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- #####################################################
- # 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
- # 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
- # 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 '<idx>=<content>',
- # where the start value of <idx> are 0 for the index file and 1 for the other
- # two files. Note that, the <content> of the index file is a series of numbers
- # spearated by commas, and each number is one of the <idx>s in the message
- # file, while value '0' means wait for key and value '-1' means end. And the
- # <idx> 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
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