Cleanups in skeleton config.

This commit is contained in:
Themaister 2012-01-22 19:51:37 +01:00
parent b0ddf78db0
commit d5dc910e5b

136
ssnes.cfg
View File

@ -1,4 +1,4 @@
## Config file for SSNES
## Skeleton config file for SSNES
# Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ...
# This will be overridden by explicit command line options.
@ -138,7 +138,7 @@
# audio_latency = 64
### Input
#### Input
# Input driver. Depending on video driver, it might force a different input driver.
# input_driver = sdl
@ -169,67 +169,36 @@
# input_player4_joypad_index = 3
# input_player5_joypad_index = 4
# Joypad buttons. Figure these out by looking at jstest /dev/input/js0 output, or use ssnes-joyconfig.
# Joypad buttons.
# Figure these out by using SSNES-Phoenix or ssnes-joyconfig.
# You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction.
# E.g. "h0up"
# input_player1_a_btn = 1
# input_player1_b_btn = 0
# input_player1_y_btn = 2
# input_player1_x_btn = 3
# input_player1_start_btn = 7
# input_player1_select_btn = 6
# input_player1_l_btn = 4
# input_player1_r_btn = 5
# input_player1_left_btn = 11
# input_player1_right_btn = 12
# input_player1_up_btn = 13
# input_player1_down_btn = 14
# input_player1_a_btn =
# input_player1_b_btn =
# input_player1_y_btn =
# input_player1_x_btn =
# input_player1_start_btn =
# input_player1_select_btn =
# input_player1_l_btn =
# input_player1_r_btn =
# input_player1_left_btn =
# input_player1_right_btn =
# input_player1_up_btn =
# input_player1_down_btn =
# Axis for SNES DPAD.
# Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number.
# Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
# input_player1_left_axis = -0
# input_player1_right_axis = +0
# input_player1_up_axis = +1
# input_player1_down_axis = -1
# input_player1_left_axis =
# input_player1_right_axis =
# input_player1_up_axis =
# input_player1_down_axis =
# Same stuff, just for player two.
# input_player2_a =
# input_player2_b =
# input_player2_y =
# input_player2_x =
# input_player2_start =
# input_player2_select =
# input_player2_l =
# input_player2_r =
# input_player2_left =
# input_player2_right =
# input_player2_up =
# input_player2_down =
# input_player2_a_btn = 1
# input_player2_b_btn = 0
# input_player2_y_btn = 2
# input_player2_x_btn = 3
# input_player2_start_btn = 7
# input_player2_select_btn = 6
# input_player2_l_btn = 4
# input_player2_r_btn = 5
# input_player2_left_btn = 11
# input_player2_right_btn = 12
# input_player2_up_btn = 13
# input_player2_down_btn = 14
# input_player2_left_axis = -0
# input_player2_right_axis = +0
# input_player2_up_axis = -1
# input_player2_down_axis = +1
# This goes all the way to player 5, but again omitted for clarity.
# This goes all the way to player 5 (*_player2_*, *_player3_*, etc), but omitted for clarity.
# Toggles fullscreen.
# input_toggle_fullscreen = f
# Saves state.
# input_save_state = f2
# Loads state.
@ -258,17 +227,6 @@
# input_shader_next = m
# input_shader_prev = n
# Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
# Do note that rewinding will only work properly when using bSNES libsnes core atm.
# rewind_enable = false
# Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
# The buffer should be approx. 20MB per minute of buffer time.
# rewind_buffer_size = 20
# Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
# rewind_granularity = 1
# Hold button down to rewind. Rewinding must be enabled.
# input_rewind = r
@ -287,25 +245,6 @@
# Configures DSP plugin
# input_dsp_config = c
# Pause gameplay when window focus is lost.
# pause_nonactive = true
# Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
# The interval is measured in seconds. A value of 0 disables autosave.
# autosave_interval =
# When being client over netplay, use keybinds for player 1.
# netplay_client_swap_input = false
# Path to XML cheat database (as used by bSNES).
# cheat_database_path =
# Path to XML cheat config, a file which keeps track of which
# cheat settings are used for individual games.
# If the file does not exist, it will be created.
# cheat_settings_path =
# Cheats.
# input_cheat_index_plus = y
# input_cheat_index_minus = t
@ -320,6 +259,37 @@
# Netplay flip players.
# input_netplay_flip_players = i
#### Misc
# Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
# Do note that rewinding will only work properly when using bSNES libsnes core atm.
# rewind_enable = false
# Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
# The buffer should be approx. 20MB per minute of buffer time.
# rewind_buffer_size = 20
# Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
# rewind_granularity = 1
# Pause gameplay when window focus is lost.
# pause_nonactive = true
# Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
# The interval is measured in seconds. A value of 0 disables autosave.
# autosave_interval =
# When being client over netplay, use keybinds for player 1.
# netplay_client_swap_input = false
# Path to XML cheat database (as used by bSNES).
# cheat_database_path =
# Path to XML cheat config, a file which keeps track of which
# cheat settings are used for individual games.
# If the file does not exist, it will be created.
# cheat_settings_path =
# Directory to dump screenshots to.
# screenshot_directory =