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Setup active RGSS version at runtime. Desired version can be specified via config, or as default, auto detected from the game files. This removes the need to build specifically for each version, which should help packaging a lot. This also greatly reduces the danger of introducing code that wouldn't compile on all RGSS version paths (as certain code paths were completely ifdef'd out). This can be optimized more, eg. not compiling shaders that aren't needed in the active version.
208 lines
4.4 KiB
Text
208 lines
4.4 KiB
Text
# Lines starting with '#' are comments
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# Specify the RGSS version to run under.
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# Possible values are 0, 1, 2, 3. If set to 0,
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# mkxp will try to guess the required version
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# based on the game files found in gameFolder.
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# If this fails, the version defaults to 1.
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# (default: 0)
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#
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# rgssVersion=1
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# Create a debug context and log
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# OpenGL debug information to the console
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# (default: disabled)
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#
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# debugMode=false
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# Game window is resizable
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# (default: disabled)
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#
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# winResizable=false
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# Start game in fullscreen (this can
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# always be toggled with Alt-Enter at runtime)
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# (default: disabled)
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#
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# fullscreen=false
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# Preserve game screen aspect ratio,
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# as opposed to stretch-to-fill
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# (default: enabled)
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#
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# fixedAspectRatio=true
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# Apply linear interpolation when game screen
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# is upscaled
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# (default: disabled)
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#
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# smoothScaling=false
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# Sync screen redraws to the monitor refresh rate
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# (default: disabled)
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#
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# vsync=false
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# Specify the window width on startup. If set to 0,
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# it will default to the default resolution width
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# specific to the RGSS version (640 in RGSS1, 544
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# in RGSS2 or higher).
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# (default: 0)
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#
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# defScreenW=640
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# Specify the window height on startup. If set to 0,
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# it will default to the default resolution height
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# specific to the RGSS version (480 in RGSS1, 416
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# in RGSS2 or higher).
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# (default: 0)
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#
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# defScreenH=480
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# Enforce a static frame rate
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# (0 = disabled)
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#
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# fixedFramerate=0
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# Skip (don't draw) frames when behind
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# (default: enabled)
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#
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# frameSkip=true
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# Don't use alpha blending when rendering text
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# (default: disabled)
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#
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# solidFonts=false
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# Set the base path of the game to '/path/to/game'
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# (default: executable directory)
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#
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# gameFolder=/path/to/game
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# Use either right or left Alt + Enter to toggle
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# fullscreen
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# (default: disabled)
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#
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# anyAltToggleFS=false
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# Allow symlinks for game assets to be followed
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# (default: disabled)
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#
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# allowSymlinks=false
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# Set the game window icon to 'path/to/icon.png'
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# (default: none)
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#
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# iconPath=/path/to/icon.png
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# Instead of playing an RPG Maker game,
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# execute a single plain text script instead
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# (default: none)
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#
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# customScript=/path/to/script.rb
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# Define raw scripts to be executed before the
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# actual Scripts.rxdata execution starts
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# (default: none)
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#
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# preloadScript=my_win32_wrapper.rb
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# preloadScript=ruby18_fixes.rb
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# Index all accesible assets via their lower case path
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# (emulates windows case insensitivity)
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# (default: enabled)
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#
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# pathCache=true
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# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
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# asset search path (multiple allowed)
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# (default: none)
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#
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# RTP=/path/to/rtp1
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# RTP=/path/to/rtp2.zip
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# RTP=/path/to/game.rgssad
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# Use the script's name as filename in warnings and error messages
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# (default: disabled)
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#
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# useScriptNames=false
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# Font substitutions allow drop-in replacements of fonts
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# to be used without changing the RGSS scripts,
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# eg. providing 'Open Sans' when the game thinkgs it's
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# using 'Arial'. Font family to be substituted and
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# replacement family are separated by one sole '>'.
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# Be careful not to include any spaces.
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# This is not connected to the built-in font, which is
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# always used when a non-existing font family is
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# requested by RGSS.
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# (default: none)
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#
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# fontSub=Arial>Open Sans
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# fontSub=Times New Roman>Liberation Serif
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# Because mkxp is usually distributed as a stand alone
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# build, no predefined load paths are initialized
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# ($:, $LOAD_PATH) in the MRI backend. With this option,
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# they can be specified manually (eg. when using a system
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# libruby.so). It is however recommended to statically
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# link all required gems into libruby.so.
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# (default: none)
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#
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# rubyLoadpath=/usr/lib64/ruby/
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# rubyLoadpath=/usr/local/share/ruby/site_ruby
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# SoundFont to use for midi playback (via fluidsynth)
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# (default: none)
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#
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# midi.soundFont=/usr/share/mysoundfont.sf2
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# Activate "chorus" effect for midi playback
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#
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# midi.chorus=false
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# Activate "reverb" effect for midi playback
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#
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# midi.reverb=false
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# Number of OpenAL sources to allocate for SE playback.
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# If there are a lot of sounds playing at the same time
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# and audibly cutting each other off, try increasing
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# this number. Maximum: 64.
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#
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# SE.sourceCount=6
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# Give a hint on which language the game title as
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# specified in the Game.ini is, useful if the encoding
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# is being falsely detected. Relevant only if mkxp was
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# built with automatic encoding conversion (INI_ENCODING).
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# (default: none)
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#
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# titleLanguage=japanese
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