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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.
41 lines
1.8 KiB
YAML
41 lines
1.8 KiB
YAML
emulator: Stratagus
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type: standalone
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core_classification: game_engine
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source: "https://github.com/Wargus/stratagus"
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profiled_date: "2026-10-20"
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source_commit: "6b309817027618a12e26e4cf314ad09654495e28"
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core_version: "2.4.3"
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display_name: "Stratagus"
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cores: [stratagus]
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systems: []
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verification: existence
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notes: |
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Real time strategy engine. A game is a data set written for it: Wargus
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(Warcraft II), War1gus (Warcraft), Stargus (StarCraft) and free games
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such as Aleona's Tales. Each ships its Lua scripts and an extractor that
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converts the graphics, sounds and music of the original discs into the
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engine's formats. The pin is tag v2.4.3, the revision RetroPie builds
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(emulators/stratagus.sh).
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RetroPie launches `stratagus -F -d %ROM%`, the ROM being the game's data
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directory. -d sets StratagusLibPath, "." by default
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(src/stratagus/stratagus.cpp:542-545, 725). The engine then runs the
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start script, scripts/stratagus.lua unless -c names another
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(src/stratagus/parameters.cpp:44, src/stratagus/stratagus.cpp:535-539,
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765), and scripts/guichan.lua for the menus
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(src/stratagus/stratagus.cpp:301). LibraryFileName resolves every
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relative name against the map directory, the user directory of the
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game, the data path and its graphics/, sounds/ and scripts/
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subdirectories (src/stratagus/iolib.cpp:543-630).
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Every file the engine opens is named by the game's scripts or sits in
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the game's directory. The SF2 soundfont FluidSynth loads is
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Preference.SF2Soundfont, which only the game's Lua sets
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(src/sound/fluidsynth.cpp:222-230, src/include/unit.h:459). The engine
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names no file of its own. The game data is either the free game's own
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release or the output of the game's extractor run on the original disc,
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so nothing is listed here.
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files: []
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