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882b7ee889
Not used anymore.
438 lines
14 KiB
INI
438 lines
14 KiB
INI
## 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 ...
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# This will be overridden by explicit command line options.
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# savefile_directory =
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# Save all save states (*.state) to this directory.
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# This will be overridden by explicit command line options.
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# savestate_directory =
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# Automatically saves a savestate at the end of RetroArch's lifetime.
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# 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.
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# This option is mandatory.
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# If a directory, RetroArch will look through the directory until it finds an implementation
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# that appears to support the extension of the ROM loaded.
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# This could fail if ROM extensions overlap.
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# libretro_path = "/path/to/libretro.so"
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# Path to core options config file.
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# This config file is used to expose core-specific options.
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# It will be written to by RetroArch.
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# core_options_path =
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# Sets the "system" directory.
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# Implementations can query for this directory to load BIOSes, system-specific configs, etc.
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# system_directory =
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# Sets start directory for RGUI ROM browser.
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# rgui_browser_directory =
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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.
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# Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.
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# By default, tries to use first suitable driver.
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# video_gl_context =
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# Windowed xscale and yscale
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# (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
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# video_xscale = 3.0
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# video_yscale = 3.0
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# Fullscreen resolution. Resolution of 0 uses the resolution of the desktop.
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# video_fullscreen_x = 0
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# video_fullscreen_y = 0
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# Start in fullscreen. Can be changed at runtime.
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# 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),
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# suggests RetroArch to use that particular monitor.
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# 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
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# Video vsync.
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# video_vsync = true
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# Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering.
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# video_threaded = false
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# Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
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# video_smooth = true
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# Forces rendering area to stay equal to game 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.
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# The base size depends on system-reported geometry and aspect ratio.
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# If video_force_aspect is not set, X/Y will be integer scaled independently.
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# video_scale_integer = false
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# A floating point value for video aspect ratio (width / height).
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# If this is not set, aspect ratio is assumed to be automatic.
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# Behavior then is defined by video_aspect_ratio_auto.
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# video_aspect_ratio =
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# If this is true and video_aspect_ratio is not set,
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# aspect ratio is decided by libretro implementation.
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# If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
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# video_aspect_ratio_auto = false
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# Forces cropping of overscanned frames.
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# Exact behavior of this option is implementation specific.
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# video_crop_overscan = false
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# Path to shader. Shader can be either Cg, CGP (Cg preset) or XML/GLSL format if support is enabled.
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# video_shader = "/path/to/shader.{cg,cgp,shader}"
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# Load video_shader on startup.
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# Other shaders can still be loaded later in runtime.
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# video_shader_enable = false
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# Defines a directory where shaders (Cg, CGP, XML) are kept for easy access.
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# video_shader_dir =
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# CPU-based filter. Path to a bSNES CPU filter (*.filter)
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# video_filter =
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# Path to a TTF 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!
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# video_font_path =
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# Size of the TTF font rendered.
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# video_font_size = 48
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# Attempt to scale the font to fit better for multiple window sizes.
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# video_font_scale = true
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# Enable usage of OSD messages.
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# video_font_enable = true
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# Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values.
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# [0.0, 0.0] maps to the lower left corner of the screen.
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# video_message_pos_x = 0.05
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# video_message_pos_y = 0.05
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# Color for message. The value is treated as a hexadecimal value.
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# It is a regular RGB hex number, i.e. red is "ff0000".
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# video_message_color = ffffff
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# Video refresh rate of your monitor.
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# Used to calculate a suitable audio input rate.
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# 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 games where one manually rotates the monitor.
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# video_allow_rotate = true
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#### Audio
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# Enable audio.
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# audio_enable = true
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# Audio output samplerate.
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# audio_out_rate = 48000
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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 =
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# 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 ...
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# audio_device =
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# External DSP plugin that processes audio before it's sent to the driver.
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# audio_dsp_plugin =
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# Will sync (block) on audio. Recommended.
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# audio_sync = true
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# Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
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# audio_latency = 64
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# Enable experimental 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.
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# Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
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# audio_rate_control_delta = 0.005
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# Audio volume. Volume is expressed in dB.
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# 0 dB is normal volume. No gain will be applied.
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# Gain can be controlled in runtime with input_volume_up/input_volume_down.
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# audio_volume = 0.0
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#### Input
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# Input driver. Depending on video driver, it might force a different input driver.
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# input_driver = sdl
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# Defines axis threshold. Possible values are [0.0, 1.0]
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# input_axis_threshold = 0.5
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# Path to input overlay
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# input_overlay =
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# Enable input auto-detection (used on Android). Will attempt to autoconfigure
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# gamepads, Plug-and-Play style.
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# input_autodetect_enable = true
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# Enable debug input key reporting on-screen.
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# input_debug_enable = false
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# Keyboard input. Will recognize normal keypresses and special keys like "left", "right", and so on.
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# Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely,
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# rather than relying on a default.
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# input_player1_a = x
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# input_player1_b = z
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# input_player1_y = a
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# input_player1_x = s
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# input_player1_start = enter
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# input_player1_select = rshift
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# input_player1_l = q
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# input_player1_r = w
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# input_player1_left = left
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# input_player1_right = right
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# input_player1_up = up
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# input_player1_down = down
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# input_player1_l2 =
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# input_player1_r2 =
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# input_player1_l3 =
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# input_player1_r3 =
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# Two analog sticks (DualShock-esque).
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# Bound as usual, however, if a real analog axis is bound,
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# it can be read as a true analog.
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# Positive X axis is right, Positive Y axis is down.
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# input_player1_l_x_plus =
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# input_player1_l_x_minus =
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# input_player1_l_y_plus =
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# input_player1_l_y_minus =
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# input_player1_r_x_plus =
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# input_player1_r_x_minus =
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# input_player1_r_y_plus =
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# 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 5. First joypad available is 0.
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# input_player1_joypad_index = 0
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# input_player2_joypad_index = 1
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# input_player3_joypad_index = 2
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# input_player4_joypad_index = 3
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# input_player5_joypad_index = 4
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# Player 6-8 is not directly expected by libretro API, but we'll futureproof it.
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# input_player6_joypad_index = 5
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# input_player7_joypad_index = 6
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# input_player8_joypad_index = 7
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# 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.
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# E.g. "h0up"
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# input_player1_a_btn =
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# input_player1_b_btn =
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# input_player1_y_btn =
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# input_player1_x_btn =
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# input_player1_start_btn =
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# input_player1_select_btn =
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# input_player1_l_btn =
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# input_player1_r_btn =
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# input_player1_left_btn =
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# input_player1_right_btn =
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# input_player1_up_btn =
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# input_player1_down_btn =
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# input_player1_l2_btn =
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# input_player1_r2_btn =
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# input_player1_l3_btn =
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# 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.
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# Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
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# input_player1_left_axis =
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# input_player1_right_axis =
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# input_player1_up_axis =
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# input_player1_down_axis =
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# Holding the turbo while pressing another button will let the button enter a turbo mode
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# where the button state is modulated with a periodic signal.
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# The modulation stops when the button itself (not turbo button) is released.
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# input_player1_turbo =
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# Describes the period and how long of that period a turbo-enabled button should behave.
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# Numbers are described in frames.
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# input_turbo_period = 6
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# 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.
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# input_toggle_fullscreen = f
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# Saves state.
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# input_save_state = f2
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# Loads state.
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# input_load_state = f4
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# State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
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# When slot is != 0, path will be $path%d, where %d is slot number.
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# input_state_slot_increase = f7
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# input_state_slot_decrease = f6
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# Toggles between fast-forwarding and normal speed.
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# input_toggle_fast_forward = space
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# Hold for fast-forward. Releasing button disables fast-forward.
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# input_hold_fast_forward = l
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# Key to exit emulator cleanly.
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# Killing it in any hard way (SIGTERM, SIGKILL, etc, will terminate emulator without saving RAM, etc.)
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# input_exit_emulator = escape
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# Applies next and previous XML/Cg shader in directory.
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# input_shader_next = m
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# input_shader_prev = n
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# Hold button down to rewind. Rewinding must be enabled.
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# input_rewind = r
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# Toggle between recording and not.
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# input_movie_record_toggle = o
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# Toggle between paused and non-paused state
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# input_pause_toggle = p
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# Frame advance when game is paused
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# input_frame_advance = k
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# Reset the emulated SNES.
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# input_reset = h
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# Configures DSP plugin
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# input_dsp_config = c
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# Cheats.
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# input_cheat_index_plus = y
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# input_cheat_index_minus = t
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# input_cheat_toggle = u
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# Mute/unmute audio
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# input_audio_mute = f9
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# Take screenshot
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# input_screenshot = f8
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# Netplay flip players.
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# input_netplay_flip_players = i
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# Hold for slowmotion.
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# input_slowmotion = e
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# Enable other hotkeys.
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# If this hotkey is bound to either keyboard, joybutton or joyaxis,
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# all other hotkeys will be disabled unless this hotkey is also held at the same time.
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# This is useful for RETRO_KEYBOARD centric implementations
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# which query a large area of the keyboard, where it is not desirable
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# that hotkeys get in the way.
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# Alternatively, all hotkeys for keyboard could be disabled by the user.
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# input_enable_hotkey =
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# Increases audio volume.
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# input_volume_up = kp_plus
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# Decreases audio volume.
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# input_volume_down = kp_minus
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# Toggles to next overlay. Wraps around.
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# input_overlay_next =
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# Toggles eject for disks. Used for multiple-disk games.
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# input_disk_eject_toggle =
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# Cycles through disk images. Use after ejecting.
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# Complete by toggling eject again.
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# input_disk_next =
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# Toggles RGUI 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 games
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# to work better.
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# input_grab_mouse_toggle = f11
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#### Misc
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# Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
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# rewind_enable = false
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# Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
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# The buffer should be approx. 20MB per minute of buffer time.
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# rewind_buffer_size = 20
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# Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
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# rewind_granularity = 1
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# Pause gameplay when window focus is lost.
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# pause_nonactive = true
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# Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
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# The interval is measured in seconds. A value of 0 disables autosave.
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# autosave_interval =
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# When being client over netplay, use keybinds for player 1.
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# netplay_client_swap_input = false
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# Path to XML cheat database (as used by bSNES).
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# cheat_database_path =
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# Path to XML cheat config, a file which keeps track of which
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# cheat settings are used for individual games.
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# If the file does not exist, it will be created.
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# cheat_settings_path =
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# Directory to dump screenshots to.
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# screenshot_directory =
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# Records video after CPU video filter.
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# video_post_filter_record = false
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# Records output of GPU shaded material if available.
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# video_gpu_record = false
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# Screenshots output of GPU shaded material if available.
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# video_gpu_screenshot = true
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# Block SRAM from being overwritten when loading save states.
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# Might potentially lead to buggy games.
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# block_sram_overwrite = false
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# When saving a savestate, save state index is automatically increased before
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# it is saved.
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# Also, when loading a ROM, the index will be set to the highest existing index.
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# There is no upper bound on the index.
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# savestate_auto_index = false
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# Slowmotion ratio. When slowmotion, game will slow down by factor.
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# slowmotion_ratio = 3.0
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# Enable stdin/network command interface.
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# network_cmd_enable = false
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# network_cmd_port = 55355
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# stdin_cmd_enable = false
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