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>
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315
configs/ports/cannonball/config.xml
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315
configs/ports/cannonball/config.xml
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<?xml version="1.0"?>
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<!--
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Video Settings
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-->
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<video>
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<!-- Set Screen Mode:
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0 is windowed,
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1 is full-screen
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2 is full-screen stretched, no borders. (Aspect ratio will be lost. Scanlines will be disabled.)
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-->
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<mode>1</mode>
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<!--
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Windowed Mode Settings
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Scale: Scale or zoom factor for window mode. 1 is original size.
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-->
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<window>
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<scale>2</scale>
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</window>
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<!--
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Scanline intensity.
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0 = No scanlines
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100 = Solid black
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A value of 35 looks good on my LCD monitor.
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Note that scanlines require a scale factor of 2 or more.
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Scanlines do not work in full-screen stretch mode.
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Scanlines may result in some borders around the screen in full-screen mode.
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-->
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<scanlines>0</scanlines>
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<!-- FPS
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0 = 30 FPS. Optimized Mode (Slow computers)
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1 = 30/60 FPS. Original Game Mode. (The original experience)
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2 = 60 FPS. Smooth Mode. (Full 60fps)
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-->
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<fps>2</fps>
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<!-- Enable FPS Counter -->
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<fps_counter>0</fps_counter>
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<!-- Enhanced Widescreen Mode -->
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<widescreen>1</widescreen>
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<!-- Higher Internal Resolution. Better Sprite Scaling, but has a performance hit.
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Disable for original experience. -->
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<hires>0</hires>
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<!-- Open GL Filtering for Scaling. 0 = Nearest Neighbour. 1 = Linear -->
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<filtering>0</filtering>
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</video>
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<!--
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Sound Settings
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-->
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<sound>
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<!-- Toggle Sound -->
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<enable>1</enable>
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<!-- Advertise Sound In Attract Mode -->
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<advertise>1</advertise>
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<!-- Preview Sound On Music Selection Screen (Enhancement, Off in original game) -->
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<preview>1</preview>
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<!-- OutRun shipped with a corrupt PCM sample ROM. This uses the repaired ROM 'opr-10188.71f' -->
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<fix_samples>0</fix_samples>
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<!-- Custom Music: Play a WAV file instead of the inbuilt music -->
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<custom_music>
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<!-- Magical Sound Shower Replacement -->
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<track1 enabled = "0">
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<title>MAGICAL SOUND SHOWER REMIX</title>
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<filename>track1.wav</filename>
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</track1>
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<!-- Passing Breeze Replacement -->
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<track2 enabled = "0">
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<title>PASSING BREEZE REMIX</title>
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<filename>track2.wav</filename>
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</track2>
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<!-- Splash Wave Replacement -->
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<track3 enabled = "0">
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<title>SPLASH WAVE REMIX</title>
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<filename>track3.wav</filename>
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</track3>
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<track4 enabled = "0">
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<title>LAST WAVE REMIX</title>
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<filename>track4.wav</filename>
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</track4>
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</custom_music>
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</sound>
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<!--
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CannonBoard Arduino Based Interface
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-->
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<cannonboard enabled = "0">
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<!-- Port Name -->
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<port>COM6</port>
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<!-- Baud Rate -->
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<baud>57600</baud>
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<!-- Machine Type. 0 = Moving, 1 = Up Cockpit, 2 = Mini -->
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<cabinet>0</cabinet>
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<!-- Write Debug Information To Console-->
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<debug>1</debug>
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</cannonboard>
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<!--
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Controls Settings
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There are two high level modes
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0 = Standard PC Input (keyboard/joypad/wheel)
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1 = Original OutRun Controls (Requires CannonBoard PCB setup)
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-->
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<controls mode = "1">
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<!-- Gears:
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0 = Manual (Click to shift, for normal play)
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1 = Manual (Hold to shift, for cabinet play)
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2 = Manual (Separate Buttons for High/Low)
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3 = Automatic
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-->
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<gear>0</gear>
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<!-- Use the N'th joystick on the system. -->
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<pad_id>0</pad_id>
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<!-- Keyboard Button Configuration. Easiest to configure with inbuilt menu. -->
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<keyconfig>
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<up>1073741906</up>
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<down>1073741905</down>
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<left>1073741904</left>
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<right>1073741903</right>
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<acc>122</acc>
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<brake>120</brake>
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<gear1>32</gear1>
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<gear2>32</gear2>
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<start>49</start>
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<coin>53</coin>
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<menu>286</menu>
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<view>304</view>
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</keyconfig>
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<!-- Gamepad / Joystick Button Configuration. Easiest to configure with inbuilt menu. -->
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<padconfig>
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<acc>0</acc>
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<brake>1</brake>
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<gear1>2</gear1>
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<gear2>2</gear2>
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<start>3</start>
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<coin>4</coin>
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<menu>5</menu>
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<view>6</view>
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</padconfig>
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<!-- Digital Controls: Steering Adjust Speed (1 to 9) -->
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<steerspeed>3</steerspeed>
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<!-- Digital Controls: Pedal Adjust Speed (1 to 9) -->
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<pedalspeed>4</pedalspeed>
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<!-- Analog Controls
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0 = Off
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1 = On
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2 = Wheel Only
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-->
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<analog enabled = "0">
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<!-- Select axis for analog controls
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You can place the accelerator and the brake on the same axis if your controller
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has a split axis setup.
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For an XBox 360 Controller, the wheel should be axis 0 and the pedals on axis 2.
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-->
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<axis>
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<wheel>0</wheel>
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<accel>2</accel>
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<brake>3</brake>
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</axis>
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<!-- Analog Wheel Settings -->
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<wheel>
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<!-- Amount of wheel turning circle to use.
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Example: 0 means use the entire wheel (this works best if haptic is enabled)
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larger values mean to progressively use less of the wheel turning circle -->
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<zone>0</zone>
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<!-- Dead Zone In Centre Of Wheel. Total Wheel Range = 128
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A Dead zone is useful if the centre accuracy of your wheel is poor.
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A good Logitech Racing wheel should not need this -->
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<dead>0</dead>
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</wheel>
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<!-- Analog Pedal Settings -->
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<pedals>
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<!-- Central Dead Zone: Only used for split axis controls -->
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<dead>1</dead>
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</pedals>
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<!-- Force Feedback / Haptic Support -->
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<haptic enabled = "0">
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<!-- Make both of the below values negative,
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if force feedback is in the wrong direction -->
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<!-- Maximum Force To Apply (0 to 10000) -->
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<max_force>8500</max_force>
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<!-- Minimum Force To Apply (0 to max_force) -->
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<min_force>7000</min_force>
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<!-- Length of each effect. (1/x seconds) 1/20th suggested. -->
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<force_duration>20</force_duration>
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</haptic>
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</analog>
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</controls>
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<!--
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Game Engine Settings
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-->
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<engine>
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<!-- Game Time:
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0 = Easy (80 seconds)
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1 = Normal (75 seconds)
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2 = Hard (72 seconds)
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3 = Very Hard (70 seconds)
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4 = Infinite Time
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-->
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<time>0</time>
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<!-- Traffic Difficulty:
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0 = Easy,
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1 = Normal,
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2 = Hard,
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3 = Very Hard
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4 = No Traffic
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-->
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<traffic>1</traffic>
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<!-- Freeplay Mode -->
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<freeplay>0</freeplay>
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<!-- The original Japanese release of OutRun featured slightly different
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tracks and course ordering.
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Requires additional ROM files:
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epr-10380.133, epr-10382.118, epr-10381.132, epr-10383.117
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epr-10327.76, epr-10329.58, epr-10328.75, epr-10330.57
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--->
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<japanese_tracks>0</japanese_tracks>
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<!-- Swap In Prototype Coconut Beach Track -->
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<prototype>0</prototype>
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<!-- Increase the number of allowed level objects.
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This fixes the broken arches in Gateway for example.
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--->
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<levelobjects>1</levelobjects>
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<!-- Use the original random number generator seed to match the setup of
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the original game. Disable to use a truly random setup.
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This will affect initial traffic patterns in attract mode for example.
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-->
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<randomgen>1</randomgen>
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<!-- Fix minor bugs present in the original engine. -->
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<!-- Tile on music select screen, ms value at checkpoint etc. -->
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<fix_bugs>1</fix_bugs>
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<!-- Fixes two timing bugs:
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1. The hundredths of seconds lookup table contains 64 values but there should only be 60 values
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Therefore it takes 31 frames to decrement 1 second on the countdown timer (it should be 30)
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2. Timer counts down 1 complete second AFTER timer reaches zero (it should stop at zero) -->
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<fix_timer>0</fix_timer>
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<!-- Use new Attract Mode which demos different viewpoints and has improved
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Ferrari AI when driving
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-->
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<new_attract>1</new_attract>
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<!-- Display debug info that's useful for LayOut track editing -->
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<layout_debug>0</layout_debug>
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</engine>
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<!-- Settings for Time Trial Mode -->
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<time_trial>
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<!-- Default Number of Laps (1 - 5) -->
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<laps>3</laps>
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<!-- Default Amount of Traffic (0 - 8), where 0 is off -->
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<traffic>3</traffic>
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</time_trial>
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<!-- Settings for Continuous Mode -->
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<continuous>
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<!-- Default Amount of Traffic (0 - 8), where 0 is off -->
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<traffic>3</traffic>
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</continuous>
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<!--
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Use the inbuilt menu system.
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You can disable it and edit this config file instead if it makes more sense for your system.
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-->
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<menu>
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<enabled>1</enabled>
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<roadspeed>25</roadspeed>
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</menu>
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