# Lines starting with '#' are comments # Specify the RGSS version to run under. # Possible values are 0, 1, 2, 3. If set to 0, # mkxp will try to guess the required version # based on the game files found in gameFolder. # If this fails, the version defaults to 1. # (default: 0) # # rgssVersion=1 # 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 # Specify the window width on startup. If set to 0, # it will default to the default resolution width # specific to the RGSS version (640 in RGSS1, 544 # in RGSS2 or higher). # (default: 0) # # defScreenW=640 # Specify the window height on startup. If set to 0, # it will default to the default resolution height # specific to the RGSS version (480 in RGSS1, 416 # in RGSS2 or higher). # (default: 0) # # 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 # Work around buggy graphics drivers which don't # properly synchronize texture access, most # apparent when text doesn't show up or the map # tileset doesn't render at all # (default: disabled) # # subImageFix=false # Enable framebuffer blitting if the driver is # capable of it. Some drivers carry buggy # implementations of this functionality, so # disabling it can be used as a workaround # (default: enabled) # # enableBlitting=true # 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 # Enable F12 game reset # (default: enabled) # # enableReset=true # Allow symlinks for game assets to be followed # (default: disabled) # # allowSymlinks=false # Organisation / company and application / game # name to build the directory path where mkxp # will store game specific data (eg. key bindings). # If not specified, mkxp will save to a common # directory shared by all games. Note that these # are TWO individual config entries, and both need # to be defined for this to take effect. # (default: none) # # dataPathOrg=mycompany # dataPathApp=mygame # 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 # Define raw scripts to be executed before the # actual Scripts.rxdata execution starts # (default: none) # # preloadScript=my_win32_wrapper.rb # preloadScript=ruby18_fixes.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 # Use the script's name as filename in warnings and error messages # (default: disabled) # # 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 # 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