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.
69 lines
2.5 KiB
YAML
69 lines
2.5 KiB
YAML
emulator: "ccleste"
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type: standalone
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core_classification: game_engine
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source: "https://github.com/lemon32767/ccleste"
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profiled_date: "2026-10-22"
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source_commit: "261d96f15af430b8111abc7a5250229246654f52"
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pin_frozen: "EmuELEC, the only platform that ships it, builds this revision (EmuELEC packages/sx05re/emuelec-ports/ccleste/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/ccleste/package.mk"
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variable: PKG_VERSION
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value: "261d96f15af430b8111abc7a5250229246654f52"
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core_version: "v1.4.0"
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version_basis:
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kind: tag
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tag: "v1.4.0"
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distance: 0
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display_name: "Celeste Classic (ccleste)"
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cores:
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- "ccleste"
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systems: [celeste-classic]
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notes: |
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A C translation of the PICO-8 Celeste Classic by lemon32767: the game logic
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is compiled in, and an SDL front end draws and plays it. No game file is
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loaded. EmuELEC builds this revision, installs the repository's data
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directory under /emuelec/configs/ccleste and runs ccleste from there.
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ref: README.md:5-11,
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EmuELEC packages/sx05re/emuelec-ports/ccleste/package.mk:4-5,24-28,
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EmuELEC packages/sx05re/emuelec-ports/sources/ports.yaml:113-125
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At start the front end reads, from data/ under the working directory,
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gfx.bmp and font.bmp, 23 sound effects snd<N>.wav and 5 music tracks
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mus<N>.ogg. All of them ship with the source and are installed with the
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binary. A missing bitmap leaves its surface empty and nothing is drawn from
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it, a missing sound or track is logged and stays silent.
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ref: sdl12main.c:83-96, sdl12main.c:121-150, sdl12main.c:155-192, sdl12main.c:352
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Optional: ccleste-input-cfg.txt (or $CCLESTE_INPUT_CFG_PATH) for the
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gamepad mapping, written with defaults when absent, gamecontrollerdb.txt,
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and ccleste-start-fullscreen.txt, whose presence alone starts in full
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screen.
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ref: sdl12main.c:278, sdl12main.c:372, sdl12main.c:1006-1042
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files:
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- name: "gfx.bmp"
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path: "data/gfx.bmp"
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system: celeste-classic
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category: game_data
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required: true
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bundled: true
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size: 4282
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sha1: "86cfc2bd0c5ac315bdca501118960f264a001791"
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description: "Sprite sheet"
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source_ref: "sdl12main.c:121-131, sdl12main.c:155-157"
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- name: "font.bmp"
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path: "data/font.bmp"
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system: celeste-classic
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category: game_data
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required: true
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bundled: true
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size: 1490
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sha1: "7b45c79394c930c6a7f9d1fa59f14b81ce2f2d19"
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description: "Text font"
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source_ref: "sdl12main.c:121-131, sdl12main.c:160-161"
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