A libretro core for xrick, BigOrno's open source reimplementation of Core Design's Rick Dangerous.
Upstream engine: http://www.bigorno.net/xrick/
The core needs the original game data, as a zip, in the frontend's system directory:
system/xrick/data.zip
Without it retro_load_game() fails and the core reports the failure to the
frontend rather than loading an empty session. The core takes no content file,
so it can be started with "Start Core" / no game.
The core builds from the standard libretro makefile with no external
dependencies. zlib is vendored in deps/libz; nothing links against SDL.
make -f Makefile.libretro platform=unix
Other targets include windows_msvc2010_x64, vita, switch, libnx,
wiiu, wii, ngc, ctr, psl1ght, emscripten, gcw0, miyoo and
tvos-arm64. See Makefile.libretro for the full list.
The default build is warning free.
| RetroPad | Action |
|---|---|
| D-Pad Up | Jump / climb |
| D-Pad Down | Crawl |
| D-Pad Left / Right | Move |
| A | Jump |
| B | Fire gun |
| X | Jab stick (hold with Left/Right) |
| Y | Set dynamite |
| Start | Pause |
| Option | Default | Notes |
|---|---|---|
| Crop Borders | enabled | Removes the 32 pixels of empty padding either side of the game screen. Cheat indicators are only drawn when cropping is disabled. |
| Cheat: Trainer Mode | disabled | Always 6 bullets, 6 dynamite, 6 lives. |
| Cheat: Invulnerability Mode | disabled | Nothing kills Rick. May break game progression. |
| Cheat: Expose Mode | disabled | Highlights all entities on the map. |
- Savestates, and therefore rewind, run-ahead and netplay. The state covers the full session: game and entity state, map state and mutated map marks, the screen sequencers, the frame buffer and palette, and the input edge-detection latches. Multi-byte fields are little endian and the palette is stored unpacked, so a state written by an RGB565 build loads into an XRGB8888 one.
- Reset, which returns the core to the state a fresh load produces without re-reading the data files.
- Save RAM, holding the hall of fame. 128 bytes: eight 16-byte entries,
each a little endian
uint32score, ten name bytes and two zeroed padding bytes. On a little endian host this is byte for byte the layout older builds wrote, so existing save files carry over.
320x200 at 25fps. RGB565 by default; XRGB8888 when FRONTEND_SUPPORTS_RGB565
is not defined. Audio is 22050 Hz stereo, submitted as one batch of 882
samples per frame — the rate divides exactly into the frame rate, so there is
no drift or remainder to carry.
See README, which carries BigOrno's original statement. The engine code is
released in the spirit of the GNU GPL; the graphics, maps and sounds belong to
the authors of the original Rick Dangerous, which remains a trademark of its
owner(s).