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Ameisen

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Apr 7th, 2022
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  1. [Config]
  2. ConfigVersion = "0.13.1.300"
  3. # Should SpriteMaster be enabled?
  4. Enabled = true
  5. # Button to toggle SpriteMaster
  6. # Legal Values: [
  7. #   [None, System.Collections.Generic.List`1[System.String]],
  8. #   [Back, System.Collections.Generic.List`1[System.String]],
  9. #   [Tab, System.Collections.Generic.List`1[System.String]],
  10. #   [Enter, System.Collections.Generic.List`1[System.String]],
  11. #   [Pause, System.Collections.Generic.List`1[System.String]],
  12. #   [CapsLock, System.Collections.Generic.List`1[System.String]],
  13. #   [Kana, System.Collections.Generic.List`1[System.String]],
  14. #   [Kanji, System.Collections.Generic.List`1[System.String]],
  15. #   [Escape, System.Collections.Generic.List`1[System.String]],
  16. #   [ImeConvert, System.Collections.Generic.List`1[System.String]],
  17. #   [ImeNoConvert, System.Collections.Generic.List`1[System.String]],
  18. #   [Space, System.Collections.Generic.List`1[System.String]],
  19. #   [PageUp, System.Collections.Generic.List`1[System.String]],
  20. #   [PageDown, System.Collections.Generic.List`1[System.String]],
  21. #   [End, System.Collections.Generic.List`1[System.String]],
  22. #   [Home, System.Collections.Generic.List`1[System.String]],
  23. #   [Left, System.Collections.Generic.List`1[System.String]],
  24. #   [Up, System.Collections.Generic.List`1[System.String]],
  25. #   [Right, System.Collections.Generic.List`1[System.String]],
  26. #   [Down, System.Collections.Generic.List`1[System.String]],
  27. #   [Select, System.Collections.Generic.List`1[System.String]],
  28. #   [Print, System.Collections.Generic.List`1[System.String]],
  29. #   [Execute, System.Collections.Generic.List`1[System.String]],
  30. #   [PrintScreen, System.Collections.Generic.List`1[System.String]],
  31. #   [Insert, System.Collections.Generic.List`1[System.String]],
  32. #   [Delete, System.Collections.Generic.List`1[System.String]],
  33. #   [Help, System.Collections.Generic.List`1[System.String]],
  34. #   [D0, System.Collections.Generic.List`1[System.String]],
  35. #   [D1, System.Collections.Generic.List`1[System.String]],
  36. #   [D2, System.Collections.Generic.List`1[System.String]],
  37. #   [D3, System.Collections.Generic.List`1[System.String]],
  38. #   [D4, System.Collections.Generic.List`1[System.String]],
  39. #   [D5, System.Collections.Generic.List`1[System.String]],
  40. #   [D6, System.Collections.Generic.List`1[System.String]],
  41. #   [D7, System.Collections.Generic.List`1[System.String]],
  42. #   [D8, System.Collections.Generic.List`1[System.String]],
  43. #   [D9, System.Collections.Generic.List`1[System.String]],
  44. #   [A, System.Collections.Generic.List`1[System.String]],
  45. #   [B, System.Collections.Generic.List`1[System.String]],
  46. #   [C, System.Collections.Generic.List`1[System.String]],
  47. #   [D, System.Collections.Generic.List`1[System.String]],
  48. #   [E, System.Collections.Generic.List`1[System.String]],
  49. #   [F, System.Collections.Generic.List`1[System.String]],
  50. #   [G, System.Collections.Generic.List`1[System.String]],
  51. #   [H, System.Collections.Generic.List`1[System.String]],
  52. #   [I, System.Collections.Generic.List`1[System.String]],
  53. #   [J, System.Collections.Generic.List`1[System.String]],
  54. #   [K, System.Collections.Generic.List`1[System.String]],
  55. #   [L, System.Collections.Generic.List`1[System.String]],
  56. #   [M, System.Collections.Generic.List`1[System.String]],
  57. #   [N, System.Collections.Generic.List`1[System.String]],
  58. #   [O, System.Collections.Generic.List`1[System.String]],
  59. #   [P, System.Collections.Generic.List`1[System.String]],
  60. #   [Q, System.Collections.Generic.List`1[System.String]],
  61. #   [R, System.Collections.Generic.List`1[System.String]],
  62. #   [S, System.Collections.Generic.List`1[System.String]],
  63. #   [T, System.Collections.Generic.List`1[System.String]],
  64. #   [U, System.Collections.Generic.List`1[System.String]],
  65. #   [V, System.Collections.Generic.List`1[System.String]],
  66. #   [W, System.Collections.Generic.List`1[System.String]],
  67. #   [X, System.Collections.Generic.List`1[System.String]],
  68. #   [Y, System.Collections.Generic.List`1[System.String]],
  69. #   [Z, System.Collections.Generic.List`1[System.String]],
  70. #   [LeftWindows, System.Collections.Generic.List`1[System.String]],
  71. #   [RightWindows, System.Collections.Generic.List`1[System.String]],
  72. #   [Apps, System.Collections.Generic.List`1[System.String]],
  73. #   [Sleep, System.Collections.Generic.List`1[System.String]],
  74. #   [NumPad0, System.Collections.Generic.List`1[System.String]],
  75. #   [NumPad1, System.Collections.Generic.List`1[System.String]],
  76. #   [NumPad2, System.Collections.Generic.List`1[System.String]],
  77. #   [NumPad3, System.Collections.Generic.List`1[System.String]],
  78. #   [NumPad4, System.Collections.Generic.List`1[System.String]],
  79. #   [NumPad5, System.Collections.Generic.List`1[System.String]],
  80. #   [NumPad6, System.Collections.Generic.List`1[System.String]],
  81. #   [NumPad7, System.Collections.Generic.List`1[System.String]],
  82. #   [NumPad8, System.Collections.Generic.List`1[System.String]],
  83. #   [NumPad9, System.Collections.Generic.List`1[System.String]],
  84. #   [Multiply, System.Collections.Generic.List`1[System.String]],
  85. #   [Add, System.Collections.Generic.List`1[System.String]],
  86. #   [Separator, System.Collections.Generic.List`1[System.String]],
  87. #   [Subtract, System.Collections.Generic.List`1[System.String]],
  88. #   [Decimal, System.Collections.Generic.List`1[System.String]],
  89. #   [Divide, System.Collections.Generic.List`1[System.String]],
  90. #   [F1, System.Collections.Generic.List`1[System.String]],
  91. #   [F2, System.Collections.Generic.List`1[System.String]],
  92. #   [F3, System.Collections.Generic.List`1[System.String]],
  93. #   [F4, System.Collections.Generic.List`1[System.String]],
  94. #   [F5, System.Collections.Generic.List`1[System.String]],
  95. #   [F6, System.Collections.Generic.List`1[System.String]],
  96. #   [F7, System.Collections.Generic.List`1[System.String]],
  97. #   [F8, System.Collections.Generic.List`1[System.String]],
  98. #   [F9, System.Collections.Generic.List`1[System.String]],
  99. #   [F10, System.Collections.Generic.List`1[System.String]],
  100. #   [F11, System.Collections.Generic.List`1[System.String]],
  101. #   [F12, System.Collections.Generic.List`1[System.String]],
  102. #   [F13, System.Collections.Generic.List`1[System.String]],
  103. #   [F14, System.Collections.Generic.List`1[System.String]],
  104. #   [F15, System.Collections.Generic.List`1[System.String]],
  105. #   [F16, System.Collections.Generic.List`1[System.String]],
  106. #   [F17, System.Collections.Generic.List`1[System.String]],
  107. #   [F18, System.Collections.Generic.List`1[System.String]],
  108. #   [F19, System.Collections.Generic.List`1[System.String]],
  109. #   [F20, System.Collections.Generic.List`1[System.String]],
  110. #   [F21, System.Collections.Generic.List`1[System.String]],
  111. #   [F22, System.Collections.Generic.List`1[System.String]],
  112. #   [F23, System.Collections.Generic.List`1[System.String]],
  113. #   [F24, System.Collections.Generic.List`1[System.String]],
  114. #   [NumLock, System.Collections.Generic.List`1[System.String]],
  115. #   [Scroll, System.Collections.Generic.List`1[System.String]],
  116. #   [LeftShift, System.Collections.Generic.List`1[System.String]],
  117. #   [RightShift, System.Collections.Generic.List`1[System.String]],
  118. #   [LeftControl, System.Collections.Generic.List`1[System.String]],
  119. #   [RightControl, System.Collections.Generic.List`1[System.String]],
  120. #   [LeftAlt, System.Collections.Generic.List`1[System.String]],
  121. #   [RightAlt, System.Collections.Generic.List`1[System.String]],
  122. #   [BrowserBack, System.Collections.Generic.List`1[System.String]],
  123. #   [BrowserForward, System.Collections.Generic.List`1[System.String]],
  124. #   [BrowserRefresh, System.Collections.Generic.List`1[System.String]],
  125. #   [BrowserStop, System.Collections.Generic.List`1[System.String]],
  126. #   [BrowserSearch, System.Collections.Generic.List`1[System.String]],
  127. #   [BrowserFavorites, System.Collections.Generic.List`1[System.String]],
  128. #   [BrowserHome, System.Collections.Generic.List`1[System.String]],
  129. #   [VolumeMute, System.Collections.Generic.List`1[System.String]],
  130. #   [VolumeDown, System.Collections.Generic.List`1[System.String]],
  131. #   [VolumeUp, System.Collections.Generic.List`1[System.String]],
  132. #   [MediaNextTrack, System.Collections.Generic.List`1[System.String]],
  133. #   [MediaPreviousTrack, System.Collections.Generic.List`1[System.String]],
  134. #   [MediaStop, System.Collections.Generic.List`1[System.String]],
  135. #   [MediaPlayPause, System.Collections.Generic.List`1[System.String]],
  136. #   [LaunchMail, System.Collections.Generic.List`1[System.String]],
  137. #   [SelectMedia, System.Collections.Generic.List`1[System.String]],
  138. #   [LaunchApplication1, System.Collections.Generic.List`1[System.String]],
  139. #   [LaunchApplication2, System.Collections.Generic.List`1[System.String]],
  140. #   [OemSemicolon, System.Collections.Generic.List`1[System.String]],
  141. #   [OemPlus, System.Collections.Generic.List`1[System.String]],
  142. #   [OemComma, System.Collections.Generic.List`1[System.String]],
  143. #   [OemMinus, System.Collections.Generic.List`1[System.String]],
  144. #   [OemPeriod, System.Collections.Generic.List`1[System.String]],
  145. #   [OemQuestion, System.Collections.Generic.List`1[System.String]],
  146. #   [OemTilde, System.Collections.Generic.List`1[System.String]],
  147. #   [ChatPadGreen, System.Collections.Generic.List`1[System.String]],
  148. #   [ChatPadOrange, System.Collections.Generic.List`1[System.String]],
  149. #   [OemOpenBrackets, System.Collections.Generic.List`1[System.String]],
  150. #   [OemPipe, System.Collections.Generic.List`1[System.String]],
  151. #   [OemCloseBrackets, System.Collections.Generic.List`1[System.String]],
  152. #   [OemQuotes, System.Collections.Generic.List`1[System.String]],
  153. #   [Oem8, System.Collections.Generic.List`1[System.String]],
  154. #   [OemBackslash, System.Collections.Generic.List`1[System.String]],
  155. #   [ProcessKey, System.Collections.Generic.List`1[System.String]],
  156. #   [OemCopy, System.Collections.Generic.List`1[System.String]],
  157. #   [OemAuto, System.Collections.Generic.List`1[System.String]],
  158. #   [OemEnlW, System.Collections.Generic.List`1[System.String]],
  159. #   [Attn, System.Collections.Generic.List`1[System.String]],
  160. #   [Crsel, System.Collections.Generic.List`1[System.String]],
  161. #   [Exsel, System.Collections.Generic.List`1[System.String]],
  162. #   [EraseEof, System.Collections.Generic.List`1[System.String]],
  163. #   [Play, System.Collections.Generic.List`1[System.String]],
  164. #   [Zoom, System.Collections.Generic.List`1[System.String]],
  165. #   [Pa1, System.Collections.Generic.List`1[System.String]],
  166. #   [OemClear, System.Collections.Generic.List`1[System.String]],
  167. #   [MouseLeft, System.Collections.Generic.List`1[System.String]],
  168. #   [MouseRight, System.Collections.Generic.List`1[System.String]],
  169. #   [MouseMiddle, System.Collections.Generic.List`1[System.String]],
  170. #   [MouseX1, System.Collections.Generic.List`1[System.String]],
  171. #   [MouseX2, System.Collections.Generic.List`1[System.String]],
  172. #   [DPadUp, System.Collections.Generic.List`1[System.String]],
  173. #   [DPadDown, System.Collections.Generic.List`1[System.String]],
  174. #   [DPadLeft, System.Collections.Generic.List`1[System.String]],
  175. #   [DPadRight, System.Collections.Generic.List`1[System.String]],
  176. #   [ControllerStart, System.Collections.Generic.List`1[System.String]],
  177. #   [ControllerBack, System.Collections.Generic.List`1[System.String]],
  178. #   [LeftStick, System.Collections.Generic.List`1[System.String]],
  179. #   [RightStick, System.Collections.Generic.List`1[System.String]],
  180. #   [LeftShoulder, System.Collections.Generic.List`1[System.String]],
  181. #   [RightShoulder, System.Collections.Generic.List`1[System.String]],
  182. #   [BigButton, System.Collections.Generic.List`1[System.String]],
  183. #   [ControllerA, System.Collections.Generic.List`1[System.String]],
  184. #   [ControllerB, System.Collections.Generic.List`1[System.String]],
  185. #   [ControllerX, System.Collections.Generic.List`1[System.String]],
  186. #   [ControllerY, System.Collections.Generic.List`1[System.String]],
  187. #   [LeftThumbstickLeft, System.Collections.Generic.List`1[System.String]],
  188. #   [RightTrigger, System.Collections.Generic.List`1[System.String]],
  189. #   [LeftTrigger, System.Collections.Generic.List`1[System.String]],
  190. #   [RightThumbstickUp, System.Collections.Generic.List`1[System.String]],
  191. #   [RightThumbstickDown, System.Collections.Generic.List`1[System.String]],
  192. #   [RightThumbstickRight, System.Collections.Generic.List`1[System.String]],
  193. #   [RightThumbstickLeft, System.Collections.Generic.List`1[System.String]],
  194. #   [LeftThumbstickUp, System.Collections.Generic.List`1[System.String]],
  195. #   [LeftThumbstickDown, System.Collections.Generic.List`1[System.String]],
  196. #   [LeftThumbstickRight, System.Collections.Generic.List`1[System.String]]
  197. # ]
  198. ToggleButton = "F11"
  199. # The preferred maximum texture edge length, if allowed by the hardware
  200. PreferredMaxTextureDimension = 16384
  201. ShowIntroMessage = false
  202. # If the data cache is preferred to be elsewhere, it can be set here
  203. DataStoreOverride = ""
  204.  
  205.     [Config.WatchDog]
  206.     # Should the watchdog be enabled?
  207.     Enabled = false
  208.     # What should the default sleep interval be (in milliseconds)?
  209.     DefaultSleepInterval = 5000
  210.     # What should the short sleep interval be (in milliseconds)?
  211.     ShortSleepInterval = 500
  212.     # What should the interrupt interval be (in milliseconds)?
  213.     InterruptInterval = 10000
  214.  
  215.     [Config.Garbage]
  216.     # Should unowned textures be marked in the garbage collector's statistics?
  217.     CollectAccountUnownedTextures = false
  218.     # Should owned textures be marked in the garbage collector's statistics?
  219.     CollectAccountOwnedTextures = false
  220.     # The amount of free memory required by SM after which it triggers recovery operations
  221.     RequiredFreeMemory = 128
  222.     # Hysterisis applied to RequiredFreeMemory
  223.     RequiredFreeMemoryHysterisis = 1.5
  224.     # Should sprites containing season names be purged on a seasonal basis?
  225.     SeasonalPurge = true
  226.     # What runtime garbage collection latency mode should be set?
  227.     # Legal Values: [
  228.     #   [Batch, System.Collections.Generic.List`1[System.String]],
  229.     #   [Interactive, System.Collections.Generic.List`1[System.String]],
  230.     #   [LowLatency, System.Collections.Generic.List`1[System.String]],
  231.     #   [SustainedLowLatency, System.Collections.Generic.List`1[System.String]],
  232.     #   [NoGCRegion, System.Collections.Generic.List`1[System.String]]
  233.     # ]
  234.     LatencyMode = "SustainedLowLatency"
  235.  
  236.         [Config.Debug.Logging]
  237.         # Legal Values: [
  238.         #   [Trace, System.Collections.Generic.List`1[System.String]],
  239.         #   [Debug, System.Collections.Generic.List`1[System.String]],
  240.         #   [Info, System.Collections.Generic.List`1[System.String]],
  241.         #   [Warn, System.Collections.Generic.List`1[System.String]],
  242.         #   [Error, System.Collections.Generic.List`1[System.String]],
  243.         #   [Alert, System.Collections.Generic.List`1[System.String]]
  244.         # ]
  245.         LogLevel = "Trace"
  246.  
  247.     [Config.DrawState]
  248.     # Enable linear sampling for sprites
  249.     SetLinear = true
  250.     # How many MSAA samples should be used?
  251.     MSAASamples = 0
  252.     # Disable the depth buffer (unused in this game)
  253.     DisableDepthBuffer = false
  254.     # The default backbuffer format to request
  255.     # Legal Values: [
  256.     #   [Color, System.Collections.Generic.List`1[System.String]],
  257.     #   [Bgr565, System.Collections.Generic.List`1[System.String]],
  258.     #   [Bgra5551, System.Collections.Generic.List`1[System.String]],
  259.     #   [Bgra4444, System.Collections.Generic.List`1[System.String]],
  260.     #   [Dxt1, System.Collections.Generic.List`1[System.String]],
  261.     #   [Dxt3, System.Collections.Generic.List`1[System.String]],
  262.     #   [Dxt5, System.Collections.Generic.List`1[System.String]],
  263.     #   [NormalizedByte2, System.Collections.Generic.List`1[System.String]],
  264.     #   [NormalizedByte4, System.Collections.Generic.List`1[System.String]],
  265.     #   [Rgba1010102, System.Collections.Generic.List`1[System.String]],
  266.     #   [Rg32, System.Collections.Generic.List`1[System.String]],
  267.     #   [Rgba64, System.Collections.Generic.List`1[System.String]],
  268.     #   [Alpha8, System.Collections.Generic.List`1[System.String]],
  269.     #   [Single, System.Collections.Generic.List`1[System.String]],
  270.     #   [Vector2, System.Collections.Generic.List`1[System.String]],
  271.     #   [Vector4, System.Collections.Generic.List`1[System.String]],
  272.     #   [HalfSingle, System.Collections.Generic.List`1[System.String]],
  273.     #   [HalfVector2, System.Collections.Generic.List`1[System.String]],
  274.     #   [HalfVector4, System.Collections.Generic.List`1[System.String]],
  275.     #   [HdrBlendable, System.Collections.Generic.List`1[System.String]],
  276.     #   [Bgr32, System.Collections.Generic.List`1[System.String]],
  277.     #   [Bgra32, System.Collections.Generic.List`1[System.String]],
  278.     #   [ColorSRgb, System.Collections.Generic.List`1[System.String]],
  279.     #   [Bgr32SRgb, System.Collections.Generic.List`1[System.String]],
  280.     #   [Bgra32SRgb, System.Collections.Generic.List`1[System.String]],
  281.     #   [Dxt1SRgb, System.Collections.Generic.List`1[System.String]],
  282.     #   [Dxt3SRgb, System.Collections.Generic.List`1[System.String]],
  283.     #   [Dxt5SRgb, System.Collections.Generic.List`1[System.String]],
  284.     #   [RgbPvrtc2Bpp, System.Collections.Generic.List`1[System.String]],
  285.     #   [RgbPvrtc4Bpp, System.Collections.Generic.List`1[System.String]],
  286.     #   [RgbaPvrtc2Bpp, System.Collections.Generic.List`1[System.String]],
  287.     #   [RgbaPvrtc4Bpp, System.Collections.Generic.List`1[System.String]],
  288.     #   [RgbEtc1, System.Collections.Generic.List`1[System.String]],
  289.     #   [Dxt1a, System.Collections.Generic.List`1[System.String]],
  290.     #   [RgbaAtcExplicitAlpha, System.Collections.Generic.List`1[System.String]],
  291.     #   [RgbaAtcInterpolatedAlpha, System.Collections.Generic.List`1[System.String]],
  292.     #   [Rgb8Etc2, System.Collections.Generic.List`1[System.String]],
  293.     #   [Srgb8Etc2, System.Collections.Generic.List`1[System.String]],
  294.     #   [Rgb8A1Etc2, System.Collections.Generic.List`1[System.String]],
  295.     #   [Srgb8A1Etc2, System.Collections.Generic.List`1[System.String]],
  296.     #   [Rgba8Etc2, System.Collections.Generic.List`1[System.String]],
  297.     #   [SRgb8A8Etc2, System.Collections.Generic.List`1[System.String]]
  298.     # ]
  299.     BackbufferFormat = "Color"
  300.     # The default HDR backbuffer format to request
  301.     # Legal Values: [
  302.     #   [Color, System.Collections.Generic.List`1[System.String]],
  303.     #   [Bgr565, System.Collections.Generic.List`1[System.String]],
  304.     #   [Bgra5551, System.Collections.Generic.List`1[System.String]],
  305.     #   [Bgra4444, System.Collections.Generic.List`1[System.String]],
  306.     #   [Dxt1, System.Collections.Generic.List`1[System.String]],
  307.     #   [Dxt3, System.Collections.Generic.List`1[System.String]],
  308.     #   [Dxt5, System.Collections.Generic.List`1[System.String]],
  309.     #   [NormalizedByte2, System.Collections.Generic.List`1[System.String]],
  310.     #   [NormalizedByte4, System.Collections.Generic.List`1[System.String]],
  311.     #   [Rgba1010102, System.Collections.Generic.List`1[System.String]],
  312.     #   [Rg32, System.Collections.Generic.List`1[System.String]],
  313.     #   [Rgba64, System.Collections.Generic.List`1[System.String]],
  314.     #   [Alpha8, System.Collections.Generic.List`1[System.String]],
  315.     #   [Single, System.Collections.Generic.List`1[System.String]],
  316.     #   [Vector2, System.Collections.Generic.List`1[System.String]],
  317.     #   [Vector4, System.Collections.Generic.List`1[System.String]],
  318.     #   [HalfSingle, System.Collections.Generic.List`1[System.String]],
  319.     #   [HalfVector2, System.Collections.Generic.List`1[System.String]],
  320.     #   [HalfVector4, System.Collections.Generic.List`1[System.String]],
  321.     #   [HdrBlendable, System.Collections.Generic.List`1[System.String]],
  322.     #   [Bgr32, System.Collections.Generic.List`1[System.String]],
  323.     #   [Bgra32, System.Collections.Generic.List`1[System.String]],
  324.     #   [ColorSRgb, System.Collections.Generic.List`1[System.String]],
  325.     #   [Bgr32SRgb, System.Collections.Generic.List`1[System.String]],
  326.     #   [Bgra32SRgb, System.Collections.Generic.List`1[System.String]],
  327.     #   [Dxt1SRgb, System.Collections.Generic.List`1[System.String]],
  328.     #   [Dxt3SRgb, System.Collections.Generic.List`1[System.String]],
  329.     #   [Dxt5SRgb, System.Collections.Generic.List`1[System.String]],
  330.     #   [RgbPvrtc2Bpp, System.Collections.Generic.List`1[System.String]],
  331.     #   [RgbPvrtc4Bpp, System.Collections.Generic.List`1[System.String]],
  332.     #   [RgbaPvrtc2Bpp, System.Collections.Generic.List`1[System.String]],
  333.     #   [RgbaPvrtc4Bpp, System.Collections.Generic.List`1[System.String]],
  334.     #   [RgbEtc1, System.Collections.Generic.List`1[System.String]],
  335.     #   [Dxt1a, System.Collections.Generic.List`1[System.String]],
  336.     #   [RgbaAtcExplicitAlpha, System.Collections.Generic.List`1[System.String]],
  337.     #   [RgbaAtcInterpolatedAlpha, System.Collections.Generic.List`1[System.String]],
  338.     #   [Rgb8Etc2, System.Collections.Generic.List`1[System.String]],
  339.     #   [Srgb8Etc2, System.Collections.Generic.List`1[System.String]],
  340.     #   [Rgb8A1Etc2, System.Collections.Generic.List`1[System.String]],
  341.     #   [Srgb8A1Etc2, System.Collections.Generic.List`1[System.String]],
  342.     #   [Rgba8Etc2, System.Collections.Generic.List`1[System.String]],
  343.     #   [SRgb8A8Etc2, System.Collections.Generic.List`1[System.String]]
  344.     # ]
  345.     BackbufferHDRFormat = "Rgba64"
  346.     # Should the system HDR settings be honored?
  347.     HonorHDRSettings = true
  348.  
  349.     [Config.Performance]
  350.     # Perform a Generation 0 and 1 garbage collection pass every N ticks (if <= 0, disabled)
  351.     TransientGCTickCount = 150
  352.  
  353.     [Config.Resample]
  354.     # Should resampling be enabled?
  355.     Enabled = true
  356.     # Should texture rescaling be enabled?
  357.     Scale = true
  358.     # What scaling algorithm should be used by default?
  359.     # Legal Values: [
  360.     #   [xBRZ, System.Collections.Generic.List`1[System.String]],
  361.     #   [SuperXBR, System.Collections.Generic.List`1[System.String]],
  362.     #   [EPX, System.Collections.Generic.List`1[System.String]],
  363.     #   [Bilinear, System.Collections.Generic.List`1[System.String]],
  364.     #   [None, System.Collections.Generic.List`1[System.String]]
  365.     # ]
  366.     Scaler = "xBRZ"
  367.     # What scaling algorithm should be used for gradient sprites?
  368.     # Legal Values: [
  369.     #   [xBRZ, System.Collections.Generic.List`1[System.String]],
  370.     #   [SuperXBR, System.Collections.Generic.List`1[System.String]],
  371.     #   [EPX, System.Collections.Generic.List`1[System.String]],
  372.     #   [Bilinear, System.Collections.Generic.List`1[System.String]],
  373.     #   [None, System.Collections.Generic.List`1[System.String]]
  374.     # ]
  375.     ScalerGradient = "None"
  376.     # Should dynamic scaling be used (scaling based upon apparent sprite size)
  377.     EnableDynamicScale = true
  378.     # Should we assume that input sprites are gamma corrected?
  379.     AssumeGammaCorrected = true
  380.     # Maximum scale factor of sprites (clamped to chosen scaler)
  381.     MaxScale = 4294967295
  382.     # Minimum edge length of a sprite to be considered for resampling
  383.     MinimumTextureDimensions = 1
  384.     # Should wrapped addressing be enabled for sprite resampling (when analysis suggests it)?
  385.     EnableWrappedAddressing = false
  386.     # Should resampling be stalled if it is determined that it will cause hitches?
  387.     UseFrametimeStalling = true
  388.     # Should color enhancement/rebalancing be performed?
  389.     UseColorEnhancement = true
  390.     # Should transparent pixels be premultiplied to prevent a 'halo' effect?
  391.     PremultiplyAlpha = true
  392.     # Low pass value that should be filtered when reversing premultiplied alpha.
  393.     PremultiplicationLowPass = 1024
  394.     # Use redmean algorithm for perceptual color comparisons?
  395.     UseRedmean = false
  396.     # What textures are drawn in 'slices' and thus should be special-cased to be resampled as one texture?
  397.     SlicedTextures = [
  398.         "LooseSprites\\Cursors::0,2000:640,256",
  399.         "LooseSprites\\Cloudy_Ocean_BG",
  400.         "LooseSprites\\Cloudy_Ocean_BG_Night",
  401.         "LooseSprites\\stardewPanorama",
  402.         "Maps\\nightSceneMaru",
  403.         "Maps\\nightSceneMaruTrees",
  404.         "Maps\\sebastianMountainTiles",
  405.         "Maps\\sebastianRideTiles",
  406.         "Tilesheets\\GuntherExpedition2_Shadows",
  407.         "Tilesheets\\Highlands_Fog",
  408.         "Tilesheets\\Highlands_FogBackground"
  409.     ]
  410.     # What textures or spritesheets use 4xblock sizes?
  411.     TwoXTextures = [
  412.         "Maps\\WoodBuildings"
  413.     ]
  414.     # What textures or spritesheets use 4xblock sizes?
  415.     FourXTextures = [
  416.         "Characters\\Monsters\\Crow",
  417.         "Characters\\femaleRival",
  418.         "Characters\\maleRival",
  419.         "LooseSprites\\Bat",
  420.         "LooseSprites\\buildingPlacementTiles",
  421.         "LooseSprites\\chatBox",
  422.         "LooseSprites\\daybg",
  423.         "LooseSprites\\DialogBoxGreen",
  424.         "LooseSprites\\hoverBox",
  425.         "LooseSprites\\nightbg",
  426.         "LooseSprites\\robinAtWork",
  427.         "LooseSprites\\skillTitles",
  428.         "LooseSprites\\textBox",
  429.         "Maps\\busPeople",
  430.         "Maps\\cavedarker",
  431.         "Maps\\FarmhouseTiles",
  432.         "Maps\\GreenHouseInterior",
  433.         "Maps\\MenuTiles",
  434.         "Maps\\MenuTilesUncolored",
  435.         "Maps\\spring_BusStop",
  436.         "Maps\\TownIndoors",
  437.         "TerrainFeatures\\BuffsIcons",
  438.         "TerrainFeatures\\DiggableWall_basic",
  439.         "TerrainFeatures\\DiggableWall_basic_dark",
  440.         "TerrainFeatures\\DiggableWall_frost",
  441.         "TerrainFeatures\\DiggableWall_frost_dark",
  442.         "TerrainFeatures\\DiggableWall_lava",
  443.         "TerrainFeatures\\DiggableWall_lava_dark",
  444.         "TerrainFeatures\\Stalagmite",
  445.         "TerrainFeatures\\Stalagmite_Frost",
  446.         "TerrainFeatures\\Stalagmite_Lava",
  447.         "TileSheets\\Fireball",
  448.         "TileSheets\\rain",
  449.         "TileSheets\\animations"
  450.     ]
  451.     # What spritesheets will absolutely not be resampled or processed?
  452.     Blacklist = [
  453.         "LooseSprites\\Lighting\\",
  454.         "@^Maps\\\\.+Mist",
  455.         "@^Maps\\\\.+mist",
  456.         "@^Maps\\\\.+Shadow",
  457.         "@^Maps\\\\.+Shadows",
  458.         "@^Maps\\\\.+Fog",
  459.         "@^Maps\\\\.+FogBackground"
  460.     ]
  461.     # What spritesheets will absolutely not be treated as gradients?
  462.     GradientBlacklist = [
  463.         "TerrainFeatures\\hoeDirt"
  464.     ]
  465.  
  466.         [Config.Resample.BlockMultipleAnalysis]
  467.         # Should sprites be analyzed to see if they are block multiples?
  468.         Enabled = true
  469.         # What threshold should be used for block multiple analysis?
  470.         EqualityThreshold = 1
  471.         # How many blocks can be different for the test to still pass?
  472.         MaxInequality = 1
  473.  
  474.         [Config.Resample.Analysis]
  475.         # Max color difference to not consider a sprite to be a gradient?
  476.         MaxGradientColorDifference = 38
  477.         # Minimum different shades required (per channel) for a sprite to be a gradient?
  478.         MinimumGradientShades = 2
  479.         # Use redmean algorithm for perceptual color comparisons?
  480.         UseRedmean = true
  481.         # Experimental resample-based recolor support
  482.         [Config.Resample.Recolor]
  483.         # Should (experimental) resample-based recoloring be enabled?
  484.         Enabled = false
  485.         RScalar = 0.8976420000000001
  486.         GScalar = 0.998476
  487.         BScalar = 1.18365
  488.  
  489.         [Config.Resample.BlockCompression]
  490.         # Should block compression of sprites be enabled?
  491.         Enabled = true
  492.         # What quality level should be used?
  493.         # Legal Values: [
  494.         #   [Fastest, System.Collections.Generic.List`1[System.String]],
  495.         #   [Normal, System.Collections.Generic.List`1[System.String]],
  496.         #   [Production, System.Collections.Generic.List`1[System.String]],
  497.         #   [Highest, System.Collections.Generic.List`1[System.String]]
  498.         # ]
  499.         Quality = "Highest"
  500.         # What alpha deviation threshold should be applied to determine if a sprite's transparency is smooth or mask-like (determines between bc2 and bc3)?
  501.         HardAlphaDeviationThreshold = 7
  502.  
  503.         [Config.Resample.Padding]
  504.         # Should padding be applied to sprites to allow resampling to extend beyond the natural sprite boundaries?
  505.         Enabled = true
  506.         # What is the minimum edge size of a sprite for padding to be enabled?
  507.         MinimumSizeTexels = 4
  508.         # Should unknown (unnamed) sprites be ignored by the padding system?
  509.         IgnoreUnknown = false
  510.         # Should solid edges be padded?
  511.         PadSolidEdges = false
  512.         # What spritesheets should not be padded?
  513.         BlackList = [
  514.             "LooseSprites\\Cursors::256,308:50,34"
  515.         ]
  516.         # What spritesheets should have a stricter edge-detection algorithm applied?
  517.         StrictList = [
  518.             "LooseSprites\\Cursors"
  519.         ]
  520.         # What spritesheets should always be padded?
  521.         AlwaysList = [
  522.             "LooseSprites\\font_bold",
  523.             "Characters\\Farmer\\hairstyles",
  524.             "Characters\\Farmer\\hairstyles2",
  525.             "Characters\\Farmer\\hats",
  526.             "Characters\\Farmer\\pants",
  527.             "Characters\\Farmer\\shirts",
  528.             "TileSheets\\weapons",
  529.             "TileSheets\\bushes",
  530.             "TerrainFeatures\\grass",
  531.             "TileSheets\\debris",
  532.             "TileSheets\\animations",
  533.             "Maps\\springobjects",
  534.             "Maps\\summerobjects",
  535.             "Maps\\winterobjects",
  536.             "Maps\\fallobjects",
  537.             "Buildings\\houses",
  538.             "TileSheets\\furniture",
  539.             "TerrainFeatures\\tree1_spring",
  540.             "TerrainFeatures\\tree2_spring",
  541.             "TerrainFeatures\\tree3_spring",
  542.             "TerrainFeatures\\tree1_summer",
  543.             "TerrainFeatures\\tree2_summer",
  544.             "TerrainFeatures\\tree3_summer",
  545.             "TerrainFeatures\\tree1_fall",
  546.             "TerrainFeatures\\tree2_fall",
  547.             "TerrainFeatures\\tree3_fall",
  548.             "TerrainFeatures\\tree1_winter",
  549.             "TerrainFeatures\\tree2_winter",
  550.             "TerrainFeatures\\tree3_winter"
  551.         ]
  552.         # Settings common to all scalers
  553.         [Config.Resample.Common]
  554.         # The tolerance for colors to be considered equal - [0, 256)
  555.         EqualColorTolerance = 20
  556.         # The weight provided to luminance as opposed to chrominance when performing color comparisons
  557.         LuminanceWeight = 1
  558.  
  559.         [Config.Resample.xBRZ]
  560.         # The threshold for a corner-direction to be considered 'dominant'
  561.         DominantDirectionThreshold = 4.4
  562.         # The threshold for a corner-direction to be considered 'steep'
  563.         SteepDirectionThreshold = 2.2
  564.         # Bias towards kernel center applied to corner-direction calculations
  565.         CenterDirectionBias = 3
  566.         # Should gradient block copies be used? (Note: Very Broken)
  567.         UseGradientBlockCopy = false
  568.  
  569.     [Config.WrapDetection]
  570.     # What is the threshold percentage of alpha values to be used to determine if it is a wrapping edge?
  571.     edgeThreshold = 0.2000000029802322
  572.     # What is the minimum alpha value assumed to be opaque?
  573.     alphaThreshold = 1
  574.  
  575.     [Config.AsyncScaling]
  576.     # Should asynchronous scaling be enabled for unknown textures?
  577.     EnabledForUnknownTextures = true
  578.     # Should synchronous stores always be used?
  579.     ForceSynchronousStores = true
  580.     # Should synchronous stores be throttled?
  581.     ThrottledSynchronousLoads = true
  582.     # Should we fetch and load texture data within the same frame?
  583.     CanFetchAndLoadSameFrame = true
  584.  
  585.     [Config.MemoryCache]
  586.     # Should the memory cache be enabled?
  587.     Enabled = true
  588.     # Should memory cache elements always be flushed upon update?
  589.     AlwaysFlush = false
  590.  
  591.     [Config.SuspendedCache]
  592.     # Should the suspended sprite cache be enabled?
  593.     Enabled = true
  594.  
  595.     [Config.SMAPI]
  596.     # Should the experimental SMAPI texture cache patch be enabled?
  597.     TextureCacheEnabled = true
  598.     # Should the PMA texture cache be enabled?
  599.     PMATextureCacheEnabled = true
  600.     # Should the experimental SMAPI texture cache have high memory usage enabled?
  601.     # Unrecommended: This results in the game's texture being retained (and thus loaded faster) but doesn't suspend the resampled sprite instances.
  602.     TextureCacheHighMemoryEnabled = false
  603.     # Should the ApplyPatch method be patched?
  604.     ApplyPatchEnabled = true
  605.     # Should ApplyPatch pin temporary memory?
  606.     ApplyPatchPinMemory = false
  607.     # Should 'GetData' be patched to use SM caches?
  608.     ApplyGetDataPatch = true
  609.  
  610.     [Config.Extras]
  611.     # Should the game have 'fast quitting' enabled?
  612.     FastQuit = false
  613.     # Should line drawing be smoothed?
  614.     SmoothLines = true
  615.     # Should Harmony patches have inlining re-enabled?
  616.     HarmonyInlining = false
  617.     # Should the game's 'parseMasterSchedule' method be fixed and optimized?
  618.     FixMasterSchedule = true
  619.     # Should NPC Warp Points code be optimized?
  620.     OptimizeWarpPoints = true
  621.     # Should NPCs take true shortest paths?
  622.     TrueShortestPath = false
  623.     # Allow NPCs onto the farm?
  624.     AllowNPCsOnFarm = false
  625.     # Should the default batch sort be replaced with a stable sort?
  626.     StableSort = true
  627.     # Should the game be prevented from going 'unresponsive' during loads?
  628.     PreventUnresponsive = true
  629.     # Should the engine's deferred thread task runner be optimized?
  630.     OptimizeEngineTaskRunner = true
  631.  
  632.         [Config.Extras.Snow]
  633.         # Should custom snowfall be used during snowstorms?
  634.         Enabled = true
  635.         # Minimum Snow Density
  636.         MinimumDensity = 1024
  637.         # Maximum Snow Density
  638.         MaximumDensity = 3072
  639.         # Maximum Snow Rotation Speed
  640.         MaximumRotationSpeed = 0.01666666666666667
  641.         # Maximum Snow Scale
  642.         MaximumScale = 3
  643.         # Puffersnow Chance
  644.         PuffersnowChance = -1
  645.  
  646.         [Config.Extras.ModPatches]
  647.         # Patch CustomNPCFixes in order to improve load times?
  648.         PatchCustomNPCFixes = false
  649.         # Disable PyTK mitigation for SpriteMaster?
  650.         DisablePyTKMitigation = true
  651.  
  652.     [Config.FileCache]
  653.     # Should the file cache be enabled?
  654.     Enabled = true
  655.     # What compression algorithm should be used?
  656.     # Legal Values: [
  657.     #   [None, System.Collections.Generic.List`1[System.String]],
  658.     #   [Compress, System.Collections.Generic.List`1[System.String]],
  659.     #   [Deflate, System.Collections.Generic.List`1[System.String]],
  660.     #   [LZMA, System.Collections.Generic.List`1[System.String]],
  661.     #   [Zstd, System.Collections.Generic.List`1[System.String]]
  662.     # ]
  663.     Compress = "Zstd"
  664.     # Should files be compressed regardless of if it would be beneficial?
  665.     ForceCompress = false
  666.     # Should system compression (such as NTFS compression) be preferred?
  667.     PreferSystemCompression = false
  668.  
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