forked from FelicityVi/shiromino
-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathgame.ini
108 lines (95 loc) · 4.32 KB
/
game.ini
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
; Section names and the key names on the left-hand side of the = are case
; insenstive.
; If no BASE_PATH option is specified, the game will look for assets in the
; calling directory.
[PATHS]
; BASE_PATH <full system path>
BASE_PATH = .
; Key names can be found under the "Key Name" column in the file
; 'docs/SDLKeyNames.html', which was distributed with the game.
[P1KEYBINDS]
LEFT = z
RIGHT = c
UP = s
DOWN = x
A = m
B = ,
C = .
D = /
[P1JOYBINDS]
; You can use a joystick name, reported by your OS, or an index. The game will
; show all joystick names in the log, and their corresponding indices, and you
; can use that info here. If you have multiple joysticks with the same name,
; the first one detected will be used; in that situation, you'd want to use an
; index if the first one detected isn't what you want. A joystick name will be
; used first, then the joystick index if the name wasn't found, if both are set
; here. There's no default settings for JOYNAME and JOYINDEX, so if neither are
; set then joysticks will be disabled.
; JOYNAME = REAL ARCADE PRO.3
JOYINDEX = 0
; X and Y axes can be set to any axis number, but must be different. Set
; AXISRIGHT and AXISDOWN to either + or -, to indicate how your joystick's axes
; work. Normally, AXISX should be 0, AXISY should be 1, AXISRIGHT and AXISDOWN
; should be +, and if any are omitted, the defaults shown here will be used. If
; the X and Y axes are the same, the default axis numbers will be used.
; AXISX = 0
; AXISRIGHT = +
; AXISY = 1
; AXISDOWN = +
; Directions can use buttons; just use BUTTONLEFT = 0 for left to be button 0,
; for example, like with A/B/C/D. Buttons don't have any default settings.
BUTTONSTART = 9
BUTTONA = 0
BUTTONB = 3
BUTTONC = 5
BUTTOND = 1
BUTTONESCAPE = 12
; Any joystick hat index can be used. Index 0 is the default.
; HATINDEX = 0
[AUDIO]
MASTERVOLUME = 80
SFXVOLUME = 100
MUSICVOLUME = 90
[SCREEN]
VIDEOSCALE = 1
VIDEOSTRETCH = 1
FULLSCREEN = 0
VSYNC = 0
; FRAMEDELAY sets how long the delay between drawing frames should be when not
; using vsync, in milliseconds. For "good enough" behavior that balances
; between low CPU usage and responsiveness, it's best to set it to something
; close to your monitor's refresh rate, though you can set it high enough to
; make the game run at a reduced frame rate with more lag, and reduced CPU
; usage. For 60Hz, 16 or 17 is suggested, assuming the game's gameplay and
; graphics aren't taking much time on your system. Setting it to 0 will
; basically disable the delay between drawing frames, increasing CPU usage
; significantly (it basically takes up 100% CPU usage of one core), but has
; less lag and more consistent and accurate game frame timing.
FRAMEDELAY = 16
; If this option is set to 1, and vsync is enabled, the game will update one
; frame per rendered frame; this has the effect that all modes will run at the
; Hz setting of your monitor. If you can set your display's refresh rate to
; perfectly match that of a mode's, then this setting will ensure behavior much
; like the original games' hardware. Using this setting is strongly discouraged
; for setting records if your display's refresh rate differs from the mode
; you're trying to get records in. If you're not sure if you should use this
; setting, you almost certainly shouldn't. But, since it's common for
; exactly/nearly 60Hz to be supported by many systems, using this setting with
; the Pentomino modes, which all run at 60Hz, is probably fine.
VSYNCTIMESTEP = 0
; Required and only for use while debugging FPS with VSYNC and VSYNCTIMESTEP.
; Unused/unsupported in release builds.
; Set the FPS of your actual monitor here. SDL2 only provides the refresh rate
; as an integer, so non-integer refresh rates can't be detected.
; VIDEOFPS=61.6825
; When set to 1, this option enables interpolated scaling, which improves
; scaling by a non-integer factor of 640p; should be combined with enabling
; VIDEOSTRETCH. For now, this is only supported on OpenGL 3.3 Core platforms.
; The interpolation tries to keep the upscaled screen as close as possible to
; looking pixelated, rather than just blurry. Keep in mind that this does
; increase system requirements when enabled, and forces all graphics to use
; OpenGL, rather than the default SDL2 graphics API for your platform, which
; would be DirectX on Windows.
INTERPOLATE = 0
[ACCOUNT]
PLAYERNAME = ARK