Add RetroPie configs backup from /opt/retropie/configs
키 설정·패드 매핑·에뮬 설정을 sync-configs.sh로 동기화. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2
configs/ports/alephone/emulators.cfg
Normal file
2
configs/ports/alephone/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
alephone = "/opt/retropie/ports/alephone/bin/alephone %ROM%"
|
||||
default = "alephone"
|
||||
315
configs/ports/cannonball/config.xml
Normal file
315
configs/ports/cannonball/config.xml
Normal file
@@ -0,0 +1,315 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<!--
|
||||
Video Settings
|
||||
-->
|
||||
<video>
|
||||
<!-- Set Screen Mode:
|
||||
|
||||
0 is windowed,
|
||||
1 is full-screen
|
||||
2 is full-screen stretched, no borders. (Aspect ratio will be lost. Scanlines will be disabled.)
|
||||
-->
|
||||
<mode>1</mode>
|
||||
|
||||
<!--
|
||||
Windowed Mode Settings
|
||||
Scale: Scale or zoom factor for window mode. 1 is original size.
|
||||
-->
|
||||
<window>
|
||||
<scale>2</scale>
|
||||
</window>
|
||||
|
||||
<!--
|
||||
Scanline intensity.
|
||||
0 = No scanlines
|
||||
100 = Solid black
|
||||
|
||||
A value of 35 looks good on my LCD monitor.
|
||||
|
||||
Note that scanlines require a scale factor of 2 or more.
|
||||
Scanlines do not work in full-screen stretch mode.
|
||||
Scanlines may result in some borders around the screen in full-screen mode.
|
||||
-->
|
||||
<scanlines>0</scanlines>
|
||||
|
||||
<!-- FPS
|
||||
0 = 30 FPS. Optimized Mode (Slow computers)
|
||||
1 = 30/60 FPS. Original Game Mode. (The original experience)
|
||||
2 = 60 FPS. Smooth Mode. (Full 60fps)
|
||||
-->
|
||||
<fps>2</fps>
|
||||
|
||||
<!-- Enable FPS Counter -->
|
||||
<fps_counter>0</fps_counter>
|
||||
|
||||
<!-- Enhanced Widescreen Mode -->
|
||||
<widescreen>1</widescreen>
|
||||
|
||||
<!-- Higher Internal Resolution. Better Sprite Scaling, but has a performance hit.
|
||||
Disable for original experience. -->
|
||||
<hires>0</hires>
|
||||
|
||||
<!-- Open GL Filtering for Scaling. 0 = Nearest Neighbour. 1 = Linear -->
|
||||
<filtering>0</filtering>
|
||||
</video>
|
||||
|
||||
<!--
|
||||
Sound Settings
|
||||
-->
|
||||
<sound>
|
||||
<!-- Toggle Sound -->
|
||||
<enable>1</enable>
|
||||
|
||||
<!-- Advertise Sound In Attract Mode -->
|
||||
<advertise>1</advertise>
|
||||
|
||||
<!-- Preview Sound On Music Selection Screen (Enhancement, Off in original game) -->
|
||||
<preview>1</preview>
|
||||
|
||||
<!-- OutRun shipped with a corrupt PCM sample ROM. This uses the repaired ROM 'opr-10188.71f' -->
|
||||
<fix_samples>0</fix_samples>
|
||||
|
||||
<!-- Custom Music: Play a WAV file instead of the inbuilt music -->
|
||||
<custom_music>
|
||||
<!-- Magical Sound Shower Replacement -->
|
||||
<track1 enabled = "0">
|
||||
<title>MAGICAL SOUND SHOWER REMIX</title>
|
||||
<filename>track1.wav</filename>
|
||||
</track1>
|
||||
<!-- Passing Breeze Replacement -->
|
||||
<track2 enabled = "0">
|
||||
<title>PASSING BREEZE REMIX</title>
|
||||
<filename>track2.wav</filename>
|
||||
</track2>
|
||||
<!-- Splash Wave Replacement -->
|
||||
<track3 enabled = "0">
|
||||
<title>SPLASH WAVE REMIX</title>
|
||||
<filename>track3.wav</filename>
|
||||
</track3>
|
||||
<track4 enabled = "0">
|
||||
<title>LAST WAVE REMIX</title>
|
||||
<filename>track4.wav</filename>
|
||||
</track4>
|
||||
</custom_music>
|
||||
</sound>
|
||||
|
||||
<!--
|
||||
CannonBoard Arduino Based Interface
|
||||
-->
|
||||
|
||||
<cannonboard enabled = "0">
|
||||
<!-- Port Name -->
|
||||
<port>COM6</port>
|
||||
|
||||
<!-- Baud Rate -->
|
||||
<baud>57600</baud>
|
||||
|
||||
<!-- Machine Type. 0 = Moving, 1 = Up Cockpit, 2 = Mini -->
|
||||
<cabinet>0</cabinet>
|
||||
|
||||
<!-- Write Debug Information To Console-->
|
||||
<debug>1</debug>
|
||||
</cannonboard>
|
||||
|
||||
<!--
|
||||
Controls Settings
|
||||
|
||||
There are two high level modes
|
||||
|
||||
0 = Standard PC Input (keyboard/joypad/wheel)
|
||||
1 = Original OutRun Controls (Requires CannonBoard PCB setup)
|
||||
|
||||
-->
|
||||
<controls mode = "1">
|
||||
<!-- Gears:
|
||||
0 = Manual (Click to shift, for normal play)
|
||||
1 = Manual (Hold to shift, for cabinet play)
|
||||
2 = Manual (Separate Buttons for High/Low)
|
||||
3 = Automatic
|
||||
-->
|
||||
<gear>0</gear>
|
||||
|
||||
<!-- Use the N'th joystick on the system. -->
|
||||
<pad_id>0</pad_id>
|
||||
|
||||
<!-- Keyboard Button Configuration. Easiest to configure with inbuilt menu. -->
|
||||
<keyconfig>
|
||||
<up>1073741906</up>
|
||||
<down>1073741905</down>
|
||||
<left>1073741904</left>
|
||||
<right>1073741903</right>
|
||||
<acc>122</acc>
|
||||
<brake>120</brake>
|
||||
<gear1>32</gear1>
|
||||
<gear2>32</gear2>
|
||||
<start>49</start>
|
||||
<coin>53</coin>
|
||||
<menu>286</menu>
|
||||
<view>304</view>
|
||||
</keyconfig>
|
||||
|
||||
<!-- Gamepad / Joystick Button Configuration. Easiest to configure with inbuilt menu. -->
|
||||
<padconfig>
|
||||
<acc>0</acc>
|
||||
<brake>1</brake>
|
||||
<gear1>2</gear1>
|
||||
<gear2>2</gear2>
|
||||
<start>3</start>
|
||||
<coin>4</coin>
|
||||
<menu>5</menu>
|
||||
<view>6</view>
|
||||
</padconfig>
|
||||
|
||||
<!-- Digital Controls: Steering Adjust Speed (1 to 9) -->
|
||||
<steerspeed>3</steerspeed>
|
||||
|
||||
<!-- Digital Controls: Pedal Adjust Speed (1 to 9) -->
|
||||
<pedalspeed>4</pedalspeed>
|
||||
|
||||
<!-- Analog Controls
|
||||
0 = Off
|
||||
1 = On
|
||||
2 = Wheel Only
|
||||
-->
|
||||
<analog enabled = "0">
|
||||
<!-- Select axis for analog controls
|
||||
You can place the accelerator and the brake on the same axis if your controller
|
||||
has a split axis setup.
|
||||
|
||||
For an XBox 360 Controller, the wheel should be axis 0 and the pedals on axis 2.
|
||||
-->
|
||||
<axis>
|
||||
<wheel>0</wheel>
|
||||
<accel>2</accel>
|
||||
<brake>3</brake>
|
||||
</axis>
|
||||
|
||||
<!-- Analog Wheel Settings -->
|
||||
<wheel>
|
||||
<!-- Amount of wheel turning circle to use.
|
||||
Example: 0 means use the entire wheel (this works best if haptic is enabled)
|
||||
larger values mean to progressively use less of the wheel turning circle -->
|
||||
<zone>0</zone>
|
||||
|
||||
<!-- Dead Zone In Centre Of Wheel. Total Wheel Range = 128
|
||||
A Dead zone is useful if the centre accuracy of your wheel is poor.
|
||||
A good Logitech Racing wheel should not need this -->
|
||||
<dead>0</dead>
|
||||
</wheel>
|
||||
|
||||
<!-- Analog Pedal Settings -->
|
||||
<pedals>
|
||||
<!-- Central Dead Zone: Only used for split axis controls -->
|
||||
<dead>1</dead>
|
||||
</pedals>
|
||||
|
||||
<!-- Force Feedback / Haptic Support -->
|
||||
<haptic enabled = "0">
|
||||
|
||||
<!-- Make both of the below values negative,
|
||||
if force feedback is in the wrong direction -->
|
||||
|
||||
<!-- Maximum Force To Apply (0 to 10000) -->
|
||||
<max_force>8500</max_force>
|
||||
|
||||
<!-- Minimum Force To Apply (0 to max_force) -->
|
||||
<min_force>7000</min_force>
|
||||
|
||||
<!-- Length of each effect. (1/x seconds) 1/20th suggested. -->
|
||||
<force_duration>20</force_duration>
|
||||
</haptic>
|
||||
|
||||
</analog>
|
||||
</controls>
|
||||
|
||||
<!--
|
||||
Game Engine Settings
|
||||
-->
|
||||
<engine>
|
||||
<!-- Game Time:
|
||||
0 = Easy (80 seconds)
|
||||
1 = Normal (75 seconds)
|
||||
2 = Hard (72 seconds)
|
||||
3 = Very Hard (70 seconds)
|
||||
4 = Infinite Time
|
||||
-->
|
||||
<time>0</time>
|
||||
|
||||
<!-- Traffic Difficulty:
|
||||
0 = Easy,
|
||||
1 = Normal,
|
||||
2 = Hard,
|
||||
3 = Very Hard
|
||||
4 = No Traffic
|
||||
-->
|
||||
<traffic>1</traffic>
|
||||
|
||||
<!-- Freeplay Mode -->
|
||||
<freeplay>0</freeplay>
|
||||
|
||||
<!-- The original Japanese release of OutRun featured slightly different
|
||||
tracks and course ordering.
|
||||
|
||||
Requires additional ROM files:
|
||||
epr-10380.133, epr-10382.118, epr-10381.132, epr-10383.117
|
||||
epr-10327.76, epr-10329.58, epr-10328.75, epr-10330.57
|
||||
--->
|
||||
<japanese_tracks>0</japanese_tracks>
|
||||
|
||||
<!-- Swap In Prototype Coconut Beach Track -->
|
||||
<prototype>0</prototype>
|
||||
|
||||
<!-- Increase the number of allowed level objects.
|
||||
This fixes the broken arches in Gateway for example.
|
||||
--->
|
||||
<levelobjects>1</levelobjects>
|
||||
|
||||
<!-- Use the original random number generator seed to match the setup of
|
||||
the original game. Disable to use a truly random setup.
|
||||
This will affect initial traffic patterns in attract mode for example.
|
||||
-->
|
||||
<randomgen>1</randomgen>
|
||||
|
||||
<!-- Fix minor bugs present in the original engine. -->
|
||||
<!-- Tile on music select screen, ms value at checkpoint etc. -->
|
||||
<fix_bugs>1</fix_bugs>
|
||||
|
||||
<!-- Fixes two timing bugs:
|
||||
1. The hundredths of seconds lookup table contains 64 values but there should only be 60 values
|
||||
Therefore it takes 31 frames to decrement 1 second on the countdown timer (it should be 30)
|
||||
2. Timer counts down 1 complete second AFTER timer reaches zero (it should stop at zero) -->
|
||||
<fix_timer>0</fix_timer>
|
||||
|
||||
<!-- Use new Attract Mode which demos different viewpoints and has improved
|
||||
Ferrari AI when driving
|
||||
-->
|
||||
<new_attract>1</new_attract>
|
||||
|
||||
<!-- Display debug info that's useful for LayOut track editing -->
|
||||
<layout_debug>0</layout_debug>
|
||||
</engine>
|
||||
|
||||
<!-- Settings for Time Trial Mode -->
|
||||
<time_trial>
|
||||
<!-- Default Number of Laps (1 - 5) -->
|
||||
<laps>3</laps>
|
||||
|
||||
<!-- Default Amount of Traffic (0 - 8), where 0 is off -->
|
||||
<traffic>3</traffic>
|
||||
</time_trial>
|
||||
|
||||
<!-- Settings for Continuous Mode -->
|
||||
<continuous>
|
||||
<!-- Default Amount of Traffic (0 - 8), where 0 is off -->
|
||||
<traffic>3</traffic>
|
||||
</continuous>
|
||||
|
||||
<!--
|
||||
Use the inbuilt menu system.
|
||||
You can disable it and edit this config file instead if it makes more sense for your system.
|
||||
-->
|
||||
<menu>
|
||||
<enabled>1</enabled>
|
||||
<roadspeed>25</roadspeed>
|
||||
</menu>
|
||||
2
configs/ports/cannonball/emulators.cfg
Normal file
2
configs/ports/cannonball/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
cannonball = "pushd /opt/retropie/ports/cannonball; /opt/retropie/ports/cannonball/cannonball; popd"
|
||||
default = "cannonball"
|
||||
2
configs/ports/cavestory/emulators.cfg
Normal file
2
configs/ports/cavestory/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
lr-nxengine = "/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-nxengine/nxengine_libretro.so --config /opt/retropie/configs/ports/cavestory/retroarch.cfg %ROM%"
|
||||
default = "lr-nxengine"
|
||||
5
configs/ports/cavestory/retroarch.cfg
Normal file
5
configs/ports/cavestory/retroarch.cfg
Normal file
@@ -0,0 +1,5 @@
|
||||
# Settings made here will only override settings in the global retroarch.cfg if placed above the #include line
|
||||
|
||||
input_remapping_directory = "/opt/retropie/configs/ports/cavestory"
|
||||
|
||||
#include "/opt/retropie/configs/all/retroarch.cfg"
|
||||
5
configs/ports/cgenius/cgenius.cfg
Normal file
5
configs/ports/cgenius/cgenius.cfg
Normal file
@@ -0,0 +1,5 @@
|
||||
[FileHandling]
|
||||
EnableLogfile = false
|
||||
SearchPath1 = ${HOME}/.CommanderGenius
|
||||
SearchPath2 = .
|
||||
SearchPath3 = /home/hoon/RetroPie/roms/ports/cgenius
|
||||
2
configs/ports/cgenius/emulators.cfg
Normal file
2
configs/ports/cgenius/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
cgenius = "pushd /opt/retropie/ports/cgenius; ./CGeniusExe; popd"
|
||||
default = "cgenius"
|
||||
1
configs/ports/descent1/descent.cfg
Normal file
1
configs/ports/descent1/descent.cfg
Normal file
@@ -0,0 +1 @@
|
||||
VSync=1
|
||||
2
configs/ports/descent1/emulators.cfg
Normal file
2
configs/ports/descent1/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
dxx-rebirth = "/opt/retropie/ports/dxx-rebirth/d1x-rebirth -hogdir /home/hoon/RetroPie/roms/ports/descent1"
|
||||
default = "dxx-rebirth"
|
||||
1
configs/ports/descent2/descent.cfg
Normal file
1
configs/ports/descent2/descent.cfg
Normal file
@@ -0,0 +1 @@
|
||||
VSync=1
|
||||
2
configs/ports/descent2/emulators.cfg
Normal file
2
configs/ports/descent2/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
dxx-rebirth = "/opt/retropie/ports/dxx-rebirth/d2x-rebirth -hogdir /home/hoon/RetroPie/roms/ports/descent2"
|
||||
default = "dxx-rebirth"
|
||||
6
configs/ports/doom/emulators.cfg
Normal file
6
configs/ports/doom/emulators.cfg
Normal file
@@ -0,0 +1,6 @@
|
||||
lr-prboom = "/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-prboom/prboom_libretro.so --config /opt/retropie/configs/ports/doom/retroarch.cfg %ROM%"
|
||||
default = "lr-prboom"
|
||||
gzdoom = "DOOMWADDIR=/home/hoon/RetroPie/roms/ports/doom /opt/retropie/ports/gzdoom/gzdoom -iwad %ROM% -fullscreen -width %XRES% -height %YRES%"
|
||||
gzdoom-addon = "DOOMWADDIR=/home/hoon/RetroPie/roms/ports/doom /opt/retropie/ports/gzdoom/gzdoom -iwad %ROM% -fullscreen -width %XRES% -height %YRES% -file /home/hoon/RetroPie/roms/ports/doom/addon/*"
|
||||
lzdoom = "DOOMWADDIR=/home/hoon/RetroPie/roms/ports/doom /opt/retropie/ports/lzdoom/lzdoom -iwad %ROM% +fullscreen 1 +vid_renderer 1 +vid_vsync 1 -width %XRES% -height %YRES%"
|
||||
lzdoom-addon = "DOOMWADDIR=/home/hoon/RetroPie/roms/ports/doom /opt/retropie/ports/lzdoom/lzdoom -iwad %ROM% +fullscreen 1 +vid_renderer 1 +vid_vsync 1 -width %XRES% -height %YRES% -file /home/hoon/RetroPie/roms/ports/doom/addon/*"
|
||||
5
configs/ports/doom/retroarch.cfg
Normal file
5
configs/ports/doom/retroarch.cfg
Normal file
@@ -0,0 +1,5 @@
|
||||
# Settings made here will only override settings in the global retroarch.cfg if placed above the #include line
|
||||
|
||||
input_remapping_directory = "/opt/retropie/configs/ports/doom"
|
||||
|
||||
#include "/opt/retropie/configs/all/retroarch.cfg"
|
||||
2
configs/ports/duke3d/emulators.cfg
Normal file
2
configs/ports/duke3d/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
eduke32 = "pushd /opt/retropie/configs/ports/duke3d; /opt/retropie/ports/eduke32/eduke32.sh %ROM%; popd"
|
||||
default = "eduke32"
|
||||
2
configs/ports/duke3d/settings.cfg
Normal file
2
configs/ports/duke3d/settings.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
r_swapinterval "1"
|
||||
r_useindexedcolortextures "0"
|
||||
2
configs/ports/kodi/emulators.cfg
Normal file
2
configs/ports/kodi/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
kodi = "kodi-standalone"
|
||||
default = "kodi"
|
||||
2
configs/ports/lincity-ng/emulators.cfg
Normal file
2
configs/ports/lincity-ng/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
lincity-ng = "XINIT:/usr/games/lincity-ng"
|
||||
default = "lincity-ng"
|
||||
2
configs/ports/micropolis/emulators.cfg
Normal file
2
configs/ports/micropolis/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
micropolis = "XINIT-WMC:/usr/games/micropolis"
|
||||
default = "micropolis"
|
||||
2
configs/ports/mrboom/emulators.cfg
Normal file
2
configs/ports/mrboom/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
lr-mrboom = "/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-mrboom/mrboom_libretro.so --config /opt/retropie/configs/ports/mrboom/retroarch.cfg"
|
||||
default = "lr-mrboom"
|
||||
5
configs/ports/mrboom/retroarch.cfg
Normal file
5
configs/ports/mrboom/retroarch.cfg
Normal file
@@ -0,0 +1,5 @@
|
||||
# Settings made here will only override settings in the global retroarch.cfg if placed above the #include line
|
||||
|
||||
input_remapping_directory = "/opt/retropie/configs/ports/mrboom"
|
||||
|
||||
#include "/opt/retropie/configs/all/retroarch.cfg"
|
||||
2
configs/ports/openttd/emulators.cfg
Normal file
2
configs/ports/openttd/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
openttd = "openttd"
|
||||
default = "openttd"
|
||||
2
configs/ports/opentyrian/emulators.cfg
Normal file
2
configs/ports/opentyrian/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
opentyrian = "/opt/retropie/ports/opentyrian/bin/opentyrian --data /home/hoon/RetroPie/roms/ports/opentyrian/data"
|
||||
default = "opentyrian"
|
||||
5
configs/ports/quake/emulators.cfg
Normal file
5
configs/ports/quake/emulators.cfg
Normal file
@@ -0,0 +1,5 @@
|
||||
lr-tyrquake = "/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-tyrquake/tyrquake_libretro.so --config /opt/retropie/configs/ports/quake/retroarch.cfg %ROM%"
|
||||
default = "lr-tyrquake"
|
||||
darkplaces-quake-gles = "/opt/retropie/ports/darkplaces-quake/darkplaces-sdl-gles -basedir /home/hoon/RetroPie/roms/ports/quake -game %QUAKEDIR% +vid_vsync 1"
|
||||
darkplaces-quake = "/opt/retropie/ports/darkplaces-quake/darkplaces-sdl -basedir /home/hoon/RetroPie/roms/ports/quake -game %QUAKEDIR% +vid_vsync 1"
|
||||
tyrquake = "/opt/retropie/ports/tyrquake/bin/tyr-glquake -basedir /home/hoon/RetroPie/roms/ports/quake -game %QUAKEDIR% -width %XRES% -height %YRES% +set vid_vsync 2"
|
||||
5
configs/ports/quake/retroarch.cfg
Normal file
5
configs/ports/quake/retroarch.cfg
Normal file
@@ -0,0 +1,5 @@
|
||||
# Settings made here will only override settings in the global retroarch.cfg if placed above the #include line
|
||||
|
||||
input_remapping_directory = "/opt/retropie/configs/ports/quake"
|
||||
|
||||
#include "/opt/retropie/configs/all/retroarch.cfg"
|
||||
2
configs/ports/quake3/emulators.cfg
Normal file
2
configs/ports/quake3/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
ioquake3 = "/opt/retropie/ports/ioquake3/ioquake3 +set cl_renderer opengl1 +set r_mode -1 +set r_customwidth %XRES% +set r_customheight %YRES% +set r_swapInterval 1"
|
||||
default = "ioquake3"
|
||||
573
configs/ports/sdlpop/SDLPoP.ini
Normal file
573
configs/ports/sdlpop/SDLPoP.ini
Normal file
@@ -0,0 +1,573 @@
|
||||
; ====================
|
||||
; SDLPoP configuration
|
||||
; ====================
|
||||
|
||||
; This is the configuration file for SDLPoP.
|
||||
; Lines starting with a semicolon (";") are comment lines and are ignored by SDLPoP.
|
||||
; They are used to document the available customization options.
|
||||
|
||||
; "default" is a valid setting for any option.
|
||||
|
||||
; N.B. You can also use the in-game menu to configure SDLPoP: press Escape or Backspace while in-game.
|
||||
; The in-game configuration is saved to the file SDLPoP.cfg.
|
||||
; The settings from the .cfg file will then be applied, until you modify SDLPoP.ini (this file) again.
|
||||
|
||||
|
||||
|
||||
[General]
|
||||
; Show the in-game menu when you pause the game by pressing Escape.
|
||||
; If this is disabled, you can still bring up the menu using Backspace.
|
||||
enable_pause_menu = true
|
||||
|
||||
; Enable or disable the potions (copy protection) level.
|
||||
enable_copyprot = false
|
||||
|
||||
; Enable music.
|
||||
enable_music = true
|
||||
|
||||
; Enable or disable fading.
|
||||
enable_fade = true
|
||||
|
||||
; Enable or disable flashing.
|
||||
enable_flash = true
|
||||
|
||||
; Enable or disable texts.
|
||||
enable_text = true
|
||||
|
||||
; Display the SDLPoP information screen when the game starts.
|
||||
enable_info_screen = true;
|
||||
|
||||
; Start the game in fullscreen mode. (In-game fullscreen toggle: Alt+Enter)
|
||||
start_fullscreen = false
|
||||
|
||||
; Width and height of the game window.
|
||||
; By default, the window is 640 pixels wide and 400 pixels tall.
|
||||
; When using the "correct aspect ratio" option, the default height is 480 instead of 400.
|
||||
pop_window_width = default
|
||||
pop_window_height = default
|
||||
|
||||
; Possible values:
|
||||
; * default = Auto, use hardware acceleration when available.
|
||||
; * true = Force hardware acceleration.
|
||||
; * false = Disable hardware acceleration.
|
||||
use_hardware_acceleration = default
|
||||
|
||||
; Render the game in the originally intended 4:3 aspect ratio.
|
||||
; NB. Works best using a high resolution.
|
||||
use_correct_aspect_ratio = true
|
||||
|
||||
; Enable pixel perfect scaling. That is, make all pixels the same size by forcing integer scale factors.
|
||||
; Note: If you enable both integer scaling and the 4:3 aspect ratio setting above,
|
||||
; then integer scaling will be disabled, unless the window is at least 1600 x 1200 pixels (without the border).
|
||||
; Integer scaling will also be disabled if the window is smaller than 320 x 200 pixels.
|
||||
; Note: You need to compile with SDL 2.0.5 or newer for this.
|
||||
use_integer_scaling = false
|
||||
|
||||
; Scaling method.
|
||||
; Possible values:
|
||||
; * sharp = Use nearest-neighbor resampling.
|
||||
; * fuzzy = First scale to double size with nearest-neighbor scaling, then scale to full screen with smooth scaling.
|
||||
; * blurry = Use smooth scaling.
|
||||
scaling_type = sharp
|
||||
|
||||
; If using a controller with a rumble motor, provide haptic feedback when the kid is hurt.
|
||||
enable_controller_rumble = true
|
||||
|
||||
; When using a controller, only use the joysticks for horizontal movement (instead of all-directional movement).
|
||||
; This could make the game easier to control, depending on your preference and depending on which controller you have.
|
||||
joystick_only_horizontal = true
|
||||
|
||||
; Joystick 'dead zone' sensitivity threshold. Range: 0 to 32767 (default = 8000)
|
||||
joystick_threshold = 8000
|
||||
|
||||
; You can get this file from
|
||||
; https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt
|
||||
; if you need it
|
||||
;gamecontrollerdb_file = gamecontrollerdb.txt
|
||||
|
||||
; You can choose which levels to play using the 'levelset' option:
|
||||
; 'original' --> play the original levels (Default)
|
||||
; 'Your Mod Name' --> play a custom levelset (the custom files must be in a directory "mods/Your Mod Name/")
|
||||
|
||||
levelset = original
|
||||
|
||||
; The base directory where SDLPoP will look for custom levelsets. (default = mods)
|
||||
mods_folder = mods
|
||||
|
||||
; Always use the music from the data/music directory, even for custom levelsets.
|
||||
; Note: Although the option is called "original", you can put custom music into the data/music directory.
|
||||
; See "Using custom music" in README.md.
|
||||
always_use_original_music = false
|
||||
|
||||
; Always use the graphics from the data directory, even for custom levelsets.
|
||||
always_use_original_graphics = false
|
||||
|
||||
|
||||
[AdditionalFeatures]
|
||||
; Enable quicksave/load feature. (In-game: press F6 to quicksave, F9 to quickload)
|
||||
enable_quicksave = true
|
||||
|
||||
; Try to let time keep running out when quickloading. (similar to Ctrl+A)
|
||||
; Technically, the 'remaining time' is still restored, but with a penalty for elapsed time (up to 1 minute).
|
||||
; The one minute penalty will also be applied when quickloading from e.g. the title screen.
|
||||
enable_quicksave_penalty = true
|
||||
|
||||
; Enable recording/replay feature.
|
||||
enable_replay = true
|
||||
|
||||
; The folder where replays will be kept.
|
||||
replays_folder = replays
|
||||
|
||||
; Darken those parts of the screen that are not near a torch.
|
||||
enable_lighting = false
|
||||
|
||||
|
||||
[Enhancements]
|
||||
; Turn on game fixes and enhancements.
|
||||
; Below, you can pick which fixes/enhancements will be active.
|
||||
; NB. If use_fixes_and_enhancements is set to 'false', all of the below options are disabled.
|
||||
use_fixes_and_enhancements = false
|
||||
|
||||
; The mentioned tricks can be found here: https://www.popot.org/documentation.php?doc=Tricks
|
||||
|
||||
; Adds a way to crouch immediately after climbing up: press down and forward simultaneously.
|
||||
; In the original game, this could not be done (pressing down always causes the kid to climb down).
|
||||
enable_crouch_after_climbing = true
|
||||
|
||||
; Time runs out while the level ending music plays; however, the music can be skipped by disabling sound.
|
||||
; This option stops time while the ending music is playing (so there is no need to disable sound).
|
||||
enable_freeze_time_during_end_music = true
|
||||
|
||||
; Enable guard hitpoints not resetting to their default (maximum) value when re-entering the room.
|
||||
enable_remember_guard_hp = true
|
||||
|
||||
; Prince in feather mode (after drinking a green potion) can jump 2 stories high.
|
||||
enable_super_high_jump = true
|
||||
|
||||
; Prince can grab tiles on the floor above while jumping. Hold Shift and up arrow, but not the forward arrow key.
|
||||
; Grabbing distance: standing jump - a little over 1 full tile, running jump - about 2.5 tiles or less.
|
||||
enable_jump_grab = true
|
||||
|
||||
; If a room is linked to itself on the left, the closing sounds of the gates in that room can't be heard.
|
||||
fix_gate_sounds = true
|
||||
|
||||
; An open gate or chomper may enable the Kid to go through walls. (Trick 7, 37, 62)
|
||||
fix_two_coll_bug = true
|
||||
|
||||
; If a room is linked to itself at the bottom, and the Kid's column has no floors, the game hangs.
|
||||
fix_infinite_down_bug = true
|
||||
|
||||
; When a gate is under another gate, the top of the bottom gate is not visible.
|
||||
fix_gate_drawing_bug = true
|
||||
|
||||
; When climbing up to a floor with a big pillar top behind, turned right, Kid sees through floor.
|
||||
fix_bigpillar_climb = true
|
||||
|
||||
; When climbing up two floors, turning around and jumping upward, the kid falls down.
|
||||
; This fix makes the workaround of Trick 25 unnecessary.
|
||||
fix_jump_distance_at_edge = true
|
||||
|
||||
; When climbing to a higher floor, the game unnecessarily checks how far away the edge below is;
|
||||
; This contributes to sometimes "teleporting" considerable distances when climbing from firm ground.
|
||||
fix_edge_distance_check_when_climbing = true
|
||||
|
||||
; Falling from a great height directly on top of guards does not hurt.
|
||||
fix_painless_fall_on_guard = true
|
||||
|
||||
; Bumping against a wall may cause a loose floor below to drop, even though it has not been touched. (Trick 18, 34)
|
||||
fix_wall_bump_triggers_tile_below = true
|
||||
|
||||
; When pressing a loose tile, you can temporarily stand on thin air by standing up from crouching.
|
||||
fix_stand_on_thin_air = true
|
||||
|
||||
; Buttons directly to the right of gates can be pressed even though the gate is closed (Trick 1)
|
||||
fix_press_through_closed_gates = true
|
||||
|
||||
; By jumping and bumping into a wall, you can sometimes grab a ledge two stories down (which should not be possible).
|
||||
fix_grab_falling_speed = true
|
||||
|
||||
; When chomped, skeletons cause the chomper to become bloody even though skeletons do not have blood.
|
||||
fix_skeleton_chomper_blood = true
|
||||
|
||||
; Controls do not get released properly when drinking a potion, sometimes causing unintended movements.
|
||||
fix_move_after_drink = true
|
||||
|
||||
; A drawing bug occurs when a loose tile is placed to the left of a potion (or sword).
|
||||
fix_loose_left_of_potion = true
|
||||
|
||||
; Guards may "follow" the kid to the room on the left or right, even though there is a closed gate in between.
|
||||
fix_guard_following_through_closed_gates = true
|
||||
|
||||
; When landing on the edge of a spikes tile, it is considered safe. (Trick 65)
|
||||
fix_safe_landing_on_spikes = true
|
||||
|
||||
; The kid may glide through walls after turning around while running (especially when weightless).
|
||||
fix_glide_through_wall = true
|
||||
|
||||
; The kid can drop down through a closed gate, when there is a tapestry (doortop) above the gate.
|
||||
fix_drop_through_tapestry = true
|
||||
|
||||
; When dropping down and landing right in front of a wall, the entire landing animation should normally play.
|
||||
; However, when falling against a closed gate or a tapestry(+floor) tile, the animation aborts.
|
||||
; (The game considers these tiles floor tiles; so it mistakenly assumes that no x-position adjustment is needed)
|
||||
fix_land_against_gate_or_tapestry = true
|
||||
|
||||
; Sometimes, the kid may automatically strike immediately after drawing the sword.
|
||||
; This especially happens when dropping down from a higher floor and then turning towards the opponent.
|
||||
fix_unintended_sword_strike = true
|
||||
|
||||
; By repeatedly pressing 'back' in a swordfight, you can retreat out of a room without the room changing. (Trick 35)
|
||||
fix_retreat_without_leaving_room = true
|
||||
|
||||
; The kid can jump through a tapestry with a running jump to the left, if there is a floor above it.
|
||||
fix_running_jump_through_tapestry = true
|
||||
|
||||
; Guards can be pushed into walls, because the game does not correctly check for walls located behind a guard.
|
||||
fix_push_guard_into_wall = true
|
||||
|
||||
; By doing a running jump into a wall, you can fall behind a closed gate two floors down. (e.g. skip in Level 7)
|
||||
fix_jump_through_wall_above_gate = true
|
||||
|
||||
; If you grab a ledge that is one or more floors down, the chompers on that row will not start.
|
||||
fix_chompers_not_starting = true
|
||||
|
||||
; As soon as a level door has completely opened, the feather fall effect is interrupted because the sound stops.
|
||||
fix_feather_interrupted_by_leveldoor = true
|
||||
|
||||
; Guards will often not reappear in another room if they have been pushed (partly or entirely) offscreen.
|
||||
fix_offscreen_guards_disappearing = true
|
||||
|
||||
; While putting the sword away, if you press forward and down, and then release down, the kid will still duck.
|
||||
fix_move_after_sheathe = true
|
||||
|
||||
; After uniting with the shadow in level 12, the hidden floors will not appear until after the flashing stops.
|
||||
fix_hidden_floors_during_flashing = true
|
||||
|
||||
; By jumping towards one of the bottom corners of the room and grabbing a ledge, you can teleport to the room above.
|
||||
fix_hang_on_teleport = true
|
||||
|
||||
; You can enter closed exit doors after you met the shadow or Jaffar died, or after you opened one of multiple exits.
|
||||
fix_exit_door = true
|
||||
|
||||
; You cannot save game while floating in feather mode.
|
||||
fix_quicksave_during_feather = true
|
||||
|
||||
; If you are using the caped prince graphics, and crouch with your back towards a closed gate on the left edge on the room, then the prince will slide through the gate.
|
||||
fix_caped_prince_sliding_through_gate = true
|
||||
|
||||
; Guards become inactive if they are standing on a door top (with floor), or if the prince is standing on a door top.
|
||||
fix_doortop_disabling_guard = true
|
||||
|
||||
; Prince can jump over guards with a properly timed running jump
|
||||
fix_jumping_over_guard = true
|
||||
|
||||
; Prince can fall 2 rooms down while climbing a loose tile in a room above. (Trick 153)
|
||||
fix_drop_2_rooms_climbing_loose_tile = true
|
||||
|
||||
; Prince or guard can fall through the floor during a sword strike sequence.
|
||||
fix_falling_through_floor_during_sword_strike = true
|
||||
|
||||
; Prince safe steps near a wall/gate when facing in an opposite direction (Fixes tricks 1 and 2).
|
||||
fix_turn_running_near_wall = true
|
||||
|
||||
; Feather fall should not affect guards, because only the prince can drink the feather fall potion.
|
||||
fix_feather_fall_affects_guards = true
|
||||
|
||||
; If the prince has only one hit point when he defeats Jaffar, it stops blinking.
|
||||
fix_one_hp_stops_blinking = true
|
||||
|
||||
; If the prince or a guard falls to his death onto a loose floor, the floor drops, but the body stays there in the air.
|
||||
fix_dead_floating_in_air = true
|
||||
|
||||
|
||||
[CustomGameplay]
|
||||
; Turn on customization options.
|
||||
; Below, you can change individual options.
|
||||
; NB. If use_custom_options is set to 'false', the options below are not used.
|
||||
use_custom_options = true
|
||||
|
||||
; Starting minutes left. (default = 60)
|
||||
; To disable the time limit completely, set this to -1.
|
||||
start_minutes_left = 60
|
||||
|
||||
; Starting number of ticks left in the first minute. (default = 719)
|
||||
; 1 tick = 1/12 second, so by default there are 59.92 seconds left in the first minute.
|
||||
start_ticks_left = 719
|
||||
|
||||
; Starting hitpoints. (default = 3)
|
||||
start_hitp = 3
|
||||
|
||||
; Maximum number of hitpoints you can get. (default = 10)
|
||||
max_hitp_allowed = 10
|
||||
|
||||
; First level where you can save the game. (default = 3)
|
||||
saving_allowed_first_level = 3
|
||||
|
||||
; Last level where you can save the game. (default = 13)
|
||||
saving_allowed_last_level = 13
|
||||
|
||||
; Start the game with the screen flipped upside down, similar to Shift+I (default = false)
|
||||
start_upside_down = false
|
||||
|
||||
; Start in blind mode, similar to Shift+B (default = false)
|
||||
start_in_blind_mode = false
|
||||
|
||||
; The potions level will appear before this level. Set to 'never' to disable. (default = 2)
|
||||
copyprot_level = 2
|
||||
|
||||
; Set up edges of the level.
|
||||
; Tile drawn at the top of the room if there is no room that way. (default = floor)
|
||||
; E.g. 0: empty, 1: floor, 20: wall (etc.)
|
||||
drawn_tile_top_level_edge = floor
|
||||
|
||||
; Tile drawn at the left of the room if there is no room that way. (default = wall)
|
||||
drawn_tile_left_level_edge = wall
|
||||
|
||||
; Tile behavior at the top or left of the room if there is no room that way (default = wall)
|
||||
level_edge_hit_tile = wall
|
||||
|
||||
; Enable triggering any tile. (default = false)
|
||||
; For example, a button could make loose floors fall, or start a stuck chomper.
|
||||
allow_triggering_any_tile = false
|
||||
|
||||
; Enable the dungeon Wall Drawing Algorithm (WDA) in the palace environment.
|
||||
; N.B. Use with a modified VPALACE.DAT that provides dungeon-like wall graphics!
|
||||
enable_wda_in_palace = false
|
||||
|
||||
; Colors of the hard-coded color palette (RGB values 0..255, will be rounded down to nearest multiple of 4).
|
||||
vga_color_0 = 0, 0, 0
|
||||
vga_color_1 = 0, 0, 170
|
||||
vga_color_2 = 0, 170, 0
|
||||
vga_color_3 = 0, 170, 170
|
||||
vga_color_4 = 170, 0, 0
|
||||
vga_color_5 = 170, 0, 170
|
||||
vga_color_6 = 170, 85, 0
|
||||
vga_color_7 = 170, 170, 170
|
||||
vga_color_8 = 85, 85, 85
|
||||
vga_color_9 = 85, 85, 255
|
||||
vga_color_10 = 85, 255, 85
|
||||
vga_color_11 = 85, 255, 255
|
||||
vga_color_12 = 255, 85, 85
|
||||
vga_color_13 = 255, 85, 255
|
||||
vga_color_14 = 255, 255, 85
|
||||
vga_color_15 = 255, 255, 255
|
||||
|
||||
; Level that will be loaded when starting a new game. (default = 1)
|
||||
first_level = 1
|
||||
|
||||
; Always skip the title sequence: the first level will be loaded immediately. (default = false)
|
||||
skip_title = false
|
||||
|
||||
; First level where level skipping with Shift+L is denied in non-cheat mode. (default = 4)
|
||||
shift_L_allowed_until_level = 4
|
||||
|
||||
; Number of minutes left after Shift+L is used in non-cheat mode. (default = 15)
|
||||
shift_L_reduced_minutes = 15
|
||||
|
||||
; Number of ticks left after Shift+L is used in non-cheat mode. (default = 719)
|
||||
; (1 tick = 1/12 second, 719 ticks is 59.92 seconds)
|
||||
shift_L_reduced_ticks = 719
|
||||
|
||||
; Hitpoints the kid has on the demo level. (default = 4)
|
||||
demo_hitp = 4
|
||||
|
||||
; Demo level ending screen. (default = 24)
|
||||
demo_end_room = 24
|
||||
|
||||
; Level where the presentation music is played when the kid crouches down. (default = 1)
|
||||
intro_music_level = 1
|
||||
|
||||
; First level (except the demo level) where kid has the sword at the beginning of the level. (default = 2)
|
||||
; Set to 'never' to always start without the sword.
|
||||
have_sword_from_level = 2
|
||||
|
||||
; Level where there is a checkpoint. (default = 3)
|
||||
; The checkpoint is triggered when leaving room 7 to the left.
|
||||
checkpoint_level = 3
|
||||
|
||||
; Respawn direction after triggering the checkpoint. (default = left)
|
||||
checkpoint_respawn_dir = left
|
||||
|
||||
; Room where you respawn after triggering the checkpoint. (default = 2)
|
||||
checkpoint_respawn_room = 2
|
||||
|
||||
; Tile position (0 to 29) where you respawn after triggering the checkpoint. (default = 6)
|
||||
checkpoint_respawn_tilepos = 6
|
||||
|
||||
; Room where a tile is cleared after respawning at the checkpoint location. (default = 7)
|
||||
checkpoint_clear_tile_room = 7
|
||||
|
||||
; Location (column/row) of the cleared tile after respawning at the checkpoint location. (default: column = 4, row = top)
|
||||
; Possible row values are: 0: top, 1: middle, 2: bottom
|
||||
checkpoint_clear_tile_col = 4
|
||||
checkpoint_clear_tile_row = top
|
||||
|
||||
; Level and room where a skeleton can come alive. (default: level = 3, room = 1)
|
||||
skeleton_level = 3
|
||||
skeleton_room = 1
|
||||
|
||||
; The skeleton will wake up if the kid is on one of these two columns. (defaults = 2,3)
|
||||
skeleton_trigger_column_1 = 2
|
||||
skeleton_trigger_column_2 = 3
|
||||
|
||||
; Location (column/row) of the skeleton tile that will awaken. (default: column = 5, row = middle)
|
||||
skeleton_column = 5
|
||||
skeleton_row = middle
|
||||
|
||||
; Whether the level door must first be opened before the skeleton awakes. (default = true)
|
||||
skeleton_require_open_level_door = true
|
||||
|
||||
; Skill of the awoken skeleton. (default = 2)
|
||||
skeleton_skill = 2
|
||||
|
||||
; If the skeleton falls into this room, it will reappear there. (default = 3)
|
||||
skeleton_reappear_room = 3
|
||||
|
||||
; Horizontal coordinate where the skeleton reappears. (default = 133)
|
||||
; (58 = left edge of the room, 198 = right edge)
|
||||
skeleton_reappear_x = 133
|
||||
|
||||
; Row on which the skeleton reappears. (default = middle)
|
||||
skeleton_reappear_row = middle
|
||||
|
||||
; Direction the skeleton is facing when it reappears. (default = right)
|
||||
skeleton_reappear_dir = right
|
||||
|
||||
; Level and room where the mirror appears. (default: level = 4, room = 4)
|
||||
mirror_level = 4
|
||||
mirror_room = 4
|
||||
|
||||
; Location (column/row) of the tile where the mirror appears. (default: column = 4, row = top)
|
||||
mirror_column = 4
|
||||
mirror_row = top
|
||||
|
||||
; Tile type that appears when the mirror should appear. (default = mirror)
|
||||
mirror_tile = mirror
|
||||
|
||||
; Show the kid's mirror image in the mirror. (default = true)
|
||||
show_mirror_image = true
|
||||
|
||||
; Level and room where the shadow steals a potion.
|
||||
shadow_steal_level = 5
|
||||
shadow_steal_room = 24
|
||||
|
||||
; Level and room where the shadow steps on a button.
|
||||
shadow_step_level = 6
|
||||
shadow_step_room = 1
|
||||
|
||||
; Level where the kid can progress to the next level by falling off a specific room. (default: level = 6, room = 1)
|
||||
falling_exit_level = 6
|
||||
falling_exit_room = 1
|
||||
|
||||
; If the kid starts in this level in this room, the starting room will not be shown,
|
||||
; but the room below instead, to allow for a falling entry. (default: level = 7, room = 17)
|
||||
falling_entry_level = 7
|
||||
falling_entry_room = 17
|
||||
|
||||
; Level and room where the mouse appears. (default: level = 8, room = 16)
|
||||
mouse_level = 8
|
||||
mouse_room = 16
|
||||
|
||||
; Number of ticks to wait before the mouse appears. (default = 150)
|
||||
mouse_delay = 150
|
||||
|
||||
; Mouse object type. (default = 24)
|
||||
; Be careful: a value not 24 will change the mouse for the kid.
|
||||
mouse_object = 24
|
||||
|
||||
; Horizontal starting coordinate of the mouse. (default = 200)
|
||||
mouse_start_x = 200
|
||||
|
||||
; Level and rooms where visible loose floor tiles will fall down. (default: level = 13, rooms = 23,16)
|
||||
loose_tiles_level = 13
|
||||
loose_tiles_room_1 = 23
|
||||
loose_tiles_room_2 = 16
|
||||
|
||||
; Range of loose floor tile positions that will be pressed. (default = 22 to 27)
|
||||
loose_tiles_first_tile = 22
|
||||
loose_tiles_last_tile = 27
|
||||
|
||||
; Killing the guard in this level causes the screen to flash, and event 0 to be triggered upon leaving the room. (default = 13)
|
||||
jaffar_victory_level = 13
|
||||
|
||||
; How long the screen will flash after killing Jaffar. (default = 18)
|
||||
jaffar_victory_flash_time = 18
|
||||
|
||||
; First level where the level number will not be displayed. (default = 14)
|
||||
hide_level_number_from_level = 14
|
||||
|
||||
; Level number displayed on level 13. (default = 12)
|
||||
level_13_level_number = 12
|
||||
|
||||
; Level where Jaffar's death stops time. (default = 13)
|
||||
victory_stops_time_level = 13
|
||||
|
||||
; Level and room where you can win the game. (default: level = 14, room = 5)
|
||||
win_level = 14
|
||||
win_room = 5
|
||||
|
||||
; Number of ticks to wait before a loose floor falls. (default = 11)
|
||||
loose_floor_delay = 11
|
||||
|
||||
; Game speed when not fighting (delay between frames in 1/60 seconds). Smaller is faster. (default = 5)
|
||||
base_speed = 5
|
||||
|
||||
; Game speed when fighting (delay between frames in 1/60 seconds). Smaller is faster. (default = 6)
|
||||
fight_speed = 6
|
||||
|
||||
; Chomper speed (length of the animation cycle in frames). Smaller is faster. (default = 15)
|
||||
chomper_speed = 15
|
||||
|
||||
; Skip the mouse in the ending scene. (default = false)
|
||||
no_mouse_in_ending = false
|
||||
|
||||
|
||||
; The following customization options can be used in all level sections:
|
||||
; level_type = 0: dungeon, 1: palace
|
||||
; level_color = 0: colors from VDUNGEON.DAT/VPALACE.DAT, >0: colors from PRINCE.DAT (You need a PRINCE.DAT from 1.3 or 1.4 for this.)
|
||||
; guard_type = -1: none, 0: guard, 1: fat, 2: skel, 3: vizier, 4: shadow
|
||||
; guard_hp = Base hitpoints for guards on this level.
|
||||
; cutscene = 0: none, 2 or 6: standing, 4: lying down, 8: mouse leaves, 9: mouse returns, 12: standing or turn around
|
||||
; The numbers correspond to the number of the level which had that cutscene in the original game.
|
||||
; entry_pose = 0: turning, 1: falling, 2: running
|
||||
; seamless_exit = -1: disabled, >0: room where the level can be seamlessly exited.
|
||||
; The default values can be found in doc/default_level_options.txt .
|
||||
[Level 0] ; demo
|
||||
[Level 1]
|
||||
[Level 2]
|
||||
[Level 3]
|
||||
[Level 4]
|
||||
[Level 5]
|
||||
[Level 6]
|
||||
[Level 7]
|
||||
[Level 8]
|
||||
[Level 9]
|
||||
[Level 10]
|
||||
[Level 11]
|
||||
[Level 12]
|
||||
[Level 13] ; Jaffar
|
||||
[Level 14] ; princess
|
||||
[Level 15] ; potions
|
||||
|
||||
|
||||
; The following customization options can be used for guard skills:
|
||||
; strikeprob = Probability of striking, from 0 to 255.
|
||||
; restrikeprob = Probability of re-striking after block, from 0 to 255.
|
||||
; blockprob = Probability of blocking, from 0 to 255.
|
||||
; impblockprob = Probability of improper blocking, from 0 to 255.
|
||||
; advprob = Probability of going into hit range, from 0 to 255.
|
||||
; refractimer = Refractory period after pain, in frames.
|
||||
; extrastrength = Extra hit points.
|
||||
; The default values can be found in doc/default_skill_options.txt .
|
||||
[Skill 0]
|
||||
[Skill 1]
|
||||
[Skill 2]
|
||||
[Skill 3]
|
||||
[Skill 4]
|
||||
[Skill 5]
|
||||
[Skill 6]
|
||||
[Skill 7]
|
||||
[Skill 8]
|
||||
[Skill 9]
|
||||
[Skill 10] ; a in apoplexy
|
||||
[Skill 11] ; b in apoplexy
|
||||
2
configs/ports/sdlpop/emulators.cfg
Normal file
2
configs/ports/sdlpop/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
sdlpop = "pushd /opt/retropie/ports/sdlpop; /opt/retropie/ports/sdlpop/prince full; popd"
|
||||
default = "sdlpop"
|
||||
2
configs/ports/smw/emulators.cfg
Normal file
2
configs/ports/smw/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
smw = "/opt/retropie/ports/smw/smw"
|
||||
default = "smw"
|
||||
2
configs/ports/supertux/emulators.cfg
Normal file
2
configs/ports/supertux/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
supertux = "supertux2"
|
||||
default = "supertux"
|
||||
2
configs/ports/wolf3d/emulators.cfg
Normal file
2
configs/ports/wolf3d/emulators.cfg
Normal file
@@ -0,0 +1,2 @@
|
||||
wolf4sdl = "/opt/retropie/ports/wolf4sdl/bin/wolf4sdl.sh %ROM%"
|
||||
default = "wolf4sdl"
|
||||
3
configs/ports/xrick/emulators.cfg
Normal file
3
configs/ports/xrick/emulators.cfg
Normal file
@@ -0,0 +1,3 @@
|
||||
lr-xrick = "/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-xrick/xrick_libretro.so --config /opt/retropie/configs/ports/xrick/retroarch.cfg %ROM%"
|
||||
default = "lr-xrick"
|
||||
xrick = "/opt/retropie/ports/xrick/xrick.sh -fullscreen"
|
||||
5
configs/ports/xrick/retroarch.cfg
Normal file
5
configs/ports/xrick/retroarch.cfg
Normal file
@@ -0,0 +1,5 @@
|
||||
# Settings made here will only override settings in the global retroarch.cfg if placed above the #include line
|
||||
|
||||
input_remapping_directory = "/opt/retropie/configs/ports/xrick"
|
||||
|
||||
#include "/opt/retropie/configs/all/retroarch.cfg"
|
||||
Reference in New Issue
Block a user