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Ameisen

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Mar 5th, 2022
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  1. [Config]
  2. ConfigVersion = "0.13.0.103"
  3. # Should SpriteMaster be enabled?
  4. Enabled = true
  5. # Button to toggle SpriteMaster
  6. ToggleButton = "F11"
  7. PreferredMaxTextureDimension = 16384
  8. ShowIntroMessage = true
  9. # If the data cache is preferred to be elsewhere, it can be set here
  10. DataStoreOverride = ""
  11.  
  12.     [Config.WatchDog]
  13.     # Should the watchdog be enabled?
  14.     Enabled = false
  15.     # What should the default sleep interval be (in milliseconds)?
  16.     DefaultSleepInterval = 5000
  17.     # What should the short sleep interval be (in milliseconds)?
  18.     ShortSleepInterval = 500
  19.     # What should the interrupt interval be (in milliseconds)?
  20.     InterruptInterval = 10000
  21.  
  22.     [Config.Garbage]
  23.     # Should unowned textures be marked in the garbage collector's statistics?
  24.     CollectAccountUnownedTextures = false
  25.     # Should owned textures be marked in the garbage collector's statistics?
  26.     CollectAccountOwnedTextures = false
  27.     # The amount of free memory required by SM after which it triggers recovery operations
  28.     RequiredFreeMemory = 64
  29.     # Hysterisis applied to RequiredFreeMemory
  30.     RequiredFreeMemoryHysterisis = 1.5
  31.     # Should sprites containing season names be purged on a seasonal basis?
  32.     SeasonalPurge = true
  33.     # What runtime garbage collection latency mode should be set?
  34.     LatencyMode = "SustainedLowLatency"
  35.  
  36.         [Config.Debug.Logging]
  37.         LogLevel = "Trace"
  38.  
  39.     [Config.DrawState]
  40.     # Enable linear sampling for sprites
  41.     SetLinear = true
  42.     # How many MSAA samples should be used?
  43.     MSAASamples = 0
  44.     # Disable the depth buffer (unused in this game)
  45.     DisableDepthBuffer = false
  46.     # The default backbuffer format to request
  47.     BackbufferFormat = "Color"
  48.  
  49.     [Config.Performance]
  50.     # Perform a Generation 0 and 1 garbage collection pass every N ticks (if <= 0, disabled)
  51.     TransientGCTickCount = 150
  52.  
  53.     [Config.Resample]
  54.     # Should resampling be enabled?
  55.     Enabled = true
  56.     # Should texture rescaling be enabled?
  57.     Scale = true
  58.     # Should we assume that input sprites are gamma corrected?
  59.     AssumeGammaCorrected = true
  60.     # Should the scale factor of water be adjusted to account for water sprites being unusual?
  61.     TrimWater = true
  62.     # Positive bias applied to sprite scaling calculations
  63.     ScaleBias = 0.1000000014901161
  64.     # Maximum scale factor of sprites (dependant on chosen scaler)
  65.     MaxScale = 4294967295
  66.     # Minimum edge length of a sprite to be considered for resampling
  67.     MinimumTextureDimensions = 1
  68.     # Should wrapped addressing be enabled for sprite resampling (when analysis suggests it)?
  69.     EnableWrappedAddressing = false
  70.     # Should resampling be stalled if it is determined that it will cause hitches?
  71.     UseFrametimeStalling = true
  72.     # Should color enhancement/rebalancing be performed?
  73.     UseColorEnhancement = true
  74.     # Should transparent pixels be premultiplied to prevent a 'halo' effect?
  75.     PremultiplyAlpha = true
  76.     # Use redmean algorithm for perceptual color comparisons?
  77.     UseRedmean = false
  78.     SlicedTextures = [
  79.         "LooseSprites\\Cursors::0,2000:640,256",
  80.         "LooseSprites\\Cloudy_Ocean_BG",
  81.         "LooseSprites\\Cloudy_Ocean_BG_Night",
  82.         "LooseSprites\\stardewPanorama",
  83.         "Maps\\nightSceneMaru",
  84.         "Maps\\nightSceneMaruTrees",
  85.         "Maps\\sebastianMountainTiles",
  86.         "Maps\\sebastianRideTiles",
  87.         "Tilesheets\\GuntherExpedition2_Shadows",
  88.         "Tilesheets\\Highlands_Fog",
  89.         "Tilesheets\\Highlands_FogBackground"
  90.     ]
  91.     # What textures or spritesheets use 4xblock sizes?
  92.     TwoXTextures = [
  93.         "Maps\\WoodBuildings"
  94.     ]
  95.     # What textures or spritesheets use 4xblock sizes?
  96.     FourXTextures = [
  97.         "Characters\\Monsters\\Crow",
  98.         "Characters\\femaleRival",
  99.         "Characters\\maleRival",
  100.         "LooseSprites\\Bat",
  101.         "LooseSprites\\buildingPlacementTiles",
  102.         "LooseSprites\\chatBox",
  103.         "LooseSprites\\daybg",
  104.         "LooseSprites\\DialogBoxGreen",
  105.         "LooseSprites\\hoverBox",
  106.         "LooseSprites\\nightbg",
  107.         "LooseSprites\\robinAtWork",
  108.         "LooseSprites\\skillTitles",
  109.         "LooseSprites\\textBox",
  110.         "Maps\\busPeople",
  111.         "Maps\\cavedarker",
  112.         "Maps\\FarmhouseTiles",
  113.         "Maps\\GreenHouseInterior",
  114.         "Maps\\MenuTiles",
  115.         "Maps\\MenuTilesUncolored",
  116.         "Maps\\spring_BusStop",
  117.         "Maps\\TownIndoors",
  118.         "TerrainFeatures\\BuffsIcons",
  119.         "TerrainFeatures\\DiggableWall_basic",
  120.         "TerrainFeatures\\DiggableWall_basic_dark",
  121.         "TerrainFeatures\\DiggableWall_frost",
  122.         "TerrainFeatures\\DiggableWall_frost_dark",
  123.         "TerrainFeatures\\DiggableWall_lava",
  124.         "TerrainFeatures\\DiggableWall_lava_dark",
  125.         "TerrainFeatures\\Stalagmite",
  126.         "TerrainFeatures\\Stalagmite_Frost",
  127.         "TerrainFeatures\\Stalagmite_Lava",
  128.         "TileSheets\\Fireball",
  129.         "TileSheets\\rain",
  130.         "TileSheets\\animations"
  131.     ]
  132.     # What spritesheets will absolutely not be resampled or processed?
  133.     Blacklist = [
  134.         "LooseSprites\\Lighting\\",
  135.         "@^Maps\\\\.+Mist",
  136.         "@^Maps\\\\.+mist",
  137.         "@^Maps\\\\.+Shadow",
  138.         "@^Maps\\\\.+Shadows",
  139.         "@^Maps\\\\.+Fog",
  140.         "@^Maps\\\\.+FogBackground"
  141.     ]
  142.  
  143.         [Config.Resample.BlockMultipleAnalysis]
  144.         # Should sprites be analyzed to see if they are block multiples?
  145.         Enabled = true
  146.         # What threshold should be used for block multiple analysis?
  147.         EqualityThreshold = 1
  148.         # How many blocks can be different for the test to still pass?
  149.         MaxInequality = 1
  150.  
  151.         [Config.Resample.Analysis]
  152.         # Max color difference to not consider a sprite to be a gradient?
  153.         MaxGradientColorDifference = 38
  154.         # Minimum different shades required (per channel) for a sprite to be a gradient?
  155.         MinimumGradientShades = 2
  156.         # Use redmean algorithm for perceptual color comparisons?
  157.         UseRedmean = true
  158.         # Experimental resample-based recolor support
  159.         [Config.Resample.Recolor]
  160.         # Should (experimental) resample-based recoloring be enabled?
  161.         Enabled = false
  162.         RScalar = 0.8976420000000001
  163.         GScalar = 0.998476
  164.         BScalar = 1.18365
  165.  
  166.         [Config.Resample.BlockCompression]
  167.         # Should block compression of sprites be enabled?
  168.         Enabled = true
  169.         # What quality level should be used?
  170.         Quality = "Highest"
  171.         # What alpha deviation threshold should be applied to determine if a sprite's transparency is smooth or mask-like (determines between bc2 and bc3)?
  172.         HardAlphaDeviationThreshold = 7
  173.  
  174.         [Config.Resample.Padding]
  175.         # Should padding be applied to sprites to allow resampling to extend beyond the natural sprite boundaries?
  176.         Enabled = true
  177.         # What is the minimum edge size of a sprite for padding to be enabled?
  178.         MinimumSizeTexels = 4
  179.         # Should unknown (unnamed) sprites be ignored by the padding system?
  180.         IgnoreUnknown = false
  181.         # Should solid edges be padded?
  182.         PadSolidEdges = false
  183.         # What spritesheets should have a stricter edge-detection algorithm applied?
  184.         StrictList = [
  185.             "LooseSprites\\Cursors"
  186.         ]
  187.         # What spritesheets should always be padded?
  188.         AlwaysList = [
  189.             "LooseSprites\\font_bold",
  190.             "Characters\\Farmer\\hairstyles",
  191.             "Characters\\Farmer\\hairstyles2",
  192.             "Characters\\Farmer\\hats",
  193.             "Characters\\Farmer\\pants",
  194.             "Characters\\Farmer\\shirts",
  195.             "TileSheets\\weapons",
  196.             "TileSheets\\bushes",
  197.             "TerrainFeatures\\grass",
  198.             "TileSheets\\debris",
  199.             "TileSheets\\animations",
  200.             "Maps\\springobjects",
  201.             "Maps\\summerobjects",
  202.             "Maps\\winterobjects",
  203.             "Maps\\fallobjects",
  204.             "Buildings\\houses",
  205.             "TileSheets\\furniture",
  206.             "TerrainFeatures\\tree1_spring",
  207.             "TerrainFeatures\\tree2_spring",
  208.             "TerrainFeatures\\tree3_spring",
  209.             "TerrainFeatures\\tree1_summer",
  210.             "TerrainFeatures\\tree2_summer",
  211.             "TerrainFeatures\\tree3_summer",
  212.             "TerrainFeatures\\tree1_fall",
  213.             "TerrainFeatures\\tree2_fall",
  214.             "TerrainFeatures\\tree3_fall",
  215.             "TerrainFeatures\\tree1_winter",
  216.             "TerrainFeatures\\tree2_winter",
  217.             "TerrainFeatures\\tree3_winter"
  218.         ]
  219.  
  220.         [Config.Resample.xBRZ]
  221.         # The weight provided to luminance as opposed to chrominance when performing color comparisons
  222.         LuminanceWeight = 1
  223.         # The tolerance for colors to be considered equal - [0, 256)
  224.         EqualColorTolerance = 20
  225.         # The threshold for a corner-direction to be considered 'dominant'
  226.         DominantDirectionThreshold = 4.4
  227.         # The threshold for a corner-direction to be considered 'steep'
  228.         SteepDirectionThreshold = 2.2
  229.         # Bias towards kernel center applied to corner-direction calculations
  230.         CenterDirectionBias = 3
  231.         # Should gradient block copies be used? (Note: Very Broken)
  232.         UseGradientBlockCopy = false
  233.  
  234.     [Config.WrapDetection]
  235.     # What is the threshold percentage of alpha values to be used to determine if it is a wrapping edge?
  236.     edgeThreshold = 0.2000000029802322
  237.     # What is the minimum alpha value assumed to be opaque?
  238.     alphaThreshold = 1
  239.  
  240.     [Config.AsyncScaling]
  241.     # Should asynchronous scaling be enabled for unknown textures?
  242.     EnabledForUnknownTextures = true
  243.     # Should synchronous stores always be used?
  244.     ForceSynchronousStores = true
  245.     # Should synchronous stores be throttled?
  246.     ThrottledSynchronousLoads = true
  247.     # Should we fetch and load texture data within the same frame?
  248.     CanFetchAndLoadSameFrame = true
  249.  
  250.     [Config.MemoryCache]
  251.     # Should the memory cache be enabled?
  252.     Enabled = true
  253.     # Should memory cache elements always be flushed upon update?
  254.     AlwaysFlush = false
  255.  
  256.     [Config.SuspendedCache]
  257.     # Should the suspended sprite cache be enabled?
  258.     Enabled = true
  259.  
  260.     [Config.SMAPI]
  261.     # Should the experimental SMAPI texture cache patch be enabled?
  262.     TextureCacheEnabled = true
  263.     # Should the experimental SMAPI texture cache have high memory usage enabled?
  264.     # Unrecommended: This results in the game's texture being retained (and thus loaded faster) but doesn't suspend the resampled sprite instances.
  265.     TextureCacheHighMemoryEnabled = false
  266.     # Should the ApplyPatch method be patched?
  267.     ApplyPatchEnabled = true
  268.     # Should the ApplyPatch patch use SpriteMaster caches?
  269.     ApplyPatchUseCache = true
  270.     # Should ApplyPatch pin temporary memory?
  271.     ApplyPatchPinMemory = false
  272.  
  273.     [Config.Extras]
  274.     # Should the game have 'fast quitting' enabled?
  275.     FastQuit = true
  276.     # Should line drawing be smoothed?
  277.     SmoothLines = true
  278.     # Should Harmony patches have inlining re-enabled?
  279.     HarmonyInlining = false
  280.     # Should the game's 'parseMasterSchedule' method be fixed and optimized?
  281.     FixMasterSchedule = true
  282.     # Should NPC Warp Points code be optimized?
  283.     OptimizeWarpPoints = true
  284.     # Should NPCs take true shortest paths?
  285.     TrueShortestPath = true
  286.     # Allow NPCs onto the farm?
  287.     AllowNPCsOnFarm = false
  288.     # Should the default batch sort be replaced with a stable sort?
  289.     StableSort = true
  290.     # Should the game be prevented from going 'unresponsive' during loads?
  291.     PreventUnresponsive = true
  292.     # Should the engine's deferred thread task runner be optimized?
  293.     OptimizeEngineTaskRunner = true
  294.  
  295.         [Config.Extras.Snow]
  296.         # Should custom snowfall be used during snowstorms?
  297.         Enabled = true
  298.         # Minimum Snow Density
  299.         MinimumDensity = 1024
  300.         # Maximum Snow Density
  301.         MaximumDensity = 3072
  302.         # Maximum Snow Rotation Speed
  303.         MaximumRotationSpeed = 0.01666666666666667
  304.         # Maximum Snow Scale
  305.         MaximumScale = 3
  306.         # Puffersnow Chance
  307.         PuffersnowChance = -1
  308.  
  309.         [Config.Extras.ModPatches]
  310.         # Patch CustomNPCFixes in order to improve load times?
  311.         PatchCustomNPCFixes = false
  312.         # Disable PyTK mitigation for SpriteMaster?
  313.         DisablePyTKMitigation = true
  314.  
  315.     [Config.FileCache]
  316.     # Should the file cache be enabled?
  317.     Enabled = true
  318.     # What compression algorithm should be used?
  319.     Compress = "Zstd"
  320.     # Should files be compressed regardless of if it would be beneficial?
  321.     ForceCompress = false
  322.     # Should system compression (such as NTFS compression) be preferred?
  323.     PreferSystemCompression = false
  324.  
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