RetroArch/ssnes.cfg
2010-12-30 12:34:23 +01:00

146 lines
3.9 KiB
INI

##### Config file for SSNES
#### 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
# video_fullscreen_x = 1280
# video_fullscreen_y = 720
# 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 Cg shaders.
# video_smooth = true
# Forces rendering area to stay 4:3.
# video_force_aspect = true
# Path to Cg shader. If enabled
# video_cg_shader = "/path/to/cg/shader.cg"
# CPU-based filter. Valid ones are: hq2x, hq4x, grayscale, bleed, ntsc.
# video_filter = ntsc
#### 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 = 31950
# Audio driver backend. Depending on configuration possible candidates are: alsa, oss, rsound, roar, openal
# audio_driver = alsa
# Override the default audio device the audio_driver uses.
# 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.
# audio_src_quality =
### Input
# Defines axis threshold. Possible values are [0.0, 1.0]
# input_axis_threshold = 0.6
# Keyboard input. Will recognize normal keypresses and special keys like "left", "right", and so on.
# 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
# Joypad buttons. Figure these out by looking at jstest /dev/input/js0 output.
# 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 DPAD. Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number.
# 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
# Toggles fullscreen.
# input_toggle_fullscreen = f
# Saves state.
# input_save_state = f2
# Loads state.
# input_load_state = f4
# Toggles between fast-forwarding and normal speed.
# input_toggle_fast_forward = space
# Same, just mapping to a joypad button.
# input_toggle_fast_forward_btn = 10
# Key to exit emulator cleanly.
# input_exit_emulator = escape