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Ameisen

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Mar 25th, 2022
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  1. [Config]
  2. ConfigVersion = "0.13.0.300"
  3. # Should SpriteMaster be enabled?
  4. Enabled = true
  5. # Button to toggle SpriteMaster
  6. ToggleButton = "F11"
  7. PreferredMaxTextureDimension = 16384
  8. ShowIntroMessage = false
  9. # If the data cache is preferred to be elsewhere, it can be set here
  10. DataStoreOverride = ""
  11.  
  12.     [Config.WatchDog]
  13.     # Should the watchdog be enabled?
  14.     Enabled = false
  15.     # What should the default sleep interval be (in milliseconds)?
  16.     DefaultSleepInterval = 5000
  17.     # What should the short sleep interval be (in milliseconds)?
  18.     ShortSleepInterval = 500
  19.     # What should the interrupt interval be (in milliseconds)?
  20.     InterruptInterval = 10000
  21.  
  22.     [Config.Garbage]
  23.     # Should unowned textures be marked in the garbage collector's statistics?
  24.     CollectAccountUnownedTextures = false
  25.     # Should owned textures be marked in the garbage collector's statistics?
  26.     CollectAccountOwnedTextures = false
  27.     # The amount of free memory required by SM after which it triggers recovery operations
  28.     RequiredFreeMemory = 128
  29.     # Hysterisis applied to RequiredFreeMemory
  30.     RequiredFreeMemoryHysterisis = 1.5
  31.     # Should sprites containing season names be purged on a seasonal basis?
  32.     SeasonalPurge = true
  33.     # What runtime garbage collection latency mode should be set?
  34.     LatencyMode = "SustainedLowLatency"
  35.  
  36.         [Config.Debug.Logging]
  37.         LogLevel = "Trace"
  38.  
  39.     [Config.DrawState]
  40.     # Enable linear sampling for sprites
  41.     SetLinear = true
  42.     # How many MSAA samples should be used?
  43.     MSAASamples = 0
  44.     # Disable the depth buffer (unused in this game)
  45.     DisableDepthBuffer = false
  46.     # The default backbuffer format to request
  47.     BackbufferFormat = "Color"
  48.     # The default HDR backbuffer format to request
  49.     BackbufferHDRFormat = "Rgba64"
  50.     # Should the system HDR settings be honored?
  51.     HonorHDRSettings = true
  52.  
  53.     [Config.Performance]
  54.     # Perform a Generation 0 and 1 garbage collection pass every N ticks (if <= 0, disabled)
  55.     TransientGCTickCount = 150
  56.  
  57.     [Config.Resample]
  58.     # Should resampling be enabled?
  59.     Enabled = true
  60.     # Should texture rescaling be enabled?
  61.     Scale = true
  62.     # Should we assume that input sprites are gamma corrected?
  63.     AssumeGammaCorrected = true
  64.     # Should the scale factor of water be adjusted to account for water sprites being unusual?
  65.     TrimWater = true
  66.     # Maximum scale factor of sprites (dependant on chosen scaler)
  67.     MaxScale = 6
  68.     # Minimum edge length of a sprite to be considered for resampling
  69.     MinimumTextureDimensions = 1
  70.     # Should wrapped addressing be enabled for sprite resampling (when analysis suggests it)?
  71.     EnableWrappedAddressing = false
  72.     # Should resampling be stalled if it is determined that it will cause hitches?
  73.     UseFrametimeStalling = true
  74.     # Should color enhancement/rebalancing be performed?
  75.     UseColorEnhancement = true
  76.     # Should transparent pixels be premultiplied to prevent a 'halo' effect?
  77.     PremultiplyAlpha = true
  78.     # Low pass value that should be filtered when reversing premultiplied alpha.
  79.     PremultiplicationLowPass = 1024
  80.     # Use redmean algorithm for perceptual color comparisons?
  81.     UseRedmean = false
  82.     # What textures are drawn in 'slices' and thus should be special-cased to be resampled as one texture?
  83.     SlicedTextures = [
  84.         "LooseSprites\\Cursors::0,2000:640,256",
  85.         "LooseSprites\\Cloudy_Ocean_BG",
  86.         "LooseSprites\\Cloudy_Ocean_BG_Night",
  87.         "LooseSprites\\stardewPanorama",
  88.         "Maps\\nightSceneMaru",
  89.         "Maps\\nightSceneMaruTrees",
  90.         "Maps\\sebastianMountainTiles",
  91.         "Maps\\sebastianRideTiles",
  92.         "Tilesheets\\GuntherExpedition2_Shadows",
  93.         "Tilesheets\\Highlands_Fog",
  94.         "Tilesheets\\Highlands_FogBackground"
  95.     ]
  96.     # What textures or spritesheets use 4xblock sizes?
  97.     TwoXTextures = [
  98.         "Maps\\WoodBuildings"
  99.     ]
  100.     # What textures or spritesheets use 4xblock sizes?
  101.     FourXTextures = [
  102.         "Characters\\Monsters\\Crow",
  103.         "Characters\\femaleRival",
  104.         "Characters\\maleRival",
  105.         "LooseSprites\\Bat",
  106.         "LooseSprites\\buildingPlacementTiles",
  107.         "LooseSprites\\chatBox",
  108.         "LooseSprites\\daybg",
  109.         "LooseSprites\\DialogBoxGreen",
  110.         "LooseSprites\\hoverBox",
  111.         "LooseSprites\\nightbg",
  112.         "LooseSprites\\robinAtWork",
  113.         "LooseSprites\\skillTitles",
  114.         "LooseSprites\\textBox",
  115.         "Maps\\busPeople",
  116.         "Maps\\cavedarker",
  117.         "Maps\\FarmhouseTiles",
  118.         "Maps\\GreenHouseInterior",
  119.         "Maps\\MenuTiles",
  120.         "Maps\\MenuTilesUncolored",
  121.         "Maps\\spring_BusStop",
  122.         "Maps\\TownIndoors",
  123.         "TerrainFeatures\\BuffsIcons",
  124.         "TerrainFeatures\\DiggableWall_basic",
  125.         "TerrainFeatures\\DiggableWall_basic_dark",
  126.         "TerrainFeatures\\DiggableWall_frost",
  127.         "TerrainFeatures\\DiggableWall_frost_dark",
  128.         "TerrainFeatures\\DiggableWall_lava",
  129.         "TerrainFeatures\\DiggableWall_lava_dark",
  130.         "TerrainFeatures\\Stalagmite",
  131.         "TerrainFeatures\\Stalagmite_Frost",
  132.         "TerrainFeatures\\Stalagmite_Lava",
  133.         "TileSheets\\Fireball",
  134.         "TileSheets\\rain",
  135.         "TileSheets\\animations"
  136.     ]
  137.     # What spritesheets will absolutely not be resampled or processed?
  138.     Blacklist = [
  139.         "LooseSprites\\Lighting\\",
  140.         "@^Maps\\\\.+Mist",
  141.         "@^Maps\\\\.+mist",
  142.         "@^Maps\\\\.+Shadow",
  143.         "@^Maps\\\\.+Shadows",
  144.         "@^Maps\\\\.+Fog",
  145.         "@^Maps\\\\.+FogBackground"
  146.     ]
  147.     # What spritesheets will absolutely not be treated as gradients?
  148.     GradientBlacklist = [
  149.         "TerrainFeatures\\hoeDirt"
  150.     ]
  151.  
  152.         [Config.Resample.BlockMultipleAnalysis]
  153.         # Should sprites be analyzed to see if they are block multiples?
  154.         Enabled = true
  155.         # What threshold should be used for block multiple analysis?
  156.         EqualityThreshold = 1
  157.         # How many blocks can be different for the test to still pass?
  158.         MaxInequality = 1
  159.  
  160.         [Config.Resample.Analysis]
  161.         # Max color difference to not consider a sprite to be a gradient?
  162.         MaxGradientColorDifference = 38
  163.         # Minimum different shades required (per channel) for a sprite to be a gradient?
  164.         MinimumGradientShades = 2
  165.         # Use redmean algorithm for perceptual color comparisons?
  166.         UseRedmean = true
  167.         # Experimental resample-based recolor support
  168.         [Config.Resample.Recolor]
  169.         # Should (experimental) resample-based recoloring be enabled?
  170.         Enabled = false
  171.         RScalar = 0.8976420000000001
  172.         GScalar = 0.998476
  173.         BScalar = 1.18365
  174.  
  175.         [Config.Resample.BlockCompression]
  176.         # Should block compression of sprites be enabled?
  177.         Enabled = true
  178.         # What quality level should be used?
  179.         Quality = "Highest"
  180.         # What alpha deviation threshold should be applied to determine if a sprite's transparency is smooth or mask-like (determines between bc2 and bc3)?
  181.         HardAlphaDeviationThreshold = 7
  182.  
  183.         [Config.Resample.Padding]
  184.         # Should padding be applied to sprites to allow resampling to extend beyond the natural sprite boundaries?
  185.         Enabled = true
  186.         # What is the minimum edge size of a sprite for padding to be enabled?
  187.         MinimumSizeTexels = 4
  188.         # Should unknown (unnamed) sprites be ignored by the padding system?
  189.         IgnoreUnknown = false
  190.         # Should solid edges be padded?
  191.         PadSolidEdges = false
  192.         # What spritesheets should not be padded?
  193.         BlackList = [
  194.             "LooseSprites\\Cursors::256,308:50,34"
  195.         ]
  196.         # What spritesheets should have a stricter edge-detection algorithm applied?
  197.         StrictList = [
  198.             "LooseSprites\\Cursors"
  199.         ]
  200.         # What spritesheets should always be padded?
  201.         AlwaysList = [
  202.             "LooseSprites\\font_bold",
  203.             "Characters\\Farmer\\hairstyles",
  204.             "Characters\\Farmer\\hairstyles2",
  205.             "Characters\\Farmer\\hats",
  206.             "Characters\\Farmer\\pants",
  207.             "Characters\\Farmer\\shirts",
  208.             "TileSheets\\weapons",
  209.             "TileSheets\\bushes",
  210.             "TerrainFeatures\\grass",
  211.             "TileSheets\\debris",
  212.             "TileSheets\\animations",
  213.             "Maps\\springobjects",
  214.             "Maps\\summerobjects",
  215.             "Maps\\winterobjects",
  216.             "Maps\\fallobjects",
  217.             "Buildings\\houses",
  218.             "TileSheets\\furniture",
  219.             "TerrainFeatures\\tree1_spring",
  220.             "TerrainFeatures\\tree2_spring",
  221.             "TerrainFeatures\\tree3_spring",
  222.             "TerrainFeatures\\tree1_summer",
  223.             "TerrainFeatures\\tree2_summer",
  224.             "TerrainFeatures\\tree3_summer",
  225.             "TerrainFeatures\\tree1_fall",
  226.             "TerrainFeatures\\tree2_fall",
  227.             "TerrainFeatures\\tree3_fall",
  228.             "TerrainFeatures\\tree1_winter",
  229.             "TerrainFeatures\\tree2_winter",
  230.             "TerrainFeatures\\tree3_winter"
  231.         ]
  232.  
  233.         [Config.Resample.xBRZ]
  234.         # The weight provided to luminance as opposed to chrominance when performing color comparisons
  235.         LuminanceWeight = 1
  236.         # The tolerance for colors to be considered equal - [0, 256)
  237.         EqualColorTolerance = 20
  238.         # The threshold for a corner-direction to be considered 'dominant'
  239.         DominantDirectionThreshold = 4.4
  240.         # The threshold for a corner-direction to be considered 'steep'
  241.         SteepDirectionThreshold = 2.2
  242.         # Bias towards kernel center applied to corner-direction calculations
  243.         CenterDirectionBias = 3
  244.         # Should gradient block copies be used? (Note: Very Broken)
  245.         UseGradientBlockCopy = false
  246.  
  247.     [Config.WrapDetection]
  248.     # What is the threshold percentage of alpha values to be used to determine if it is a wrapping edge?
  249.     edgeThreshold = 0.2000000029802322
  250.     # What is the minimum alpha value assumed to be opaque?
  251.     alphaThreshold = 1
  252.  
  253.     [Config.AsyncScaling]
  254.     # Should asynchronous scaling be enabled for unknown textures?
  255.     EnabledForUnknownTextures = true
  256.     # Should synchronous stores always be used?
  257.     ForceSynchronousStores = true
  258.     # Should synchronous stores be throttled?
  259.     ThrottledSynchronousLoads = true
  260.     # Should we fetch and load texture data within the same frame?
  261.     CanFetchAndLoadSameFrame = true
  262.  
  263.     [Config.MemoryCache]
  264.     # Should the memory cache be enabled?
  265.     Enabled = true
  266.     # Should memory cache elements always be flushed upon update?
  267.     AlwaysFlush = false
  268.  
  269.     [Config.SuspendedCache]
  270.     # Should the suspended sprite cache be enabled?
  271.     Enabled = true
  272.  
  273.     [Config.SMAPI]
  274.     # Should the experimental SMAPI texture cache patch be enabled?
  275.     TextureCacheEnabled = true
  276.     # Should the experimental SMAPI texture cache have high memory usage enabled?
  277.     # Unrecommended: This results in the game's texture being retained (and thus loaded faster) but doesn't suspend the resampled sprite instances.
  278.     TextureCacheHighMemoryEnabled = false
  279.     # Should the ApplyPatch method be patched?
  280.     ApplyPatchEnabled = true
  281.     # Should ApplyPatch pin temporary memory?
  282.     ApplyPatchPinMemory = false
  283.     # Should 'GetData' be patched to use SM caches?
  284.     ApplyGetDataPatch = true
  285.  
  286.     [Config.Extras]
  287.     # Should the game have 'fast quitting' enabled?
  288.     FastQuit = false
  289.     # Should line drawing be smoothed?
  290.     SmoothLines = true
  291.     # Should Harmony patches have inlining re-enabled?
  292.     HarmonyInlining = false
  293.     # Should the game's 'parseMasterSchedule' method be fixed and optimized?
  294.     FixMasterSchedule = true
  295.     # Should NPC Warp Points code be optimized?
  296.     OptimizeWarpPoints = true
  297.     # Should NPCs take true shortest paths?
  298.     TrueShortestPath = false
  299.     # Allow NPCs onto the farm?
  300.     AllowNPCsOnFarm = false
  301.     # Should the default batch sort be replaced with a stable sort?
  302.     StableSort = true
  303.     # Should the game be prevented from going 'unresponsive' during loads?
  304.     PreventUnresponsive = true
  305.     # Should the engine's deferred thread task runner be optimized?
  306.     OptimizeEngineTaskRunner = true
  307.  
  308.         [Config.Extras.Snow]
  309.         # Should custom snowfall be used during snowstorms?
  310.         Enabled = true
  311.         # Minimum Snow Density
  312.         MinimumDensity = 1024
  313.         # Maximum Snow Density
  314.         MaximumDensity = 3072
  315.         # Maximum Snow Rotation Speed
  316.         MaximumRotationSpeed = 0.01666666666666667
  317.         # Maximum Snow Scale
  318.         MaximumScale = 3
  319.         # Puffersnow Chance
  320.         PuffersnowChance = -1
  321.  
  322.         [Config.Extras.ModPatches]
  323.         # Patch CustomNPCFixes in order to improve load times?
  324.         PatchCustomNPCFixes = false
  325.         # Disable PyTK mitigation for SpriteMaster?
  326.         DisablePyTKMitigation = true
  327.  
  328.     [Config.FileCache]
  329.     # Should the file cache be enabled?
  330.     Enabled = true
  331.     # What compression algorithm should be used?
  332.     Compress = "Zstd"
  333.     # Should files be compressed regardless of if it would be beneficial?
  334.     ForceCompress = false
  335.     # Should system compression (such as NTFS compression) be preferred?
  336.     PreferSystemCompression = false
  337.  
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