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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, Back, Tab, Enter, Pause, CapsLock, Kana, Kanji, Escape, ImeConvert,
  8. #   ImeNoConvert, Space, PageUp, PageDown, End, Home, Left, Up, Right, Down, Select,
  9. #   Print, Execute, PrintScreen, Insert, Delete, Help, D0, D1, D2, D3, D4, D5, D6,
  10. #   D7, D8, D9, A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W,
  11. #   X, Y, Z, LeftWindows, RightWindows, Apps, Sleep, NumPad0, NumPad1, NumPad2,
  12. #   NumPad3, NumPad4, NumPad5, NumPad6, NumPad7, NumPad8, NumPad9, Multiply, Add,
  13. #   Separator, Subtract, Decimal, Divide, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10,
  14. #   F11, F12, F13, F14, F15, F16, F17, F18, F19, F20, F21, F22, F23, F24, NumLock,
  15. #   Scroll, LeftShift, RightShift, LeftControl, RightControl, LeftAlt, RightAlt,
  16. #   BrowserBack, BrowserForward, BrowserRefresh, BrowserStop, BrowserSearch,
  17. #   BrowserFavorites, BrowserHome, VolumeMute, VolumeDown, VolumeUp, MediaNextTrack,
  18. #   MediaPreviousTrack, MediaStop, MediaPlayPause, LaunchMail, SelectMedia,
  19. #   LaunchApplication1, LaunchApplication2, OemSemicolon, OemPlus, OemComma,
  20. #   OemMinus, OemPeriod, OemQuestion, OemTilde, ChatPadGreen, ChatPadOrange,
  21. #   OemOpenBrackets, OemPipe, OemCloseBrackets, OemQuotes, Oem8, OemBackslash,
  22. #   ProcessKey, OemCopy, OemAuto, OemEnlW, Attn, Crsel, Exsel, EraseEof, Play, Zoom,
  23. #   Pa1, OemClear, MouseLeft, MouseRight, MouseMiddle, MouseX1, MouseX2, DPadUp,
  24. #   DPadDown, DPadLeft, DPadRight, ControllerStart, ControllerBack, LeftStick,
  25. #   RightStick, LeftShoulder, RightShoulder, BigButton, ControllerA, ControllerB,
  26. #   ControllerX, ControllerY, LeftThumbstickLeft, RightTrigger, LeftTrigger,
  27. #   RightThumbstickUp, RightThumbstickDown, RightThumbstickRight,
  28. #   RightThumbstickLeft, LeftThumbstickUp, LeftThumbstickDown, LeftThumbstickRight
  29. # ]
  30. ToggleButton = "F11"
  31. # The preferred maximum texture edge length, if allowed by the hardware
  32. PreferredMaxTextureDimension = 16384
  33. ShowIntroMessage = false
  34. # If the data cache is preferred to be elsewhere, it can be set here
  35. DataStoreOverride = ""
  36.  
  37.     [Config.WatchDog]
  38.     # Should the watchdog be enabled?
  39.     Enabled = false
  40.     # What should the default sleep interval be (in milliseconds)?
  41.     DefaultSleepInterval = 5000
  42.     # What should the short sleep interval be (in milliseconds)?
  43.     ShortSleepInterval = 500
  44.     # What should the interrupt interval be (in milliseconds)?
  45.     InterruptInterval = 10000
  46.  
  47.     [Config.Garbage]
  48.     # Should unowned textures be marked in the garbage collector's statistics?
  49.     CollectAccountUnownedTextures = false
  50.     # Should owned textures be marked in the garbage collector's statistics?
  51.     CollectAccountOwnedTextures = false
  52.     # The amount of free memory required by SM after which it triggers recovery operations
  53.     RequiredFreeMemory = 128
  54.     # Hysterisis applied to RequiredFreeMemory
  55.     RequiredFreeMemoryHysterisis = 1.5
  56.     # Should sprites containing season names be purged on a seasonal basis?
  57.     SeasonalPurge = true
  58.     # What runtime garbage collection latency mode should be set?
  59.     # Legal Values: [
  60.     #   Batch, Interactive, LowLatency, SustainedLowLatency, NoGCRegion
  61.     # ]
  62.     LatencyMode = "SustainedLowLatency"
  63.  
  64.         [Config.Debug.Logging]
  65.         # Legal Values: [
  66.         #   Trace, Debug, Info, Warn, Error, Alert
  67.         # ]
  68.         LogLevel = "Trace"
  69.  
  70.     [Config.DrawState]
  71.     # Enable linear sampling for sprites
  72.     SetLinear = true
  73.     # How many MSAA samples should be used?
  74.     MSAASamples = 0
  75.     # Disable the depth buffer (unused in this game)
  76.     DisableDepthBuffer = false
  77.     # The default backbuffer format to request
  78.     # Legal Values: [
  79.     #   Color, Bgr565, Bgra5551, Bgra4444, Dxt1, Dxt3, Dxt5, NormalizedByte2,
  80.     #   NormalizedByte4, Rgba1010102, Rg32, Rgba64, Alpha8, Single, Vector2, Vector4,
  81.     #   HalfSingle, HalfVector2, HalfVector4, HdrBlendable, Bgr32, Bgra32, ColorSRgb,
  82.     #   Bgr32SRgb, Bgra32SRgb, Dxt1SRgb, Dxt3SRgb, Dxt5SRgb, RgbPvrtc2Bpp, RgbPvrtc4Bpp,
  83.     #   RgbaPvrtc2Bpp, RgbaPvrtc4Bpp, RgbEtc1, Dxt1a, RgbaAtcExplicitAlpha,
  84.     #   RgbaAtcInterpolatedAlpha, Rgb8Etc2, Srgb8Etc2, Rgb8A1Etc2, Srgb8A1Etc2,
  85.     #   Rgba8Etc2, SRgb8A8Etc2
  86.     # ]
  87.     BackbufferFormat = "Color"
  88.     # The default HDR backbuffer format to request
  89.     # Legal Values: [
  90.     #   Color, Bgr565, Bgra5551, Bgra4444, Dxt1, Dxt3, Dxt5, NormalizedByte2,
  91.     #   NormalizedByte4, Rgba1010102, Rg32, Rgba64, Alpha8, Single, Vector2, Vector4,
  92.     #   HalfSingle, HalfVector2, HalfVector4, HdrBlendable, Bgr32, Bgra32, ColorSRgb,
  93.     #   Bgr32SRgb, Bgra32SRgb, Dxt1SRgb, Dxt3SRgb, Dxt5SRgb, RgbPvrtc2Bpp, RgbPvrtc4Bpp,
  94.     #   RgbaPvrtc2Bpp, RgbaPvrtc4Bpp, RgbEtc1, Dxt1a, RgbaAtcExplicitAlpha,
  95.     #   RgbaAtcInterpolatedAlpha, Rgb8Etc2, Srgb8Etc2, Rgb8A1Etc2, Srgb8A1Etc2,
  96.     #   Rgba8Etc2, SRgb8A8Etc2
  97.     # ]
  98.     BackbufferHDRFormat = "Rgba64"
  99.     # Should the system HDR settings be honored?
  100.     HonorHDRSettings = true
  101.  
  102.     [Config.Performance]
  103.     # Perform a Generation 0 and 1 garbage collection pass every N ticks (if <= 0, disabled)
  104.     TransientGCTickCount = 150
  105.  
  106.     [Config.Resample]
  107.     # Should resampling be enabled?
  108.     Enabled = true
  109.     # Should texture rescaling be enabled?
  110.     Scale = true
  111.     # What scaling algorithm should be used by default?
  112.     # Legal Values: [
  113.     #   xBRZ, SuperXBR, EPX/Scale2, Bilinear, None
  114.     # ]
  115.     Scaler = "xBRZ"
  116.     # What scaling algorithm should be used for gradient sprites?
  117.     # Legal Values: [
  118.     #   xBRZ, SuperXBR, EPX/Scale2, Bilinear, None
  119.     # ]
  120.     ScalerGradient = "None"
  121.     # Should dynamic scaling be used (scaling based upon apparent sprite size)
  122.     EnableDynamicScale = true
  123.     # Should we assume that input sprites are gamma corrected?
  124.     AssumeGammaCorrected = true
  125.     # Maximum scale factor of sprites (clamped to chosen scaler)
  126.     MaxScale = 4294967295
  127.     # Minimum edge length of a sprite to be considered for resampling
  128.     MinimumTextureDimensions = 1
  129.     # Should wrapped addressing be enabled for sprite resampling (when analysis suggests it)?
  130.     EnableWrappedAddressing = false
  131.     # Should resampling be stalled if it is determined that it will cause hitches?
  132.     UseFrametimeStalling = true
  133.     # Should color enhancement/rebalancing be performed?
  134.     UseColorEnhancement = true
  135.     # Should transparent pixels be premultiplied to prevent a 'halo' effect?
  136.     PremultiplyAlpha = true
  137.     # Low pass value that should be filtered when reversing premultiplied alpha.
  138.     PremultiplicationLowPass = 1024
  139.     # Use redmean algorithm for perceptual color comparisons?
  140.     UseRedmean = false
  141.     # What textures are drawn in 'slices' and thus should be special-cased to be resampled as one texture?
  142.     SlicedTextures = [
  143.         "LooseSprites\\Cursors::0,2000:640,256",
  144.         "LooseSprites\\Cloudy_Ocean_BG",
  145.         "LooseSprites\\Cloudy_Ocean_BG_Night",
  146.         "LooseSprites\\stardewPanorama",
  147.         "Maps\\nightSceneMaru",
  148.         "Maps\\nightSceneMaruTrees",
  149.         "Maps\\sebastianMountainTiles",
  150.         "Maps\\sebastianRideTiles",
  151.         "Tilesheets\\GuntherExpedition2_Shadows",
  152.         "Tilesheets\\Highlands_Fog",
  153.         "Tilesheets\\Highlands_FogBackground"
  154.     ]
  155.     # What textures or spritesheets use 4xblock sizes?
  156.     TwoXTextures = [
  157.         "Maps\\WoodBuildings"
  158.     ]
  159.     # What textures or spritesheets use 4xblock sizes?
  160.     FourXTextures = [
  161.         "Characters\\Monsters\\Crow",
  162.         "Characters\\femaleRival",
  163.         "Characters\\maleRival",
  164.         "LooseSprites\\Bat",
  165.         "LooseSprites\\buildingPlacementTiles",
  166.         "LooseSprites\\chatBox",
  167.         "LooseSprites\\daybg",
  168.         "LooseSprites\\DialogBoxGreen",
  169.         "LooseSprites\\hoverBox",
  170.         "LooseSprites\\nightbg",
  171.         "LooseSprites\\robinAtWork",
  172.         "LooseSprites\\skillTitles",
  173.         "LooseSprites\\textBox",
  174.         "Maps\\busPeople",
  175.         "Maps\\cavedarker",
  176.         "Maps\\FarmhouseTiles",
  177.         "Maps\\GreenHouseInterior",
  178.         "Maps\\MenuTiles",
  179.         "Maps\\MenuTilesUncolored",
  180.         "Maps\\spring_BusStop",
  181.         "Maps\\TownIndoors",
  182.         "TerrainFeatures\\BuffsIcons",
  183.         "TerrainFeatures\\DiggableWall_basic",
  184.         "TerrainFeatures\\DiggableWall_basic_dark",
  185.         "TerrainFeatures\\DiggableWall_frost",
  186.         "TerrainFeatures\\DiggableWall_frost_dark",
  187.         "TerrainFeatures\\DiggableWall_lava",
  188.         "TerrainFeatures\\DiggableWall_lava_dark",
  189.         "TerrainFeatures\\Stalagmite",
  190.         "TerrainFeatures\\Stalagmite_Frost",
  191.         "TerrainFeatures\\Stalagmite_Lava",
  192.         "TileSheets\\Fireball",
  193.         "TileSheets\\rain",
  194.         "TileSheets\\animations"
  195.     ]
  196.     # What spritesheets will absolutely not be resampled or processed?
  197.     Blacklist = [
  198.         "LooseSprites\\Lighting\\",
  199.         "@^Maps\\\\.+Mist",
  200.         "@^Maps\\\\.+mist",
  201.         "@^Maps\\\\.+Shadow",
  202.         "@^Maps\\\\.+Shadows",
  203.         "@^Maps\\\\.+Fog",
  204.         "@^Maps\\\\.+FogBackground"
  205.     ]
  206.     # What spritesheets will absolutely not be treated as gradients?
  207.     GradientBlacklist = [
  208.         "TerrainFeatures\\hoeDirt"
  209.     ]
  210.  
  211.         [Config.Resample.BlockMultipleAnalysis]
  212.         # Should sprites be analyzed to see if they are block multiples?
  213.         Enabled = true
  214.         # What threshold should be used for block multiple analysis?
  215.         EqualityThreshold = 1
  216.         # How many blocks can be different for the test to still pass?
  217.         MaxInequality = 1
  218.  
  219.         [Config.Resample.Analysis]
  220.         # Max color difference to not consider a sprite to be a gradient?
  221.         MaxGradientColorDifference = 38
  222.         # Minimum different shades required (per channel) for a sprite to be a gradient?
  223.         MinimumGradientShades = 2
  224.         # Use redmean algorithm for perceptual color comparisons?
  225.         UseRedmean = true
  226.         # Experimental resample-based recolor support
  227.         [Config.Resample.Recolor]
  228.         # Should (experimental) resample-based recoloring be enabled?
  229.         Enabled = false
  230.         RScalar = 0.8976420000000001
  231.         GScalar = 0.998476
  232.         BScalar = 1.18365
  233.  
  234.         [Config.Resample.BlockCompression]
  235.         # Should block compression of sprites be enabled?
  236.         Enabled = true
  237.         # What quality level should be used?
  238.         # Legal Values: [
  239.         #   Fastest, Normal, Production, Highest
  240.         # ]
  241.         Quality = "Highest"
  242.         # What alpha deviation threshold should be applied to determine if a sprite's transparency is smooth or mask-like (determines between bc2 and bc3)?
  243.         HardAlphaDeviationThreshold = 7
  244.  
  245.         [Config.Resample.Padding]
  246.         # Should padding be applied to sprites to allow resampling to extend beyond the natural sprite boundaries?
  247.         Enabled = true
  248.         # What is the minimum edge size of a sprite for padding to be enabled?
  249.         MinimumSizeTexels = 4
  250.         # Should unknown (unnamed) sprites be ignored by the padding system?
  251.         IgnoreUnknown = false
  252.         # Should solid edges be padded?
  253.         PadSolidEdges = false
  254.         # What spritesheets should not be padded?
  255.         BlackList = [
  256.             "LooseSprites\\Cursors::256,308:50,34"
  257.         ]
  258.         # What spritesheets should have a stricter edge-detection algorithm applied?
  259.         StrictList = [
  260.             "LooseSprites\\Cursors"
  261.         ]
  262.         # What spritesheets should always be padded?
  263.         AlwaysList = [
  264.             "LooseSprites\\font_bold",
  265.             "Characters\\Farmer\\hairstyles",
  266.             "Characters\\Farmer\\hairstyles2",
  267.             "Characters\\Farmer\\hats",
  268.             "Characters\\Farmer\\pants",
  269.             "Characters\\Farmer\\shirts",
  270.             "TileSheets\\weapons",
  271.             "TileSheets\\bushes",
  272.             "TerrainFeatures\\grass",
  273.             "TileSheets\\debris",
  274.             "TileSheets\\animations",
  275.             "Maps\\springobjects",
  276.             "Maps\\summerobjects",
  277.             "Maps\\winterobjects",
  278.             "Maps\\fallobjects",
  279.             "Buildings\\houses",
  280.             "TileSheets\\furniture",
  281.             "TerrainFeatures\\tree1_spring",
  282.             "TerrainFeatures\\tree2_spring",
  283.             "TerrainFeatures\\tree3_spring",
  284.             "TerrainFeatures\\tree1_summer",
  285.             "TerrainFeatures\\tree2_summer",
  286.             "TerrainFeatures\\tree3_summer",
  287.             "TerrainFeatures\\tree1_fall",
  288.             "TerrainFeatures\\tree2_fall",
  289.             "TerrainFeatures\\tree3_fall",
  290.             "TerrainFeatures\\tree1_winter",
  291.             "TerrainFeatures\\tree2_winter",
  292.             "TerrainFeatures\\tree3_winter"
  293.         ]
  294.         # Settings common to all scalers
  295.         [Config.Resample.Common]
  296.         # The tolerance for colors to be considered equal - [0, 256)
  297.         EqualColorTolerance = 20
  298.         # The weight provided to luminance as opposed to chrominance when performing color comparisons
  299.         LuminanceWeight = 1
  300.  
  301.         [Config.Resample.xBRZ]
  302.         # The threshold for a corner-direction to be considered 'dominant'
  303.         DominantDirectionThreshold = 4.4
  304.         # The threshold for a corner-direction to be considered 'steep'
  305.         SteepDirectionThreshold = 2.2
  306.         # Bias towards kernel center applied to corner-direction calculations
  307.         CenterDirectionBias = 3
  308.         # Should gradient block copies be used? (Note: Very Broken)
  309.         UseGradientBlockCopy = false
  310.  
  311.     [Config.WrapDetection]
  312.     # What is the threshold percentage of alpha values to be used to determine if it is a wrapping edge?
  313.     edgeThreshold = 0.2000000029802322
  314.     # What is the minimum alpha value assumed to be opaque?
  315.     alphaThreshold = 1
  316.  
  317.     [Config.AsyncScaling]
  318.     # Should asynchronous scaling be enabled for unknown textures?
  319.     EnabledForUnknownTextures = true
  320.     # Should synchronous stores always be used?
  321.     ForceSynchronousStores = true
  322.     # Should synchronous stores be throttled?
  323.     ThrottledSynchronousLoads = true
  324.     # Should we fetch and load texture data within the same frame?
  325.     CanFetchAndLoadSameFrame = true
  326.  
  327.     [Config.MemoryCache]
  328.     # Should the memory cache be enabled?
  329.     Enabled = true
  330.     # Should memory cache elements always be flushed upon update?
  331.     AlwaysFlush = false
  332.  
  333.     [Config.SuspendedCache]
  334.     # Should the suspended sprite cache be enabled?
  335.     Enabled = true
  336.  
  337.     [Config.SMAPI]
  338.     # Should the experimental SMAPI texture cache patch be enabled?
  339.     TextureCacheEnabled = true
  340.     # Should the PMA texture cache be enabled?
  341.     PMATextureCacheEnabled = true
  342.     # Should the experimental SMAPI texture cache have high memory usage enabled?
  343.     # Unrecommended: This results in the game's texture being retained (and thus loaded faster) but doesn't suspend the resampled sprite instances.
  344.     TextureCacheHighMemoryEnabled = false
  345.     # Should the ApplyPatch method be patched?
  346.     ApplyPatchEnabled = true
  347.     # Should ApplyPatch pin temporary memory?
  348.     ApplyPatchPinMemory = false
  349.     # Should 'GetData' be patched to use SM caches?
  350.     ApplyGetDataPatch = true
  351.  
  352.     [Config.Extras]
  353.     # Should the game have 'fast quitting' enabled?
  354.     FastQuit = false
  355.     # Should line drawing be smoothed?
  356.     SmoothLines = true
  357.     # Should Harmony patches have inlining re-enabled?
  358.     HarmonyInlining = false
  359.     # Should the game's 'parseMasterSchedule' method be fixed and optimized?
  360.     FixMasterSchedule = true
  361.     # Should NPC Warp Points code be optimized?
  362.     OptimizeWarpPoints = true
  363.     # Should NPCs take true shortest paths?
  364.     TrueShortestPath = false
  365.     # Allow NPCs onto the farm?
  366.     AllowNPCsOnFarm = false
  367.     # Should the default batch sort be replaced with a stable sort?
  368.     StableSort = true
  369.     # Should the game be prevented from going 'unresponsive' during loads?
  370.     PreventUnresponsive = true
  371.     # Should the engine's deferred thread task runner be optimized?
  372.     OptimizeEngineTaskRunner = true
  373.  
  374.         [Config.Extras.Snow]
  375.         # Should custom snowfall be used during snowstorms?
  376.         Enabled = true
  377.         # Minimum Snow Density
  378.         MinimumDensity = 1024
  379.         # Maximum Snow Density
  380.         MaximumDensity = 3072
  381.         # Maximum Snow Rotation Speed
  382.         MaximumRotationSpeed = 0.01666666666666667
  383.         # Maximum Snow Scale
  384.         MaximumScale = 3
  385.         # Puffersnow Chance
  386.         PuffersnowChance = -1
  387.  
  388.         [Config.Extras.ModPatches]
  389.         # Patch CustomNPCFixes in order to improve load times?
  390.         PatchCustomNPCFixes = false
  391.         # Disable PyTK mitigation for SpriteMaster?
  392.         DisablePyTKMitigation = true
  393.  
  394.     [Config.FileCache]
  395.     # Should the file cache be enabled?
  396.     Enabled = true
  397.     # What compression algorithm should be used?
  398.     # Legal Values: [
  399.     #   None, Compress, Deflate, LZMA, Zstd/Best
  400.     # ]
  401.     Compress = "Zstd"
  402.     # Should files be compressed regardless of if it would be beneficial?
  403.     ForceCompress = false
  404.     # Should system compression (such as NTFS compression) be preferred?
  405.     PreferSystemCompression = false
  406.  
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