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Linux Loader

Linux Loader emulates Sega Lindbergh. It reads 9 files, none of them required: it starts games without them.

About this profile
Detail Value
Type standalone
Classification Embedded HLE
Source https://github.com/lindbergh-loader/linuxloader
Version 3.0.12
Revision lindbergh-loader/linuxloader@9aa6e3e45ccf
Profiled 2026-10-20
Profile YAML, JSON
Cores linuxloader
Systems Sega Lindbergh
Install this emulator's files

With RetroBat: the installer finds RetroBat and its BIOS folder, then downloads only the files Linux Loader reads there and checks each one.

Open the Start menu. Type PowerShell and open it. Paste the line. Press Enter.

PowerShell
&([scriptblock]::Create((irm https://raw.githubusercontent.com/Abdess/retrobios/main/install.ps1))) --emulator linuxloader
Technical notes

The successor of Lindbergh Loader from the same team, in a repository of its own, built for Linux and for 32-bit Windows. RetroBat installs the Windows release as linuxloader.exe with an ll-deps folder beside it (emulatorlauncher Installer.cs:85, emulatorlauncher Program.cs:114) and runs it from that folder with -g <game>/disk0[/<launcher>], plus -c, -o and -d for the configuration, controls and controller database files it writes there (emulatorlauncher Linuxloader.Generator.cs:144-181, 196-213).

On Linux the launcher puts linuxloader.so in LD_PRELOAD, found in /app/lib32, the AppImage lib32, the -L directory, ll-deps, the loader directory, then the system 32-bit library folders, and runs the game ELF (src/loader/mainShared.c:355-380, 1149-1168). On Windows there is no Linux runtime at all. src/loader/elfLoader maps the game ELF itself and resolves every DT_NEEDED library through SymbolResolver (src/loader/elfLoader/symbolResolver.cpp:249-371). Libraries listed in src/loader/elfLoader/elfLoader.cpp:360-401 are answered by a Windows DLL (libCg.so by Cg.dll, libCgGL.so by CgGL.dll, libopenal.so.0 and .1 by openal32.dll, libz.so.1 by zlib1.dll, libgcc_s.so.1 by libgcc_s_dw2-1.dll) or by the loader's own bridges (libc, libpthread, libGL, libasound, X11, libsegaapi, libkswapapi and the rest marked INTERNAL). Any other library is loaded as a native 32-bit Linux shared object from the search path: the executable folder, ll-deps, the -L directory, the game folder, its lib subfolder, ../dso/q2satl_lind/release and data/drv/cri/lindbergh/libs (symbolResolver.cpp:153-226). A missing libstdc++ ends the run, any other missing library is logged and its symbols stay unresolved (symbolResolver.cpp:364-371). The Windows release ships these as ll-deps, copied from libs/win32/ll-deps plus the MinGW libgcc_s_dw2-1.dll (scripts/windows/windows-build.sh:6-7).

The Lindbergh hardware is emulated in the loader with no firmware file. The fopen hooks answer /dev/zero or NUL for the baseboard, EEPROM, serial ports and PCI config space (src/loader/redirections/filesystemShared.c:200-280, 319-420). eeprom.bin is opened from the working directory and created when absent (src/loader/hardware/lindbergh/eepromSettings.c:251-256), sram.bin defaults to the working directory and is created on first open (src/loader/config/config.c:133-134, hardware/lindbergh/baseBoard.c:64-78), and card reader files InidCrd%03d.crd or InidCard%02d.crd are written from scratch (hardware/lindbergh/cardReader.c:249-253, 386-397). linuxloader.ini and controls.ini are optional, each falling back to built-in defaults (src/loader/mainShared.c:945-1020).

Shaders come from the game dump. The Cg 2.0 runtime is loaded only for the titles whose patches recompile them: Harley-Davidson, Quiz Answer x Answer, Rambo, The House of the Dead EX and Too Spicy (src/loader/patching/patch.c:527, 2553, 2587, 2621, 2655, 3090, 3156). Primeval Hunt runs through Mesa's Zink driver by default (PRIMEVAL_HUNT_USE_ZINK, src/loader/config/config.c:166, 387).

The boot logos and console fonts are compiled in. resources/lindberghLogo.h and resources/font.h carry the same bytes as the Lindbergh Loader built-ins (sha1 c800e91a, 9a888a49, 6fcc3fff and e0814d3d). The originals are read from the game folder only with DISABLE_BUILTIN_LOGOS or DISABLE_BUILTIN_FONT (src/loader/config/config.c:167-168, 372-373).

9 files: 0 required, 9 optional. 6 have an HLE fallback. 18 more files come with the app.

By kind: 26 BIOS and 1 game data.

27 rows
File Required Hash
segaboot no -
logo.tga no -
logo_red.tga no -
LucidaConsole_12.tga no -
LucidaConsole_12.abc no -
SEGA_KakuGothic-DB-Roman_12.tga no -
SEGA_KakuGothic-DB-Roman_12.abc no -
lindbergrc no -
gamecontrollerdb.txt no -
libCg2.so with the app SHA1 23b85ca78122
cg2.dll with the app SHA1 44459da64df1
libCg.so with the app SHA1 9637cd9d774d
libCgGL.so with the app SHA1 b2ca278a7c4d
cg.dll with the app SHA1 e7da9515c4b2
cgGL.dll with the app SHA1 5b98e1e97387
libstdc++.so.5 with the app SHA1 c3480f87336d
libstdc++.so.6 with the app SHA1 5ccc8d96d9de
libncurses.so.5 with the app SHA1 1dd354eb1560
libpcsclite.so.1 with the app SHA1 152c306568e1
libcrypto.so.0.9.7 with the app SHA1 0ee8ed2a8fb4
libssl.so.0.9.7 with the app SHA1 60c2838da6cd
libopenal.so.0 with the app SHA1 91d69bba438f
openal32.dll with the app SHA1 b33c59e506e4
zlib1.dll with the app SHA1 4861e064669c
libgcc_s_dw2-1.dll with the app -
zink/opengl32.dll with the app SHA1 6d59e04c9c69
zink/libgallium_wgl.dll with the app SHA1 5d843698d8fd

In this collection: 8 in repo, 0 missing and 1 unsourceable.

8 files

segaboot optional in repo

Sega Lindbergh boot and hardware check program

  • Run as "segaboot -t" under -s or --segaboot, from the game folder. A 32-bit x86 Linux ELF, /usr/sbin/segaboot on the system CompactFlash card. The Windows build creates tmp\segaboot for it (src/loader/mainW.cpp:121-124).

logo.tga optional in repo HLE fallback built-in fallback

Lindbergh boot logo, read from /usr/lib/boot on the original system

  • Read from the game folder only when DISABLE_BUILTIN_LOGOS is set. Otherwise the lindberghLogo array of resources/lindberghLogo.h answers the read.

logo_red.tga optional in repo HLE fallback built-in fallback

Lindbergh Red boot logo, read from /usr/lib/boot on the original system

  • Read from the game folder only when DISABLE_BUILTIN_LOGOS is set. Otherwise the lindberghLogoRed array answers the read.

LucidaConsole_12.tga optional in repo HLE fallback built-in fallback

Lucida Console font texture

  • Read from the game folder only when DISABLE_BUILTIN_FONT is set. Otherwise the fontTGA array of resources/font.h answers the read, one atlas shared by all four font paths.

LucidaConsole_12.abc optional in repo HLE fallback built-in fallback

Lucida Console font metrics

  • Read from the game folder only when DISABLE_BUILTIN_FONT is set. Otherwise the fontABC array of resources/font.h answers the read.

SEGA_KakuGothic-DB-Roman_12.tga optional in repo HLE fallback built-in fallback

Sega Kaku Gothic console font texture

  • Read from the game folder only when DISABLE_BUILTIN_FONT is set. Otherwise the same fontTGA atlas answers the read.

SEGA_KakuGothic-DB-Roman_12.abc optional in repo HLE fallback built-in fallback

Sega Kaku Gothic console font metrics

  • Read from the game folder only when DISABLE_BUILTIN_FONT is set. Otherwise the same fontABC table answers the read.

lindbergrc optional unsourceable

Lindbergh development configuration read by Sega's lxmaster and segaboot

  • The fopen hook rewrites /root/lindbergrc to lindbergrc in the game folder. The loader neither creates the file nor substitutes for it.
  • Not collectable: Pushed from a developer host onto development units. A retail system card ships none. (acknowledged gaps)
1 file

gamecontrollerdb.txt optional in repo game data

SDL gamepad mappings added on top of SDL's own table

  • Loaded from the path given by -d or --controllerdb, passed through LINUX_LOADER_CONTROLS_DB_PATH. A missing file is logged and only the mappings SDL carries remain.
18 files

libCg2.so comes with the app

NVIDIA Cg 2.0.0.12 runtime used to recompile the game shaders, Linux build

  • Searched at LIBCG_PATH, then $LINUX_LOADER_CURRENT_DIR/ll-deps/libCg2.so, $LINUX_LOADER_CURRENT_DIR/libCg2.so, $LINUX_LOADER_DEPS_PATH/libCg2.so, /app/lib32/libCg2.so and the AppImage lib32. The loader reads 8 bytes at 0x226d84 and requires "2.0.0.12". A missing file or another version ends the run for the titles that recompile shaders. Upstream vendors it as libs/linux_x86/libCg.so and the build scripts copy it as libCg2.so (scripts/linux/make-linux.sh:8, scripts/appimage/make-appimage.sh:132).

cg2.dll comes with the app

NVIDIA Cg 2.0 runtime used to recompile the game shaders, Windows build

  • LoadLibraryA("cg2.dll") through the default DLL directories, which include ll-deps. Failure to load it or to find cgCreateContext and the other entry points ends the run. No version check on this build.
  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

libCg.so comes with the app

NVIDIA Cg 3.1 runtime linked by the game binaries, Linux build

  • Resolved by the dynamic linker for the game ELF. Upstream ships it in libs/linux_x86/Cg-3.1.zip, unpacked into ll-deps.

libCgGL.so comes with the app

NVIDIA Cg 3.1 OpenGL runtime linked by the game binaries, Linux build

  • Same origin and mechanism as libCg.so.

cg.dll comes with the app

NVIDIA Cg runtime answering libCg.so on Windows

  • The game ELF's libCg.so is mapped to Cg.dll and looked up in the search path, ll-deps included, then by LoadLibraryA.
  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

cgGL.dll comes with the app

NVIDIA Cg OpenGL runtime answering libCgGL.so on Windows

  • The game ELF's libCgGL.so is mapped to CgGL.dll, found the same way as cg.dll.
  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

libstdc++.so.5 comes with the app

GNU C++ runtime 5 linked by the older game binaries

  • On Windows loaded as a native Linux shared object from the search path. A game that needs it and does not find it stops with "Critical library not found". On Linux it comes from the system, and the Linux build script copies the host's copy into ll-deps (scripts/linux/make-linux.sh:14).
  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

libstdc++.so.6 comes with the app

GNU C++ runtime 6 linked by the newer game binaries

  • Same handling as libstdc++.so.5 on Windows. On Linux the system copy is used.
  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

libncurses.so.5 comes with the app

ncurses 5 linked by some game binaries

  • Loaded as a native shared object on Windows. A missing copy is logged and the symbols it would provide stay unresolved.
  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

libpcsclite.so.1 comes with the app

PC/SC smart card library linked by the card reader titles

  • Loaded as a native shared object on Windows, missing copy logged.
  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

libcrypto.so.0.9.7 comes with the app

OpenSSL 0.9.7 crypto library linked by the networked games

  • Same bytes in libs/linux_x86 and libs/win32/ll-deps. Resolved by the dynamic linker on Linux and loaded as a native shared object on Windows. Shipped in ll-deps of both release archives and in the AppImage.

libssl.so.0.9.7 comes with the app

OpenSSL 0.9.7 TLS library linked by the networked games

  • Paired with libcrypto.so.0.9.7, same bytes in both upstream folders, and shipped with it in both release archives and the AppImage.

libopenal.so.0 comes with the app

OpenAL runtime preloaded for Quiz Answer x Answer, Linux build

  • When the ELF is q2satl_lind the launcher looks it up with findPreloadLibrary and adds it to LD_PRELOAD. Absent, it prints that sound may be missing and the game runs. Shipped in ll-deps of the Linux archive and in the AppImage.

openal32.dll comes with the app

OpenAL runtime answering libopenal.so.0 and .1 on Windows

  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

zlib1.dll comes with the app

zlib answering libz.so.1 on Windows

  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

libgcc_s_dw2-1.dll comes with the app

MinGW GCC runtime answering libgcc_s.so.1 and libgcc.so on Windows

  • Not in the repository. The build script copies it from the MinGW toolchain into ll-deps.
  • Not collectable: copied from the MinGW toolchain into ll-deps of the Windows release, and not collected (acknowledged gaps)

opengl32.dll comes with the app

Mesa OpenGL front end used to run Primeval Hunt through Zink on Windows

  • Loaded from <ll-deps or -L>/zink/ for Primeval Hunt while PRIMEVAL_HUNT_USE_ZINK is on, its default. If it fails to load the loader prints "Failed to load OpenGL!" and exits. Every other game uses the system opengl32.dll.
  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)

libgallium_wgl.dll comes with the app

Mesa Gallium driver loaded by the Zink opengl32.dll

  • The zink folder is added to the DLL search path before opengl32.dll is loaded.
  • Not collectable: ships in ll-deps of the Windows release, vendored in libs/win32/ll-deps, and is not collected (acknowledged gaps)
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