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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.
40 lines
1.9 KiB
YAML
40 lines
1.9 KiB
YAML
emulator: Zelda Classic 2.55 Prototype
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type: libretro
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core_classification: game_engine
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source: "https://www.retrobat.ovh/repo/win64/stable/emulators/cores/zc255_libretro.dll.zip"
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upstream: closed-source
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profiled_date: "2026-10-20"
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core_version: "2.55.16"
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display_name: "Zelda Classic 2.55 (ZC255)"
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cores: [zc255]
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systems: [zeldaclassic]
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notes: |
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Libretro core that hosts the ZQuest Classic 2.55 player engine, offered by
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RetroBat for its zeldaclassic system next to the ZQuest Classic standalone
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(es_systems.cfg, emulatorLauncher LibRetro.CoreOptions.cs:303 names it
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"Zelda Classic 2.55 Prototype"). It loads .qst quest files only
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(emulatorLauncher Common/Generator.cs:350, 390-392). No source is
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published: the profile reads zc255_libretro.dll as RetroBat serves it
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(coreversions.xml version 2.55.16.0, DLL 45709824 bytes, sha1
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d8b049ca8d196069609fd1cf67abd6346304f7a0). The binary identifies itself
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as "2.55.16-core-prototype" and "0.14 embedded gameplay core".
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Every engine file the standalone reads from disk is compiled into the DLL
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as an RCDATA resource: allegro5.cfg, base_config/zc.cfg and zscript.cfg,
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modules/classic.zmod, the packed classic_fonts.dat and the encoded engine
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datafile it names, the default quest, zelda.nsf, the seven title, dungeon,
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overworld, level 9, triforce, game over and ending MIDIs, the default.sf2
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SoundFont (32319396 bytes) and an SDL gamecontrollerdb.txt. At start the
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core writes them into a zc255-assets cache and verifies the copy, failing
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with "Cannot locate embedded core resources" or "Embedded asset cache
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verification failed" otherwise. RetroBat's ConfigureZc255
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(emulatorLauncher LibRetro.CoreOptions.cs:6372-6377) states the same:
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"Engine data, soundfont and sound effects are embedded in the DLL: nothing
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is needed in the bios folder".
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Nothing is read from the system directory. Quests and their saves are the
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only files on disk.
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files: []
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