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Ameisen

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Apr 1st, 2022
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  1. [Config]
  2. ConfigVersion = "0.13.0.300"
  3. # Should SpriteMaster be enabled?
  4. Enabled = true
  5. # Button to toggle SpriteMaster
  6. ToggleButton = "F11"
  7. PreferredMaxTextureDimension = 16384
  8. ShowIntroMessage = false
  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 = 128
  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.         SilenceOtherMods = true
  39.         SilencedMods = [
  40.             "Farm Type Manager",
  41.             "Quest Framework",
  42.             "AntiSocial NPCs",
  43.             "SMAPI",
  44.             "Json Assets",
  45.             "Content Patcher"
  46.         ]
  47.  
  48.     [Config.DrawState]
  49.     # Enable linear sampling for sprites
  50.     SetLinear = true
  51.     # How many MSAA samples should be used?
  52.     MSAASamples = 0
  53.     # Disable the depth buffer (unused in this game)
  54.     DisableDepthBuffer = false
  55.     # The default backbuffer format to request
  56.     BackbufferFormat = "Color"
  57.     # The default HDR backbuffer format to request
  58.     BackbufferHDRFormat = "Rgba64"
  59.     # Should the system HDR settings be honored?
  60.     HonorHDRSettings = true
  61.  
  62.     [Config.Performance]
  63.     # Perform a Generation 0 and 1 garbage collection pass every N ticks (if <= 0, disabled)
  64.     TransientGCTickCount = 150
  65.  
  66.     [Config.Resample]
  67.     # Should resampling be enabled?
  68.     Enabled = true
  69.     # Should texture rescaling be enabled?
  70.     Scale = true
  71.     # Should we assume that input sprites are gamma corrected?
  72.     AssumeGammaCorrected = true
  73.     # Should the scale factor of water be adjusted to account for water sprites being unusual?
  74.     TrimWater = true
  75.     # Maximum scale factor of sprites (dependant on chosen scaler)
  76.     MaxScale = 6
  77.     # Minimum edge length of a sprite to be considered for resampling
  78.     MinimumTextureDimensions = 1
  79.     # Should wrapped addressing be enabled for sprite resampling (when analysis suggests it)?
  80.     EnableWrappedAddressing = false
  81.     # Should resampling be stalled if it is determined that it will cause hitches?
  82.     UseFrametimeStalling = true
  83.     # Should color enhancement/rebalancing be performed?
  84.     UseColorEnhancement = true
  85.     # Should transparent pixels be premultiplied to prevent a 'halo' effect?
  86.     PremultiplyAlpha = true
  87.     # Low pass value that should be filtered when reversing premultiplied alpha.
  88.     PremultiplicationLowPass = 1024
  89.     # Use redmean algorithm for perceptual color comparisons?
  90.     UseRedmean = false
  91.     # What textures are drawn in 'slices' and thus should be special-cased to be resampled as one texture?
  92.     SlicedTextures = [
  93.         "LooseSprites\\Cursors::0,2000:640,256",
  94.         "LooseSprites\\Cloudy_Ocean_BG",
  95.         "LooseSprites\\Cloudy_Ocean_BG_Night",
  96.         "LooseSprites\\stardewPanorama",
  97.         "Maps\\nightSceneMaru",
  98.         "Maps\\nightSceneMaruTrees",
  99.         "Maps\\sebastianMountainTiles",
  100.         "Maps\\sebastianRideTiles",
  101.         "Tilesheets\\GuntherExpedition2_Shadows",
  102.         "Tilesheets\\Highlands_Fog",
  103.         "Tilesheets\\Highlands_FogBackground"
  104.     ]
  105.     # What textures or spritesheets use 4xblock sizes?
  106.     TwoXTextures = [
  107.         "Maps\\WoodBuildings"
  108.     ]
  109.     # What textures or spritesheets use 4xblock sizes?
  110.     FourXTextures = [
  111.         "Characters\\Monsters\\Crow",
  112.         "Characters\\femaleRival",
  113.         "Characters\\maleRival",
  114.         "LooseSprites\\Bat",
  115.         "LooseSprites\\buildingPlacementTiles",
  116.         "LooseSprites\\chatBox",
  117.         "LooseSprites\\daybg",
  118.         "LooseSprites\\DialogBoxGreen",
  119.         "LooseSprites\\hoverBox",
  120.         "LooseSprites\\nightbg",
  121.         "LooseSprites\\robinAtWork",
  122.         "LooseSprites\\skillTitles",
  123.         "LooseSprites\\textBox",
  124.         "Maps\\busPeople",
  125.         "Maps\\cavedarker",
  126.         "Maps\\FarmhouseTiles",
  127.         "Maps\\GreenHouseInterior",
  128.         "Maps\\MenuTiles",
  129.         "Maps\\MenuTilesUncolored",
  130.         "Maps\\spring_BusStop",
  131.         "Maps\\TownIndoors",
  132.         "TerrainFeatures\\BuffsIcons",
  133.         "TerrainFeatures\\DiggableWall_basic",
  134.         "TerrainFeatures\\DiggableWall_basic_dark",
  135.         "TerrainFeatures\\DiggableWall_frost",
  136.         "TerrainFeatures\\DiggableWall_frost_dark",
  137.         "TerrainFeatures\\DiggableWall_lava",
  138.         "TerrainFeatures\\DiggableWall_lava_dark",
  139.         "TerrainFeatures\\Stalagmite",
  140.         "TerrainFeatures\\Stalagmite_Frost",
  141.         "TerrainFeatures\\Stalagmite_Lava",
  142.         "TileSheets\\Fireball",
  143.         "TileSheets\\rain",
  144.         "TileSheets\\animations"
  145.     ]
  146.     # What spritesheets will absolutely not be resampled or processed?
  147.     Blacklist = [
  148.         "LooseSprites\\Lighting\\",
  149.         "@^Maps\\\\.+Mist",
  150.         "@^Maps\\\\.+mist",
  151.         "@^Maps\\\\.+Shadow",
  152.         "@^Maps\\\\.+Shadows",
  153.         "@^Maps\\\\.+Fog",
  154.         "@^Maps\\\\.+FogBackground"
  155.     ]
  156.     # What spritesheets will absolutely not be treated as gradients?
  157.     GradientBlacklist = [
  158.         "TerrainFeatures\\hoeDirt"
  159.     ]
  160.  
  161.         [Config.Resample.BlockMultipleAnalysis]
  162.         # Should sprites be analyzed to see if they are block multiples?
  163.         Enabled = true
  164.         # What threshold should be used for block multiple analysis?
  165.         EqualityThreshold = 1
  166.         # How many blocks can be different for the test to still pass?
  167.         MaxInequality = 1
  168.  
  169.         [Config.Resample.Analysis]
  170.         # Max color difference to not consider a sprite to be a gradient?
  171.         MaxGradientColorDifference = 38
  172.         # Minimum different shades required (per channel) for a sprite to be a gradient?
  173.         MinimumGradientShades = 2
  174.         # Use redmean algorithm for perceptual color comparisons?
  175.         UseRedmean = true
  176.         # Experimental resample-based recolor support
  177.         [Config.Resample.Recolor]
  178.         # Should (experimental) resample-based recoloring be enabled?
  179.         Enabled = false
  180.         RScalar = 0.8976420000000001
  181.         GScalar = 0.998476
  182.         BScalar = 1.18365
  183.  
  184.         [Config.Resample.BlockCompression]
  185.         # Should block compression of sprites be enabled?
  186.         Enabled = true
  187.         # What quality level should be used?
  188.         Quality = "Highest"
  189.         # What alpha deviation threshold should be applied to determine if a sprite's transparency is smooth or mask-like (determines between bc2 and bc3)?
  190.         HardAlphaDeviationThreshold = 7
  191.  
  192.         [Config.Resample.Padding]
  193.         # Should padding be applied to sprites to allow resampling to extend beyond the natural sprite boundaries?
  194.         Enabled = true
  195.         # What is the minimum edge size of a sprite for padding to be enabled?
  196.         MinimumSizeTexels = 4
  197.         # Should unknown (unnamed) sprites be ignored by the padding system?
  198.         IgnoreUnknown = false
  199.         # Should solid edges be padded?
  200.         PadSolidEdges = false
  201.         # What spritesheets should not be padded?
  202.         BlackList = [
  203.             "LooseSprites\\Cursors::256,308:50,34"
  204.         ]
  205.         # What spritesheets should have a stricter edge-detection algorithm applied?
  206.         StrictList = [
  207.             "LooseSprites\\Cursors"
  208.         ]
  209.         # What spritesheets should always be padded?
  210.         AlwaysList = [
  211.             "LooseSprites\\font_bold",
  212.             "Characters\\Farmer\\hairstyles",
  213.             "Characters\\Farmer\\hairstyles2",
  214.             "Characters\\Farmer\\hats",
  215.             "Characters\\Farmer\\pants",
  216.             "Characters\\Farmer\\shirts",
  217.             "TileSheets\\weapons",
  218.             "TileSheets\\bushes",
  219.             "TerrainFeatures\\grass",
  220.             "TileSheets\\debris",
  221.             "TileSheets\\animations",
  222.             "Maps\\springobjects",
  223.             "Maps\\summerobjects",
  224.             "Maps\\winterobjects",
  225.             "Maps\\fallobjects",
  226.             "Buildings\\houses",
  227.             "TileSheets\\furniture",
  228.             "TerrainFeatures\\tree1_spring",
  229.             "TerrainFeatures\\tree2_spring",
  230.             "TerrainFeatures\\tree3_spring",
  231.             "TerrainFeatures\\tree1_summer",
  232.             "TerrainFeatures\\tree2_summer",
  233.             "TerrainFeatures\\tree3_summer",
  234.             "TerrainFeatures\\tree1_fall",
  235.             "TerrainFeatures\\tree2_fall",
  236.             "TerrainFeatures\\tree3_fall",
  237.             "TerrainFeatures\\tree1_winter",
  238.             "TerrainFeatures\\tree2_winter",
  239.             "TerrainFeatures\\tree3_winter"
  240.         ]
  241.  
  242.         [Config.Resample.xBRZ]
  243.         # The weight provided to luminance as opposed to chrominance when performing color comparisons
  244.         LuminanceWeight = 1
  245.         # The tolerance for colors to be considered equal - [0, 256)
  246.         EqualColorTolerance = 20
  247.         # The threshold for a corner-direction to be considered 'dominant'
  248.         DominantDirectionThreshold = 4.4
  249.         # The threshold for a corner-direction to be considered 'steep'
  250.         SteepDirectionThreshold = 2.2
  251.         # Bias towards kernel center applied to corner-direction calculations
  252.         CenterDirectionBias = 3
  253.         # Should gradient block copies be used? (Note: Very Broken)
  254.         UseGradientBlockCopy = false
  255.  
  256.     [Config.WrapDetection]
  257.     # What is the threshold percentage of alpha values to be used to determine if it is a wrapping edge?
  258.     edgeThreshold = 0.2000000029802322
  259.     # What is the minimum alpha value assumed to be opaque?
  260.     alphaThreshold = 1
  261.  
  262.     [Config.AsyncScaling]
  263.     # Should asynchronous scaling be enabled for unknown textures?
  264.     EnabledForUnknownTextures = true
  265.     # Should synchronous stores always be used?
  266.     ForceSynchronousStores = true
  267.     # Should synchronous stores be throttled?
  268.     ThrottledSynchronousLoads = true
  269.     # Should we fetch and load texture data within the same frame?
  270.     CanFetchAndLoadSameFrame = true
  271.  
  272.     [Config.MemoryCache]
  273.     # Should the memory cache be enabled?
  274.     Enabled = true
  275.     # Should memory cache elements always be flushed upon update?
  276.     AlwaysFlush = false
  277.  
  278.     [Config.SuspendedCache]
  279.     # Should the suspended sprite cache be enabled?
  280.     Enabled = true
  281.  
  282.     [Config.SMAPI]
  283.     # Should the experimental SMAPI texture cache patch be enabled?
  284.     TextureCacheEnabled = true
  285.     # Should the experimental SMAPI texture cache have high memory usage enabled?
  286.     # Unrecommended: This results in the game's texture being retained (and thus loaded faster) but doesn't suspend the resampled sprite instances.
  287.     TextureCacheHighMemoryEnabled = false
  288.     # Should the ApplyPatch method be patched?
  289.     ApplyPatchEnabled = true
  290.     # Should ApplyPatch pin temporary memory?
  291.     ApplyPatchPinMemory = false
  292.     # Should 'GetData' be patched to use SM caches?
  293.     ApplyGetDataPatch = true
  294.  
  295.     [Config.Extras]
  296.     # Should the game have 'fast quitting' enabled?
  297.     FastQuit = false
  298.     # Should line drawing be smoothed?
  299.     SmoothLines = true
  300.     # Should Harmony patches have inlining re-enabled?
  301.     HarmonyInlining = false
  302.     # Should the game's 'parseMasterSchedule' method be fixed and optimized?
  303.     FixMasterSchedule = true
  304.     # Should NPC Warp Points code be optimized?
  305.     OptimizeWarpPoints = true
  306.     # Should NPCs take true shortest paths?
  307.     TrueShortestPath = false
  308.     # Allow NPCs onto the farm?
  309.     AllowNPCsOnFarm = false
  310.     # Should the default batch sort be replaced with a stable sort?
  311.     StableSort = true
  312.     # Should the game be prevented from going 'unresponsive' during loads?
  313.     PreventUnresponsive = true
  314.     # Should the engine's deferred thread task runner be optimized?
  315.     OptimizeEngineTaskRunner = false
  316.  
  317.         [Config.Extras.Snow]
  318.         # Should custom snowfall be used during snowstorms?
  319.         Enabled = true
  320.         # Minimum Snow Density
  321.         MinimumDensity = 1024
  322.         # Maximum Snow Density
  323.         MaximumDensity = 3072
  324.         # Maximum Snow Rotation Speed
  325.         MaximumRotationSpeed = 0.01666666666666667
  326.         # Maximum Snow Scale
  327.         MaximumScale = 3
  328.         # Puffersnow Chance
  329.         PuffersnowChance = -1
  330.  
  331.         [Config.Extras.ModPatches]
  332.         # Patch CustomNPCFixes in order to improve load times?
  333.         PatchCustomNPCFixes = false
  334.         # Disable PyTK mitigation for SpriteMaster?
  335.         DisablePyTKMitigation = true
  336.  
  337.     [Config.FileCache]
  338.     # Should the file cache be enabled?
  339.     Enabled = true
  340.     # What compression algorithm should be used?
  341.     Compress = "Zstd"
  342.     # Should files be compressed regardless of if it would be beneficial?
  343.     ForceCompress = false
  344.     # Should system compression (such as NTFS compression) be preferred?
  345.     PreferSystemCompression = false
  346.  
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