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