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- # Mupen64Plus Configuration File
- # This file is automatically read and written by the Mupen64Plus Core library
- [64DD]
- # Filename of the 64DD IPL ROM
- IPL-ROM = ""
- # Filename of the disk to load into Disk Drive
- Disk = ""
- [Audio-OMX]
- Version = 1
- OUTPUT_PORT = "1"
- # Frequency which is used if rom doesn't want to change it
- DEFAULT_FREQUENCY = 33600
- # Swaps left and right channels
- SWAP_CHANNELS = False
- # Audio Output Frequncy mode (when NATIVE_MODE=false): 0 = Rom Frequency, 1 ROM Frequency if supported (HDMI only), 2 = Standard frequency < Rom Frequency, 3 = Standard frequency > Rom Frequency, [N] Force output frequency
- DEFAULT_MODE = 0
- [Audio-SDL]
- # Mupen64Plus SDL Audio Plugin config parameter version number
- Version = 1.000000
- # Frequency which is used if rom doesn't want to change it
- DEFAULT_FREQUENCY = 33600
- # Swaps left and right channels
- SWAP_CHANNELS = False
- # Size of primary buffer in output samples. This is where audio is loaded after it's extracted from n64's memory.
- PRIMARY_BUFFER_SIZE = 16384
- # 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.
- PRIMARY_BUFFER_TARGET = 2048
- # 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.
- SECONDARY_BUFFER_SIZE = 1024
- # 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
- RESAMPLE = "trivial"
- # Volume control type: 1 = SDL (only affects Mupen64Plus output) 2 = OSS mixer (adjusts master PC volume)
- VOLUME_CONTROL_TYPE = 1
- # Percentage change each time the volume is increased or decreased
- VOLUME_ADJUST = 5
- # Default volume when a game is started. Only used if VOLUME_CONTROL_TYPE is 1
- VOLUME_DEFAULT = 80
- # Synchronize Video/Audio
- AUDIO_SYNC = False
- [Core]
- # Mupen64Plus Core config parameter set version number. Please don't change this version number.
- Version = 1.010000
- # Draw on-screen display if True, otherwise don't draw OSD
- OnScreenDisplay = False
- # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more
- R4300Emulator = 2
- # Disable compiled jump commands in dynamic recompiler (should be set to False)
- NoCompiledJump = False
- # Disable 4MB expansion RAM pack. May be necessary for some games
- DisableExtraMem = False
- # Increment the save state slot after each save operation
- AutoStateSlotIncrement = False
- # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support
- EnableDebugger = False
- # Save state slot (0-9) to use when saving/loading the emulator state
- CurrentStateSlot = 0
- # Path to directory where screenshots are saved. If this is blank, the default value of ${UserDataPath}/screenshot will be used
- ScreenshotPath = ""
- # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserDataPath}/save will be used
- SaveStatePath = "/home/pi/RetroPie/roms/n64/Mupen64plus/save"
- # 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
- SaveSRAMPath = "/home/pi/RetroPie/roms/n64/Mupen64plus/save"
- # Path to a directory to search when looking for shared data files
- SharedDataPath = "/opt/retropie/configs/n64"
- # Force number of cycles per emulated instruction
- CountPerOp = 0
- # Randomize PI/SI Interrupt Timing
- RandomizeInterrupt = True
- # Duration of SI DMA (-1: use per game settings)
- SiDmaDuration = -1
- # Gameboy Camera Video Capture backend
- GbCameraVideoCaptureBackend1 = ""
- [CoreEvents]
- # Mupen64Plus CoreEvents config parameter set version number. Please don't change this version number.
- Version = 1
- # Joystick event string for stopping the emulator
- Joy Mapping Stop = "J0B8/B7"
- # Joystick event string for loading the emulator state
- Joy Mapping Load State = "J0B8/B4"
- # Joystick event string for saving the emulator state
- Joy Mapping Save State = "J0B8/B5"
- txHiresEnable = True
- # SDL keysym for stopping the emulator
- Kbd Mapping Stop = 27
- # SDL keysym for switching between fullscreen/windowed modes
- Kbd Mapping Fullscreen = 0
- # SDL keysym for saving the emulator state
- Kbd Mapping Save State = 286
- # SDL keysym for loading the emulator state
- Kbd Mapping Load State = 288
- # SDL keysym for advancing the save state slot
- Kbd Mapping Increment Slot = 0
- # SDL keysym for resetting the emulator
- Kbd Mapping Reset = 290
- # SDL keysym for slowing down the emulator
- Kbd Mapping Speed Down = 291
- # SDL keysym for speeding up the emulator
- Kbd Mapping Speed Up = 292
- # SDL keysym for taking a screenshot
- Kbd Mapping Screenshot = 293
- # SDL keysym for pausing the emulator
- Kbd Mapping Pause = 112
- # SDL keysym for muting/unmuting the sound
- Kbd Mapping Mute = 109
- # SDL keysym for increasing the volume
- Kbd Mapping Increase Volume = 93
- # SDL keysym for decreasing the volume
- Kbd Mapping Decrease Volume = 91
- # SDL keysym for temporarily going really fast
- Kbd Mapping Fast Forward = 102
- # SDL keysym for advancing by one frame when paused
- Kbd Mapping Frame Advance = 47
- # SDL keysym for pressing the game shark button
- Kbd Mapping Gameshark = 103
- # Joystick event string for switching between fullscreen/windowed modes
- Joy Mapping Fullscreen = ""
- # Joystick event string for advancing the save state slot
- Joy Mapping Increment Slot = ""
- # Joystick event string for resetting the emulator
- Joy Mapping Reset = ""
- # Joystick event string for slowing down the emulator
- Joy Mapping Speed Down = ""
- # Joystick event string for speeding up the emulator
- Joy Mapping Speed Up = ""
- # Joystick event string for taking a screenshot
- Joy Mapping Screenshot = ""
- # Joystick event string for pausing the emulator
- Joy Mapping Pause = ""
- # Joystick event string for muting/unmuting the sound
- Joy Mapping Mute = ""
- # Joystick event string for increasing the volume
- Joy Mapping Increase Volume = ""
- # Joystick event string for decreasing the volume
- Joy Mapping Decrease Volume = ""
- # Joystick event string for fast-forward
- Joy Mapping Fast Forward = ""
- # Joystick event string for advancing by one frame when paused
- Joy Mapping Frame Advance = ""
- # Joystick event string for pressing the game shark button
- Joy Mapping Gameshark = ""
- [Input-SDL-Control1]
- # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.
- version = 2.000000
- # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
- mode = 2
- # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
- device = 0
- # SDL joystick name (or Keyboard)
- name = "Xbox 360 Wireless Receiver (XBOX)"
- # Specifies whether this controller is 'plugged in' to the simulated N64
- plugged = True
- # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak
- plugin = "2"
- # If True, then mouse buttons may be used with this controller
- mouse = False
- # Scaling factor for mouse movements. For X, Y axes.
- MouseSensitivity = "2.00,2.00"
- # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.
- AnalogDeadzone = "4096,4096"
- # 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
- AnalogPeak = "32768,32768"
- # Digital button configuration mappings
- DPad R = "button(12)"
- DPad L = "button(11)"
- DPad D = "button(14)"
- DPad U = "button(13)"
- Start = "button(7)"
- Z Trig = "axis(2+)"
- B Button = "button(2)"
- A Button = "button(0)"
- C Button R = "axis(3+)"
- C Button L = "axis(3-)"
- C Button D = "button(1) axis(4+)"
- C Button U = "button(3) axis(4-)"
- R Trig = "button(5)"
- L Trig = "button(4)"
- Mempak switch = "button(9)"
- Rumblepak switch = "button(10)"
- # Analog axis configuration mappings
- X Axis = "axis(0-,0+)"
- Y Axis = "axis(1-,1+)"
- [Input-SDL-Control2]
- # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.
- version = 2.000000
- # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
- mode = 2
- # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
- device = -1
- # SDL joystick name (or Keyboard)
- name = ""
- # Specifies whether this controller is 'plugged in' to the simulated N64
- plugged = True
- # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak
- plugin = "2"
- # If True, then mouse buttons may be used with this controller
- mouse = False
- # Scaling factor for mouse movements. For X, Y axes.
- MouseSensitivity = "2.00,2.00"
- # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.
- AnalogDeadzone = "4096,4096"
- # 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
- AnalogPeak = "32768,32768"
- # Digital button configuration mappings
- DPad R = "button(12)"
- DPad L = "button(11)"
- DPad D = "button(14)"
- DPad U = "button(13)"
- Start = "button(7)"
- Z Trig = "axis(2+)"
- B Button = "button(2)"
- A Button = "button(0)"
- C Button R = "axis(3+)"
- C Button L = "axis(3-)"
- C Button D = "button(1) axis(4+)"
- C Button U = "button(3) axis(4-)"
- R Trig = "button(5)"
- L Trig = "button(4)"
- Mempak switch = "button(9)"
- Rumblepak switch = "button(10)"
- # Analog axis configuration mappings
- X Axis = "axis(0-,0+)"
- Y Axis = "axis(1-,1+)"
- [Input-SDL-Control3]
- # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.
- version = 2.000000
- # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
- mode = 2
- # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
- device = -1
- # SDL joystick name (or Keyboard)
- name = ""
- # Specifies whether this controller is 'plugged in' to the simulated N64
- plugged = True
- # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak
- plugin = "2"
- # If True, then mouse buttons may be used with this controller
- mouse = False
- # Scaling factor for mouse movements. For X, Y axes.
- MouseSensitivity = "2.00,2.00"
- # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.
- AnalogDeadzone = "4096,4096"
- # 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
- AnalogPeak = "32768,32768"
- # Digital button configuration mappings
- DPad R = "button(12)"
- DPad L = "button(11)"
- DPad D = "button(14)"
- DPad U = "button(13)"
- Start = "button(7)"
- Z Trig = "axis(2+)"
- B Button = "button(2)"
- A Button = "button(0)"
- C Button R = "axis(3+)"
- C Button L = "axis(3-)"
- C Button D = "button(1) axis(4+)"
- C Button U = "button(3) axis(4-)"
- R Trig = "button(5)"
- L Trig = "button(4)"
- Mempak switch = "button(9)"
- Rumblepak switch = "button(10)"
- # Analog axis configuration mappings
- X Axis = "axis(0-,0+)"
- Y Axis = "axis(1-,1+)"
- [Input-SDL-Control4]
- # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.
- version = 2.000000
- # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
- mode = 2
- # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
- device = -1
- # SDL joystick name (or Keyboard)
- name = ""
- # Specifies whether this controller is 'plugged in' to the simulated N64
- plugged = True
- # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak
- plugin = "2"
- # If True, then mouse buttons may be used with this controller
- mouse = False
- # Scaling factor for mouse movements. For X, Y axes.
- MouseSensitivity = "2.00,2.00"
- # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.
- AnalogDeadzone = "4096,4096"
- # 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
- AnalogPeak = "32768,32768"
- # Digital button configuration mappings
- DPad R = "button(12)"
- DPad L = "button(11)"
- DPad D = "button(14)"
- DPad U = "button(13)"
- Start = "button(7)"
- Z Trig = "axis(2+)"
- B Button = "button(2)"
- A Button = "button(0)"
- C Button R = "axis(3+)"
- C Button L = "axis(3-)"
- C Button D = "button(1) axis(4+)"
- C Button U = "button(3) axis(4-)"
- R Trig = "button(5)"
- L Trig = "button(4)"
- Mempak switch = "button(9)"
- Rumblepak switch = "button(10)"
- # Analog axis configuration mappings
- X Axis = "axis(0-,0+)"
- Y Axis = "axis(1-,1+)"
- [Rsp-HLE]
- # Mupen64Plus RSP HLE Plugin config parameter version number
- Version = 1.000000
- # Path to a RSP plugin which will be used when encountering an unknown ucode.You can disable this by letting an empty string.
- RspFallback = ""
- # Send display lists to the graphics plugin
- DisplayListToGraphicsPlugin = True
- # Send audio lists to the audio plugin
- AudioListToAudioPlugin = False
- [Transferpak]
- # Filename of the GB ROM to load into transferpak 1
- GB-rom-1 = ""
- # Filename of the GB RAM to load into transferpak 1
- GB-ram-1 = ""
- # Filename of the GB ROM to load into transferpak 2
- GB-rom-2 = ""
- # Filename of the GB RAM to load into transferpak 2
- GB-ram-2 = ""
- # Filename of the GB ROM to load into transferpak 3
- GB-rom-3 = ""
- # Filename of the GB RAM to load into transferpak 3
- GB-ram-3 = ""
- # Filename of the GB ROM to load into transferpak 4
- GB-rom-4 = ""
- # Filename of the GB RAM to load into transferpak 4
- GB-ram-4 = ""
- [UI-Console]
- # Mupen64Plus UI-Console config parameter set version number. Please don't change this version number.
- Version = 1.000000
- # Directory in which to search for plugins
- PluginDir = "./"
- # Filename of video plugin
- VideoPlugin = "mupen64plus-video-GLideN64.so"
- # Filename of audio plugin
- AudioPlugin = "mupen64plus-audio-sdl.so"
- # Filename of input plugin
- InputPlugin = "mupen64plus-input-sdl.so"
- # Filename of RSP plugin
- RspPlugin = "mupen64plus-rsp-hle.so"
- [Video-General]
- # If true, activate the SDL_GL_SWAP_CONTROL attribute
- VerticalSync = True
- # Use fullscreen mode if True, or windowed mode if False
- Fullscreen = False
- # Width of output window or fullscreen width
- ScreenWidth = 1920
- # Height of output window or fullscreen height
- ScreenHeight = 1080
- [Video-GLideN64]
- # Settings version. Don't touch it.
- configVersion = 29
- # Bilinear filtering mode (0=N64 3point, 1=standard)
- bilinearMode = 1
- CacheSize = 128
- # Enable frame and|or depth buffer emulation.
- EnableFBEmulation = True
- # Frame buffer size is the factor of N64 native resolution.
- UseNativeResolutionFactor = 1
- # Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
- EnableLegacyBlending = True
- # Enable threaded video backend
- ThreadedVideo = True
- # Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update)
- BufferSwapMode = 2
- # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
- MultiSampling = 0
- # Enable/Disable Fast Approximate Anti-Aliasing FXAA
- FXAA = False
- # Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
- AspectRatio = 1
- # Remove halos around filtered textures.
- enableHalosRemoval = False
- # Max level of Anisotropic Filtering, 0 for off
- MaxAnisotropy = 0
- # Enable color noise emulation.
- EnableNoise = True
- # Enable LOD emulation.
- EnableLOD = True
- # Enable hardware per-pixel lighting.
- EnableHWLighting = False
- # Use persistent storage for compiled shaders.
- EnableShadersStorage = True
- # Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.
- EnableFragmentDepthWrite = True
- # Use GLideN64 per-game settings.
- EnableCustomSettings = True
- # Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)
- CorrectTexrectCoords = 0
- # Render 2D texrects in native resolution to fix misalignment between parts of 2D image. (0=Off, 1=Optimized, 2=Unoptimized)
- EnableNativeResTexrects = 0
- # Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
- BackgroundsMode = 1
- # Copy auxiliary buffers to RDRAM
- EnableCopyAuxiliaryToRDRAM = False
- # Enable N64 depth compare instead of OpenGL standard one. Experimental.
- EnableN64DepthCompare = False
- # Force depth buffer clear. Hack. Needed for Eikou no Saint Andrews.
- ForceDepthBufferClear = False
- # Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo.
- DisableFBInfo = True
- # Read color buffer by 4kb chunks (strict follow to FBRead specification)
- FBInfoReadColorChunk = False
- # Read depth buffer by 4kb chunks (strict follow to FBRead specification)
- FBInfoReadDepthChunk = True
- # Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=Double Buffer, 3=Triple Buffer)
- EnableCopyColorToRDRAM = 2
- # Enable depth buffer copy to RDRAM (0=do not copy, 1=copy from video memory, 2=use software render)
- EnableCopyDepthToRDRAM = 2
- # Enable color buffer copy from RDRAM.
- EnableCopyColorFromRDRAM = False
- # Enable resulted image crop by Overscan.
- EnableOverscan = False
- # PAL mode. Left bound of Overscan
- OverscanPalLeft = 0
- # PAL mode. Right bound of Overscan
- OverscanPalRight = 0
- # PAL mode. Top bound of Overscan
- OverscanPalTop = 0
- # PAL mode. Bottom bound of Overscan
- OverscanPalBottom = 0
- # NTSC mode. Left bound of Overscan
- OverscanNtscLeft = 0
- # NTSC mode. Right bound of Overscan
- OverscanNtscRight = 0
- # NTSC mode. Top bound of Overscan
- OverscanNtscTop = 0
- # NTSC mode. Bottom bound of Overscan
- OverscanNtscBottom = 0
- # 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)
- txFilterMode = 0
- # 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
- txEnhancementMode = 0
- # Deposterize texture before enhancement.
- txDeposterize = False
- # Don't filter background textures.
- txFilterIgnoreBG = False
- # Size of memory cache for enhanced textures in megabytes.
- txCacheSize = 100
- # Use high-resolution texture packs if available.
- txHiresEnable = True
- # Allow to use alpha channel of high-res texture fully.
- txHiresFullAlphaChannel = True
- # Use alternative method of paletted textures CRC calculation.
- txHresAltCRC = False
- # Enable dump of loaded N64 textures.
- txDump = False
- # Zip textures cache.
- txCacheCompression = True
- # Force use 16bit texture formats for HD textures.
- txForce16bpp = False
- # Save texture cache to hard disk.
- txSaveCache = True
- # Use file storage instead of memory cache for enhanced textures.
- txEnhancedTextureFileStorage = False
- # Use file storage instead of memory cache for HD textures.
- txHiresTextureFileStorage = False
- # Path to folder with hi-res texture packs.
- txPath = "/home/pi/.local/share/mupen64plus/hires_texture"
- # Path to folder where plugin saves texture cache files.
- txCachePath = "/home/pi/.cache/mupen64plus/cache"
- # Path to folder where plugin saves dumped textures.
- txDumpPath = "/home/pi/.cache/mupen64plus/texture_dump"
- # File name of True Type Font for text messages.
- fontName = "FreeSans.ttf"
- # Font size.
- fontSize = 18
- # Font color in RGB format.
- fontColor = "B5E61D"
- # Force gamma correction.
- ForceGammaCorrection = False
- # Gamma correction level.
- GammaCorrectionLevel = 2.000000
- # Show FPS counter.
- ShowFPS = False
- # Show VI/S counter.
- ShowVIS = False
- # Show percent counter.
- ShowPercent = False
- # Show internal resolution.
- ShowInternalResolution = False
- # Show rendering resolution.
- ShowRenderingResolution = False
- # Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)
- CountersPos = 8
- # Enable hybrid integer scaling filter, this can be slow with low-end GPUs
- EnableHybridFilter = True
- # Enable dithering pattern on output image.
- EnableDitheringPattern = False
- # Enable hi-res noise dithering.
- EnableHiresNoiseDithering = False
- # Dither with color quantization.
- DitheringQuantization = True
- # Dithering mode for image in RDRAM. (0=disable, 1=bayer, 2=magic square, 3=blue noise)
- RDRAMImageDitheringMode = 3
- [Video-Rice]
- # Enable hi-resolution texture file loading
- LoadHiResTextures = True
- # Frame Buffer Emulation (0=ROM default, 1=disable)
- FrameBufferSetting = 0
- # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)
- FrameBufferWriteBackControl = 1
- # Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload)
- RenderToTexture = 0
- # 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)
- ScreenUpdateSetting = 7
- # Force to use normal alpha blender
- NormalAlphaBlender = False
- # Use a faster algorithm to speed up texture loading and CRC computation
- FastTextureLoading = False
- # Use different texture coordinate clamping code
- AccurateTextureMapping = True
- # Force emulated frame buffers to be in N64 native resolution
- InN64Resolution = False
- # Try to reduce Video RAM usage (should never be used)
- SaveVRAM = False
- # Enable this option to have better render-to-texture quality
- DoubleSizeForSmallTxtrBuf = False
- # Force to use normal color combiner
- DefaultCombinerDisable = False
- # Enable game-specific settings from INI file
- EnableHacks = True
- # If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode
- WinFrameMode = False
- # N64 Texture Memory Full Emulation (may fix some games, may break others)
- FullTMEMEmulation = False
- # Enable vertex clipper for fog operations
- OpenGLVertexClipper = False
- # Enable/Disable SSE optimizations for capable CPUs
- EnableSSE = True
- # Use GPU vertex shader
- EnableVertexShader = False
- # If this option is enabled, the plugin will skip every other frame
- SkipFrame = False
- # If enabled, texture enhancement will be done only for TxtRect ucode
- TexRectOnly = False
- # If enabled, texture enhancement will be done only for textures width+height<=128
- SmallTextureOnly = False
- # Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)
- LoadHiResCRCOnly = True
- # Enable texture dumping
- DumpTexturesToFiles = False
- # Display On-screen FPS
- ShowFPS = False
- # Widescreen hack
- WideScreenHack = False
- # Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinear
- Mipmapping = 2
- # Enable, Disable or Force fog generation (0=Disable, 1=Enable n64 choose, 2=Force Fog)
- FogMethod = 1
- # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)
- ForceTextureFilter = 2
- # 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)
- TextureEnhancement = 0
- # Secondary texture enhancement filter (0 = none, 1-4 = filtered)
- TextureEnhancementControl = 0
- # Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits)
- TextureQuality = 0
- # Z-buffer depth (only 16 or 32)
- OpenGLDepthBufferSetting = 16
- # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
- MultiSampling = 0
- # Color bit depth for rendering window (0=32 bits, 1=16 bits)
- ColorQuality = 0
- # 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)
- OpenGLRenderSetting = 0
- # 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
- AnisotropicFiltering = 0
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