mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 21:39:57 +00:00
Made OneShot the standard spelling, adjusted keybindings, removed jpeg dependency, and turned vsync on by default
166 lines
3.8 KiB
Text
166 lines
3.8 KiB
Text
# Lines starting with '#' are comments.
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#
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# About filesystem paths specified in this config:
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# The "gameFolder" path is resolved either relative
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# to the directory containing the Oneshot executable
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# (the default behavior), or relative to the current
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# working directory (when compiled with
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# -DWORKDIR_CURRENT). All other paths are resolved
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# relative to gameFolder and ignoring both RTPs and
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# encrypted archives.
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# Start the game in debug/developer mode
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# (default: disabled)
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#
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# debugMode=false
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# Continuously print average FPS to console.
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# This setting does not affect the window title
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# FPS display toggled via F2
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# (default: disabled)
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#
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# printFPS=false
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# Start game in fullscreen mode,
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# i.e. Big Picture/console mode.
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# (default: disabled)
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#
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# fullscreen=false
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# Preserve game screen aspect ratio,
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# as opposed to stretch-to-fill
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# (default: enabled)
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#
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# fixedAspectRatio=true
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# Apply linear interpolation when game screen
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# is upscaled
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# (default: disabled)
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#
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# smoothScaling=false
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# Sync screen redraws to the monitor refresh rate
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# (default: enabled)
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#
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# vsync=true
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# Enforce a static frame rate
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# (0 = disabled)
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#
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# fixedFramerate=0
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# Skip (don't draw) frames when behind
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# (default: enabled)
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#
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# frameSkip=true
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# Use a fixed framerate that is approx. equal to the
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# native screen refresh rate. This is different from
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# "fixedFramerate" because the actual frame rate is
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# reported back to the game, ensuring correct timers.
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# If the screen refresh rate cannot be determined,
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# this option is force-disabled
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# (default: disabled)
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#
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# syncToRefreshrate=false
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# Don't use alpha blending when rendering text
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# (default: disabled)
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#
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# solidFonts=false
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# Work around buggy graphics drivers which don't
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# properly synchronize texture access, most
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# apparent when text doesn't show up or the map
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# tileset doesn't render at all
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# (default: disabled)
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#
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# subImageFix=false
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# Set the base path of the game to '/path/to/game'
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# (default: executable directory)
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#
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# gameFolder=/path/to/game
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# Allow symlinks for game assets to be followed
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# (default: disabled)
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#
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# allowSymlinks=false
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# Set the game window icon to 'path/to/icon.png'
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# (default: none)
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#
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# iconPath=/path/to/icon.png
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# Define raw scripts to be executed before the
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# actual Scripts.rxdata execution starts
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# (default: none)
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#
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# preloadScript=my_win32_wrapper.rb
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# preloadScript=ruby18_fixes.rb
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# Index all accesible assets via their lower case path
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# (emulates windows case insensitivity)
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# (default: enabled)
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#
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# pathCache=true
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# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
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# asset search path (multiple allowed)
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# (default: none)
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#
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# RTP=/path/to/rtp1
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# RTP=/path/to/rtp2.zip
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# RTP=/path/to/game.rgssad
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# Font substitutions allow drop-in replacements of fonts
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# to be used without changing the RGSS scripts,
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# eg. providing 'Open Sans' when the game thinkgs it's
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# using 'Arial'. Font family to be substituted and
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# replacement family are separated by one sole '>'.
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# Be careful not to include any spaces.
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# This is not connected to the built-in font, which is
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# always used when a non-existing font family is
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# requested by RGSS.
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# (default: none)
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#
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# fontSub=Arial>Open Sans
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# fontSub=Times New Roman>Liberation Serif
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# Because mkxp is usually distributed as a stand alone
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# build, no predefined load paths are initialized
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# ($:, $LOAD_PATH) in the MRI backend. With this option,
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# they can be specified manually (eg. when using a system
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# libruby.so). It is however recommended to statically
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# link all required gems into libruby.so.
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# (default: none)
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#
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# rubyLoadpath=/usr/lib64/ruby/
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# rubyLoadpath=/usr/local/share/ruby/site_ruby
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# Number of OpenAL sources to allocate for SE playback.
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# If there are a lot of sounds playing at the same time
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# and audibly cutting each other off, try increasing
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# this number. Maximum: 64.
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#
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# SE.sourceCount=6
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