sdlpal.cfg.example 4.5 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. # DOS: Indicates whether to use DOS-version resources or WIN-version resources.
  10. # Non-zero for DOS-version (default), zero for WIN95-version.
  11. #DOS=1
  12. # UseEmbeddedFonts: Indicates whether to use DOS-version's embedded fonts.
  13. # Non-zero for using DOS-version's embedded fonts (default),
  14. # zero for using SDLPAL's internal fonts.
  15. # Note that this value is ignored when the DOS option is zero.
  16. #UseEmbeddedFonts=1
  17. # CD: Indicates which type of CD audio source to use. Valid types include 'RAW',
  18. # 'OGG' and 'MP3'. 'RAW' means use the SDL 1.2's CDAudio API (default when
  19. # compiled with SDL 1.2), 'OGG' means use files named as '100xx.ogg' inside
  20. # the 'ogg' directory (default when compiled with SDL 2.0), while 'MP3'
  21. # means use files named as '100xx.mp3' inside the 'mp3' directory.
  22. #CD=OGG
  23. # MUSIC: Indicates which type of music source to use. Valid types include
  24. # 'RIX', 'MIDI', 'OGG' and 'MP3'. 'RIX' means use the RIX music (default),
  25. # 'MIDI' means midi (either in 'mus.mkf' or inside 'musics' directory),
  26. # 'OGG' means use files named as 'xx.ogg' inside the 'ogg' directory, while
  27. # 'MP3' means use files named as 'xx.mp3' inside the 'mp3' directory.
  28. #MUSIC=RIX
  29. # OPL: Indicates which type of OPL emulator to use. Valid types include 'DOSBOX'
  30. # (default), 'MAME' and 'DOSBOXNEW'. 'DOSBOXNEW' is the recommended OPL simulator
  31. # on high-performance devices like PC or tablet. However, for lower-end phones,
  32. # 'DOSBOX' is the best choice for performance-quality balance.
  33. #OPL=DOSBOX
  34. # Stereo: Indicates whether to use mono audio or stereo audio. Non-zero means to use
  35. # stereo audio (default), while zero means only use mono audio.
  36. #Stereo=1
  37. # UseSurroundOPL: Indicates whether to use surround opl emulator or not. Non-zero
  38. # means to using (default), while zero means not to use. Only
  39. # valid when Stereo is set to non-zero.
  40. #UseSurroundOPL=1
  41. # SampleRate: Indicates which sample rate to use, valid values include 44100 (default),
  42. # and 22050. Other values (<=48000) are supported but not recommended.
  43. #SampleRate=44100
  44. # OPLSampleRate: Indicates which sample rate to use for opl emulator. Suggested value
  45. # is 49716, but other values may also be used.
  46. #OPLSampleRate=49716
  47. # SurroundOPLOffset: Indicates the frequency offset of surround opl. The default and
  48. # recommended value is 384.0, but other values may also be used.
  49. #SurroundOPLOffset=384.0
  50. # ResampleQuality: Indicates the resample quality, valid values from 0 to 4 (default).
  51. # Larger value indicates higher quality and higher hardware requirement.
  52. #ResampleQuality=4
  53. # AudioBufferSize: Indicates the size of audio buffer in samples. Valid values are in
  54. # range 2 - 32768, but should be power of 2. Default value is 1024.
  55. #AudioBufferSize=1024
  56. # Volume: Indicates the global volume. Valid values are from 0 to 100, default is 100.
  57. #Volume=100
  58. # WindowWidth: Indicates the width of game window. Default value varies on different
  59. # platforms. On desktop, the default value is 640.
  60. #WindowWidth=640
  61. # WindowHeight: Indicates the height of game window. Default value varies on different
  62. # platforms. On desktop, the default value is 400 for non-fullsceen mode,
  63. # and 480 for full-screen mode.
  64. #WindowHeight=400
  65. # FullScreen: Indicates whether the game should started fullscreen or not, default is not.
  66. # Currently only valid when the game is built with SDL 1.2 builds. If the game
  67. # is built with SDL 2.0 or higher, this value is ignored.
  68. #FullScreen=0
  69. # KeepAspectRatio: Indicates whether the content in game window should keep its original
  70. # aspect ratio (default) or not. When aspect ratio is kept, there may be
  71. # left/right or top/bottom black edges in the game window. Currently this
  72. # value is only valid if the game is built with SDL 2.0 or higher, otherwise
  73. # this value is ignored.
  74. #KeepAspectRatio=1
  75. # MessageFileName: Indicates whether to use external message files.
  76. #MessageFileName=jm.msg