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FBA 0.2.97.08 ini

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Apr 6th, 2010
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  1. // FB Alpha v0.2.97.08 --- Main Config File
  2.  
  3. // Don't edit this file manually unless you know what you're doing
  4. // FB Alpha will restore default settings when this file is deleted
  5.  
  6. // The application version this file was saved from
  7. nIniVersion 0x029708
  8.  
  9.  
  10. // --- emulation --------------------------------------------------------------
  11.  
  12. // If non-zero, use A68K for MC68000 emulation
  13. bBurnUseASMCPUEmulation 0
  14.  
  15.  
  16.  
  17. // --- Video ------------------------------------------------------------------
  18.  
  19. // (Horizontal Oriented) The display mode to use for fullscreen
  20. nVidHorWidth 640
  21. nVidHorHeight 480
  22.  
  23. // (Horizontal Oriented) If non-zero, use the same fullscreen resolution as the original arcade game
  24. bVidArcaderesHor 0
  25.  
  26. // (Horizontal Oriented) The preset resolutions appearing in the menu
  27. VidPreset[0].nWidth 400
  28. VidPreset[0].nHeight 300
  29. VidPreset[1].nWidth 640
  30. VidPreset[1].nHeight 480
  31. VidPreset[2].nWidth 1024
  32. VidPreset[2].nHeight 768
  33. VidPreset[3].nWidth 1280
  34. VidPreset[3].nHeight 960
  35.  
  36. // (Horizontal Oriented) Full-screen size (0 = use display mode variables)
  37. nScreenSizeHor 0
  38.  
  39. // (Vertical Oriented) The display mode to use for fullscreen
  40. nVidVerWidth 640
  41. nVidVerHeight 480
  42.  
  43. // (Vertical Oriented) If non-zero, use the same fullscreen resolution as the original arcade game
  44. bVidArcaderesVer 0
  45.  
  46. // (Vertical Oriented) The preset resolutions appearing in the menu
  47. VidPresetVer[0].nWidth 400
  48. VidPresetVer[0].nHeight 300
  49. VidPresetVer[1].nWidth 640
  50. VidPresetVer[1].nHeight 480
  51. VidPresetVer[2].nWidth 1024
  52. VidPresetVer[2].nHeight 768
  53. VidPresetVer[3].nWidth 1280
  54. VidPresetVer[3].nHeight 960
  55.  
  56. // (Vertical Oriented) Full-screen size (0 = use display mode variables)
  57. nScreenSizeVer 0
  58.  
  59. // Full-screen bit depth
  60. nVidDepth 16
  61.  
  62. // Specify the refresh rate, 0 = default (changing this will not work with many video cards)
  63. nVidRefresh 0
  64.  
  65. // If non-zero, do not rotate the graphics for vertical games
  66. nVidRotationAdjust 0
  67.  
  68. // Initial window size (0 = autosize)
  69. nWindowSize 2
  70.  
  71. // Window position
  72. nWindowPosX 30
  73. nWindowPosY 0
  74.  
  75. // If non-zero, perform gamma correction
  76. bDoGamma 0
  77.  
  78. // If non-zero, use the video hardware to correct gamma
  79. bVidUseHardwareGamma 1
  80.  
  81. // If non-zero, don't fall back on software gamma correction
  82. bHardwareGammaOnly 1
  83.  
  84. // Gamma to correct with
  85. nGamma 1.250000
  86.  
  87. // If non-zero, auto-switch to fullscreen after loading game
  88. bVidAutoSwitchFull 0
  89.  
  90. // If non-zero, allow stretching of the image to any size
  91. bVidFullStretch 0
  92.  
  93. // If non-zero, stretch the image to the largest size preserving aspect ratio
  94. bVidCorrectAspect 1
  95.  
  96. // If non-zero, try to use a triple buffer in fullscreen
  97. bVidTripleBuffer 0
  98.  
  99. // If non-zero, try to synchronise blits with the display
  100. bVidVSync 0
  101.  
  102. // Transfer method: 0 = blit from system memory / use driver/DirectX texture management;
  103. // 1 = copy to a video memory surface, then use bltfast();
  104. // -1 = autodetect for DirectDraw, equals 1 for Direct3D
  105. nVidTransferMethod -1
  106.  
  107. // If non-zero, draw scanlines to simulate a low-res monitor
  108. bVidScanlines 0
  109.  
  110. // Maximum scanline intensity
  111. nVidScanIntensity 12566463
  112.  
  113. // If non-zero, rotate scanlines and RGB effects for rotated games
  114. bVidScanRotate 1
  115.  
  116. // The selected blitter module
  117. nVidSelect 3
  118.  
  119. // Options for the blitter modules
  120. nVidBlitterOpt[0] 0
  121. nVidBlitterOpt[1] 0.000000
  122. nVidBlitterOpt[2] 0
  123. nVidBlitterOpt[3] 0
  124.  
  125. // If non-zero, attempt to auto-detect the monitor aspect ratio
  126. bMonitorAutoCheck 1
  127.  
  128. // The aspect ratio of the monitor
  129. nVidScrnAspectX 4
  130. nVidScrnAspectY 3
  131.  
  132. // If non-zero, force all games to use a 60Hz refresh rate
  133. bForce60Hz 0
  134.  
  135. // If non-zero, skip frames when needed to keep the emulation running at full speed
  136. bAlwaysDrawFrames 0
  137.  
  138. // If non-zero, use a placeholder image when no game is loaded
  139. bVidUsePlaceholder 1
  140.  
  141. // The filename of the placeholder image to use (empty filename = use built-in)
  142. szPlaceHolder
  143.  
  144. // --- DirectDraw blitter module settings -------------------------------------
  145.  
  146. // If non-zero, draw scanlines at 50% intensity
  147. bVidScanHalf 1
  148.  
  149. // --- Direct3D 7 blitter module settings -------------------------------------
  150.  
  151. // If non-zero, use bi-linear filtering to display the image
  152. bVidBilinear 1
  153.  
  154. // If non-zero, simulate slow phosphors (feedback)
  155. bVidScanDelay 0
  156.  
  157. // If non-zero, use bi-linear filtering for the scanlines
  158. bVidScanBilinear 1
  159.  
  160. // Feedback amount for slow phosphor simulation
  161. nVidFeedbackIntensity 64
  162.  
  163. // Oversaturation amount for slow phosphor simulation
  164. nVidFeedbackOverSaturation 0
  165.  
  166. // Angle at wich the emulated screen is tilted (in radians)
  167. fVidScreenAngle 0.174533
  168.  
  169. // Angle of the sphere segment used for the 3D screen (in radians)
  170. fVidScreenCurvature 0.698132
  171.  
  172. // If non-zero, force 16 bit emulation even in 32-bit screenmodes
  173. bVidForce16bit 1
  174.  
  175. // --- DirectX Graphics 9 blitter module settings -----------------------------
  176.  
  177. // The filter parameters for the cubic filter
  178. dVidCubicB 0.000000
  179. dVidCubicC 0.500000
  180.  
  181.  
  182.  
  183. // --- Sound ------------------------------------------------------------------
  184.  
  185. // The selected audio plugin
  186. nAudSelect 0
  187.  
  188. // Number of frames in sound buffer (= sound lag)
  189. nAudSegCount 6
  190.  
  191. // The order of PCM/ADPCM interpolation
  192. nInterpolation 1
  193.  
  194. // The order of FM interpolation
  195. nFMInterpolation 0
  196.  
  197. // --- DirectSound plugin settings --------------------------------------------
  198.  
  199. // Sample rate
  200. nAudSampleRate[0] 22050
  201.  
  202. // DSP module to use for sound enhancement: 0 = none, 1 = low-pass filter
  203. nAudDSPModule[0] 0
  204.  
  205. // --- XAudio2 plugin settings ------------------------------------------------
  206.  
  207. // Sample rate
  208. nAudSampleRate[1] 22050
  209.  
  210. // DSP module to use for sound enhancement: 0 = none, 1 = low-pass filter, 2 = reverb
  211. nAudDSPModule[1] 0
  212.  
  213.  
  214.  
  215. // --- UI ---------------------------------------------------------------------
  216.  
  217. // Filename of the active UI translation template
  218. szLocalisationTemplate
  219.  
  220. // Filename of the active game list translation template
  221. szGamelistLocalisationTemplate
  222.  
  223. // 1 = display pause/record/replay/kaillera icons in the upper right corner of the display
  224. nVidSDisplayStatus 1
  225.  
  226. // Minimum height (in pixels) of the font used for the Kaillera chat function (used for arcade resolution)
  227. nMinChatFontSize 12
  228.  
  229. // Maximum height (in pixels) of the font used for the Kaillera chat function (used for 1280x960 or higher).
  230. nMaxChatFontSize 36
  231.  
  232. // Make the menu modeless
  233. bModelessMenu 0
  234.  
  235. // Minimum length of time to display the splash screen (in milliseconds)
  236. nSplashTime 0
  237.  
  238. // If non-zero, load and save all ram (the state)
  239. bDrvSaveAll 0
  240.  
  241. // The thread priority for the application. Do *NOT* edit this manually
  242. nAppThreadPriority 0
  243.  
  244. // If non-zero, process keyboard input even when the application loses focus
  245. bAlwaysProcessKeyboardInput 0
  246.  
  247. // If non-zero, pause when the application loses focus
  248. bAutoPause 1
  249.  
  250. // If non-zero, save the inputs for each game
  251. bSaveInputs 0
  252.  
  253. // --- Load Game Dialog -------------------------------------------------------
  254.  
  255. // Load game dialog options
  256. nLoadMenuShowX 262111
  257.  
  258. // Load game dialog board type filter options
  259. nLoadMenuBoardTypeFilter 0
  260.  
  261. // Load game dialog genre filter options
  262. nLoadMenuGenreFilter 0
  263.  
  264. // Load game dialog family filter options
  265. nLoadMenuFamilyFilter 0
  266.  
  267. // The paths to search for rom zips (include trailing backslash)
  268. szAppRomPaths[0] E:\Media\Games\MAME\ROMs\
  269. szAppRomPaths[1]
  270. szAppRomPaths[2]
  271. szAppRomPaths[3]
  272. szAppRomPaths[4]
  273. szAppRomPaths[5]
  274. szAppRomPaths[6]
  275. szAppRomPaths[7] E:\Media\Games\MAME\FBA\
  276.  
  277. // The paths to search for support files (include trailing backslash)
  278. szAppPreviewsPath E:\Media\Games\MAME\snap\
  279. szAppTitlesPath E:\Media\Games\MAME\titles\
  280. szAppSelectPath support\select\
  281. szAppVersusPath support\versus\
  282. szAppHowtoPath support\howto\
  283. szAppScoresPath support\scores\
  284. szAppBossesPath support\bosses\
  285. szAppGameoverPath support\gameover\
  286. szAppFlyersPath E:\Media\Games\MAME\flyers\
  287. szAppMarqueesPath E:\Media\Games\MAME\marquees\
  288. szAppControlsPath E:\Media\Games\MAME\cpanel\
  289. szAppCabinetsPath E:\Media\Games\MAME\cabinets\
  290. szAppPCBsPath E:\Media\Games\MAME\pcb\
  291. szAppCheatsPath support\cheats\
  292. szAppHistoryPath E:\Media\Games\MAME\
  293. szAppListsPath support\lists\lst\
  294. szAppDatListsPath support\lists\dat\
  295. szAppIpsPath support\ips\
  296. szAppIconsPath E:\Media\Games\MAME\icons\
  297. szAppArchivesPath support\archives\
  298. szAppHiscorePath support\hiscores\
  299.  
  300.  
  301.  
  302. // --- miscellaneous ---------------------------------------------------------
  303.  
  304. // If non-zero, use an image menu theme.
  305. nMenuUITheme 0
  306.  
  307. // If non-zero, don't change the status of the Num Lock key.
  308. bNoChangeNumLock 0
  309.  
  310. // If non-zero, write the decrypted Neo-Geo 'C' roms to disc.
  311. bSaveCRoms 0
  312.  
  313. // If non-zero, enable high score saving support.
  314. EnableHiscores 0
  315.  
  316. // The language index to use for the IPS Patch Manager dialog.
  317. nSelectedLanguage 0
  318.  
  319. // If non-zero, display drivers icons.
  320. bEnableIcons 1
  321.  
  322. // Specify icons display size, 0 = 16x16 , 1 = 24x24, 2 = 32x32.
  323. nIconsSize 0
  324.  
  325. // Previous games list.
  326. szPrevGames[0] kof98
  327. szPrevGames[1] wakuwak7
  328. szPrevGames[2] vsavu
  329. szPrevGames[3] vhunt2
  330. szPrevGames[4] sfiii3
  331. szPrevGames[5] ddsomu
  332. szPrevGames[6] sgemf
  333. szPrevGames[7] sf2ce
  334. szPrevGames[8] svc
  335. szPrevGames[9] dstlku
  336.  
  337. // Player default controls, number is the index of the configuration in the input dialog
  338. nPlayerDefaultControls[0] 16
  339. szPlayerDefaultIni[0] config\presets\
  340. nPlayerDefaultControls[1] 18
  341. szPlayerDefaultIni[1] config\presets\
  342. nPlayerDefaultControls[2] 2
  343. szPlayerDefaultIni[2]
  344. nPlayerDefaultControls[3] 3
  345. szPlayerDefaultIni[3]
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