# 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 # 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 # 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