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  1. # Mupen64Plus Configuration File
  2. # This file is automatically read and written by the Mupen64Plus Core library
  3.  
  4. [64DD]
  5.  
  6. # Filename of the 64DD IPL ROM
  7. IPL-ROM = ""
  8. # Filename of the disk to load into Disk Drive
  9. Disk = ""
  10.  
  11.  
  12. [Audio-SDL]
  13.  
  14. # Mupen64Plus SDL Audio Plugin config parameter version number
  15. Version = 1.000000
  16. # Frequency which is used if rom doesn't want to change it
  17. DEFAULT_FREQUENCY = 33600
  18. # Swaps left and right channels
  19. SWAP_CHANNELS = False
  20. # Size of primary buffer in output samples. This is where audio is loaded after it's extracted from n64's memory.
  21. PRIMARY_BUFFER_SIZE = 16384
  22. # Fullness level target for Primary audio buffer, in equivalent output samples. This value must be larger than the SECONDARY_BUFFER_SIZE. Decreasing this value will reduce audio latency but requires a faster PC to avoid choppiness. Increasing this will increase audio latency but reduce the chance of drop-outs.
  23. PRIMARY_BUFFER_TARGET = 2048
  24. # Size of secondary buffer in output samples. This is SDL's hardware buffer. The SDL documentation states that this should be a power of two between 512 and 8192.
  25. SECONDARY_BUFFER_SIZE = 1024
  26. # Audio resampling algorithm. src-sinc-best-quality, src-sinc-medium-quality, src-sinc-fastest, src-zero-order-hold, src-linear, speex-fixed-{10-0}, trivial
  27. RESAMPLE = "trivial"
  28. # Volume control type: 1 = SDL (only affects Mupen64Plus output) 2 = OSS mixer (adjusts master PC volume)
  29. VOLUME_CONTROL_TYPE = 1
  30. # Percentage change each time the volume is increased or decreased
  31. VOLUME_ADJUST = 5
  32. # Default volume when a game is started. Only used if VOLUME_CONTROL_TYPE is 1
  33. VOLUME_DEFAULT = 80
  34. # Synchronize Video/Audio
  35. AUDIO_SYNC = True
  36.  
  37.  
  38. [Core]
  39.  
  40. # Mupen64Plus Core config parameter set version number. Please don't change this version number.
  41. Version = 1.010000
  42. # Draw on-screen display if True, otherwise don't draw OSD
  43. OnScreenDisplay = False
  44. # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more
  45. R4300Emulator = 2
  46. # Disable compiled jump commands in dynamic recompiler (should be set to False)
  47. NoCompiledJump = False
  48. # Disable 4MB expansion RAM pack. May be necessary for some games
  49. DisableExtraMem = False
  50. # Increment the save state slot after each save operation
  51. AutoStateSlotIncrement = False
  52. # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support
  53. EnableDebugger = False
  54. # Save state slot (0-9) to use when saving/loading the emulator state
  55. CurrentStateSlot = 0
  56. # Path to directory where screenshots are saved. If this is blank, the default value of ${UserDataPath}/screenshot will be used
  57. ScreenshotPath = ""
  58. # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserDataPath}/save will be used
  59. SaveStatePath = ""
  60. # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserDataPath}/save will be used
  61. SaveSRAMPath = ""
  62. # Path to a directory to search when looking for shared data files
  63. SharedDataPath = "/opt/retropie/configs/n64"
  64. # Force number of cycles per emulated instruction
  65. CountPerOp = 0
  66. # Randomize PI/SI Interrupt Timing
  67. RandomizeInterrupt = True
  68. # Duration of SI DMA (-1: use per game settings)
  69. SiDmaDuration = -1
  70. # Gameboy Camera Video Capture backend
  71. GbCameraVideoCaptureBackend1 = ""
  72.  
  73.  
  74. [CoreEvents]
  75.  
  76. # Mupen64Plus CoreEvents config parameter set version number. Please don't change this version number.
  77. Version = 1
  78. # Joystick event string for stopping the emulator
  79. Joy Mapping Stop = "J0B8/B9"
  80. # Joystick event string for loading the emulator state
  81. Joy Mapping Load State = "J0B8/B4"
  82. # Joystick event string for saving the emulator state
  83. Joy Mapping Save State = "J0B8/B5"
  84. txHiresEnable = True
  85. # SDL keysym for stopping the emulator
  86. Kbd Mapping Stop = 27
  87. # SDL keysym for switching between fullscreen/windowed modes
  88. Kbd Mapping Fullscreen = 0
  89. # SDL keysym for saving the emulator state
  90. Kbd Mapping Save State = 286
  91. # SDL keysym for loading the emulator state
  92. Kbd Mapping Load State = 288
  93. # SDL keysym for advancing the save state slot
  94. Kbd Mapping Increment Slot = 0
  95. # SDL keysym for resetting the emulator
  96. Kbd Mapping Reset = 290
  97. # SDL keysym for slowing down the emulator
  98. Kbd Mapping Speed Down = 291
  99. # SDL keysym for speeding up the emulator
  100. Kbd Mapping Speed Up = 292
  101. # SDL keysym for taking a screenshot
  102. Kbd Mapping Screenshot = 293
  103. # SDL keysym for pausing the emulator
  104. Kbd Mapping Pause = 112
  105. # SDL keysym for muting/unmuting the sound
  106. Kbd Mapping Mute = 109
  107. # SDL keysym for increasing the volume
  108. Kbd Mapping Increase Volume = 93
  109. # SDL keysym for decreasing the volume
  110. Kbd Mapping Decrease Volume = 91
  111. # SDL keysym for temporarily going really fast
  112. Kbd Mapping Fast Forward = 102
  113. # SDL keysym for advancing by one frame when paused
  114. Kbd Mapping Frame Advance = 47
  115. # SDL keysym for pressing the game shark button
  116. Kbd Mapping Gameshark = 103
  117. # Joystick event string for switching between fullscreen/windowed modes
  118. Joy Mapping Fullscreen = ""
  119. # Joystick event string for advancing the save state slot
  120. Joy Mapping Increment Slot = ""
  121. # Joystick event string for resetting the emulator
  122. Joy Mapping Reset = ""
  123. # Joystick event string for slowing down the emulator
  124. Joy Mapping Speed Down = ""
  125. # Joystick event string for speeding up the emulator
  126. Joy Mapping Speed Up = ""
  127. # Joystick event string for taking a screenshot
  128. Joy Mapping Screenshot = ""
  129. # Joystick event string for pausing the emulator
  130. Joy Mapping Pause = ""
  131. # Joystick event string for muting/unmuting the sound
  132. Joy Mapping Mute = ""
  133. # Joystick event string for increasing the volume
  134. Joy Mapping Increase Volume = ""
  135. # Joystick event string for decreasing the volume
  136. Joy Mapping Decrease Volume = ""
  137. # Joystick event string for fast-forward
  138. Joy Mapping Fast Forward = ""
  139. # Joystick event string for advancing by one frame when paused
  140. Joy Mapping Frame Advance = ""
  141. # Joystick event string for pressing the game shark button
  142. Joy Mapping Gameshark = ""
  143.  
  144.  
  145. [Input-SDL-Control1]
  146.  
  147. # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.
  148. version = 2.000000
  149. # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
  150. mode = 2
  151. # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
  152. device = 0
  153. # SDL joystick name (or Keyboard)
  154. name = "Microsoft X-Box One Elite pad"
  155. # Specifies whether this controller is 'plugged in' to the simulated N64
  156. plugged = True
  157. # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak
  158. plugin = "2"
  159. # If True, then mouse buttons may be used with this controller
  160. mouse = False
  161. # Scaling factor for mouse movements. For X, Y axes.
  162. MouseSensitivity = "2.00,2.00"
  163. # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.
  164. AnalogDeadzone = "4096,4096"
  165. # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
  166. AnalogPeak = "32768,32768"
  167. # Digital button configuration mappings
  168. DPad R = "hat(0 Right)"
  169. DPad L = "hat(0 Left)"
  170. DPad D = "hat(0 Down)"
  171. DPad U = "hat(0 Up)"
  172. Start = "button(9)"
  173. Z Trig = "button(6)"
  174. B Button = "button(2)"
  175. A Button = "button(1)"
  176. C Button R = "axis(2+)"
  177. C Button L = "axis(2-)"
  178. C Button D = "button(0) axis(3-)"
  179. C Button U = "button(3) axis(3+)"
  180. R Trig = "button(5)"
  181. L Trig = "button(4)"
  182. Mempak switch = "button(11)"
  183. Rumblepak switch = "button(12)"
  184. # Analog axis configuration mappings
  185. X Axis = "axis(0-,0+)"
  186. Y Axis = "axis(1-,1+)"
  187.  
  188.  
  189. [Input-SDL-Control2]
  190.  
  191. # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.
  192. version = 2.000000
  193. # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
  194. mode = 2
  195. # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
  196. device = -1
  197. # SDL joystick name (or Keyboard)
  198. name = ""
  199. # Specifies whether this controller is 'plugged in' to the simulated N64
  200. plugged = True
  201. # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak
  202. plugin = "2"
  203. # If True, then mouse buttons may be used with this controller
  204. mouse = False
  205. # Scaling factor for mouse movements. For X, Y axes.
  206. MouseSensitivity = "2.00,2.00"
  207. # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.
  208. AnalogDeadzone = "4096,4096"
  209. # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
  210. AnalogPeak = "32768,32768"
  211. # Digital button configuration mappings
  212. DPad R = "hat(0 Right)"
  213. DPad L = "hat(0 Left)"
  214. DPad D = "hat(0 Down)"
  215. DPad U = "hat(0 Up)"
  216. Start = "button(11)"
  217. Z Trig = "button(8)"
  218. B Button = "button(4)"
  219. A Button = "button(1)"
  220. C Button R = "axis(2+)"
  221. C Button L = "axis(2-)"
  222. C Button D = "button(0) axis(3+)"
  223. C Button U = "button(3) axis(3-)"
  224. R Trig = "button(7)"
  225. L Trig = "button(6)"
  226. Mempak switch = "button(13)"
  227. Rumblepak switch = "button(14)"
  228. # Analog axis configuration mappings
  229. X Axis = "axis(0-,0+)"
  230. Y Axis = "axis(1-,1+)"
  231.  
  232.  
  233. [Input-SDL-Control3]
  234.  
  235. # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.
  236. version = 2.000000
  237. # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
  238. mode = 2
  239. # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
  240. device = -1
  241. # SDL joystick name (or Keyboard)
  242. name = ""
  243. # Specifies whether this controller is 'plugged in' to the simulated N64
  244. plugged = True
  245. # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak
  246. plugin = "2"
  247. # If True, then mouse buttons may be used with this controller
  248. mouse = False
  249. # Scaling factor for mouse movements. For X, Y axes.
  250. MouseSensitivity = "2.00,2.00"
  251. # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.
  252. AnalogDeadzone = "4096,4096"
  253. # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
  254. AnalogPeak = "32768,32768"
  255. # Digital button configuration mappings
  256. DPad R = ""
  257. DPad L = ""
  258. DPad D = ""
  259. DPad U = ""
  260. Start = "button(6)"
  261. Z Trig = ""
  262. B Button = "button(2)"
  263. A Button = "button(0)"
  264. C Button R = ""
  265. C Button L = ""
  266. C Button D = "button(1)"
  267. C Button U = "button(3)"
  268. R Trig = "button(5)"
  269. L Trig = ""
  270. Mempak switch = ""
  271. Rumblepak switch = ""
  272. # Analog axis configuration mappings
  273. X Axis = "axis(0-, 0+)"
  274. Y Axis = "axis(1-, 1+)"
  275.  
  276.  
  277. [Input-SDL-Control4]
  278.  
  279. # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.
  280. version = 2.000000
  281. # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
  282. mode = 2
  283. # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
  284. device = -1
  285. # SDL joystick name (or Keyboard)
  286. name = ""
  287. # Specifies whether this controller is 'plugged in' to the simulated N64
  288. plugged = False
  289. # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak
  290. plugin = 2
  291. # If True, then mouse buttons may be used with this controller
  292. mouse = False
  293. # Scaling factor for mouse movements. For X, Y axes.
  294. MouseSensitivity = "2.00,2.00"
  295. # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.
  296. AnalogDeadzone = "4096,4096"
  297. # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
  298. AnalogPeak = "32768,32768"
  299. # Digital button configuration mappings
  300. DPad R = ""
  301. DPad L = ""
  302. DPad D = ""
  303. DPad U = ""
  304. Start = ""
  305. Z Trig = ""
  306. B Button = ""
  307. A Button = ""
  308. C Button R = ""
  309. C Button L = ""
  310. C Button D = ""
  311. C Button U = ""
  312. R Trig = ""
  313. L Trig = ""
  314. Mempak switch = ""
  315. Rumblepak switch = ""
  316. # Analog axis configuration mappings
  317. X Axis = ""
  318. Y Axis = ""
  319.  
  320.  
  321. [Rsp-HLE]
  322.  
  323. # Mupen64Plus RSP HLE Plugin config parameter version number
  324. Version = 1.000000
  325. # Path to a RSP plugin which will be used when encountering an unknown ucode.You can disable this by letting an empty string.
  326. RspFallback = ""
  327. # Send display lists to the graphics plugin
  328. DisplayListToGraphicsPlugin = True
  329. # Send audio lists to the audio plugin
  330. AudioListToAudioPlugin = False
  331.  
  332.  
  333. [Transferpak]
  334.  
  335. # Filename of the GB ROM to load into transferpak 1
  336. GB-rom-1 = ""
  337. # Filename of the GB RAM to load into transferpak 1
  338. GB-ram-1 = ""
  339. # Filename of the GB ROM to load into transferpak 2
  340. GB-rom-2 = ""
  341. # Filename of the GB RAM to load into transferpak 2
  342. GB-ram-2 = ""
  343. # Filename of the GB ROM to load into transferpak 3
  344. GB-rom-3 = ""
  345. # Filename of the GB RAM to load into transferpak 3
  346. GB-ram-3 = ""
  347. # Filename of the GB ROM to load into transferpak 4
  348. GB-rom-4 = ""
  349. # Filename of the GB RAM to load into transferpak 4
  350. GB-ram-4 = ""
  351.  
  352.  
  353. [UI-Console]
  354.  
  355. # Mupen64Plus UI-Console config parameter set version number. Please don't change this version number.
  356. Version = 1.000000
  357. # Directory in which to search for plugins
  358. PluginDir = "./"
  359. # Filename of video plugin
  360. VideoPlugin = "mupen64plus-video-rice.so"
  361. # Filename of audio plugin
  362. AudioPlugin = "mupen64plus-audio-sdl.so"
  363. # Filename of input plugin
  364. InputPlugin = "mupen64plus-input-sdl.so"
  365. # Filename of RSP plugin
  366. RspPlugin = "mupen64plus-rsp-hle.so"
  367.  
  368.  
  369. [Video-General]
  370.  
  371. # If true, activate the SDL_GL_SWAP_CONTROL attribute
  372. VerticalSync = True
  373. # Use fullscreen mode if True, or windowed mode if False
  374. Fullscreen = False
  375. # Width of output window or fullscreen width
  376. ScreenWidth = 640
  377. # Height of output window or fullscreen height
  378. ScreenHeight = 480
  379.  
  380.  
  381. [Video-GLideN64]
  382.  
  383. # Settings version. Don't touch it.
  384. configVersion = 29
  385. # Bilinear filtering mode (0=N64 3point, 1=standard)
  386. bilinearMode = 1
  387. # Enable frame and|or depth buffer emulation.
  388. EnableFBEmulation = True
  389. # Frame buffer size is the factor of N64 native resolution.
  390. UseNativeResolutionFactor = 1
  391. # Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
  392. EnableLegacyBlending = True
  393. # Enable threaded video backend
  394. ThreadedVideo = True
  395. # Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update)
  396. BufferSwapMode = 2
  397. # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
  398. MultiSampling = 0
  399. # Enable/Disable Fast Approximate Anti-Aliasing FXAA
  400. FXAA = False
  401. # Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
  402. AspectRatio = 1
  403. # Remove halos around filtered textures.
  404. enableHalosRemoval = False
  405. # Max level of Anisotropic Filtering, 0 for off
  406. MaxAnisotropy = 0
  407. # Enable dithering pattern on output image.
  408. EnableDitheringPattern = False
  409. # Enable hi-res noise dithering.
  410. EnableHiresNoiseDithering = False
  411. # Dither with color quantization.
  412. DitheringQuantization = True
  413. # Dithering mode for image in RDRAM. (0=disable, 1=bayer, 2=magic square, 3=blue noise)
  414. RDRAMImageDitheringMode = 3
  415. # Enable LOD emulation.
  416. EnableLOD = True
  417. # Enable hardware per-pixel lighting.
  418. EnableHWLighting = False
  419. # Use persistent storage for compiled shaders.
  420. EnableShadersStorage = True
  421. # Enable hybrid integer scaling filter, this can be slow with low-end GPUs
  422. EnableHybridFilter = False
  423. # Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.
  424. EnableFragmentDepthWrite = True
  425. # Use GLideN64 per-game settings.
  426. EnableCustomSettings = True
  427. # Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)
  428. CorrectTexrectCoords = 0
  429. # Render 2D texrects in native resolution to fix misalignment between parts of 2D image. (0=Off, 1=Optimized, 2=Unoptimized)
  430. EnableNativeResTexrects = 0
  431. # Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
  432. BackgroundsMode = 1
  433. # Copy auxiliary buffers to RDRAM
  434. EnableCopyAuxiliaryToRDRAM = False
  435. # Enable N64 depth compare instead of OpenGL standard one. Experimental. (0=Off, 1=Fast, 2=Compatible)
  436. EnableN64DepthCompare = 0
  437. # Force depth buffer clear. Hack. Needed for Eikou no Saint Andrews.
  438. ForceDepthBufferClear = False
  439. # Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo.
  440. DisableFBInfo = True
  441. # Read color buffer by 4kb chunks (strict follow to FBRead specification)
  442. FBInfoReadColorChunk = False
  443. # Read depth buffer by 4kb chunks (strict follow to FBRead specification)
  444. FBInfoReadDepthChunk = True
  445. # Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=Double Buffer, 3=Triple Buffer)
  446. EnableCopyColorToRDRAM = 2
  447. # Enable depth buffer copy to RDRAM (0=do not copy, 1=copy from video memory, 2=use software render)
  448. EnableCopyDepthToRDRAM = 2
  449. # Enable color buffer copy from RDRAM.
  450. EnableCopyColorFromRDRAM = False
  451. # Enable resulted image crop by Overscan.
  452. EnableOverscan = False
  453. # PAL mode. Left bound of Overscan
  454. OverscanPalLeft = 0
  455. # PAL mode. Right bound of Overscan
  456. OverscanPalRight = 0
  457. # PAL mode. Top bound of Overscan
  458. OverscanPalTop = 0
  459. # PAL mode. Bottom bound of Overscan
  460. OverscanPalBottom = 0
  461. # NTSC mode. Left bound of Overscan
  462. OverscanNtscLeft = 0
  463. # NTSC mode. Right bound of Overscan
  464. OverscanNtscRight = 0
  465. # NTSC mode. Top bound of Overscan
  466. OverscanNtscTop = 0
  467. # NTSC mode. Bottom bound of Overscan
  468. OverscanNtscBottom = 0
  469. # Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2)
  470. txFilterMode = 0
  471. # Texture Enhancement (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ), 13=6xBRZ
  472. txEnhancementMode = 0
  473. # Deposterize texture before enhancement.
  474. txDeposterize = False
  475. # Don't filter background textures.
  476. txFilterIgnoreBG = False
  477. # Size of memory cache for enhanced textures in megabytes.
  478. txCacheSize = 100
  479. # Use high-resolution texture packs if available.
  480. txHiresEnable = True
  481. # Allow to use alpha channel of high-res texture fully.
  482. txHiresFullAlphaChannel = True
  483. # Use alternative method of paletted textures CRC calculation.
  484. txHresAltCRC = False
  485. # Enable dump of loaded N64 textures.
  486. txDump = False
  487. # Zip textures cache.
  488. txCacheCompression = True
  489. # Force use 16bit texture formats for HD textures.
  490. txForce16bpp = False
  491. # Save texture cache to hard disk.
  492. txSaveCache = True
  493. # Use file storage instead of memory cache for enhanced textures.
  494. txEnhancedTextureFileStorage = False
  495. # Use file storage instead of memory cache for HD textures.
  496. txHiresTextureFileStorage = False
  497. # Path to folder with hi-res texture packs.
  498. txPath = "/home/pi/.local/share/mupen64plus/hires_texture"
  499. # Path to folder where plugin saves texture cache files.
  500. txCachePath = "/home/pi/.cache/mupen64plus/cache"
  501. # Path to folder where plugin saves dumped textures.
  502. txDumpPath = "/home/pi/.cache/mupen64plus/texture_dump"
  503. # File name of True Type Font for text messages.
  504. fontName = "FreeSans.ttf"
  505. # Font size.
  506. fontSize = 18
  507. # Font color in RGB format.
  508. fontColor = "B5E61D"
  509. # Force gamma correction.
  510. ForceGammaCorrection = False
  511. # Gamma correction level.
  512. GammaCorrectionLevel = 2.000000
  513. # Show FPS counter.
  514. ShowFPS = False
  515. # Show VI/S counter.
  516. ShowVIS = False
  517. # Show percent counter.
  518. ShowPercent = False
  519. # Show internal resolution.
  520. ShowInternalResolution = False
  521. # Show rendering resolution.
  522. ShowRenderingResolution = False
  523. # Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)
  524. CountersPos = 8
  525.  
  526.  
  527. [Video-Rice]
  528.  
  529. # Enable hi-resolution texture file loading
  530. LoadHiResTextures = True
  531. # Frame Buffer Emulation (0=ROM default, 1=disable)
  532. FrameBufferSetting = 0
  533. # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)
  534. FrameBufferWriteBackControl = 1
  535. # Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload)
  536. RenderToTexture = 0
  537. # Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn)
  538. ScreenUpdateSetting = 7
  539. # Force to use normal alpha blender
  540. NormalAlphaBlender = False
  541. # Use a faster algorithm to speed up texture loading and CRC computation
  542. FastTextureLoading = False
  543. # Use different texture coordinate clamping code
  544. AccurateTextureMapping = True
  545. # Force emulated frame buffers to be in N64 native resolution
  546. InN64Resolution = False
  547. # Try to reduce Video RAM usage (should never be used)
  548. SaveVRAM = False
  549. # Enable this option to have better render-to-texture quality
  550. DoubleSizeForSmallTxtrBuf = False
  551. # Force to use normal color combiner
  552. DefaultCombinerDisable = False
  553. # Enable game-specific settings from INI file
  554. EnableHacks = True
  555. # If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode
  556. WinFrameMode = False
  557. # N64 Texture Memory Full Emulation (may fix some games, may break others)
  558. FullTMEMEmulation = False
  559. # Enable vertex clipper for fog operations
  560. OpenGLVertexClipper = False
  561. # Enable/Disable SSE optimizations for capable CPUs
  562. EnableSSE = True
  563. # Use GPU vertex shader
  564. EnableVertexShader = False
  565. # If this option is enabled, the plugin will skip every other frame
  566. SkipFrame = True
  567. # If enabled, texture enhancement will be done only for TxtRect ucode
  568. TexRectOnly = False
  569. # If enabled, texture enhancement will be done only for textures width+height<=128
  570. SmallTextureOnly = False
  571. # Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)
  572. LoadHiResCRCOnly = True
  573. # Enable texture dumping
  574. DumpTexturesToFiles = False
  575. # Display On-screen FPS
  576. ShowFPS = False
  577. # Widescreen hack
  578. WideScreenHack = False
  579. # Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinear
  580. Mipmapping = 2
  581. # Enable, Disable or Force fog generation (0=Disable, 1=Enable n64 choose, 2=Force Fog)
  582. FogMethod = 1
  583. # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)
  584. ForceTextureFilter = 2
  585. # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
  586. TextureEnhancement = 6
  587. # Secondary texture enhancement filter (0 = none, 1-4 = filtered)
  588. TextureEnhancementControl = 0
  589. # Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits)
  590. TextureQuality = 0
  591. # Z-buffer depth (only 16 or 32)
  592. OpenGLDepthBufferSetting = 16
  593. # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
  594. MultiSampling = 0
  595. # Color bit depth for rendering window (0=32 bits, 1=16 bits)
  596. ColorQuality = 0
  597. # OpenGL level to support (0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3, 4=OGL_1.4, 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM)
  598. OpenGLRenderSetting = 0
  599. # Enable/Disable Anisotropic Filtering for Mipmapping (0=no filtering, 2-16=quality). This is uneffective if Mipmapping is 0. If the given value is to high to be supported by your graphic card, the value will be the highest value your graphic card can support. Better result with Trilinear filtering
  600. AnisotropicFiltering = 0
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