Singe 2
Singe 2 emulates Laserdisc arcade games.
About this profile
Technical notes
Somewhat Interactive Nostalgic Game Engine by Scott Duensing, the Lua laserdisc game engine, released as v2.10 on 2024-03-26 (CHANGELOG). The program is GPLv3 but no public source tree was reachable, so this profile reads the Windows binary RetroBat installs, Singe-v2.10-Windows-x86_64.exe (sha1 5a4883ff55da7d4690a8763e6f3ff443ec1d5293).
emulatorlauncher links the game folder next to the executable and runs
Singe-v2.10-Windows-x86_64.exe -k -w|-x -y [-z] [-n] -v <video> <script>,
taking the video and the .singe script from the game's .dat, .game or
folder layout. Its ActionMax mode looks for an ActionMax folder in the
package (emulatorLauncher Generators/Singe2.Generator.cs:24-150).
The video and the script arrive on the command line and the program stops with "Unable to locate video." or "Unable to locate script." when either is absent. Everything else it opens it carries itself. Framework.singe, Menu.singe, FreeSansBold.ttf, menuBackground.mkv and controls.cfg.example are byte arrays in the executable (Framework_singe, Menu_singe and so on in its symbol table), written out to Singe/ with ">>> Created File:" when missing. The framework is run with dofile("Singe/Framework.singe") and sets SINGE_FRAMEWORK_VERSION 2.10.
controls.cfg is looked up in the script's folder and in the folder above it, and when neither holds one the built-in mappings apply ("Loading default control mappings"). Files the engine writes go to the data directory given by -d. The KarisFramework, KimmyScript and Blank folders RetroBat ships are Lua libraries and a sample game that game scripts load by path, not files the engine opens.
No BIOS or firmware files required.
Next steps
Section titled “Next steps”- Get your files, for the setup you play on
- Every system, and the files each one needs
- When a game does not start