mirror of
https://github.com/Abdess/retroarch_system.git
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pin_frozen was prose, and no tool read the build file it cites, so a platform building another revision left the profile holding one nobody ships. pin_build records the platform, its repository, the revision read, the file, the variable and its value. check_freshness reads the file again where the platform's YAML now stands and reports STALE when the value moved. 36 of the 46 held profiles carry it, each value read from the build file at the platform's scraped revision. The other ten name no build file and are counted on one row: six RetroBat binary packages and four holds not tied to a platform build.
95 lines
3.7 KiB
YAML
95 lines
3.7 KiB
YAML
emulator: "Bermuda Syndrome (bs)"
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type: standalone
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core_classification: game_engine
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source: "https://github.com/cyxx/bermuda"
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profiled_date: "2026-10-22"
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source_commit: "cf6bdb68d53a1618967da565a44c931b15daf791"
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pin_frozen: "EmuELEC, the only platform that ships it, builds this revision (EmuELEC packages/sx05re/emuelec-ports/bermuda/package.mk:5 at v4.8). Later commits are not part of that build."
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pin_build:
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- platform: emuelec
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repo: "https://github.com/EmuELEC/EmuELEC"
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revision: "v4.8"
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path: "packages/sx05re/emuelec-ports/bermuda/package.mk"
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variable: PKG_VERSION
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value: "cf6bdb68d53a1618967da565a44c931b15daf791"
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core_version: "0.1.7"
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version_basis:
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kind: file
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path: "main_libretro.cpp"
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pattern: 'static\s+const\s+char\s+\*kVersion\s+=\s+"([^"]+)'
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display_name: "Bermuda Syndrome (bs)"
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cores:
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- "bs"
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systems: [bermuda-syndrome]
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notes: |
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Gregory Montoir's rewrite of the Bermuda Syndrome engine (Century
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Interactive, 1995), reversed from the Windows executable. It plays the
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retail and demo data. EmuELEC builds this revision as bs and starts it with
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--datapath=/storage/roms/ports/bermuda/ from that same directory.
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ref: README.TXT:9-14, main.cpp:17-19,
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EmuELEC packages/sx05re/emuelec-ports/bermuda/package.mk:4-5,
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EmuELEC packages/sx05re/emuelec-ports/sources/ports.yaml:25-36
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The data directory is walked recursively at start and every name is matched
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case-insensitively against that list. A path from the scripts starting with
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..\ is taken from the data root, any other from SCN/. A single file starting
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with -rom1fs- is read as a romfs image of the same tree.
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ref: fs.cpp:40-52, fs.cpp:96-121, fs.cpp:237-321
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The release is told from its first scene: -00.SCN marks the demo, -01.SCN
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the German release and _01.SCN the French and English ones. None found stops
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the engine. The demo skips bermuda.ovr.
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ref: game.cpp:67-84, resource.cpp:44-49
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Music: each MIDI cue is replaced by track<NN>.ogg in the music directory
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(MUSIC by default, EmuELEC passes none) when that file exists, the CD
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soundtrack ripped to 22 kHz Vorbis, else the .mid from the data. Videos
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under DATA/ are skipped when absent. Korean text is drawn with BT16.TBM,
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the Hangul bitmap font of Windows 3.x, read from the working directory and
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checked for its signature.
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ref: game.cpp:1108-1156, game.cpp:1078-1095, resource.cpp:461-478,
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game.cpp:27-31
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files:
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- name: "_01.SCN"
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aliases: ["-01.SCN", "-00.SCN"]
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path: "SCN/_01.SCN"
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category: game_data
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system: bermuda-syndrome
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required: true
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description: "First scene of the retail release (French, English), -01.SCN for the German one, -00.SCN for the demo"
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source_ref: "game.cpp:67-84, fs.cpp:237-260"
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- name: "bermuda.wgp"
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category: game_data
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system: bermuda-syndrome
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required: true
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description: "Bag and status bar bitmaps"
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note: "Opened at the root of the data directory, and a missing file stops the engine."
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source_ref: "resource.cpp:51, resource.cpp:130-138"
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- name: "bermuda.spr"
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category: game_data
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system: bermuda-syndrome
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required: true
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description: "Common sprites"
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source_ref: "resource.cpp:60-65"
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- name: "bermuda.ovr"
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category: game_data
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system: bermuda-syndrome
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required: false
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description: "Overlay data of the retail release"
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note: "Read unless the data is the demo, which has no such file."
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source_ref: "resource.cpp:44-49"
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- name: "BT16.TBM"
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category: game_data
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system: bermuda-syndrome
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required: false
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size: 330328
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description: "Windows 3.x Hangul bitmap font"
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note: "Loaded only when the dialogue text is CP949, the Korean release. Must start with \"TTBITMAP VARIABLE-PITCH HANGEUL\" and carry 16x16 glyphs."
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source_ref: "game.cpp:27-31, resource.cpp:461-478"
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