# Lines starting with '#' are comments.
#
# About filesystem paths specified in this config:
# The "gameFolder" path is resolved either relative
# to the directory containing the Sunshine executable
# (the default behavior), or relative to the current
# working directory (when compiled with
# -DWORKDIR_CURRENT). All other paths are resolved
# relative to gameFolder and ignoring both RTPs and
# encrypted archives.

# Enable reset on F12 press and other
debugMode=false

# Start game in fullscreen mode,
fullscreen=false

# idk
screenMode=false

# Display current FPS in Window title
printFPS=false

# Preserve game screen aspect ratio,
# as opposed to stretch-to-fill
fixedAspectRatio=true

# 16:9 support
EnableSixteenByNine=false

# Controlling the resolution of the game window, 
# it is not recommended to change. 
# If you want to configure 16:9, use EnableSixteenByNine.
# defScreenW=0
# defScreenH=0

# Apply linear interpolation when game screen
# is upscaled
smoothScaling=false

# Sync screen redraws to the monitor refresh rate
# (default: enabled)
vsync=true

# Enforce a static frame rate
# (0 = disabled)
fixedFramerate=0

# Skip (don't draw) frames when behind
# (default: enabled)
frameSkip=true

# Use a fixed framerate that is approx. equal to the
# native screen refresh rate. This is different from
# "fixedFramerate" because the actual frame rate is
# reported back to the game, ensuring correct timers.
# If the screen refresh rate cannot be determined,
# this option is force-disabled
syncToRefreshrate=false

# Don't use alpha blending when rendering text
# (default: disabled)
solidFonts=false

# Work around buggy graphics drivers which don't
# properly synchronize texture access, most
# apparent when text doesn't show up or the map
# tileset doesn't render at all
subImageFix=false

# Enable framebuffer blitting if the driver is
# capable of it. Some drivers carry buggy
# implementations of this functionality, so
# disabling it can be used as a workaround
enableBlitting=true

# Limit the maximum size (width, height) of
# most textures mkxp will create (exceptions are
# rendering backbuffers and similar).
# If set to 0, the hardware maximum is used.
# This is useful for recording traces that can
# be played back on machines with lower specs.
maxTextureSize=0

# Set the base path of the game to '/path/to/game'
# gameFolder=/path/to/game

# Allow symlinks for game assets to be followed
allowSymlinks=false

# Set the game window icon to 'path/to/icon.png'
iconPath=/path/to/icon.png

# Define raw scripts to be executed before the
# actual Scripts.rxdata execution starts
#preloadScript=my_win32_wrapper.rb
#preloadScript=ruby18_fixes.rb

# Index all accesible assets via their lower case path
# (emulates windows case insensitivity)
pathCache=true

# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
# asset search path (multiple allowed)
#RTP=/path/to/rtp1
#RTP=/path/to/rtp2.zip
#RTP=/path/to/game.rgssad

# Font substitutions allow drop-in replacements of fonts
# to be used without changing the RGSS scripts,
# eg. providing 'Open Sans' when the game thinkgs it's
# using 'Arial'. Font family to be substituted and
# replacement family are separated by one sole '>'.
# Be careful not to include any spaces.
# This is not connected to the built-in font, which is
# always used when a non-existing font family is
# requested by RGSS.
#fontSub=Arial>Open Sans
#fontSub=Times New Roman>Liberation Serif

# Because mkxp is usually distributed as a stand alone
# build, no predefined load paths are initialized
# ($:, $LOAD_PATH) in the MRI backend. With this option,
# they can be specified manually (eg. when using a system
# libruby.so). It is however recommended to statically
# link all required gems into libruby.so.
#rubyLoadpath=/usr/lib64/ruby/
#rubyLoadpath=/usr/local/share/ruby/site_ruby

# Number of OpenAL sources to allocate for SE playback.
# If there are a lot of sounds playing at the same time
# and audibly cutting each other off, try increasing
# this number. Maximum: 64.
SE.sourceCount=6

# [Windows only] Alloc console
# Launch a console window with debug information along with the game.
Windows_AllocConsole=false

# Mods directory path
# Path to mods directory 
Modloader.ModsDirPath="mods"
# Use default path for saves and settings like if you run game
# without mods
Modloader.use_default_save_path=false
