singe/assets/settings.cfg

132 lines
6.9 KiB
INI

--[[
*
* Singe 3
* Copyright (C) 2006-2026 Scott Duensing <scott@kangaroopunch.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 3
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
* 02110-1301, USA.
*
*
--]]
-- settings.cfg: the options you would otherwise type on every command line.
--
-- Copy this file to settings.cfg and uncomment what you want. Singe reads it
-- from the same four places it reads controls.cfg, in this order, and a later
-- one wins key by key:
--
-- 1. the directory Singe was started in
-- 2. the directory above the game's data directory
-- 3. the game's data directory
-- 4. the game's own script directory
--
-- Every key is the long name of a command line option without the leading
-- dashes, so there is no second vocabulary to learn, and the command line
-- always wins over anything set here. A games.dat entry for the game does
-- too, because what is here is a default and what is there describes the game.
-- A key that is not an option, or one that names the game or a path, is an
-- error naming this file and the key.
--
-- Options that take no value on the command line take true or false here.
-- Setting one to false is the same as leaving it out.
--
-- The value shown against each key is its default, or an example where the
-- default is worked out from your display or from the game.
-- The window ------------------------------------------------------------
-- screen = 1 -- which display, counting from 1; without it, the primary one
-- xresolution = 1280 -- window width in pixels; without it, one that fits the display
-- yresolution = 960 -- window height in pixels; without it, one that fits the width
-- aspect = "16:9" -- which window size table to pick from: 4:3, 16:9 or 16:10
-- fullscreen = false -- exclusive full screen at the desktop resolution
-- fullscreen_window = false -- borderless window covering the desktop
-- nologos = false -- skip the splash screens
-- canvas = "720x480" -- world size for a game with no disc
-- Where the picture sits -------------------------------------------------
-- stretch = false -- fill the window instead of keeping the video's shape
-- scalefactor = 100 -- per cent of the window the picture fills, 25 to 100
-- shiftx = 0 -- move it inside the room scalefactor left, -100 to 100
-- shifty = 0
-- rotate = 0 -- turn the whole presentation clockwise: 0, 90, 180 or 270
-- linearscale = true -- smooth the overlay as the window scales it, or take the nearest pixel
-- monochrome = false -- start with the disc picture in grey
-- Cabinet artwork --------------------------------------------------------
-- bezel = "cabinet.png" -- artwork in the bezels folder, drawn around the picture
-- bezeldir = "bezels" -- the folder holding it
-- bezelflip = false -- draw the artwork in front of the picture instead of behind it
-- sindenedge = "video" -- where a Sinden border sits: video, or window with artwork loaded
-- Sound ------------------------------------------------------------------
-- nosound = false -- mute everything for the whole run
-- startsilent = false -- start muted until the first input of any kind
-- volume_vldp = 100 -- laserdisc volume in per cent
-- volume_nonvldp = 100 -- sound effect and extra video volume in per cent
-- audio = 0 -- which audio track of the disc video to play
-- altaudio = "" -- play <base><suffix>.ogg beside the disc video instead
-- audiodelay = 0 -- milliseconds the audio is heard late (negative if early)
-- soundfont = "" -- the .sf2 a MIDI file is synthesised with; without it, a search
-- Input ------------------------------------------------------------------
-- nomouse = false -- ignore mice and light guns
-- nogamepad = false -- ignore gamepads
-- nocrosshair = false -- ask the game not to draw its own crosshair
-- haptic = 4 -- strongest rumble step a game may use; 0 turns rumble off
-- keymapfile = "controls.cfg" -- read the mappings from this file and make no search
-- sindengun = "10 5" -- the Sinden light gun border
-- xratio = 0 -- gun coordinate scale a game reads with ratioGetX()
-- yratio = 0 -- ... and ratioGetY()
-- mapjoysticks = true -- write a gamepad mapping for a device SDL does not recognise
-- gamepad_reorder = "3210" -- which pad fills which slot, as enumeration positions from 0
-- trigger_threshold = 0 -- per cent of full travel a trigger counts as pressed at; 0 uses DEAD_ZONE
-- joymouse = false -- let the first gamepad's left stick drive the mouse cursor
-- js_range = 5 -- how fast it drives it, 1 to 20
-- manymouse = false -- tell the mice apart whatever the game asks for
-- absolutes_only = false -- keep only the mice that report absolute positions, which light guns do
-- Cabinets and front ends ------------------------------------------------
-- idleexit = 0 -- quit after this many seconds with no input; 0 never does
-- fvalue = 0 -- one number handed to the game, which reads it with getFValue()
-- Working on a game ------------------------------------------------------
-- reload = false -- rerun the game when one of its loose script files changes
-- program = false -- trace engine activity to trace.txt
-- trace = false -- trace every Lua call to trace.txt
-- showcalculated = false -- print the frame ranges of every framefile segment
-- softwarevideo = false -- decode video in software even when the machine can do it in hardware
-- deinterlace = "auto" -- what an interlaced picture gets: off, auto or on. A laserdisc held
-- interlaced fields, and a rip that kept them combs on a progressive
-- display; auto touches only the frames the file marks interlaced
-- deterministic = 15 -- testing only: ignore real time, run on a virtual clock stepped this
-- many milliseconds a frame and seed the random generators with the same
-- number, so a run repeats to the pixel. true takes the default 15.
-- Audio and pacing are meaningless in this mode.