Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- # 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-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 = "speex-fixed-4"
- # 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 = True
- [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
- # Force number of cycles per emulated instruction
- CountPerOp = 0
- # Reduce number of cycles per update by power of two when set greater than 0 (overclock)
- CountPerOpDenomPot = 0
- # Increment the save state slot after each save operation
- AutoStateSlotIncrement = False
- # Save state slot (0-9) to use when saving/loading the emulator state
- CurrentStateSlot = 0
- # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support
- EnableDebugger = False
- # 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 = ""
- # 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 = ""
- # Path to a directory to search when looking for shared data files
- SharedDataPath = "/opt/retropie/configs/n64"
- # Randomize PI/SI Interrupt Timing
- RandomizeInterrupt = True
- # Duration of SI DMA (-1: use per game settings)
- SiDmaDuration = -1
- # Gameboy Camera Video Capture backend
- GbCameraVideoCaptureBackend1 = ""
- # Disk Save Format (0: Full Disk Copy (*.ndr/*.d6r), 1: RAM Area Only (*.ram))
- SaveDiskFormat = 1
- # Save (SRAM/State) Filename Format (0: ROM Header Name, 1: Automatic (including partial MD5 hash))
- SaveFilenameFormat = 1
- [CoreEvents]
- # Mupen64Plus CoreEvents config parameter set version number. Please don't change this version number.
- Version = 1.000000
- # SDL keysym for save slot 0
- Kbd Mapping Slot 0 = 48
- # SDL keysym for save slot 1
- Kbd Mapping Slot 1 = 49
- # SDL keysym for save slot 2
- Kbd Mapping Slot 2 = 50
- # SDL keysym for save slot 3
- Kbd Mapping Slot 3 = 51
- # SDL keysym for save slot 4
- Kbd Mapping Slot 4 = 52
- # SDL keysym for save slot 5
- Kbd Mapping Slot 5 = 53
- # SDL keysym for save slot 6
- Kbd Mapping Slot 6 = 54
- # SDL keysym for save slot 7
- Kbd Mapping Slot 7 = 55
- # SDL keysym for save slot 8
- Kbd Mapping Slot 8 = 56
- # SDL keysym for save slot 9
- Kbd Mapping Slot 9 = 57
- # 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 toggling the framerate limiter
- Kbd Mapping Speed Limiter Toggle = 121
- # 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 stopping the emulator
- Joy Mapping Stop = "J0B6/B7"
- # Joystick event string for switching between fullscreen/windowed modes
- Joy Mapping Fullscreen = ""
- # Joystick event string for saving the emulator state
- Joy Mapping Save State = "J0B6/B5"
- # Joystick event string for loading the emulator state
- Joy Mapping Load State = "J0B6/B4"
- # 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 Series X Controller"
- # 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 = "hat(0 Right)"
- DPad L = "hat(0 Left)"
- DPad D = "hat(0 Down)"
- DPad U = "hat(0 Up)"
- Start = "button(11)"
- Z Trig = "button(6) axis(5+)"
- B Button = "button(3)"
- A Button = "button(0)"
- C Button R = ""
- C Button L = ""
- C Button D = "button(1)"
- C Button U = "button(4)"
- R Trig = "button(7) axis(4+)"
- L Trig = ""
- Mempak switch = "button()"
- Rumblepak switch = "button()"
- # 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 = "hat(0 Right)"
- DPad L = "hat(0 Left)"
- DPad D = "hat(0 Down)"
- DPad U = "hat(0 Up)"
- Start = "button(9)"
- Z Trig = "button(4)"
- B Button = "button(3)"
- A Button = "button(2)"
- C Button R = ""
- C Button L = ""
- C Button D = "button(1)"
- C Button U = "button(0)"
- R Trig = "button(5)"
- L Trig = ""
- Mempak switch = "button(10)"
- Rumblepak switch = "button(11)"
- # 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 = "hat(0 Right)"
- DPad L = "hat(0 Left)"
- DPad D = "hat(0 Down)"
- DPad U = "hat(0 Up)"
- Start = "button(7)"
- Z Trig = "button(4) axis(2+)"
- B Button = "button(2)"
- A Button = "button(0)"
- C Button R = ""
- C Button L = ""
- C Button D = "button(1)"
- C Button U = "button(3)"
- R Trig = "button(5) axis(5+)"
- L Trig = ""
- 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 = False
- # 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 = ""
- DPad L = ""
- DPad D = ""
- DPad U = ""
- Start = ""
- Z Trig = ""
- B Button = ""
- A Button = ""
- C Button R = ""
- C Button L = ""
- C Button D = ""
- C Button U = ""
- R Trig = ""
- L Trig = ""
- Mempak switch = ""
- Rumblepak switch = ""
- # Analog axis configuration mappings
- X Axis = ""
- Y Axis = ""
- [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-glide64mk2.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]
- # Use fullscreen mode if True, or windowed mode if False
- Fullscreen = True
- # If true, prevent frame tearing by waiting for vsync before swapping
- VerticalSync = True
- # Width of output window or fullscreen width
- ScreenWidth = 640
- # Height of output window or fullscreen height
- ScreenHeight = 480
- # Rotate screen contents: 0=0 degree, 1=90 degree, 2 = 180 degree, 3=270 degree
- Rotate = 0
- [Video-Glide64mk2]
- # Enable full-scene anti-aliasing by setting this to a value greater than 1
- wrpAntiAliasing = 0
- # Card ID
- card_id = 0
- # If true, use polygon offset values specified below
- force_polygon_offset = False
- # Specifies a scale factor that is used to create a variable depth offset for each polygon
- polygon_offset_factor = 0.000000
- # Is multiplied by an implementation-specific value to create a constant depth offset
- polygon_offset_units = 0.000000
- # Vertical sync
- vsync = True
- # TODO:ssformat
- ssformat = False
- # Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent
- show_fps = 0
- # Clock enabled
- clock = False
- # Clock is 24-hour
- clock_24_hr = True
- # Wrapper resolution
- wrpResolution = 0
- # Wrapper VRAM
- wrpVRAM = 0
- # Wrapper FBO
- wrpFBO = True
- # Wrapper Anisotropic Filtering
- wrpAnisotropic = True
- # Texture Enhancement: Smooth/Sharpen Filters
- ghq_fltr = 0
- # Texture Compression: 0 for S3TC, 1 for FXT1
- ghq_cmpr = 0
- # Texture Enhancement: More filters
- ghq_enht = 0
- # Hi-res texture pack format (0 for none, 1 for Rice)
- ghq_hirs = 0
- # Compress texture cache with S3TC or FXT1
- ghq_enht_cmpr = False
- # Tile textures (saves memory but could cause issues)
- ghq_enht_tile = 0
- # Force 16bpp textures (saves ram but lower quality)
- ghq_enht_f16bpp = False
- # Compress texture cache
- ghq_enht_gz = True
- # Don't enhance textures for backgrounds
- ghq_enht_nobg = False
- # Enable S3TC and FXT1 compression
- ghq_hirs_cmpr = False
- # Tile hi-res textures (saves memory but could cause issues)
- ghq_hirs_tile = False
- # Force 16bpp hi-res textures (saves ram but lower quality)
- ghq_hirs_f16bpp = False
- # Compress hi-res texture cache
- ghq_hirs_gz = True
- # Alternative CRC calculation -- emulates Rice bug
- ghq_hirs_altcrc = True
- # Save tex cache to disk
- ghq_cache_save = True
- # Texture Cache Size (MB)
- ghq_cache_size = 128
- # Use full alpha channel -- could cause issues for some tex packs
- ghq_hirs_let_texartists_fly = False
- # Dump textures
- ghq_hirs_dump = False
- # Alternate texture size method: -1=Game default, 0=disable. 1=enable
- alt_tex_size = -1
- # Use first SETTILESIZE only: -1=Game default, 0=disable. 1=enable
- use_sts1_only = -1
- # Use spheric mapping only: -1=Game default, 0=disable. 1=enable
- force_calc_sphere = -1
- # Force positive viewport: -1=Game default, 0=disable. 1=enable
- correct_viewport = -1
- # Force texrect size to integral value: -1=Game default, 0=disable. 1=enable
- increase_texrect_edge = -1
- # Reduce fillrect size by 1: -1=Game default, 0=disable. 1=enable
- decrease_fillrect_edge = -1
- # Enable perspective texture correction emulation: -1=Game default, 0=disable. 1=enable
- texture_correction = -1
- # Set special scale for PAL games: -1=Game default, 0=disable. 1=enable
- pal230 = -1
- # 3DFX Dithered alpha emulation mode: -1=Game default, >=0=dithered alpha emulation mode
- stipple_mode = -1
- # 3DFX Dithered alpha pattern: -1=Game default, >=0=pattern used for dithered alpha emulation
- stipple_pattern = -1
- # Check microcode each frame: -1=Game default, 0=disable. 1=enable
- force_microcheck = -1
- # Force 0xb5 command to be quad, not line 3D: -1=Game default, 0=disable. 1=enable
- force_quad3d = -1
- # Enable near z clipping: -1=Game default, 0=disable. 1=enable
- clip_zmin = -1
- # Enable far plane clipping: -1=Game default, 0=disable. 1=enable
- clip_zmax = -1
- # Use fast CRC algorithm: -1=Game default, 0=disable. 1=enable
- fast_crc = -1
- # Adjust screen aspect for wide screen mode: -1=Game default, 0=disable. 1=enable
- adjust_aspect = -1
- # Force strict check in Depth buffer test: -1=Game default, 0=disable. 1=enable
- zmode_compare_less = -1
- # Apply alpha dither regardless of alpha_dither_mode: -1=Game default, 0=disable. 1=enable
- old_style_adither = -1
- # Scale vertex z value before writing to depth buffer: -1=Game default, 0=disable. 1=enable
- n64_z_scale = -1
- # Fast texrect rendering with hwfbe: -1=Game default, 0=disable. 1=enable
- optimize_texrect = -1
- # Do not copy auxiliary frame buffers: -1=Game default, 0=disable. 1=enable
- ignore_aux_copy = -1
- # Clear auxiliary texture frame buffers: -1=Game default, 0=disable. 1=enable
- hires_buf_clear = -1
- # Read alpha from framebuffer: -1=Game default, 0=disable. 1=enable
- fb_read_alpha = -1
- # Handle unchanged fb: -1=Game default, 0=disable. 1=enable
- useless_is_useless = -1
- # Set frambuffer CRC mode: -1=Game default, 0=disable CRC, 1=fast CRC, 2=safe CRC
- fb_crc_mode = -1
- # Filtering mode: -1=Game default, 0=automatic, 1=force bilinear, 2=force point sampled
- filtering = -1
- # Fog: -1=Game default, 0=disable. 1=enable
- fog = -1
- # Buffer clear on every frame: -1=Game default, 0=disable. 1=enable
- buff_clear = -1
- # Buffer swapping method: -1=Game default, 0=swap buffers when vertical interrupt has occurred, 1=swap buffers when set of conditions is satisfied. Prevents flicker on some games, 2=mix of first two methods
- swapmode = -1
- # Aspect ratio: -1=Game default, 0=Force 4:3, 1=Force 16:9, 2=Stretch, 3=Original
- aspect = -1
- # LOD calculation: -1=Game default, 0=disable. 1=fast, 2=precise
- lodmode = -1
- # Smart framebuffer: -1=Game default, 0=disable. 1=enable
- fb_smart = -1
- # Hardware frame buffer emulation: -1=Game default, 0=disable. 1=enable
- fb_hires = -1
- # Read framebuffer every frame (may be slow use only for effects that need it e.g. Banjo Kazooie, DK64 transitions): -1=Game default, 0=disable. 1=enable
- fb_read_always = -1
- # Render N64 frame buffer as texture: -1=Game default, 0=disable, 1=mode1, 2=mode2
- read_back_to_screen = -1
- # Show images written directly by CPU: -1=Game default, 0=disable. 1=enable
- detect_cpu_write = -1
- # Get frame buffer info: -1=Game default, 0=disable. 1=enable
- fb_get_info = -1
- # Enable software depth render: -1=Game default, 0=disable. 1=enable
- fb_render = -1
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement