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sdlpal.cfg.example
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#####################################################
# Configuration file for SDLPAL #
# #
# Lines started with '#' is treated as comments. #
#####################################################
# GamePath: Indicate the path where the game resource located.
#GamePath=.
# SavePath: Indicate the path where the game should save.
# Significant if the GamePath cannot write.
#SavePath=.
# CD: Indicates which type of CD audio source to use. Valid types include 'RAW',
# 'OGG' and 'MP3'. 'RAW' means use the SDL 1.2's CDAudio API (default when
# compiled with SDL 1.2), 'OGG' means use files named as '100xx.ogg' inside
# the 'ogg' directory (default when compiled with SDL 2.0), while 'MP3'
# means use files named as '100xx.mp3' inside the 'mp3' directory.
#CD=OGG
# MUSIC: Indicates which type of music source to use. Valid types include
# 'RIX', 'MIDI', 'OGG' and 'MP3'. 'RIX' means use the RIX music (default),
# 'MIDI' means midi (either in 'mus.mkf' or inside 'musics' directory),
# 'OGG' means use files named as 'xx.ogg' inside the 'ogg' directory, while
# 'MP3' means use files named as 'xx.mp3' inside the 'mp3' directory.
#Music=RIX
# RIXExtraInit: Indicate extra OPL command sequence to insert before each loop start.
# ENSURE YOU KNOW WHAT YOU'RE DOING.
# NOT AVAILABLE IN OFFICIAL BUILDS.
#RIXExtraInit=168,87,184,9,167,3,183,15,
# MIDIClient: Indicate MIDI Client Setting.
# on iOS/Win32/UWP/ANGLE no setting needed, so forget this setting.
# on *nix that have alsa devel library compiled, specify ALSA MIDI Port here.
# otherwise, specify any midiplayer or wrapper here, that accept
# `CLI midifile` syntax.
#MIDIClient=14.0
# OPLCore: Indicates the OPL emulator core to use. Valid types include 'DBFLT'
# (default), 'MAME', 'DBINT' and 'NUKED'.
#OPLCore=DBFLT
# OPLChip: Indicates the kind of OPL chip to be emulated. Valid types include 'OPL2'
# (default) and 'OPL3'. Note: the 'NUKED' core does not support 'OPL2'.
#OPLChip=OPL2
# Stereo: Indicates whether to use mono audio or stereo audio. Non-zero means to use
# stereo audio (default), while zero means only use mono audio.
#Stereo=1
# UseSurroundOPL: Indicates whether to use surround opl emulator or not. Non-zero
# means to using (default), while zero means not to use. Only
# valid when Stereo is set to non-zero.
#UseSurroundOPL=1
# SampleRate: Indicates which sample rate to use, valid values include 44100 (default),
# and 22050. Other values (<=48000) are supported but not recommended.
#SampleRate=44100
# OPLSampleRate: Indicates which sample rate to use for opl emulator. Suggested value
# is 49716, but other values may also be used.
#OPLSampleRate=49716
# SurroundOPLOffset: Indicates the frequency offset of surround opl. The default and
# recommended value is 384.0, but other values may also be used.
#SurroundOPLOffset=384.0
# ResampleQuality: Indicates the resample quality, valid values from 0 to 4 (default).
# Larger value indicates higher quality.
#ResampleQuality=4
# AudioBufferSize: Indicates the size of audio buffer in samples. Valid values are in
# range 2 - 32768, but should be power of 2. Default value is 1024.
#AudioBufferSize=1024
# Volume: replaced by MusicVolume/SoundVolume
# MusicVolume: Indicates the music volume. Valid values are from 0 to 100, default is 100.
#MusicVolume=100
# SoundVolume: Indicates the SFX volume. Valid values are from 0 to 100, default is 100.
#SoundVolume=100
# WindowWidth: Indicates the width of game window. Default value varies on different
# platforms. On desktop, the default value is 640.
#WindowWidth=640
# WindowHeight: Indicates the height of game window. Default value varies on different
# platforms. On desktop, the default value is 400.
#WindowHeight=400
# FullScreen: Indicates whether the game should started fullscreen or not, default is not.
# On some platforms, such as mobile OS or WinRT, this option is ignored.
#FullScreen=0
# LaunchSetting: Indicates whether launch settings UI before game launch. Only available on
# Win32/*nix that have fltk/android/iOS.
#LaunchSetting=0
# EnableKeyRepeat: Indicates whether enable detecting touch event repeatly.
#EnableKeyRepeat=0
# UseTouchOverlay: Indicates whether show touch overlay. Only significant for mobile usage.
#UseTouchOverlay=0
# EnableAviPlay: Indicates whether enable AVI playback. AVI only exist in the Win95 game distribution.
# Note: SDLPal only support the codec the original distribution uses.
#EnableAviPlay=0
# ScaleQuality: Indicates whether use bilinear filtering when stretching, only avilable when EnableGLSL=0
# In other case the shader handles it.
#ScaleQuality=0
# EnableGLSL: Recently a EXPERIMENTAL hacked OpenGL/GLES based backend was introduced, which
# accepts RetroArch GLSL Shaders. This option MUST be used with Shader option.
#EnableGLSL=0
# Shader: Path to RetroArch GLSL Shaders( see https://github.com/libretro/glsl-shaders ).
# Either glsl or glslp; either absolute path or relative to GamePath or ShaderPath(deprecated).
#Shader=/Applications/RetroArch.app/Contents/Resources/shaders/shaders_glsl/xbrz/xbrz-freescale.glslp
# ShaderPath: Indicate the path where the shaders locates.
# DEPRECATED.
#ShaderPath=.
# EnableHDR: ACESFilm based HDR effect. Only valid when EnableGLSL=1.
#EnableHDR=0
# TextureWidth/TextureHeight:
# 1. When EnableGLSL=1, the final(before blitting) texture size. If your mobile device have very
# high resolution and the GPU cannot afford the Shader specified, try set a lower texture size.
# 2. When EnableGLSL=0, only specify the ratio that KeepAspectRatio use.
#TextureWidth=640
#TextureHeight=400
# KeepAspectRatio: Indicates whether the content in game window should keep its original
# aspect ratio (default) or not. When aspect ratio is kept, there may be
# left/right or top/bottom black edges in the game window. Currently this
# value is only valid if the game is built with SDL 2.0 or higher, otherwise
# this value is ignored.
#KeepAspectRatio=1
# MessageFileName: Indicates whether to use external message files.
#MessageFileName=jm.msg
# FontFileName: Indicates whether to use external font files. Currently supports only BDF font.
#FontFileName=jp.bdf
# LogLevel: This value controls how many logs can be output by the program. Valid ranges are:
# 0 (Verbose), 1 (Debug), 2 (Informational), 3 (Warning), 4 (Error) and 5 (Fatal). Only logs
# whose levels are larger or equal to this value can be output.
#LogLevel=5
# LogFileName: When set, the program's log will be output to this file as well.
#LogFileName=sdlpal.log
# AudioDevice: The ID of audio device to use. Only supported when compiled with SDL2. If this
# item is set to a negative value (default), the default audio device will be used.
#AudioDevice=-1