mkxp/mkxp.conf.sample

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# Lines starting with '#' are comments
# Create a debug context and log
# OpenGL debug information to the console
# (default: disabled)
#
# debugMode=false
# Game window is resizable
# (default: disabled)
#
# winResizable=false
# Start game in fullscreen (this can
# always be toggled with Alt-Enter at runtime)
# (default: disabled)
#
# fullscreen=false
# Preserve game screen aspect ratio,
# as opposed to stretch-to-fill
# (default: enabled)
#
# fixedAspectRatio=true
# Apply linear interpolation when game screen
# is upscaled
# (default: disabled)
#
# smoothScaling=false
# Sync screen redraws to the monitor refresh rate
# (default: disabled)
#
# vsync=false
# Create the window with 640 in width at startup
#
# defScreenW=640
# Create the window with 480 in height at startup
#
# defScreenH=480
# Enforce a static frame rate
# (0 = disabled)
#
# fixedFramerate=0
# Skip (don't draw) frames when behind
# (default: enabled)
#
# frameSkip=true
# Don't use alpha blending when rendering text
# (default: disabled)
#
# solidFonts=false
# Set the base path of the game to '/path/to/game'
# (default: executable directory)
#
# gameFolder=/path/to/game
# Use either right or left Alt + Enter to toggle
# fullscreen
# (default: disabled)
#
# anyAltToggleFS=false
# Allow symlinks for game assets to be followed
# (default: disabled)
#
# allowSymlinks=false
# Set the game window icon to 'path/to/icon.png'
# (default: none)
#
# iconPath=/path/to/icon.png
# Instead of playing an RPG Maker game,
# execute a single plain text script instead
# (default: none)
#
# customScript=/path/to/script.rb
# Index all accesible assets via their lower case path
# (emulates windows case insensitivity)
# (default: enabled)
#
# pathCache=true
# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
# asset search path (multiple allowed)
# (default: none)
#
# RTP=/path/to/rtp1
# RTP=/path/to/rtp2.zip
# RTP=/path/to/game.rgssad
Font: Overhaul font asset discovery Previously, any font names requested by RGSS would be translated directly to filenames by lowercasing and replacing spaces with underscores (and finally doing some extension substitution). To make this whole thing work smoother as well as get closer to how font discovery is done in VX, we now scan the "Fonts/" folder at startup and index all present font assets by their family name; now, if an "Open Sans" font is present in "Fonts/", it will be used regardless of filename. Font assets with "Regular" style are preferred, but in their absence, mkxp will make use of any other style it can find for the respective family. This is not the exact same behavior as VX, but it should cover 95% of use cases. Previously, one could substitute fonts via filenames, ie. to substitute "Arial" with "Open Sans", one would just rename "OpenSans.ttf" to "arial.ttf" and put it in "Fonts/". With the above change, this is no longer possible. As an alternative, one can now explicitly specify font family substitutions via mkxp.conf; eg. for the above case, one would add fontSub=Arial>Open Sans to the configuration file. Multiple such rules can be specified. In the process, I also added the ability to provide 'Font.(default_)name' with an array of font families to search for the first existing one instead of a plain string. This makes the behavior closer to RMXP; however, it doesn't work 100% the same: when a reference to the 'Font.name' array is held and additional strings are added to it without re-assignig the array to 'Font.name', those will be ignored.
2014-04-11 11:37:14 +00:00
# Font substitutions allow drop-in replacements of fonts
# to be used without changing the RGSS scripts,
# eg. providing 'Open Sans' when the game thinkgs it's
# using 'Arial'. Font family to be substituted and
# replacement family are separated by one sole '>'.
# Be careful not to include any spaces.
# This is not connected to the built-in font, which is
# always used when a non-existing font family is
# requested by RGSS.
# (default: none)
#
# fontSub=Arial>Open Sans
# fontSub=Times New Roman>Liberation Serif