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libretro/emulators/ccleste.yml
T
Abdessamad Derraz 3011ee498e feat: record the build file behind a held pin
pin_frozen was prose, and no tool read the build file it cites, so a platform building another revision left the profile holding one nobody ships. pin_build records the platform, its repository, the revision read, the file, the variable and its value. check_freshness reads the file again where the platform's YAML now stands and reports STALE when the value moved. 36 of the 46 held profiles carry it, each value read from the build file at the platform's scraped revision. The other ten name no build file and are counted on one row: six RetroBat binary packages and four holds not tied to a platform build.
2026-11-05 19:54:48 +01:00

69 lines
2.5 KiB
YAML

emulator: "ccleste"
type: standalone
core_classification: game_engine
source: "https://github.com/lemon32767/ccleste"
profiled_date: "2026-10-22"
source_commit: "261d96f15af430b8111abc7a5250229246654f52"
pin_frozen: "EmuELEC, the only platform that ships it, builds this revision (EmuELEC packages/sx05re/emuelec-ports/ccleste/package.mk:5 at v4.8). Later commits are not part of that build."
pin_build:
- platform: emuelec
repo: "https://github.com/EmuELEC/EmuELEC"
revision: "v4.8"
path: "packages/sx05re/emuelec-ports/ccleste/package.mk"
variable: PKG_VERSION
value: "261d96f15af430b8111abc7a5250229246654f52"
core_version: "v1.4.0"
version_basis:
kind: tag
tag: "v1.4.0"
distance: 0
display_name: "Celeste Classic (ccleste)"
cores:
- "ccleste"
systems: [celeste-classic]
notes: |
A C translation of the PICO-8 Celeste Classic by lemon32767: the game logic
is compiled in, and an SDL front end draws and plays it. No game file is
loaded. EmuELEC builds this revision, installs the repository's data
directory under /emuelec/configs/ccleste and runs ccleste from there.
ref: README.md:5-11,
EmuELEC packages/sx05re/emuelec-ports/ccleste/package.mk:4-5,24-28,
EmuELEC packages/sx05re/emuelec-ports/sources/ports.yaml:113-125
At start the front end reads, from data/ under the working directory,
gfx.bmp and font.bmp, 23 sound effects snd<N>.wav and 5 music tracks
mus<N>.ogg. All of them ship with the source and are installed with the
binary. A missing bitmap leaves its surface empty and nothing is drawn from
it, a missing sound or track is logged and stays silent.
ref: sdl12main.c:83-96, sdl12main.c:121-150, sdl12main.c:155-192, sdl12main.c:352
Optional: ccleste-input-cfg.txt (or $CCLESTE_INPUT_CFG_PATH) for the
gamepad mapping, written with defaults when absent, gamecontrollerdb.txt,
and ccleste-start-fullscreen.txt, whose presence alone starts in full
screen.
ref: sdl12main.c:278, sdl12main.c:372, sdl12main.c:1006-1042
files:
- name: "gfx.bmp"
path: "data/gfx.bmp"
system: celeste-classic
category: game_data
required: true
bundled: true
size: 4282
sha1: "86cfc2bd0c5ac315bdca501118960f264a001791"
description: "Sprite sheet"
source_ref: "sdl12main.c:121-131, sdl12main.c:155-157"
- name: "font.bmp"
path: "data/font.bmp"
system: celeste-classic
category: game_data
required: true
bundled: true
size: 1490
sha1: "7b45c79394c930c6a7f9d1fa59f14b81ce2f2d19"
description: "Text font"
source_ref: "sdl12main.c:121-131, sdl12main.c:160-161"