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:
hoon
2026-09-01 01:41:18 +09:00
parent d1e986fac9
commit 27544f3057
189 changed files with 29732 additions and 34 deletions

View File

@@ -0,0 +1,2 @@
alephone = "/opt/retropie/ports/alephone/bin/alephone %ROM%"
default = "alephone"

View 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>

View File

@@ -0,0 +1,2 @@
cannonball = "pushd /opt/retropie/ports/cannonball; /opt/retropie/ports/cannonball/cannonball; popd"
default = "cannonball"

View 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"

View 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"

View File

@@ -0,0 +1,5 @@
[FileHandling]
EnableLogfile = false
SearchPath1 = ${HOME}/.CommanderGenius
SearchPath2 = .
SearchPath3 = /home/hoon/RetroPie/roms/ports/cgenius

View File

@@ -0,0 +1,2 @@
cgenius = "pushd /opt/retropie/ports/cgenius; ./CGeniusExe; popd"
default = "cgenius"

View File

@@ -0,0 +1 @@
VSync=1

View File

@@ -0,0 +1,2 @@
dxx-rebirth = "/opt/retropie/ports/dxx-rebirth/d1x-rebirth -hogdir /home/hoon/RetroPie/roms/ports/descent1"
default = "dxx-rebirth"

View File

@@ -0,0 +1 @@
VSync=1

View File

@@ -0,0 +1,2 @@
dxx-rebirth = "/opt/retropie/ports/dxx-rebirth/d2x-rebirth -hogdir /home/hoon/RetroPie/roms/ports/descent2"
default = "dxx-rebirth"

View 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/*"

View 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"

View File

@@ -0,0 +1,2 @@
eduke32 = "pushd /opt/retropie/configs/ports/duke3d; /opt/retropie/ports/eduke32/eduke32.sh %ROM%; popd"
default = "eduke32"

View File

@@ -0,0 +1,2 @@
r_swapinterval "1"
r_useindexedcolortextures "0"

View File

@@ -0,0 +1,2 @@
kodi = "kodi-standalone"
default = "kodi"

View File

@@ -0,0 +1,2 @@
lincity-ng = "XINIT:/usr/games/lincity-ng"
default = "lincity-ng"

View File

@@ -0,0 +1,2 @@
micropolis = "XINIT-WMC:/usr/games/micropolis"
default = "micropolis"

View 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"

View 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"

View File

@@ -0,0 +1,2 @@
openttd = "openttd"
default = "openttd"

View File

@@ -0,0 +1,2 @@
opentyrian = "/opt/retropie/ports/opentyrian/bin/opentyrian --data /home/hoon/RetroPie/roms/ports/opentyrian/data"
default = "opentyrian"

View 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"

View 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"

View 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"

View 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

View File

@@ -0,0 +1,2 @@
sdlpop = "pushd /opt/retropie/ports/sdlpop; /opt/retropie/ports/sdlpop/prince full; popd"
default = "sdlpop"

View File

@@ -0,0 +1,2 @@
smw = "/opt/retropie/ports/smw/smw"
default = "smw"

View File

@@ -0,0 +1,2 @@
supertux = "supertux2"
default = "supertux"

View File

@@ -0,0 +1,2 @@
wolf4sdl = "/opt/retropie/ports/wolf4sdl/bin/wolf4sdl.sh %ROM%"
default = "wolf4sdl"

View 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"

View 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"