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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.
79 lines
4.0 KiB
YAML
79 lines
4.0 KiB
YAML
emulator: openbor
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type: standalone
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core_classification: game_engine
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source: "https://github.com/DCurrent/openbor"
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upstream: "https://github.com/DCurrent/openbor"
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profiled_date: "2026-08-12"
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source_commit: "0ece95d1c113c1ce86f2da826b3c25b521ee116d"
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core_version: "4.0 Build 7949"
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display_name: "OpenBOR Game Engine"
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cores:
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- openbor
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- openbor4432
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- openbor6330
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- openbor6412
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- openbor6510
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- openbor7142
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- openbor7530
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systems:
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- openbor
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mode: standalone
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notes: |
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Sprite based side scrolling engine continuing Senile Team's Beats of Rage,
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built for beat em up and shooter style 2D games. A game is a module: a .pak
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archive carrying its own data tree, and that archive is what the frontends
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hand over as content. ES-DE runs the .pak on macOS, the game's own AppImage,
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.exe or .lnk on Linux and Windows, and opens the engine UI on Android since
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the package takes no file argument. Batocera runs OpenBOR<build> <rom> after
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reading a four digit build tag out of the file name in openborGenerator.py,
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which is why it packages several engine versions side by side. RetroDECK
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launches the 4.0 Linux AppImage, RetroBat runs OpenBOR.exe from a per build
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folder.
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packfile holds "bor.pak" until argv[1] names a path that exists, and with no
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such argument the built in menu lists Paks/ and the player picks one
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(engine/sdl/sdlport.c:25,124-135, engine/sdl/menu.c:172-203,802).
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packfile_supported accepts any name containing .pak and skips menu.pak
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(engine/source/gamelib/packfile.c:1577-1584).
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Everything read for a running game comes out of that module. buffer_pakfile
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tries the real filesystem first through fopen, then the same path inside the
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archive (engine/openbor.c:921-965,969-1018), so data/models.txt,
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data/levels.txt, data/video.txt, data/menu.txt, the scene scripts and the
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sprites and sounds under data/ resolve either from an unpacked data/ directory
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beside the binary (engine/source/gamelib/packfile.c:781-810) or from the pak.
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Four names take precedence over their in-pak copy when they exist on disk:
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translation/translation.txt and translation/menu.txt over data/translation.txt
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(engine/source/gamelib/translation.c:102-106, engine/openbor.c:5975,53240),
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saves/lifebar.txt over data/lifebar.txt (engine/openbor.c:4965-4972), and on
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Android Saves/<module>/touch.txt then Saves/touch.txt over data/touch.txt
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(engine/android/app/jni/openbor/video.c:210-218). Each holds text or a control
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layout written for one module. The engine/translation.txt copied into the
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release folder by CMakeLists.txt:239 is a blank msgid template whose own first
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line sends it to the module data folder, and the published Windows archive for
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v7533 contains only OpenBOR.exe.
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Startup reads nothing. Logo, menu and log viewer artwork are PNG byte arrays
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compiled in from engine/resources (engine/sdl/menu.c:20-27), menu text draws
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from the embedded hankaku face (engine/sdl/menu.c:16,228), the GLSL fragment
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shaders are string literals (engine/sdl/opengl.c:45-116), and the Android
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touch skin is a header (engine/android/app/jni/openbor/video.c:49). No gamepad
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mapping file is read, nothing is dlopened at runtime, the Android package
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ships an empty assets directory, and the SecurePAK paths compile out of every
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build because no build file defines SPK_SUPPORTED
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(engine/source/gamelib/packfile.c:36, engine/source/gamelib/packfile.h:9,135).
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Files the engine writes rather than expects: Paks, Saves, Logs and ScreenShots
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are created at startup when missing (engine/sdl/sdlport.c:30-33,119-122),
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settings and progress land in Saves as <module>.cfg, .sav, .hi, .scr and .inp
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alongside default.cfg (engine/source/utils.c:284-312,
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engine/openbor.c:2675-3040), and the viewer reads back Logs/OpenBorLog.txt and
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Logs/ScriptLog.txt (engine/source/utils.c:47-62, engine/sdl/menu.c:652-700).
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paks/logoff.txt is a marker whose existence alone skips the startup logo, so
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the player creates it empty (engine/sdl/menu.c:707-716). Module script can
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open any path it names through openfilestream
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(engine/openborscript.c:10505-10600).
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files: []
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