mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-10 13:33:24 -05:00
97 lines
3.0 KiB
YAML
97 lines
3.0 KiB
YAML
emulator: Hydra Castle Labyrinth
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type: standalone
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core_classification: game_engine
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source: "https://github.com/ptitSeb/hydracastlelabyrinth"
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upstream: "https://github.com/ptitSeb/hydracastlelabyrinth"
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profiled_date: "2026-10-04"
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source_commit: "e31648688434a789e3056e52cdf1b9a842eeed48"
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core_version: ~
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display_name: "Hydra Castle Labyrinth (hcl)"
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cores: [hcl]
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systems: []
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verification: existence
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notes: |
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Open-source port of E. Hashimoto's 2008 Japanese freeware Metroidvania Hydra
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Castle Labyrinth. ptitSeb's SDL/SDL2/SDL3 fork is used by batocera (the
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package batocera/ports/hcl pins HCL_VERSION to this commit).
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The SDL builds open every data file from a relative "data/" prefix
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hard-coded in the sources:
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- src/qda.c:19, strcpy(fullPath, "data/") before the archive name
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- src/sdl2/graphics.c:223, fopen("data/bmp.qda", "rb")
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- src/text.c:79, "data/" before en.dat or jp.dat
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- src/game.c:1195 and src/game.c:1290, "data/map/" and "data/obj/"
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- src/sdl2/audio.c:30 and src/sdl2/audio.c:40, "data/" before the
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music and sound names
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- src/game.h:184, savename macro = "data/save.tmp"
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Save files are rewritten in that same relative data/ tree, so the game must
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be launched from a working directory that contains data/.
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Paths below are written under hcl/, which stands for that working
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directory. The data/ tree is shipped in the source repository.
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files:
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- name: "bmp.qda"
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path: "hcl/data/bmp.qda"
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category: game_data
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description: "Packed graphics (QDA archive of all bitmaps)"
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required: true
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bundled: true
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source_ref: "src/qda.c:19-28, src/sdl2/graphics.c:223"
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- name: "en.dat"
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path: "hcl/data/en.dat"
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category: game_data
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description: "English localization"
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required: true
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bundled: true
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source_ref: "src/text.c:79-93"
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- name: "jp.dat"
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path: "hcl/data/jp.dat"
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category: game_data
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description: "Japanese localization"
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required: true
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bundled: true
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source_ref: "src/text.c:79-93"
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- name: "map/"
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type: directory
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path: "hcl/data/map/"
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category: game_data
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description: "Room tile maps, <nnn>.map and the background layer <nnn>a.map"
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required: true
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bundled: true
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source_ref: "src/game.c:1195-1209"
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- name: "obj/"
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type: directory
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path: "hcl/data/obj/"
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category: game_data
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description: "Per-room object definitions, <nnn>.dat"
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required: true
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bundled: true
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source_ref: "src/game.c:1290-1306"
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- name: "midi/"
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type: directory
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path: "hcl/data/midi/"
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category: game_data
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description: "Music, each track as .mid and .ogg"
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required: false
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bundled: true
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source_ref: "src/sdl2/audio.c:25-34, src/game.c:48-56, src/game.c:473-474"
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note: >
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PHL_LoadMusic appends .ogg or .mid according to the music type option.
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A track that fails to load is not played.
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- name: "wav/"
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type: directory
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path: "hcl/data/wav/"
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category: game_data
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description: "Sound effect samples"
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required: false
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bundled: true
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source_ref: "src/sdl2/audio.c:37-42, src/game.c:428-470"
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