##### Config file for SSNES ## If enabled, load libsnes from a dynamic location. # libsnes_path = "/path/to/libsnes.so" #### Video # Windowed xscale and yscale (Real x res: 296 * xscale, real y scale: 224 * xscale) # video_xscale = 3.0 # video_yscale = 3.0 # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop. # video_fullscreen_x = 0 # video_fullscreen_y = 0 # Start in fullscreen. Can be changed at runtime. # video_fullscreen = false # Video vsync. # video_vsync = true # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders. # video_smooth = true # Forces rendering area to stay equal to SNES aspect ratio 4:3 or as defined in video_aspect_ratio. # video_force_aspect = true # A floating point value for video aspect ratio (width / height) # video_aspect_ratio = 1.333 # Path to Cg shader. # video_cg_shader = "/path/to/cg/shader.cg" # Path to bSNES-style XML shader (GLSL only). If both Cg shader path and XML shader path are defined, # Cg shader will take priority unless overridden in video_shader_type. # video_bsnes_shader = "/path/to/bsnes/xml/shader.shader" # Which shader type to use. Valid values are "cg", "bsnes", "none" and "auto" # video_shader_type = auto # CPU-based filter. Valid ones are: hq2x, hq4x, grayscale, bleed, ntsc. # video_filter = ntsc # Path to a TTF font used for rendering messages. This path must be defined to enable fonts. # Do note that the _full_ path of the font is necessary! # video_font_path = # Size of the TTF font rendered. # video_font_size = 48 # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. # [0.0, 0.0] maps to the lower left corner of the screen. # video_message_pos_x = 0.05 # video_message_pox_y = 0.05 #### Audio # Enable audio. # audio_enable = true # Audio output samplerate. # audio_out_rate = 48000 # Audio input samplerate from libsnes. # Lower this (slightly) if you are experiencing frequent audio dropouts while vsync is enabled. # Conversely, increase this slightly if you are experiencing good audio, # but lots of dropped frames. Reasonable values for this is 32000 +/- 100 Hz. # audio_in_rate = 31980 # When altering audio_in_rate on-the-fly, define by how much each time. # audio_rate_step = 0.25 # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl and xaudio # audio_driver = # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ... # audio_device = # Will sync (block) on audio. Recommended. # audio_sync = true # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency. # audio_latency = 64 # libsamplerate quality. Valid values are from 1 to 5. These values map to zero_order_hold, linear, sinc_fastest, sinc_medium and sinc_best respectively. # audio_src_quality = ### Input # Input driver. Depending on video driver, it might force a different input driver. # input_driver = sdl # Defines axis threshold. Possible values are [0.0, 1.0] # input_axis_threshold = 0.5 # Keyboard input. Will recognize normal keypresses and special keys like "left", "right", and so on. # Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, # rather than relying on a default. # input_player1_a = x # input_player1_b = z # input_player1_y = a # input_player1_x = s # input_player1_start = enter # input_player1_select = rshift # input_player1_l = q # input_player1_r = w # input_player1_left = left # input_player1_right = right # input_player1_up = up # input_player1_down = down # If desired, it is possible to override which joypads are being used for player 1 through 5. First joypad available is 0. # input_player1_joypad_index = 0 # input_player2_joypad_index = 1 # input_player3_joypad_index = 2 # 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. # 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 # 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 # 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. # Toggles fullscreen. # input_toggle_fullscreen = f # Saves state. # input_save_state = f2 # Loads state. # input_load_state = f4 # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline). # When slot is != 0, path will be $path%d, where %d is slot number. # input_state_slot_increase = f7 # input_state_slot_decrease = f6 # Toggles between fast-forwarding and normal speed. # input_toggle_fast_forward = space # Key to exit emulator cleanly. # Killing it in any hard way (SIGTERM, SIGKILL, etc, will terminate emulator without saving RAM, etc.) # input_exit_emulator = escape # Decrease/increase input sample rate on the fly. Amount to decrease/increase is defined by audio_rate_step. # input_rate_step_up = kp_plus # input_rate_step_down = kp_minus # 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 # Toggle between recording and not. # input_movie_record_toggle = o # Toggle between paused and non-paused state # input_pause_toggle = p # 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