sdlpal.cfg.example 6.6 KB

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  1. #####################################################
  2. # Configuration file for SDLPAL #
  3. # #
  4. # Lines started with '#' is treated as comments. #
  5. #####################################################
  6. # CodePage: Indicates the codepage to use, 0 for big5 (default), 1 for gbk,
  7. # 2 for shift-jis.
  8. #CodePage=0
  9. # ExtraMagicDescLines: Idicates number of extra lines for magic description,
  10. # 0 for chinese version (default), 1 for japanese version.
  11. #ExtraMagicDescLines=0
  12. # ExtraItemDescLines: Idicates number of extra lines for item description,
  13. # 0 for chinese version (default), 2 for japanese version.
  14. #ExtraItemDescLines=0
  15. # DOS: Indicates whether to use DOS-version resources or WIN-version resources.
  16. # Non-zero for DOS-version (default), zero for WIN95-version.
  17. #DOS=1
  18. # Classic: Indicates whether to classic or revised version of battle system.
  19. # Default to the classic version.
  20. #Classic=1
  21. # UseEmbeddedFonts: Indicates whether to use DOS-version's embedded fonts.
  22. # Non-zero for using DOS-version's embedded fonts (default),
  23. # zero for using SDLPAL's internal fonts.
  24. # Note that this value is ignored when the DOS option is zero.
  25. #UseEmbeddedFonts=1
  26. # DescriptionFileName: Indicates where to load external object descriptions
  27. # for DOS-version. For default, no external object
  28. # descriptions are provided. This file will have a format
  29. # like 'index=str' for each line, where 'index' is the ID
  30. # for an object, and 'str' is one line description text.
  31. # For descriptions more than one line, use same 'index' and
  32. # different 'str's in other lines.
  33. # Note that this value is ignored when the DOS option is zero.
  34. #DescriptionFileName=desc.dat
  35. # CD: Indicates which type of CD audio source to use. Valid types include 'RAW',
  36. # 'OGG' and 'MP3'. 'RAW' means use the SDL 1.2's CDAudio API (default when
  37. # compiled with SDL 1.2), 'OGG' means use files named as '100xx.ogg' inside
  38. # the 'ogg' directory (default when compiled with SDL 2.0), while 'MP3'
  39. # means use files named as '100xx.mp3' inside the 'mp3' directory.
  40. #CD=OGG
  41. # MUSIC: Indicates which type of music source to use. Valid types include
  42. # 'RIX', 'MIDI', 'OGG' and 'MP3'. 'RIX' means use the RIX music (default),
  43. # 'MIDI' means midi (either in 'mus.mkf' or inside 'musics' directory),
  44. # 'OGG' means use files named as 'xx.ogg' inside the 'ogg' directory, while
  45. # 'MP3' means use files named as 'xx.mp3' inside the 'mp3' directory.
  46. #MUSIC=RIX
  47. # OPL: Indicates which type of opl emulator to use. Valid types include 'DOSBOX'
  48. # (default) and 'MAME'. 'DOSBOX' means use the opl emulator from dosbox
  49. # project, while 'MAME' means use the opl emulator from M.A.M.E project (due
  50. # to license issues, this option currently is only for testing purpose and can
  51. # only be enabled when complied with a special macro definition.)
  52. #OPL=DOSBOX
  53. # Stereo: Indicates whether to use mono audio or stereo audio. Non-zero means to use
  54. # stereo audio (default), while zero means only use mono audio.
  55. #Stereo=1
  56. # UseSurroundOPL: Indicates whether to use surround opl emulator or not. Non-zero
  57. # means to using (default), while zero means not to use. Only
  58. # valid when Stereo is set to non-zero.
  59. #UseSurroundOPL=1
  60. # SampleRate: Indicates which sample rate to use, valid values include 44100 (default),
  61. # and 22050. Other values (<=48000) are supported but not recommended.
  62. #SampleRate=44100
  63. # OPLSampleRate: Indicates which sample rate to use for opl emulator. Suggested value
  64. # is 49716, but other values may also be used.
  65. #OPLSampleRate=49716
  66. # SurroundOPLOffset: Indicates the frequency offset of surround opl. The default and
  67. # recommended value is 384.0, but other values may also be used.
  68. #SurroundOPLOffset=384.0
  69. # ResampleQuality: Indicates the resample quality, valid values from 0 to 4 (default).
  70. # Larger value indicates higher quality and higher hardware requirement.
  71. #ResampleQuality=4
  72. # AudioBufferSize: Indicates the size of audio buffer in samples. Valid values are in
  73. # range 2 - 32768, but should be power of 2. Default value is 1024.
  74. #AudioBufferSize=1024
  75. # Volume: Indicates the global volume. Valid values are from 0 to 100, default is 100.
  76. #Volume=100
  77. # WindowWidth: Indicates the width of game window. Default value varies on different
  78. # platforms. On desktop, the default value is 640.
  79. #WindowWidth=640
  80. # WindowHeight: Indicates the height of game window. Default value varies on different
  81. # platforms. On desktop, the default value is 400 for non-fullsceen mode,
  82. # and 480 for full-screen mode.
  83. #WindowHeight=400
  84. # FullScreen: Indicates whether the game should started fullscreen or not, default is not.
  85. # Currently only valid when the game is built with SDL 1.2 builds. If the game
  86. # is built with SDL 2.0 or higher, this value is ignored.
  87. #FullScreen=0
  88. # KeepAspectRatio: Indicates whether the content in game window should keep its original
  89. # aspect ratio (default) or not. When aspect ratio is kept, there may be
  90. # left/right or top/bottom black edges in the game window. Currently this
  91. # value is only valid if the game is built with SDL 2.0 or higher, otherwise
  92. # this value is ignored.
  93. #KeepAspectRatio=1
  94. # MessageFileName: Indicates whether to use external message & word files. Only need to specify
  95. # main file name, the extensions are automatically appended by SDLPAL. The
  96. # '.msg' file is the message file, the '.idx' file is the index file, and the
  97. # '.wrd' file is the word file. All files have the format '<idx>=<content>',
  98. # where the start value of <idx> are 0 for the index file and 1 for the other
  99. # two files. Note that, the <content> of the index file is a series of numbers
  100. # spearated by commas, and each number is one of the <idx>s in the message
  101. # file, while value '0' means wait for key and value '-1' means end. And the
  102. # <idx> of the index file is the value of the first 0xFFFF instruction of one
  103. # dialog in SSS.MKF. By default, this option is disabled. All such files should
  104. # be UTF-8 encoded, without leading BOM bytes.
  105. #MessageFileName=jm