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## Skeleton config file for RetroArch
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# 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.
# savefile_directory =
# Save all save states (*.state) to this directory.
# This will be overridden by explicit command line options.
# savestate_directory =
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# If set to a directory, Content which is temporarily extracted
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# will be extracted to this directory.
# extraction_directory =
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# Automatically saves a savestate at the end of RetroArch's lifetime.
# The path is $SRAM_PATH.auto.
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# RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set.
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# savestate_auto_save = false
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# savestate_auto_load = true
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# Load libretro from a dynamic location for dynamically built RetroArch.
# This option is mandatory.
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# Path to a libretro implementation.
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# libretro_path = "/path/to/libretro.so"
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# A directory for where to search for libretro core implementations.
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# libretro_directory =
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# A directory for where to search for libretro core information.
# libretro_info_path =
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# Sets log level for libretro cores (GET_LOG_INTERFACE).
# If a log level issued by a libretro core is below libretro_log_level, it is ignored.
# DEBUG logs are always ignored unless verbose mode is activated (--verbose).
# DEBUG = 0, INFO = 1, WARN = 2, ERROR = 3.
# libretro_log_level = 0
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# Enable or disable verbosity level of frontend.
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# log_verbosity = false
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# Enable or disable RetroArch performance counters
# perfcnt_enable = false
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# Path to core options config file.
# This config file is used to expose core-specific options.
# It will be written to by RetroArch.
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# A default path will be assigned if not set.
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# core_options_path =
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# Path to content load history file.
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# RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading.
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# A default path will be assigned if not set.
# game_history_path =
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# Number of entries that will be kept in content history file.
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# game_history_size = 100
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# Sets the "system" directory.
# Implementations can query for this directory to load BIOSes, system-specific configs, etc.
# system_directory =
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# Sets start directory for menu content browser.
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# rgui_browser_directory =
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# Content directory. Interacts with RETRO_ENVIRONMENT_GET_CONTENT_DIRECTORY.
# Usually set by developers who bundle libretro/RetroArch apps to point to assets.
# content_directory =
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# Assets directory. This location is queried by default when menu interfaces try to look for
# loadable assets, etc.
# assets_directory =
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# Sets start directory for menu config browser.
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# rgui_config_directory =
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# Show startup screen in menu.
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# Is automatically set to false when seen for the first time.
# This is only updated in config if config_save_on_exit is set to true, however.
# rgui_show_start_screen = true
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# Flushes config to disk on exit. Useful for menu as settings can be modified.
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# Overwrites the config. #include's and comments are not preserved.
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# config_save_on_exit = true
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# Load up a specific config file based on the core being used.
# core_specific_config = false
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#### Video
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# Video driver to use. "gl", "xvideo", "sdl"
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# video_driver = "gl"
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# Which OpenGL context implementation to use.
# Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.
# By default, tries to use first suitable driver.
# video_gl_context =
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# Windowed x resolution scale and y resolution scale
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# (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
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# video_scale = 3.0
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# 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
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# If fullscreen, prefer using a windowed fullscreen mode.
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# video_windowed_fullscreen = true
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# Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor),
# suggests RetroArch to use that particular monitor.
# video_monitor_index = 0
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# Forcibly disable composition. Only works in Windows Vista/7 for now.
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# video_disable_composition = false
# Video vsync.
# video_vsync = true
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# Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance.
# video_hard_sync = false
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# Sets how many frames CPU can run ahead of GPU when using video_hard_sync.
# Maximum is 3.
# video_hard_sync_frames = 0
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# Sets how many milliseconds to delay after VSync before running the core.
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# Can reduce latency at cost of higher risk of stuttering.
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# Maximum is 15.
# video_frame_delay = 0
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# Inserts a black frame inbetween frames.
# Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting.
# video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2).
# video_black_frame_insertion = false
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# Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering.
# video_threaded = false
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# Use a shared context for HW rendered libretro cores.
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# Avoids having to assume HW state changes inbetween frames.
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# video_shared_context = false
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# Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
# video_smooth = true
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# Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio.
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# video_force_aspect = true
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# Only scales video in integer steps.
# The base size depends on system-reported geometry and aspect ratio.
# If video_force_aspect is not set, X/Y will be integer scaled independently.
# video_scale_integer = false
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# A floating point value for video aspect ratio (width / height).
# If this is not set, aspect ratio is assumed to be automatic.
# Behavior then is defined by video_aspect_ratio_auto.
# video_aspect_ratio =
# If this is true and video_aspect_ratio is not set,
# aspect ratio is decided by libretro implementation.
# If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
# video_aspect_ratio_auto = false
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# Forces cropping of overscanned frames.
# Exact behavior of this option is implementation specific.
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# video_crop_overscan = true
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# Path to shader. Shader can be either Cg, CGP (Cg preset) or GLSL, GLSLP (GLSL preset)
# video_shader = "/path/to/shader.{cg,cgp,glsl,glslp}"
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# Load video_shader on startup.
# Other shaders can still be loaded later in runtime.
# video_shader_enable = false
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# Defines a directory where shaders (Cg, CGP, GLSL) are kept for easy access.
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# video_shader_dir =
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# CPU-based video filter. Path to a dynamic library.
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# video_filter =
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# Defines a directory where CPU-based video filters are kept.
# video_filter_dir =
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# Path to a font used for rendering messages. This path must be defined to enable fonts.
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# Do note that the _full_ path of the font is necessary!
# video_font_path =
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# Size of the font rendered.
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# video_font_size = 32
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# Enable usage of OSD messages.
# video_font_enable = true
# 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_pos_y = 0.05
# Color for message. The value is treated as a hexadecimal value.
# It is a regular RGB hex number, i.e. red is "ff0000".
# video_message_color = ffffff
# Video refresh rate of your monitor.
# Used to calculate a suitable audio input rate.
# video_refresh_rate = 59.95
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# Allows libretro cores to set rotation modes.
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# Setting this to false will honor, but ignore this request.
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# This is useful for vertically oriented content where one manually rotates the monitor.
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# video_allow_rotate = true
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# Forces a certain rotation of the screen.
# The rotation is added to rotations which the libretro core sets (see video_allow_rotate).
# The angle is <value> * 90 degrees counter-clockwise.
# video_rotation = 0
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#### Audio
# Enable audio.
# audio_enable = true
# Audio output samplerate.
# audio_out_rate = 48000
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# Audio resampler backend. Which audio resampler to use.
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# Default will use "sinc".
# audio_resampler =
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# Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.
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# 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 =
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# Audio DSP plugin that processes audio before it's sent to the driver. Path to a dynamic library.
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# audio_dsp_plugin =
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# Directory where DSP plugins are kept.
# audio_filter_dir =
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# 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
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# Enable audio rate control.
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# audio_rate_control = true
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# Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
# Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
# audio_rate_control_delta = 0.005
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# Audio volume. Volume is expressed in dB.
# 0 dB is normal volume. No gain will be applied.
# Gain can be controlled in runtime with input_volume_up/input_volume_down.
# audio_volume = 0.0
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#### Overlay
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# Defines a directory where overlays are kept for easy access.
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# overlay_directory =
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# Path to input overlay
# input_overlay =
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# Overlay opacity
# input_overlay_opacity = 1.0
# Overlay scale
# input_overlay_scale = 1.0
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#### Input
# Input driver. Depending on video driver, it might force a different input driver.
# input_driver = sdl
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# Joypad driver. (Valid: linuxraw, sdl, dinput)
# input_joypad_driver =
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# Keyboard layout for input driver if applicable (udev/evdev for now).
# Syntax is either just layout (e.g. "no"), or a layout and variant separated with colon ("no:nodeadkeys").
# input_keyboard_layout =
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# Defines axis threshold. Possible values are [0.0, 1.0]
# input_axis_threshold = 0.5
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# Enable input auto-detection. Will attempt to autoconfigure
# joypads, Plug-and-Play style.
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# input_autodetect_enable = true
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# Directory for joypad autoconfigs (PC).
# If a joypad is plugged in, that joypad will be autoconfigured if a config file
# corresponding to that joypad is present in joypad_autoconfig_dir.
# Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
# Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
# Requires input_autodetect_enable to be enabled.
# joypad_autoconfig_dir =
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# Sets which libretro device is used for a player.
# Devices are indentified with a number.
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# This is normally saved by the menu.
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# Device IDs are found in libretro.h.
# These settings are overridden by explicit command-line arguments which refer to input devices.
# None: 0
# Joypad (RetroPad): 1
# Mouse: 2
# Keyboard: 3
# Generic Lightgun: 4
# Joypad w/ Analog (RetroPad + Analog sticks): 5
# Multitap (SNES specific): 257
# Super Scope (SNES specific): 260
# Justifier (SNES specific): 516
# Justifiers (SNES specific): 772
# input_libretro_device_p1 =
# input_libretro_device_p2 =
# input_libretro_device_p3 =
# input_libretro_device_p4 =
# input_libretro_device_p5 =
# input_libretro_device_p6 =
# input_libretro_device_p7 =
# input_libretro_device_p8 =
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# Keyboard input. Will recognize letters ("a" to "z") and the following special keys (where "kp_"
# is for keypad keys):
#
# left, right, up, down, enter, kp_enter, tab, insert, del, end, home,
# rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus,
# f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12,
# num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown,
# keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9,
# period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock,
# tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket,
# backslash, rightbracket, kp_period, kp_equals, rctrl, ralt
#
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# 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
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# input_player1_l2 =
# input_player1_r2 =
# input_player1_l3 =
# input_player1_r3 =
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# Two analog sticks (DualShock-esque).
# Bound as usual, however, if a real analog axis is bound,
# it can be read as a true analog.
# Positive X axis is right, Positive Y axis is down.
# input_player1_l_x_plus =
# input_player1_l_x_minus =
# input_player1_l_y_plus =
# input_player1_l_y_minus =
# input_player1_r_x_plus =
# input_player1_r_x_minus =
# input_player1_r_y_plus =
# input_player1_r_y_minus =
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# If desired, it is possible to override which joypads are being used for player 1 through 8.
# First joypad available is 0.
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# 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
# input_player6_joypad_index = 5
# input_player7_joypad_index = 6
# input_player8_joypad_index = 7
# Joypad buttons.
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# Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
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# 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 =
# 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 =
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# input_player1_l2_btn =
# input_player1_r2_btn =
# input_player1_l3_btn =
# input_player1_r3_btn =
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# Axis for RetroArch D-Pad.
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# 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 =
# input_player1_right_axis =
# input_player1_up_axis =
# input_player1_down_axis =
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# Holding the turbo while pressing another button will let the button enter a turbo mode
# where the button state is modulated with a periodic signal.
# The modulation stops when the button itself (not turbo button) is released.
# input_player1_turbo =
# Describes the period and how long of that period a turbo-enabled button should behave.
# Numbers are described in frames.
# input_turbo_period = 6
# input_turbo_duty_cycle = 3
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# This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
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# All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.
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# 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
# Hold for fast-forward. Releasing button disables fast-forward.
# input_hold_fast_forward = l
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# Key to exit RetroArch cleanly.
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# Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc.
# On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization.
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# input_exit_emulator = escape
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# Applies next and previous shader in directory.
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# input_shader_next = m
# input_shader_prev = n
# 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
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# Frame advance when content is paused
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# input_frame_advance = k
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# Reset the content.
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# input_reset = h
# Cheats.
# input_cheat_index_plus = y
# input_cheat_index_minus = t
# input_cheat_toggle = u
# Mute/unmute audio
# input_audio_mute = f9
# Take screenshot
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# input_screenshot = f8
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# Netplay flip players.
# input_netplay_flip_players = i
# Hold for slowmotion.
# input_slowmotion = e
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# Enable other hotkeys.
# If this hotkey is bound to either keyboard, joybutton or joyaxis,
# all other hotkeys will be disabled unless this hotkey is also held at the same time.
# This is useful for RETRO_KEYBOARD centric implementations
# which query a large area of the keyboard, where it is not desirable
# that hotkeys get in the way.
# Alternatively, all hotkeys for keyboard could be disabled by the user.
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# input_enable_hotkey_btn =
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# Increases audio volume.
# input_volume_up = kp_plus
# Decreases audio volume.
# input_volume_down = kp_minus
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# Toggles to next overlay. Wraps around.
# input_overlay_next =
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# Toggles eject for disks. Used for multiple-disk content.
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# input_disk_eject_toggle =
# Cycles through disk images. Use after ejecting.
# Complete by toggling eject again.
# input_disk_next =
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# Toggles menu.
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# input_menu_toggle = f1
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# Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
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# and keeps the mouse pointer inside the window to allow relative mouse input
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# to work better.
# input_grab_mouse_toggle = f11
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#### Menu
# Menu driver to use. "rgui", "lakka", etc.
# menu_driver = "rgui"
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#### Camera
# Override the default camera device the camera driver uses. This is driver dependant.
# camera_device =
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# Override the default privacy permission for cores that want to access camera services. Is "false" by default.
# camera_allow = false
#### Location
# Override the default privacy permission for cores that want to access location services. Is "false" by default.
# location_allow = false
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#### Netplay
# When being client over netplay, use keybinds for player 1.
# netplay_client_swap_input = false
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# The username of the person running RetroArch. This will be used for playing online, for instance.
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# netplay_nickname =
# The amount of delay frames to use for netplay. Increasing this value will increase
# performance, but introduce more latency.
# netplay_delay_frames = 0
# Netplay mode for the current user.
# false is Server, true is Client.
# netplay_mode = false
# Enable or disable spectator mode for the player during netplay.
# netplay_spectator_mode_enable = false
# The IP Address of the host to connect to.
# netplay_ip_address =
# The port of the host IP Address. Can be either a TCP or an UDP port.
# netplay_ip_port = 55435
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#### Misc
# Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
# 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 =
# 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 =
# Records video after CPU video filter.
# video_post_filter_record = false
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# Records output of GPU shaded material if available.
# video_gpu_record = false
# Screenshots output of GPU shaded material if available.
# video_gpu_screenshot = true
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# Block SRAM from being overwritten when loading save states.
# Might potentially lead to buggy games.
# block_sram_overwrite = false
# When saving a savestate, save state index is automatically increased before
# it is saved.
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# Also, when loading content, the index will be set to the highest existing index.
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# There is no upper bound on the index.
# savestate_auto_index = false
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# Slowmotion ratio. When slowmotion, content will slow down by factor.
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# slowmotion_ratio = 3.0
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# The maximum rate at which content will be run when using fast forward. (E.g. 5.0 for 60 fps content => 300 fps cap).
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# RetroArch will go to sleep to ensure that the maximum rate will not be exceeded.
# Do not rely on this cap to be perfectly accurate.
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# A ratio of zero equals no FPS cap.
# fastforward_ratio = 0.0
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# Enable stdin/network command interface.
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# network_cmd_enable = false
# network_cmd_port = 55355
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# stdin_cmd_enable = false
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