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- [Config]
- ConfigVersion = "0.13.0.300"
- # Should SpriteMaster be enabled?
- Enabled = true
- # Button to toggle SpriteMaster
- ToggleButton = "F11"
- PreferredMaxTextureDimension = 16384
- ShowIntroMessage = false
- # If the data cache is preferred to be elsewhere, it can be set here
- DataStoreOverride = ""
- [Config.WatchDog]
- # Should the watchdog be enabled?
- Enabled = false
- # What should the default sleep interval be (in milliseconds)?
- DefaultSleepInterval = 5000
- # What should the short sleep interval be (in milliseconds)?
- ShortSleepInterval = 500
- # What should the interrupt interval be (in milliseconds)?
- InterruptInterval = 10000
- [Config.Garbage]
- # Should unowned textures be marked in the garbage collector's statistics?
- CollectAccountUnownedTextures = false
- # Should owned textures be marked in the garbage collector's statistics?
- CollectAccountOwnedTextures = false
- # The amount of free memory required by SM after which it triggers recovery operations
- RequiredFreeMemory = 128
- # Hysterisis applied to RequiredFreeMemory
- RequiredFreeMemoryHysterisis = 1.5
- # Should sprites containing season names be purged on a seasonal basis?
- SeasonalPurge = true
- # What runtime garbage collection latency mode should be set?
- LatencyMode = "SustainedLowLatency"
- [Config.Debug.Logging]
- LogLevel = "Trace"
- SilenceOtherMods = true
- SilencedMods = [
- "Farm Type Manager",
- "Quest Framework",
- "AntiSocial NPCs",
- "SMAPI",
- "Json Assets",
- "Content Patcher"
- ]
- [Config.DrawState]
- # Enable linear sampling for sprites
- SetLinear = true
- # How many MSAA samples should be used?
- MSAASamples = 0
- # Disable the depth buffer (unused in this game)
- DisableDepthBuffer = false
- # The default backbuffer format to request
- BackbufferFormat = "Color"
- # The default HDR backbuffer format to request
- BackbufferHDRFormat = "Rgba64"
- # Should the system HDR settings be honored?
- HonorHDRSettings = true
- [Config.Performance]
- # Perform a Generation 0 and 1 garbage collection pass every N ticks (if <= 0, disabled)
- TransientGCTickCount = 150
- [Config.Resample]
- # Should resampling be enabled?
- Enabled = true
- # Should texture rescaling be enabled?
- Scale = true
- # Should we assume that input sprites are gamma corrected?
- AssumeGammaCorrected = true
- # Should the scale factor of water be adjusted to account for water sprites being unusual?
- TrimWater = true
- # Maximum scale factor of sprites (dependant on chosen scaler)
- MaxScale = 6
- # Minimum edge length of a sprite to be considered for resampling
- MinimumTextureDimensions = 1
- # Should wrapped addressing be enabled for sprite resampling (when analysis suggests it)?
- EnableWrappedAddressing = false
- # Should resampling be stalled if it is determined that it will cause hitches?
- UseFrametimeStalling = true
- # Should color enhancement/rebalancing be performed?
- UseColorEnhancement = true
- # Should transparent pixels be premultiplied to prevent a 'halo' effect?
- PremultiplyAlpha = true
- # Low pass value that should be filtered when reversing premultiplied alpha.
- PremultiplicationLowPass = 1024
- # Use redmean algorithm for perceptual color comparisons?
- UseRedmean = false
- # What textures are drawn in 'slices' and thus should be special-cased to be resampled as one texture?
- SlicedTextures = [
- "LooseSprites\\Cursors::0,2000:640,256",
- "LooseSprites\\Cloudy_Ocean_BG",
- "LooseSprites\\Cloudy_Ocean_BG_Night",
- "LooseSprites\\stardewPanorama",
- "Maps\\nightSceneMaru",
- "Maps\\nightSceneMaruTrees",
- "Maps\\sebastianMountainTiles",
- "Maps\\sebastianRideTiles",
- "Tilesheets\\GuntherExpedition2_Shadows",
- "Tilesheets\\Highlands_Fog",
- "Tilesheets\\Highlands_FogBackground"
- ]
- # What textures or spritesheets use 4xblock sizes?
- TwoXTextures = [
- "Maps\\WoodBuildings"
- ]
- # What textures or spritesheets use 4xblock sizes?
- FourXTextures = [
- "Characters\\Monsters\\Crow",
- "Characters\\femaleRival",
- "Characters\\maleRival",
- "LooseSprites\\Bat",
- "LooseSprites\\buildingPlacementTiles",
- "LooseSprites\\chatBox",
- "LooseSprites\\daybg",
- "LooseSprites\\DialogBoxGreen",
- "LooseSprites\\hoverBox",
- "LooseSprites\\nightbg",
- "LooseSprites\\robinAtWork",
- "LooseSprites\\skillTitles",
- "LooseSprites\\textBox",
- "Maps\\busPeople",
- "Maps\\cavedarker",
- "Maps\\FarmhouseTiles",
- "Maps\\GreenHouseInterior",
- "Maps\\MenuTiles",
- "Maps\\MenuTilesUncolored",
- "Maps\\spring_BusStop",
- "Maps\\TownIndoors",
- "TerrainFeatures\\BuffsIcons",
- "TerrainFeatures\\DiggableWall_basic",
- "TerrainFeatures\\DiggableWall_basic_dark",
- "TerrainFeatures\\DiggableWall_frost",
- "TerrainFeatures\\DiggableWall_frost_dark",
- "TerrainFeatures\\DiggableWall_lava",
- "TerrainFeatures\\DiggableWall_lava_dark",
- "TerrainFeatures\\Stalagmite",
- "TerrainFeatures\\Stalagmite_Frost",
- "TerrainFeatures\\Stalagmite_Lava",
- "TileSheets\\Fireball",
- "TileSheets\\rain",
- "TileSheets\\animations"
- ]
- # What spritesheets will absolutely not be resampled or processed?
- Blacklist = [
- "LooseSprites\\Lighting\\",
- "@^Maps\\\\.+Mist",
- "@^Maps\\\\.+mist",
- "@^Maps\\\\.+Shadow",
- "@^Maps\\\\.+Shadows",
- "@^Maps\\\\.+Fog",
- "@^Maps\\\\.+FogBackground"
- ]
- # What spritesheets will absolutely not be treated as gradients?
- GradientBlacklist = [
- "TerrainFeatures\\hoeDirt"
- ]
- [Config.Resample.BlockMultipleAnalysis]
- # Should sprites be analyzed to see if they are block multiples?
- Enabled = true
- # What threshold should be used for block multiple analysis?
- EqualityThreshold = 1
- # How many blocks can be different for the test to still pass?
- MaxInequality = 1
- [Config.Resample.Analysis]
- # Max color difference to not consider a sprite to be a gradient?
- MaxGradientColorDifference = 38
- # Minimum different shades required (per channel) for a sprite to be a gradient?
- MinimumGradientShades = 2
- # Use redmean algorithm for perceptual color comparisons?
- UseRedmean = true
- # Experimental resample-based recolor support
- [Config.Resample.Recolor]
- # Should (experimental) resample-based recoloring be enabled?
- Enabled = false
- RScalar = 0.8976420000000001
- GScalar = 0.998476
- BScalar = 1.18365
- [Config.Resample.BlockCompression]
- # Should block compression of sprites be enabled?
- Enabled = true
- # What quality level should be used?
- Quality = "Highest"
- # What alpha deviation threshold should be applied to determine if a sprite's transparency is smooth or mask-like (determines between bc2 and bc3)?
- HardAlphaDeviationThreshold = 7
- [Config.Resample.Padding]
- # Should padding be applied to sprites to allow resampling to extend beyond the natural sprite boundaries?
- Enabled = true
- # What is the minimum edge size of a sprite for padding to be enabled?
- MinimumSizeTexels = 4
- # Should unknown (unnamed) sprites be ignored by the padding system?
- IgnoreUnknown = false
- # Should solid edges be padded?
- PadSolidEdges = false
- # What spritesheets should not be padded?
- BlackList = [
- "LooseSprites\\Cursors::256,308:50,34"
- ]
- # What spritesheets should have a stricter edge-detection algorithm applied?
- StrictList = [
- "LooseSprites\\Cursors"
- ]
- # What spritesheets should always be padded?
- AlwaysList = [
- "LooseSprites\\font_bold",
- "Characters\\Farmer\\hairstyles",
- "Characters\\Farmer\\hairstyles2",
- "Characters\\Farmer\\hats",
- "Characters\\Farmer\\pants",
- "Characters\\Farmer\\shirts",
- "TileSheets\\weapons",
- "TileSheets\\bushes",
- "TerrainFeatures\\grass",
- "TileSheets\\debris",
- "TileSheets\\animations",
- "Maps\\springobjects",
- "Maps\\summerobjects",
- "Maps\\winterobjects",
- "Maps\\fallobjects",
- "Buildings\\houses",
- "TileSheets\\furniture",
- "TerrainFeatures\\tree1_spring",
- "TerrainFeatures\\tree2_spring",
- "TerrainFeatures\\tree3_spring",
- "TerrainFeatures\\tree1_summer",
- "TerrainFeatures\\tree2_summer",
- "TerrainFeatures\\tree3_summer",
- "TerrainFeatures\\tree1_fall",
- "TerrainFeatures\\tree2_fall",
- "TerrainFeatures\\tree3_fall",
- "TerrainFeatures\\tree1_winter",
- "TerrainFeatures\\tree2_winter",
- "TerrainFeatures\\tree3_winter"
- ]
- [Config.Resample.xBRZ]
- # The weight provided to luminance as opposed to chrominance when performing color comparisons
- LuminanceWeight = 1
- # The tolerance for colors to be considered equal - [0, 256)
- EqualColorTolerance = 20
- # The threshold for a corner-direction to be considered 'dominant'
- DominantDirectionThreshold = 4.4
- # The threshold for a corner-direction to be considered 'steep'
- SteepDirectionThreshold = 2.2
- # Bias towards kernel center applied to corner-direction calculations
- CenterDirectionBias = 3
- # Should gradient block copies be used? (Note: Very Broken)
- UseGradientBlockCopy = false
- [Config.WrapDetection]
- # What is the threshold percentage of alpha values to be used to determine if it is a wrapping edge?
- edgeThreshold = 0.2000000029802322
- # What is the minimum alpha value assumed to be opaque?
- alphaThreshold = 1
- [Config.AsyncScaling]
- # Should asynchronous scaling be enabled for unknown textures?
- EnabledForUnknownTextures = true
- # Should synchronous stores always be used?
- ForceSynchronousStores = true
- # Should synchronous stores be throttled?
- ThrottledSynchronousLoads = true
- # Should we fetch and load texture data within the same frame?
- CanFetchAndLoadSameFrame = true
- [Config.MemoryCache]
- # Should the memory cache be enabled?
- Enabled = true
- # Should memory cache elements always be flushed upon update?
- AlwaysFlush = false
- [Config.SuspendedCache]
- # Should the suspended sprite cache be enabled?
- Enabled = true
- [Config.SMAPI]
- # Should the experimental SMAPI texture cache patch be enabled?
- TextureCacheEnabled = true
- # Should the experimental SMAPI texture cache have high memory usage enabled?
- # Unrecommended: This results in the game's texture being retained (and thus loaded faster) but doesn't suspend the resampled sprite instances.
- TextureCacheHighMemoryEnabled = false
- # Should the ApplyPatch method be patched?
- ApplyPatchEnabled = true
- # Should ApplyPatch pin temporary memory?
- ApplyPatchPinMemory = false
- # Should 'GetData' be patched to use SM caches?
- ApplyGetDataPatch = true
- [Config.Extras]
- # Should the game have 'fast quitting' enabled?
- FastQuit = false
- # Should line drawing be smoothed?
- SmoothLines = true
- # Should Harmony patches have inlining re-enabled?
- HarmonyInlining = false
- # Should the game's 'parseMasterSchedule' method be fixed and optimized?
- FixMasterSchedule = true
- # Should NPC Warp Points code be optimized?
- OptimizeWarpPoints = true
- # Should NPCs take true shortest paths?
- TrueShortestPath = false
- # Allow NPCs onto the farm?
- AllowNPCsOnFarm = false
- # Should the default batch sort be replaced with a stable sort?
- StableSort = true
- # Should the game be prevented from going 'unresponsive' during loads?
- PreventUnresponsive = true
- # Should the engine's deferred thread task runner be optimized?
- OptimizeEngineTaskRunner = false
- [Config.Extras.Snow]
- # Should custom snowfall be used during snowstorms?
- Enabled = true
- # Minimum Snow Density
- MinimumDensity = 1024
- # Maximum Snow Density
- MaximumDensity = 3072
- # Maximum Snow Rotation Speed
- MaximumRotationSpeed = 0.01666666666666667
- # Maximum Snow Scale
- MaximumScale = 3
- # Puffersnow Chance
- PuffersnowChance = -1
- [Config.Extras.ModPatches]
- # Patch CustomNPCFixes in order to improve load times?
- PatchCustomNPCFixes = false
- # Disable PyTK mitigation for SpriteMaster?
- DisablePyTKMitigation = true
- [Config.FileCache]
- # Should the file cache be enabled?
- Enabled = true
- # What compression algorithm should be used?
- Compress = "Zstd"
- # Should files be compressed regardless of if it would be beneficial?
- ForceCompress = false
- # Should system compression (such as NTFS compression) be preferred?
- PreferSystemCompression = false
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