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248 lines
8.3 KiB
INI
248 lines
8.3 KiB
INI
##### Config file for SSNES
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## If enabled, load libsnes from a dynamic location.
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# libsnes_path = "/path/to/libsnes.so"
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#### Video
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# Windowed xscale and yscale (Real x res: 296 * xscale, real y scale: 224 * xscale)
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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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# Video vsync.
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# video_vsync = true
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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 SNES aspect ratio 4:3 or as defined in video_aspect_ratio.
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# video_force_aspect = true
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# A floating point value for video aspect ratio (width / height)
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# video_aspect_ratio = 1.333
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# Path to Cg shader.
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# video_cg_shader = "/path/to/cg/shader.cg"
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# Path to bSNES-style XML shader (GLSL only). If both Cg shader path and XML shader path are defined,
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# Cg shader will take priority unless overridden in video_shader_type.
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# video_bsnes_shader = "/path/to/bsnes/xml/shader.shader"
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# Which shader type to use. Valid values are "cg", "bsnes", "none" and "auto"
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# video_shader_type = auto
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# Render to texture first. Useful when doing multi-pass shaders or control the output of shaders better.
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# video_render_to_texture = false
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# Defines the video scale of render-to-texture.
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# The output FBO size is scaled by these amounts against the input size (typically 256 * 224 for SNES).
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# video_fbo_scale_x = 2.0
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# video_fbo_scale_y = 2.0
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# Define shader to use for second pass (needs render-to-texture).
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# video_second_pass_shader = "/path/to/second/shader.{cg,shader}"
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# Defines if bilinear filtering is used during second pass (needs render-to-texture).
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# video_second_pass_smooth = true
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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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# 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_pox_y = 0.05
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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 input samplerate from libsnes.
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# Lower this (slightly) if you are experiencing frequent audio dropouts while vsync is enabled.
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# Conversely, increase this slightly if you are experiencing good audio,
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# but lots of dropped frames. Reasonable values for this is 32000 +/- 100 Hz.
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# audio_in_rate = 31980
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# When altering audio_in_rate on-the-fly, define by how much each time.
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# audio_rate_step = 0.25
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# Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl and 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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# 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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# 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.
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# audio_src_quality =
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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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# 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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# 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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# Joypad buttons. Figure these out by looking at jstest /dev/input/js0 output, or use ssnes-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 = 1
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# input_player1_b_btn = 0
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# input_player1_y_btn = 2
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# input_player1_x_btn = 3
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# input_player1_start_btn = 7
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# input_player1_select_btn = 6
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# input_player1_l_btn = 4
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# input_player1_r_btn = 5
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# input_player1_left_btn = 11
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# input_player1_right_btn = 12
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# input_player1_up_btn = 13
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# input_player1_down_btn = 14
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# Axis for SNES DPAD.
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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 = -0
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# input_player1_right_axis = +0
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# input_player1_up_axis = +1
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# input_player1_down_axis = -1
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# Same stuff, just for player two.
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# input_player2_a =
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# input_player2_b =
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# input_player2_y =
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# input_player2_x =
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# input_player2_start =
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# input_player2_select =
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# input_player2_l =
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# input_player2_r =
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# input_player2_left =
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# input_player2_right =
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# input_player2_up =
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# input_player2_down =
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# input_player2_a_btn = 1
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# input_player2_b_btn = 0
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# input_player2_y_btn = 2
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# input_player2_x_btn = 3
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# input_player2_start_btn = 7
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# input_player2_select_btn = 6
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# input_player2_l_btn = 4
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# input_player2_r_btn = 5
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# input_player2_left_btn = 11
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# input_player2_right_btn = 12
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# input_player2_up_btn = 13
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# input_player2_down_btn = 14
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# input_player2_left_axis = -0
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# input_player2_right_axis = +0
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# input_player2_up_axis = -1
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# input_player2_down_axis = +1
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# This goes all the way to player 5, but again omitted for clarity.
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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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# 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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# Decrease/increase input sample rate on the fly. Amount to decrease/increase is defined by audio_rate_step.
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# input_rate_step_up = kp_plus
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# input_rate_step_down = kp_minus
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# Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
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# Do note that rewinding will only work properly when using bSNES libsnes core atm.
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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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# 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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# Reset the emulated SNES.
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# input_reset = h
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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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