_ref: "ending.c:418"
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note: "Ending sequence video part 1 (Win95 only)."
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- name: "5.avi"
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category: game_data
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path: "sdlpal/5.avi"
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required: false
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source_ref: "ending.c:420"
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note: "Ending sequence video part 2 (Win95 only)."
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- name: "6.avi"
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category: game_data
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path: "sdlpal/6.avi"
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required: false
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source_ref: "ending.c:485"
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note: "Ending sequence video part 3 (Win95 only)."
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