## Skeleton config file for RetroArch # 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 = # Automatically saves a savestate at the end of RetroArch's lifetime. # The path is $SRAM_PATH.auto. # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set. # savestate_auto_save = false # savestate_auto_load = true # Load libretro from a dynamic location for dynamically built RetroArch. # This option is mandatory. # If a directory, RetroArch will look through the directory until it finds an implementation # that appears to support the extension of the ROM loaded. # This could fail if ROM extensions overlap. # libretro_path = "/path/to/libretro.so" # Environment variables internally in RetroArch. # Implementations can tap into this user-specificed information to enable functionality # that is deemed too obscure to expose directly. # Some variables might be "standardized" at a later time if needed. # The string is formatted as key value pairs delimited by a semicolon ';'. # Any white space between the delimiter ';' and the '=' is significant. # I.e.: "key1=value1;key2=value2;..." # environment_variables = # Sets the "system" directory. # Implementations can query for this directory to load BIOSes, system-specific configs, etc. # system_directory = #### Video # Video driver to use. "gl", "xvideo", "sdl" # video_driver = "gl" # Windowed xscale and yscale # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale) # 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 # If fullscreen, prefer using a windowed fullscreen mode. # video_windowed_fullscreen = true # 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 # Forcibly disable composition. Only works in Windows Vista/7 for now. # video_disable_composition = 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 game aspect ratio or as defined in video_aspect_ratio. # video_force_aspect = true # 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 # 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 # Forces cropping of overscanned frames. # Exact behavior of this option is implementation specific. # video_crop_overscan = false # Path to Cg shader. # video_cg_shader = "/path/to/cg/shader.cg" # Path to GLSL XML shader. 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 # Defines a directory where XML shaders are kept. # video_shader_dir = # Render to texture first. Useful when doing multi-pass shaders or control the output of shaders better. # video_render_to_texture = false # Defines the video scale of render-to-texture. # The output FBO size is scaled by these amounts against the input size (typically 256 * 224 for SNES). # video_fbo_scale_x = 2.0 # video_fbo_scale_y = 2.0 # Define shader to use for second pass (needs render-to-texture). # video_second_pass_shader = "/path/to/second/shader.{cg,shader}" # Defines if bilinear filtering is used during second pass (needs render-to-texture). # video_second_pass_smooth = true # CPU-based filter. Path to a bSNES CPU filter (*.filter) # video_filter = # 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 # Attempt to scale the font to fit better for multiple window sizes. # video_font_scale = true # 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 # Allows libretro cores to set rotation modes. # Setting this to false will honor, but ignore this request. # This is useful for vertically oriented games where one manually rotates the monitor. # video_allow_rotate = true #### Audio # Enable audio. # audio_enable = true # Audio output samplerate. # audio_out_rate = 48000 # Which resampler to use. "sinc" and "hermite" are currently implemented. # Default will use "sinc" if compiled in. # audio_resampler = # 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, 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 = # External DSP plugin that processes audio before it's sent to the driver. # audio_dsp_plugin = # 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 # Enable experimental audio rate control. # audio_rate_control = true # 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 # 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 #### 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 # Path to input overlay # input_overlay = # Enable input auto-detection (used on Android). Will attempt to autoconfigure # gamepads, Plug-and-Play style. # input_autodetect_enable = true # Enable debug input key reporting on-screen. # input_debug_enable = false # 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 # input_player1_l2 = # input_player1_r2 = # input_player1_l3 = # input_player1_r3 = # 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 = # 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 # Player 6-8 is not directly expected by libretro API, but we'll futureproof it. # input_player6_joypad_index = 5 # input_player7_joypad_index = 6 # input_player8_joypad_index = 7 # Joypad buttons. # Figure these out by using RetroArch-Phoenix or retroarch-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 = # 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 = # input_player1_l2_btn = # input_player1_r2_btn = # input_player1_l3_btn = # input_player1_r3_btn = # Axis for RetroArch D-Pad. # 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 = # 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 # This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity. # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well. # 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 # 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 # Applies next and previous XML/Cg shader in directory. # 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 # Frame advance when game is paused # input_frame_advance = k # Reset the emulated SNES. # input_reset = h # Configures DSP plugin # input_dsp_config = c # Cheats. # input_cheat_index_plus = y # input_cheat_index_minus = t # input_cheat_toggle = u # Mute/unmute audio # input_audio_mute = f9 # Take screenshot # input_screenshot = f8 # Netplay flip players. # input_netplay_flip_players = i # Hold for slowmotion. # input_slowmotion = e # 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. # input_enable_hotkey = # Increases audio volume. # input_volume_up = kp_plus # Decreases audio volume. # input_volume_down = kp_minus # Toggles to next overlay. Wraps around. # input_overlay_next = #### 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 = # 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 = # Records video after CPU video filter. # video_post_filter_record = false # Records output of GPU shaded material if available. # video_gpu_record = false # Screenshots output of GPU shaded material if available. # video_gpu_screenshot = true # 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. # Also, when loading a ROM, the index will be set to the highest existing index. # There is no upper bound on the index. # savestate_auto_index = false # Slowmotion ratio. When slowmotion, game will slow down by factor. # slowmotion_ratio = 3.0 # Enable stdin/network command interface. # network_cmd_enable = false # network_cmd_port = 55355 # stdin_cmd_enable = false