# 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 Ruby profiller 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 # Set Monitor Aspect preset # Value, Aspect, Window Resolusion # (ratio and resolution are not acceptable values) # Where X - not recommended, the correctness of # the game is not guaranteed. # 0 - 3:2 - 720:480 # 1 - 4:3 - 640x480 (default) # 2 - 16:9 - 960x540 # 3 - 16:10 - 960x600 # 4 - 16:9 HD - 1280x720 X # 5 - 16:9 FHD - 1920x1080 X AspectPreset=1 # Controlling the resolution of the game window, # it is not recommended to change. # If you want to configure 16:9 or any other, # use AspectPreset. # 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 # Pancake episode specific tweaks pancakes=false