329 lines
7.8 KiB
Plaintext
329 lines
7.8 KiB
Plaintext
# Lines starting with '#' are comments.
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#
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# About filesystem paths specified in this config:
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# The "gameFolder" path is resolved either relative
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# to the directory containing the mkxp executable
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# (the default behavior), or relative to the current
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# working directory (when compiled with
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# -DWORKDIR_CURRENT). All other paths are resolved
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# relative to gameFolder and ignoring both RTPs and
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# encrypted archives.
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# Specify the RGSS version to run under.
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# Possible values are 0, 1, 2, 3. If set to 0,
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# mkxp will try to guess the required version
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# based on the game files found in gameFolder.
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# If this fails, the version defaults to 1.
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# (default: 0)
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#
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# rgssVersion=1
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# Create a debug context and log
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# OpenGL debug information to the console
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# (default: disabled)
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#
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# debugMode=false
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# Continuously print average FPS to console.
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# This setting does not affect the window title
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# FPS display toggled via F2
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# (default: disabled)
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#
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# printFPS=false
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# Game window is resizable
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# (default: disabled)
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#
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# winResizable=false
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# Start game in fullscreen (this can
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# always be toggled with Alt-Enter at runtime)
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# (default: disabled)
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#
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# fullscreen=false
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# Preserve game screen aspect ratio,
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# as opposed to stretch-to-fill
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# (default: enabled)
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#
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# fixedAspectRatio=true
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# Apply linear interpolation when game screen
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# is upscaled
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# (default: enabled)
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#
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# smoothScaling=true
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# Sync screen redraws to the monitor refresh rate
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# (default: disabled)
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#
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# vsync=false
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# Specify the window width on startup. If set to 0,
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# it will default to the default resolution width
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# specific to the RGSS version (640 in RGSS1, 544
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# in RGSS2 or higher).
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# (default: 0)
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#
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# defScreenW=640
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# Specify the window height on startup. If set to 0,
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# it will default to the default resolution height
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# specific to the RGSS version (480 in RGSS1, 416
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# in RGSS2 or higher).
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# (default: 0)
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#
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# defScreenH=480
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# Override the game window title
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# (default: none)
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#
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# windowTitle=Custom Title
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# Enforce a static frame rate
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# (0 = disabled)
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#
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# fixedFramerate=0
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# Skip (don't draw) frames when behind
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# (default: enabled)
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#
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# frameSkip=true
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# Use a fixed framerate that is approx. equal to the
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# native screen refresh rate. This is different from
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# "fixedFramerate" because the actual frame rate is
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# reported back to the game, ensuring correct timers.
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# If the screen refresh rate cannot be determined,
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# this option is force-disabled
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# (default: disabled)
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#
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# syncToRefreshrate=false
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# Don't use alpha blending when rendering text
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# (default: disabled)
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#
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# solidFonts=false
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# Work around buggy graphics drivers which don't
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# properly synchronize texture access, most
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# apparent when text doesn't show up or the map
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# tileset doesn't render at all
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# (default: disabled)
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#
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# subImageFix=false
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# Enable framebuffer blitting if the driver is
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# capable of it. Some drivers carry buggy
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# implementations of this functionality, so
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# disabling it can be used as a workaround
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# (default: enabled)
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#
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# enableBlitting=true
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# Limit the maximum size (width, height) of
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# most textures mkxp will create (exceptions are
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# rendering backbuffers and similar).
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# If set to 0, the hardware maximum is used.
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# This is useful for recording traces that can
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# be played back on machines with lower specs.
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# (default: 0)
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#
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# maxTextureSize=0
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# Scale up the game screen by an integer amount,
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# as large as the current window size allows, before
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# doing any last additional scalings to fill part or
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# all of the remaining window space (or none at all
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# if lastMileScaling is disabled).
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# If fixedAspectRatio is disabled, the integer scale
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# factors in horizontal and vertical direction can differ
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# depending on how much space is available, otherwise
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# they are forced to the smaller of the two.
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# (default: disabled)
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#
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# integerScaling.active = false
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# When integer scaling is enabled, this option controls
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# whether the scaled game screen is further scaled
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# (with linear interpolation when smoothScaling is enabled)
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# to fill the rest of the game window.
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# Note that this option still respects fixedAspectRatio.
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# (default: enabled)
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#
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# integerScaling.lastMileScaling = true
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# Set the base path of the game to '/path/to/game'
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# (default: executable directory)
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#
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# gameFolder=/path/to/game
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# Use either right or left Alt + Enter to toggle
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# fullscreen
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# (default: disabled)
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#
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# anyAltToggleFS=false
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# Enable F12 game reset
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# (default: enabled)
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#
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# enableReset=true
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# Allow symlinks for game assets to be followed
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# (default: disabled)
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#
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# allowSymlinks=false
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# Organisation / company and application / game
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# name to build the directory path where mkxp
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# will store game specific data (eg. key bindings).
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# If not specified, mkxp will save to a common
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# directory shared by all games. Note that these
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# are TWO individual config entries, and both need
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# to be defined for this to take effect.
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# (default: none)
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#
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# dataPathOrg=mycompany
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# dataPathApp=mygame
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# Set the game window icon to 'path/to/icon.png'
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# (default: none)
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#
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# iconPath=/path/to/icon.png
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# Instead of playing an RPG Maker game,
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# execute a single plain text script instead
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# (default: none)
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#
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# customScript=/path/to/script.rb
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# Define raw scripts to be executed before the
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# actual Scripts.rxdata execution starts
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# (default: none)
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#
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# preloadScript=my_win32_wrapper.rb
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# preloadScript=ruby18_fixes.rb
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# Index all accesible assets via their lower case path
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# (emulates windows case insensitivity)
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# (default: enabled)
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#
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# pathCache=true
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# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
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# asset search path (multiple allowed)
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# (default: none)
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#
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# RTP=/path/to/rtp1
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# RTP=/path/to/rtp2.zip
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# RTP=/path/to/game.rgssad
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# Use the script's name as filename in warnings and error messages
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# (default: disabled)
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#
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# useScriptNames=false
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# Font substitutions allow drop-in replacements of fonts
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# to be used without changing the RGSS scripts,
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# eg. providing 'Open Sans' when the game thinkgs it's
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# using 'Arial'. Font family to be substituted and
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# replacement family are separated by one sole '>'.
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# Be careful not to include any spaces.
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# This is not connected to the built-in font, which is
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# always used when a non-existing font family is
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# requested by RGSS.
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# (default: none)
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#
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# fontSub=Arial>Open Sans
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# fontSub=Times New Roman>Liberation Serif
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# Because mkxp is usually distributed as a stand alone
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# build, no predefined load paths are initialized
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# ($:, $LOAD_PATH) in the MRI backend. With this option,
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# they can be specified manually (eg. when using a system
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# libruby.so). It is however recommended to statically
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# link all required gems into libruby.so.
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# (default: none)
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#
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# rubyLoadpath=/usr/lib64/ruby/
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# rubyLoadpath=/usr/local/share/ruby/site_ruby
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# SoundFont to use for midi playback (via fluidsynth)
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# (default: none)
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#
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# midi.soundFont=/usr/share/mysoundfont.sf2
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# Activate "chorus" effect for midi playback
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#
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# midi.chorus=false
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# Activate "reverb" effect for midi playback
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#
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# midi.reverb=false
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# Number of OpenAL sources to allocate for SE playback.
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# If there are a lot of sounds playing at the same time
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# and audibly cutting each other off, try increasing
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# this number. Maximum: 64.
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#
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# SE.sourceCount=6
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# The Windows game executable name minus ".exe". By default
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# this is "Game", but some developers manually rename it.
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# mkxp needs this name because both the .ini (game
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# configuration) and .rgssad (encrypted data archive) must
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# carry the same name minus their extension, and we cannot
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# guess the executable's name.
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# You could just as well rename them both to "Game.ini" and
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# "Game.rgssad", but specifying the executable name here
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# is a tiny bit less intrusive.
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#
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# execName=Game
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# Give a hint on which language the game title as
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# specified in the Game.ini is, useful if the encoding
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# is being falsely detected. Relevant only if mkxp was
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# built with automatic encoding conversion (INI_ENCODING).
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# (default: none)
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#
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# titleLanguage=japanese
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