Add macOS bundle completion scripts
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										71
									
								
								patches/macos/CompleteBundle.cmake
									
										
									
									
									
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										71
									
								
								patches/macos/CompleteBundle.cmake
									
										
									
									
									
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					@ -0,0 +1,71 @@
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					#-- Need this for link line stuff?
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					if(COMMAND cmake_policy)
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						cmake_policy(SET CMP0009 NEW)
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					endif(COMMAND cmake_policy)
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					# gp_item_default_embedded_path item default_embedded_path_var
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					#
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					# Return the path that others should refer to the item by when the item
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					# is embedded inside a bundle.
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					#
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					# Override on a per-project basis by providing a project-specific
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					# gp_item_default_embedded_path_override function.
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					#
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					function(gp_item_default_embedded_path_override item default_embedded_path_var)
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						#
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						# The assumption here is that all executables in the bundle will be
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						# in same-level-directories inside the bundle. The parent directory
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						# of an executable inside the bundle should be MacOS or a sibling of
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						# MacOS and all embedded paths returned from here will begin with
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						# "@loader_path/../" and will work from all executables in all
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						# such same-level-directories inside the bundle.
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						#
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						# By default, embed things right next to the main bundle executable:
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						#
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						set (install_name_prefix "@executable_path")
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						# -------------------------------------------------------------------
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						# If your application uses plugins then you should consider using the following
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						#  instead but will limit your deployment to OS X 10.4. There is also a patch
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						#  needed for CMake that as of Sept 30, 2008 has NOT been applied to CMake.
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						#  set (install_name_prefix "@loader_path")
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						set(path "${install_name_prefix}/../../Contents/MacOS")
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						set(overridden 0)
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						# Embed .dylibs in the Libraries Directory
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						#
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						if(item MATCHES "\\.dylib$")
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							set(path "${install_name_prefix}/../Libraries")
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							set(overridden 1)
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						endif(item MATCHES "\\.dylib$")
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						# Embed .so files in the Plugins directory
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						#
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						if(item MATCHES "\\.so$")
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							set(path "${install_name_prefix}/../Plugins")
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							set(overridden 1)
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						endif(item MATCHES "\\.so$")
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						# Embed frameworks in the embedded "Frameworks" directory (sibling of MacOS):
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						#
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						if(NOT overridden)
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							if(item MATCHES "[^/]+\\.framework/")
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								set(path "${install_name_prefix}/../Frameworks")
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								set(overridden 1)
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							endif(item MATCHES "[^/]+\\.framework/")
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						endif(NOT overridden)
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						set(${default_embedded_path_var} "${path}" PARENT_SCOPE)
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					endfunction(gp_item_default_embedded_path_override)
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					# -- Copy the App bundle to the installation location first
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					EXECUTE_PROCESS(COMMAND "${CMAKE_CURRENT_SOURCE_DIR}/patches/macos/CreateBundle.sh")
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					# -- Run the BundleUtilities cmake code
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					include(BundleUtilities)
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					set(BU_CHMOD_BUNDLE_ITEMS ON)
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					fixup_bundle("${CMAKE_CURRENT_SOURCE_DIR}/mkxp.app" "" "${CMAKE_CURRENT_SOURCE_DIR}")
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					execute_process(COMMAND chmod 0700 "${CMAKE_CURRENT_SOURCE_DIR}/mkxp.app")
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					execute_process(COMMAND sh -c "cp -rf ${CMAKE_CURRENT_SOURCE_DIR}/patches/macos/mkxp.conf ${CMAKE_CURRENT_SOURCE_DIR}/mkxp.app/Contents/Resources/mkxp.conf")
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										11
									
								
								patches/macos/CreateBundle.sh
									
										
									
									
									
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										11
									
								
								patches/macos/CreateBundle.sh
									
										
									
									
									
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					@ -0,0 +1,11 @@
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					#!/bin/sh
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					OSX_App="$pwd/mkxp.app"
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					ContentsDir="$OSX_App/Contents"
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					LibrariesDir="$OSX_App/Contents/Libraries"
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					# create directories in the @target@.app bundle
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					if [ ! -e $LibrariesDir ]
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						then
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						mkdir -p "$LibrariesDir"
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					fi
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										298
									
								
								patches/macos/mkxp.conf
									
										
									
									
									
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										298
									
								
								patches/macos/mkxp.conf
									
										
									
									
									
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					@ -0,0 +1,298 @@
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					# 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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					# 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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					# 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=../../..
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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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					#
 | 
				
			||||||
 | 
					# useScriptNames=false
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# 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
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# Because mkxp is usually distributed as a stand alone
 | 
				
			||||||
 | 
					# build, no predefined load paths are initialized
 | 
				
			||||||
 | 
					# ($:, $LOAD_PATH) in the MRI backend. With this option,
 | 
				
			||||||
 | 
					# they can be specified manually (eg. when using a system
 | 
				
			||||||
 | 
					# libruby.so). It is however recommended to statically
 | 
				
			||||||
 | 
					# link all required gems into libruby.so.
 | 
				
			||||||
 | 
					# (default: none)
 | 
				
			||||||
 | 
					#
 | 
				
			||||||
 | 
					# rubyLoadpath=/usr/lib64/ruby/
 | 
				
			||||||
 | 
					# rubyLoadpath=/usr/local/share/ruby/site_ruby
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# SoundFont to use for midi playback (via fluidsynth)
 | 
				
			||||||
 | 
					# (default: none)
 | 
				
			||||||
 | 
					#
 | 
				
			||||||
 | 
					# midi.soundFont=/usr/share/mysoundfont.sf2
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# Activate "chorus" effect for midi playback
 | 
				
			||||||
 | 
					#
 | 
				
			||||||
 | 
					# midi.chorus=false
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# Activate "reverb" effect for midi playback
 | 
				
			||||||
 | 
					#
 | 
				
			||||||
 | 
					# midi.reverb=false
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# Number of OpenAL sources to allocate for SE playback.
 | 
				
			||||||
 | 
					# If there are a lot of sounds playing at the same time
 | 
				
			||||||
 | 
					# and audibly cutting each other off, try increasing
 | 
				
			||||||
 | 
					# this number. Maximum: 64.
 | 
				
			||||||
 | 
					#
 | 
				
			||||||
 | 
					# SE.sourceCount=6
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# The Windows game executable name minus ".exe". By default
 | 
				
			||||||
 | 
					# this is "Game", but some developers manually rename it.
 | 
				
			||||||
 | 
					# mkxp needs this name because both the .ini (game
 | 
				
			||||||
 | 
					# configuration) and .rgssad (encrypted data archive) must
 | 
				
			||||||
 | 
					# carry the same name minus their extension, and we cannot
 | 
				
			||||||
 | 
					# guess the executable's name.
 | 
				
			||||||
 | 
					# You could just as well rename them both to "Game.ini" and
 | 
				
			||||||
 | 
					# "Game.rgssad", but specifying the executable name here
 | 
				
			||||||
 | 
					# is a tiny bit less intrusive.
 | 
				
			||||||
 | 
					#
 | 
				
			||||||
 | 
					# execName=Game
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# Give a hint on which language the game title as
 | 
				
			||||||
 | 
					# specified in the Game.ini is, useful if the encoding
 | 
				
			||||||
 | 
					# is being falsely detected. Relevant only if mkxp was
 | 
				
			||||||
 | 
					# built with automatic encoding conversion (INI_ENCODING).
 | 
				
			||||||
 | 
					# (default: none)
 | 
				
			||||||
 | 
					#
 | 
				
			||||||
 | 
					# titleLanguage=japanese
 | 
				
			||||||
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		Reference in a new issue