##################################################### # Configuration file for SDLPAL # # # # Lines started with '#' is treated as comments. # ##################################################### # CodePage: Indicates the codepage to use, 0 for big5 (default), 1 for gbk, # 2 for shift-jis. #CodePage=0 # ExtraMagicDescLines: Idicates number of extra lines for magic description, # 0 for chinese version (default), 1 for japanese version. #ExtraMagicDescLines=0 # ExtraItemDescLines: Idicates number of extra lines for item description, # 0 for chinese version (default), 2 for japanese version. #ExtraItemDescLines=0 # DOS: Indicates whether to use DOS-version resources or WIN-version resources. # Non-zero for DOS-version (default), zero for WIN95-version. #DOS=1 # Classic: Indicates whether to classic or revised version of battle system. # Default to the classic version. #Classic=1 # UseEmbeddedFonts: Indicates whether to use DOS-version's embedded fonts. # Non-zero for using DOS-version's embedded fonts (default), # zero for using SDLPAL's internal fonts. # Note that this value is ignored when the DOS option is zero. #UseEmbeddedFonts=1 # DescriptionFileName: Indicates where to load external object descriptions # for DOS-version. For default, no external object # descriptions are provided. This file will have a format # like 'index=str' for each line, where 'index' is the ID # for an object, and 'str' is one line description text. # For descriptions more than one line, use same 'index' and # different 'str's in other lines. # Note that this value is ignored when the DOS option is zero. #DescriptionFileName=desc.dat # CD: Indicates which type of CD audio source to use. Valid types include 'RAW', # 'OGG' and 'MP3'. 'RAW' means use the SDL 1.2's CDAudio API (default when # compiled with SDL 1.2), 'OGG' means use files named as '100xx.ogg' inside # the 'ogg' directory (default when compiled with SDL 2.0), while 'MP3' # means use files named as '100xx.mp3' inside the 'mp3' directory. #CD=OGG # MUSIC: Indicates which type of music source to use. Valid types include # 'RIX', 'MIDI', 'OGG' and 'MP3'. 'RIX' means use the RIX music (default), # 'MIDI' means midi (either in 'mus.mkf' or inside 'musics' directory), # 'OGG' means use files named as 'xx.ogg' inside the 'ogg' directory, while # 'MP3' means use files named as 'xx.mp3' inside the 'mp3' directory. #MUSIC=RIX # OPL: Indicates which type of opl emulator to use. Valid types include 'DOSBOX' # (default) and 'MAME'. 'DOSBOX' means use the opl emulator from dosbox # project, while 'MAME' means use the opl emulator from M.A.M.E project (due # to license issues, this option currently is only for testing purpose and can # only be enabled when complied with a special macro definition.) #OPL=DOSBOX # Stereo: Indicates whether to use mono audio or stereo audio. Non-zero means to use # stereo audio (default), while zero means only use mono audio. #Stereo=1 # UseSurroundOPL: Indicates whether to use surround opl emulator or not. Non-zero # means to using (default), while zero means not to use. Only # valid when Stereo is set to non-zero. #UseSurroundOPL=1 # SampleRate: Indicates which sample rate to use, valid values include 44100 (default), # and 22050. Other values (<=48000) are supported but not recommended. #SampleRate=44100 # OPLSampleRate: Indicates which sample rate to use for opl emulator. Suggested value # is 49716, but other values may also be used. #OPLSampleRate=49716 # SurroundOPLOffset: Indicates the frequency offset of surround opl. The default and # recommended value is 384.0, but other values may also be used. #SurroundOPLOffset=384.0 # ResampleQuality: Indicates the resample quality, valid values from 0 to 4 (default). # Larger value indicates higher quality and higher hardware requirement. #ResampleQuality=4 # AudioBufferSize: Indicates the size of audio buffer in samples. Valid values are in # range 2 - 32768, but should be power of 2. Default value is 1024. #AudioBufferSize=1024 # Volume: Indicates the global volume. Valid values are from 0 to 100, default is 100. #Volume=100 # WindowWidth: Indicates the width of game window. Default value varies on different # platforms. On desktop, the default value is 640. #WindowWidth=640 # WindowHeight: Indicates the height of game window. Default value varies on different # platforms. On desktop, the default value is 400 for non-fullsceen mode, # and 480 for full-screen mode. #WindowHeight=400 # FullScreen: Indicates whether the game should started fullscreen or not, default is not. # Currently only valid when the game is built with SDL 1.2 builds. If the game # is built with SDL 2.0 or higher, this value is ignored. #FullScreen=0 # KeepAspectRatio: Indicates whether the content in game window should keep its original # aspect ratio (default) or not. When aspect ratio is kept, there may be # left/right or top/bottom black edges in the game window. Currently this # value is only valid if the game is built with SDL 2.0 or higher, otherwise # this value is ignored. #KeepAspectRatio=1 # MessageFileName: Indicates whether to use external message & word files. Only need to specify # main file name, the extensions are automatically appended by SDLPAL. The # '.msg' file is the message file, the '.idx' file is the index file, and the # '.wrd' file is the word file. All files have the format '=', # where the start value of are 0 for the index file and 1 for the other # two files. Note that, the of the index file is a series of numbers # spearated by commas, and each number is one of the s in the message # file, while value '0' means wait for key and value '-1' means end. And the # of the index file is the value of the first 0xFFFF instruction of one # dialog in SSS.MKF. By default, this option is disabled. All such files should # be UTF-8 encoded, without leading BOM bytes. #MessageFileName=jm