mirror of
https://github.com/Abdess/retroarch_system.git
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arduous (Arduboy AVR sim, no BIOS), boom3 (Doom 3, game data only), directxbox (Xbox, mcpx + cromwell), doukutsu_rs (Cave Story, no BIOS), meteor (GBA, full HLE), nxengine (Cave Story, Doukutsu.exe + data/), tgbdual (Game Boy link, HLE), tic80 (fantasy console), virtualxt (IBM XT, open BIOS embedded), sdlpal (Sword & Fairy, 13 .mkf) 125 total profiles.
25 lines
1.2 KiB
YAML
25 lines
1.2 KiB
YAML
emulator: boom3
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type: libretro
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source: "https://github.com/libretro/boom3"
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cores: [boom3, boom3_xp]
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systems: [doom3]
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verification: existence
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notes: >
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Doom 3 source port based on dhewm3 (GPL Doom 3 engine). The core accepts
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.pk4 extensions (retro_get_system_info sets valid_extensions = "pk4").
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Content is loaded directly from the .pk4 file path - the engine extracts
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the grandparent directory as fs_basepath (libretro.cpp:1097,1135-1136
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via extract_directory called twice on info->path) and expects the standard
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Doom 3 directory layout with base/ containing pak000.pk4 through pak008.pk4.
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BASE_GAMEDIR is hardcoded to "base" (Licensee.h:58). The boom3_xp variant
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compiles with _D3XP defined, which passes "+set fs_game d3xp" at startup
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(libretro.cpp:538-544) to load the Resurrection of Evil expansion from a
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d3xp/ subdirectory alongside base/. The filesystem code (FileSystem.cpp:2125)
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scans for .pk4 files in the game directory and loads them in order, with
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higher-numbered paks overriding lower ones. The core requires OpenGL
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(RETRO_ENVIRONMENT_SET_HW_RENDER) and XRGB8888 pixel format. All required
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files are commercial Doom 3 game data, not engine firmware. No BIOS or
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system files are needed in the RetroArch system directory.
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files: []
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