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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-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. Increasi ng 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 819 2.
- SECONDARY_BUFFER_SIZE = 1024
- # Audio resampling algorithm. src-sinc-best-quality, src-sinc-medium-quality, sr c-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 = True
- [Core]
- # Mupen64Plus Core config parameter set version number. Please don't change thi s 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 v alue 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 i s 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"
- # 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 chan ge this version number.
- Version = 1
- # Joystick event string for stopping the emulator
- Joy Mapping Stop = "J0B8/B9"
- # 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 ch ange 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 mor e= SDL Joystick number
- device = 0
- # SDL joystick name (or Keyboard)
- name = "Generic X-Box pad"
- # 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 con troller 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 grea ter 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(6)"
- B Button = "button(2)"
- A Button = "button(0)"
- C Button R = "axis(2+)"
- C Button L = "axis(2-)"
- C Button D = "button(1) axis(3+)"
- C Button U = "button(3) axis(3-)"
- R Trig = "button(5)"
- L Trig = "button(4)"
- Mempak switch = "button(11)"
- Rumblepak switch = "button(12)"
- # 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 ch ange 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 mor e= 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 con troller 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 grea ter 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(6)"
- B Button = "button(2)"
- A Button = "button(0)"
- C Button R = "axis(2+)"
- C Button L = "axis(2-)"
- C Button D = "button(1) axis(3+)"
- C Button U = "button(3) axis(3-)"
- R Trig = "button(5)"
- L Trig = "button(4)"
- Mempak switch = "button(11)"
- Rumblepak switch = "button(12)"
- # 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 ch ange 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 mor e= 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 con troller 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 grea ter 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 = ""
- [Input-SDL-Control4]
- # Mupen64Plus SDL Input Plugin config parameter version number. Please don't ch ange 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 mor e= 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 con troller 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 grea ter 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 chan ge this version number.
- Version = 1.000000
- # Directory in which to search for plugins
- PluginDir = "./"
- # Filename of video plugin
- VideoPlugin = "mupen64plus-video-rice.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 = 640
- # Height of output window or fullscreen height
- ScreenHeight = 480
- [Video-GLideN64]
- # Settings version. Don't touch it.
- configVersion = 29
- # Bilinear filtering mode (0=N64 3point, 1=standard)
- bilinearMode = 1
- # Enable frame and|or depth buffer emulation.
- EnableFBEmulation = False
- # 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. Ca n 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 up date)
- 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 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
- # Enable LOD emulation.
- EnableLOD = True
- # Enable hardware per-pixel lighting.
- EnableHWLighting = False
- # Use persistent storage for compiled shaders.
- EnableShadersStorage = True
- # Enable hybrid integer scaling filter, this can be slow with low-end GPUs
- EnableHybridFilter = False
- # 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 2 D 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. (0=Off, 1=Fast, 2=Compatible)
- EnableN64DepthCompare = 0
- # 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=Doubl e 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 f iltering 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
- # Press 'd' to start dump of N64 textures.
- txDump = False
- # Press 'r' to reload HD textures.
- txReloadHiresTex = 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=bo ttom center, 32=bottom right)
- CountersPos = 8
- [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=befo re 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 textu re 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 = True
- # 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<=1 28
- SmallTextureOnly = False
- # Select hi-resolution textures based only on the CRC and ignore format+size inf ormation (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=For ce Fog)
- FogMethod = 1
- # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filterin g, 2=force filtering)
- ForceTextureFilter = 2
- # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=H Q4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
- TextureEnhancement = 6
- # 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=qual ity). This is uneffective if Mipmapping is 0. If the given value is to high to b e supported by your graphic card, the value will be the highest value your graph ic card can support. Better result with Trilinear filtering
- AnisotropicFiltering = 0
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