Files
libretro/emulators/zc255.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

40 lines
1.9 KiB
YAML

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