config.txt 27 KB

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  1. # Configuration file for MegaZeux 2.91j
  2. # February 20th, 2019
  3. # Comments begin with #. Whitespace is ignored. Empty lines are
  4. # ignored as well.
  5. # Options are set in the following format:
  6. # option = value
  7. # If value is not given, then it is assumed to be 1.
  8. # You can include spaces in values by escaping them with \s.
  9. # (see the default macros for examples)
  10. # For directories, use forward slashes (/) instead of back-slashes,
  11. # as they work more reliably.
  12. # Note that even if the option is given to change the values
  13. # in MZX, this text file will NOT be modified, and hence the
  14. # values will revert to what they are here when you restart MZX.
  15. # NOTE: All of the options below have sane defaults. Changes to
  16. # these options will only take effect if you uncomment them.
  17. # In many cases, the current default value has been written in,
  18. # but this is not guaranteed (for example with video_output).
  19. ### Video options ###
  20. # Rendering engine to use to display MegaZeux. The simplest (but not
  21. # necessarily fastest) renderer is "software". Due to MegaZeux's strange
  22. # default resolution (640x350), many video cards have difficulty
  23. # supporting it correctly in fullscreen mode.
  24. #
  25. # The software renderer is the fallback renderer if another renderer fails
  26. # to initialize, and has generally adequate performance. Additionally, it
  27. # supports 8 bit indexed color and requires no overlay or 3D hardware support.
  28. # If you're on a slow computer or a handheld portable, definitely use this.
  29. # To use it, uncomment the line below.
  30. # video_output = software
  31. # A much faster option for almost anything with a graphics card is the
  32. # "softscale" renderer. This renderer uses SDL2's built-in rendering API
  33. # to stream the output of the software renderer to a hardware-accelerated
  34. # texture (if available) for extremely fast scaling and display.
  35. #
  36. # Either 32 bit or 16 bit rendering can be enabled (see force_bpp), but
  37. # 32 bit is recommended. Nearest neighbor or linear scaling will be chosen
  38. # automatically based on the scaling ratio and size of the window. This
  39. # renderer is a replacement for the YUV overlay renderer.
  40. # video_output = softscale
  41. # If you built MegaZeux yourself with SDL 1.2 support enabled, the YUV overlay
  42. # renderer is available instead of softscale. This renderer is good if you
  43. # want scaling and can't use OpenGL. The quality of scaling is hardware
  44. # dependent and often looks bad at non-integer scaling.
  45. #
  46. # Uncomment either of the lines below (but not both) if you want to try it.
  47. # The "overlay2" mode is cheaper, but will be less accurate due to the use
  48. # of chroma subsampling instead of a full YUV encode. The "overlay2" mode
  49. # also does not support newer graphical features such as unbound sprites.
  50. # If uncommented for SDL2 builds, these lines will enable softscale instead.
  51. # video_output = overlay1
  52. # video_output = overlay2
  53. # An OpenGL renderer is a good choice if you want a configurable, cheap
  54. # renderer and have a video card. This method provides the highest quality
  55. # scaler and should work on all platforms with OpenGL or OpenGL ES support.
  56. #
  57. # MegaZeux provides two fixed-function scalers. The first renders the whole
  58. # screen to a texture and uses OpenGL to stretch it. This method is generally
  59. # fast but may be slow on very old PCs. This renderer is called "opengl1".
  60. #
  61. # The second fixed-function scaler draws entirely in OpenGL by remapping the
  62. # character sets to a texture. This yields a performance increase for some
  63. # games, but at the cost of compatibility. This renderer is called "opengl2".
  64. #
  65. # MegaZeux also provides a scaler for programmable hardware. If you have
  66. # OpenGL 2.0 or OpenGL ES 2.0 capable hardware, you should use this renderer.
  67. # This renderer uses GLSL shaders to render and scale the screen, and several
  68. # different scaling shaders can be selected at runtime using the settings menu.
  69. # This renderer is called "glsl". It is the highest quality and best performing
  70. # renderer for most PCs and games, and is enabled by default.
  71. #
  72. # Uncomment ONE of the lines below:
  73. # video_output = opengl1
  74. # video_output = opengl2
  75. # video_output = glsl
  76. # The scaling renderers can be configured to preserve aspect ratio where
  77. # possible in window and fullscreen modes. The supported ratios are
  78. # "classic" (4:3) and "modern" (64:35). The ratio type "stretch" disables
  79. # any aspect ratio preservation. The default is "modern".
  80. # video_ratio = modern
  81. # OpenGL will, by default, linearly interpolate pixels as it upscales
  82. # to your requested resolution. This creates an output with more "blur",
  83. # which some people dislike. If you are using a sufficiently high target
  84. # resolution, preferably an integer multiple of 640x350, you may find
  85. # "nearest" more pleasing, which will have no "blur". The default
  86. # setting is "linear".
  87. # gl_filter_method = nearest
  88. # The GLSL renderer uses scaling shaders to determine the scaling method
  89. # instead of gl_filter_method. The default shader to be loaded when MZX
  90. # starts is assets/glsl/scalers/semisoft.frag.
  91. # Change this config option to specify a different shader to load on startup.
  92. # For a list of valid options, see the F2 menu or the GLSL scalers folder.
  93. # Do not include an extension.
  94. # gl_scaling_shader = semisoft
  95. # Some OpenGL driver settings may default vertical sync on, which looks
  96. # visually better on CRTs but can cause "speed 1" to run noticably slower.
  97. # For consistency with other renderers, and for correctness, MegaZeux will
  98. # attempt to disable vsync when gl_vsync is the default value of 0.
  99. # Conversely, a value of 1 forces MegaZeux to override the driver settings
  100. # and enable vsync, which decreases tearing. A value of -1 can be used to
  101. # tell MegaZeux to obey the driver default, which is unlikely to be useful.
  102. # gl_vsync = 1
  103. # Resolution MZX uses for fullscreen. With the software renderer, this
  104. # will center MZX on the screen, and will not scale it. All other renderers
  105. # listed above will attempt to scale the screen to match this resolution.
  106. # Best results are obtained by using your current desktop resolution or a
  107. # well-supported resolution (like 1280,720) in conjunction with the modern
  108. # aspect ratio.
  109. #
  110. # Give in x,y format. Use this if the defaults are giving you problems,
  111. # especially in the software renderer.
  112. # The current desktop resolution is the default for all scalable renderers;
  113. # "640,480" is the default for the software renderer.
  114. # fullscreen_resolution = 640,480
  115. # If this setting is enabled, instead of regular fullscreen MZX will create
  116. # a borderless window with the current desktop resolution when fullscreen
  117. # is enabled. This overrides fullscreen_resolution. Disabled by default.
  118. # fullscreen_windowed = 0
  119. # The resolution MZX uses in a window. If you renderer supports
  120. # it, MZX will be scaled to fit this specification. Otherwise
  121. # the setting is ignored.
  122. # window_resolution = 640,350
  123. # Use this to toggle whether MZX can be scaled while in window
  124. # mode, if your renderer supports it. If you use a renderer which
  125. # supports scaling, but don't want to accidentally scale it (which
  126. # may distort the image), you can switch this off here.
  127. # enable_resizing = 1
  128. # MZX is limited internally to 8bit colour, but it can upmix its
  129. # rendering to 32bit if your video card has difficulty with 8bit
  130. # resolutions. Using 32bit colour is slower, but not by much.
  131. # NOTE: This option may be ignored by one or more of the above
  132. # renderers, but it is guaranteed to apply to "software". Valid
  133. # settings are usually '8', '16', or '32'. Default is '32'.
  134. # force_bpp = 32
  135. # Whether MZX should start up in fullscreen or not.
  136. # Press ctrl-alt-enter to toggle fullscreen as MZX runs.
  137. # fullscreen = 1
  138. # Whether MZX should allow a screenshot to be taken when F12 is pressed.
  139. # Defaults to enabled.
  140. # allow_screenshots = 1
  141. ### Audio options ###
  142. # Sampling rate to output audio at. Higher values will sound
  143. # better but use more resources and may not be supported by
  144. # your audio card/drivers. Typical values include 22050, 44100,
  145. # and 48000. If your card supports it you might get away with
  146. # 96000, or even 192000.
  147. # audio_sample_rate = 44100
  148. # Audio buffer size in samples. Setting this to lower can improve
  149. # latency, so audio will be heard sooner after it is set to be
  150. # changed. It is also possible to change PC speaker effects more
  151. # rapidly with lower values. Lower buffer sizes need more CPU power
  152. # to process. 2048 is adequete for PC speaker playback every
  153. # command at speed 4.
  154. # audio_buffer_samples = 1024
  155. # Allow music to be sampled at higher precision. Increases CPU
  156. # usage but increases audio quality as well.
  157. # enable_oversampling = 0
  158. # Set master resample mode. This affects how OGGs and
  159. # frequency shifted modules sound. Choices are:
  160. # none (fastest, poor quality)
  161. # linear (fast, good quality)
  162. # cubic (slow, great quality)
  163. # resample_mode = linear
  164. # Set resample mode for modplug. This affects how modules
  165. # and WAVs sound. Choices are:
  166. # none (fastest, poor quality)
  167. # linear (fast, good quality)
  168. # cubic (slow, great quality)
  169. # fir (very slow, excellent quality)
  170. # modplug_resample_mode = linear
  171. # Whether music/samples should be played or not.
  172. # Does not include PC speaker effects.
  173. # music_on = 1
  174. # Whether PC speaker effects should be played or not.
  175. # pc_speaker_on = 1
  176. # Volume music plays at (0 through 10)
  177. # music_volume = 8
  178. # Volume samples play at (0 through 10)
  179. # sample_volume = 8
  180. # Volume PC speaker SFX play at (0 through 10)
  181. # pc_speaker_volume = 8
  182. # The maximum number of samples that can be played simultaneously.
  183. # Set to -1 for an unlimited number of samples.
  184. # max_simultaneous_samples = -1
  185. ### Game options ###
  186. # Name of the directory where MegaZeux should start.
  187. # startup_path = /home/username/MegaZeux
  188. # Name of world file that should be loaded when MZX starts.
  189. # startup_file = caverns.mzx
  190. # Default save file name given when you first try to save.
  191. # save_file = saved.sav
  192. # Speed MZX should start at (1 through 16)
  193. # mzx_speed = 4
  194. # Start in the editor by default
  195. # startup_editor = 1
  196. # Allow the use of editing cheats in regular gameplay. Set to 1
  197. # to enable the cheats for either executable, "mzxrun" to enable
  198. # them for MZXRun only, or to 0 to disable them for both. This
  199. # feature is disabled by default.
  200. # allow_cheats = 0
  201. # Enable standalone mode. This is a game mode meant to be used
  202. # for packaged standalone MegaZeux games. In standalone mode:
  203. # - ENTER_MENU, ESCAPE_MENU, HELP_MENU, F2_MENU and LOAD_MENU
  204. # can be used on the title screen to disable these menus.
  205. # - HELP_MENU prevents the help menu from being opened even
  206. # when other builtin dialogs are open
  207. # - EXIT_GAME can be used on the title screen to exit MegaZeux
  208. # - The default title screen message does not appear
  209. # - PLAY_GAME can be set to 1 to start a game
  210. # - Using ALT-F4, closing the window or using other OS-specific
  211. # ways of closing an application will exit MZX entirely,
  212. # without asking for confirmation first
  213. # Standalone mode can only be used from MZXRun.
  214. # standalone_mode = 1
  215. # Enable no titlescreen mode. This mode only works if standalone
  216. # mode is enabled and causes the following:
  217. # - The title screen is skipped and the game begins on the first
  218. # board.
  219. # - Exiting to the title screen exits MegaZeux
  220. # no_titlescreen = 1
  221. ### Board editor options ###
  222. # Whether or not the spacebar can be used to toggle between
  223. # your active buffer and the meta character "SPACE". If you
  224. # set this, it will behave like older MegaZeux versions, but it
  225. # will allow you to overwrite robots, for instance.
  226. #
  227. # If the setting is disabled (the default), replacing params
  228. # will your new buffer will not require a toggle, and robots
  229. # can only be deleted with the Delete key.
  230. # editor_space_toggles = 1
  231. # Whether or not the editor should center the viewport on the
  232. # cursor in tab draw mode. Disabled by default; uncomment the
  233. # following line to enable.
  234. # editor_tab_focuses_view = 1
  235. # Whether or not the editor will load board char sets and
  236. # palettes when the board is changed. Disabled by default.
  237. # editor_load_board_assets = 1
  238. # Whether or not the thing menus (F3-F10) will place an object on
  239. # the board when that object is selected. Enabled by default.
  240. # editor_thing_menu_places = 1
  241. # If this is set to 1 (the default), enter can be used to split
  242. # a line in the robot editor. However, the classic behaviour is
  243. # that enter moves the cursor down a line. If you would like to
  244. # restore the old behaviour, please set this to 0.
  245. # editor_enter_splits = 1
  246. # Set to 0 if you want the board editor to show the hotkey help
  247. # by default.
  248. # board_editor_hide_help = 1
  249. # Set to 1 if you want the palette editor to hide the hotkey help
  250. # when MegaZeux starts (default: don't hide).
  251. # palette_editor_hide_help = 0
  252. # The size of the board, overlay, vlayer, and char editor undo history
  253. # stacks. Valid values are between 0 and 1000. Defaults to 100.
  254. # undo_history_size = 100
  255. # Defaults for new boards. Put these in [filename].editor.cnf to customize
  256. # for each individual game, E.G. caverns.editor.cnf. Viewport width/height
  257. # must be set before offset, and board width/height must be set before any
  258. # viewport vars.
  259. # Options for the majority of these are 0 or 1, for off and on.
  260. # Options for explosions_leave: space, ash, fire
  261. # Options for saving: enabled, disabled, sensoronly
  262. # Options for overlay: enabled, disabled, static, transparent
  263. # board_default_width = 100
  264. # board_default_height = 100
  265. # board_default_viewport_w = 80
  266. # board_default_viewport_h = 25
  267. # board_default_viewport_x = 0
  268. # board_default_viewport_y = 0
  269. # board_default_can_shoot = 1
  270. # board_default_can_bomb = 1
  271. # board_default_fire_burns_spaces = 0
  272. # board_default_fire_burns_fakes = 1
  273. # board_default_fire_burns_trees = 1
  274. # board_default_fire_burns_brown = 0
  275. # board_default_fire_burns_forever = 0
  276. # board_default_forest_to_floor = 0
  277. # board_default_collect_bombs = 0
  278. # board_default_restart_if_hurt = 0
  279. # board_default_reset_on_entry = 0
  280. # board_default_player_locked_ns = 0
  281. # board_default_player_locked_ew = 0
  282. # board_default_player_locked_att = 0
  283. # board_default_time_limit = 0
  284. # board_default_explosions_leave = ash
  285. # board_default_saving = enabled
  286. # board_default_overlay = enabled
  287. # board_default_charset_path =
  288. # board_default_palette_path =
  289. ### Robot editor options ###
  290. # Enable or disable color coding in the editor.
  291. # If color coding is off, ccode_string is used for the entire
  292. # line.
  293. # color_coding_on = 0
  294. # Color codes for various types.
  295. # For colors, use 255 to show a color box.
  296. # ccode_colors = 255
  297. # ccode_commands = 15
  298. # ccode_conditions = 15
  299. # ccode_current_line = 11
  300. # ccode_directions = 3
  301. # ccode_equalities = 0
  302. # ccode_extras = 7
  303. # ccode_immediates = 10
  304. # ccode_items = 11
  305. # ccode_params = 2
  306. # ccode_strings = 14
  307. # ccode_things = 11
  308. # Whether or not "extra words" should be displayed.
  309. # For instance, if turned on, a line like "wait 1" will
  310. # become "wait for 1."
  311. # disassemble_extras = 0
  312. # The base numbers should be displayed as. Valid options
  313. # are 10 and 16 (decimal and hexidecimal). Hex numbers are
  314. # prefixed with a dollar sign ($).
  315. # disassemble_base = 16
  316. # Changing this will allow invalid comments to automatically
  317. # be marked to "delete" or "comment" instead of "ignore".
  318. # Don't change this unless you know what you're doing.
  319. # default_invalid_status = ignore
  320. # Single line macros
  321. # These are the traditional MZX macros; they may only
  322. # occupy one line in their definition in this file. They
  323. # correspond to parameter-less macros: when you press
  324. # F6 through F10 the following strings are printed to
  325. # the editor, verbatim. For instance if you set macro_1 to
  326. # * "hello", * "hello" will be inserted every time you
  327. # press F6 in the robot editor.
  328. # The following are the default singe-line macros.
  329. # macro_1 = char\s
  330. # macro_2 = color\s
  331. # macro_3 = goto\s
  332. # macro_4 = send\s
  333. # macro_5 = :\splayershot^
  334. # Extended macros:
  335. # See macro.txt.
  336. # The following is an example extended macro.
  337. # It sets up a sprite. If you find it useful, remove the #'s.
  338. #macro_sprite = Sprite\sSetup
  339. # (number255 spr_num)
  340. # (number255 w, h, rx, ry)
  341. # (number255 cx, cy, cw, ch)
  342. # (number255 x, y)
  343. # set spr!spr_num!_width !w!
  344. # set spr!spr_num!_height !h!
  345. # set spr!spr_num!_refx !rx!
  346. # set spr!spr_num!_refy !ry!
  347. # set spr!spr_num!_cwidth !cw!
  348. # set spr!spr_num!_cheight !ch!
  349. # set spr!spr_num!_cx !cx!
  350. # set spr!spr_num!_cy !cy!
  351. # put !x1! sprite p!#spr_num! !x! !y!
  352. # Whether or not the palette should be reverted to default
  353. # when the robot editor is load. If set, SMZX mode 0 will
  354. # also be enforced.
  355. # robot_editor_default_palette = 0
  356. # Set to 0 if you want the robot editor to show the hotkey help
  357. # and horizontal border by default.
  358. # robot_editor_hide_help = 1
  359. # Backup options
  360. # Backups are save files made in the editor. They will only be made
  361. # while in the main editor, not while in a sub-editor or a dialogue
  362. # box of sorts. Note that this can cause slight pauses while editing,
  363. # as the game saves.
  364. # If you have multiple backups you should check the modified date in
  365. # a console or file properties to determine which was most recently
  366. # modified. The number will not indicate most recently saved.
  367. # How many backups to be made. Set to zero to disable backups.
  368. # backup_count = 3
  369. # How often (in seconds) backups should be made
  370. # backup_interval = 60
  371. # The name of the backup file. If you choose "backup" with 3 backups
  372. # the backups will be named backup1.mzx, backup2.mzx, and backup3.mzx.
  373. # backup_name = backup
  374. # The extension of backup files (keep this .mzx if you want to be able
  375. # to easily load them)
  376. # backup_ext = .mzx
  377. # Joystick options
  378. # It is possible to emulate key presses using a joystick. This can be
  379. # achieved with the following config options globally or (for options
  380. # starting with "joyX" only) on a per-game basis. To configure joysticks
  381. # for a particular game, place the applicable settings in a file called
  382. # [game].cnf (e.g. "caverns.cnf" is the settings file for "caverns.mzx").
  383. # This will configure joysticks for that world and all saves loaded from
  384. # that world only. Games utilizing swaps may require multiple .cnf files.
  385. # Each joystick in MegaZeux is assigned a number between 1 and 16. When
  386. # a joystick is detected, it is given the lowest available number, so
  387. # typically the joystick you are using is joystick 1. When multiple
  388. # joysticks are plugged in, you may have to experiment to determine which
  389. # joystick is which.
  390. # You can currently map three joystick input methods: axes, buttons,
  391. # and one POV hat. Axes/buttons/hats are mapped to keys using a number
  392. # corresponding to the a given key. This number is the same as the
  393. # KEY_PRESSED value for that key (see keycodes.html or mzx_help.html).
  394. # The option to map a joystick axis is
  395. # joyXaxisY = A, B
  396. # where X is the number of the joystick, Y is the number of the axis
  397. # (1 is typically left/right, 2 is typically up/down), A is the key
  398. # for one extreme (such as left) and B is the key for the other
  399. # (such as right). An example of an axis is an analog stick or a
  400. # pressure-sensitive trigger button. The threshold to trigger a
  401. # joystick axis press can be globally defined with the setting
  402. # joy_axis_threshold = 10000
  403. # where lower values (0 minimum) will press the mapped key with less
  404. # movement and higher values (32767 maximum) will press the mapped key
  405. # with more movement.
  406. # The option to map a joystick button is
  407. # joyXbuttonY = A
  408. # where X is the number of the joystick, Y is the number of the button,
  409. # and A is the key whose press is emulated when this button is pressed.
  410. # You may have to experiment to find the number of a given button.
  411. # The option to map a joystick hat is
  412. # joyXhat = U, D, L, R
  413. # where X is the number of the joystick, U is the key for the up direction,
  414. # D is the key for the down direction, L is the key for the left direction,
  415. # and R is the key for the right direction. Currently, only one POV hat per
  416. # joystick is supported. An example of a POV hat is the directional pad on
  417. # some controllers.
  418. # As of MegaZeux 2.92, it is also possible to bind joystick controls to
  419. # generic "joystick actions". These actions are more UI-friendly than using
  420. # keycodes directly, they have default gameplay keys pre-assigned, and these
  421. # gameplay keys can be changed to different values without altering UI behavior.
  422. # To use a joystick action, replace the key in one of the settings above with
  423. # "act_X", where X is an action name from the table below. Examples:
  424. # joyXhat = act_up, act_down, act_left, act_right
  425. # joyXaxisY = act_l_left, act_l_right
  426. # joyXbuttonY = act_shoot
  427. # The available joystick actions and their typical behaviors are:
  428. # Action Title screen Window Game key (default)
  429. # ------------- -------------- -------------- ----------------------
  430. # up Cursor up Up (move)
  431. # down Cursor down Down (move)
  432. # left Cursor left Left (move)
  433. # right Cursor right Right (move)
  434. # a / shoot Play game Select Space (shoot)
  435. # b / bomb Main menu Cancel Delete (lay bomb)
  436. # c / switch Settings Next element Insert (switch bombs)
  437. # x Help Select char S (Caverns: spells)
  438. # y Updater Backspace P (Caverns: altar)
  439. # settings Settings Settings[1] F2 (settings)
  440. # escape Exit Cancel Escape (exit[2])
  441. # menu Play game Select Enter (game menu)
  442. # save Load world Page up F3 (save game)
  443. # load Reload save Page down F4 (load save)
  444. # lstick Home
  445. # rstick End
  446. # Actions "up"/"down"/"left"/"right" are intended for a digital pad. Actions
  447. # "l_up"/"l_down"/"l_left"/"l_right" and "r_up"/"r_down"/"r_left"/"r_right"
  448. # also exist, which are similar and intended for analog stick mapping on
  449. # controllers that possess both a digital pad and analog sticks.
  450. # [1] Works on the main menu and game menu. May not work on other windows
  451. # currently.
  452. # [2] This behavior will always override other bindings unless the
  453. # exit dialog has been disabled.
  454. # To map a joystick action to a different key for gameplay, use the setting
  455. # joyX.act_Y = A
  456. # where X is the number of the joystick, Y is the name of the joystick action
  457. # (e.g. "shoot"), and A is the number of the key to assign to that action.
  458. # For platforms MegaZeux supports via SDL 2, joystick mapping can be automated
  459. # for the numerous controllers recognized by SDL 2. This means that, if your
  460. # device is supported, you can plug in your joystick/gamepad/etc. and it will
  461. # just work. This automatic mapping will not overwrite mapping values specified
  462. # in config by the above settings.
  463. # This setting can be used to globally disable the automatic mapping feature
  464. # entirely. If 1, it will be enabled (default). If 0, it will be disabled.
  465. # gamecontroller_enable = 1
  466. # This feature uses SDL 2 gamecontroller mappings to assign the above joystick
  467. # actions to axes/buttons/hats. The following settings can be used to customize
  468. # the default mapping from SDL to MZX actions/keys globally:
  469. # gamecontroller.a = act_shoot
  470. # gamecontroller.b = act_bomb
  471. # gamecontroller.x = act_x
  472. # gamecontroller.y = act_y
  473. # gamecontroller.back = act_escape
  474. # gamecontroller.start = act_menu
  475. # gamecontroller.leftstick = act_lstick
  476. # gamecontroller.rightstick = act_rstick
  477. # gamecontroller.leftshoulder = act_switch
  478. # gamecontroller.rightshoulder = act_settings
  479. # gamecontroller.dpup = act_up
  480. # gamecontroller.dpdown = act_down
  481. # gamecontroller.dpleft = act_left
  482. # gamecontroller.dpright = act_right
  483. # gamecontroller.-leftx = act_l_left
  484. # gamecontroller.+leftx = act_l_right
  485. # gamecontroller.-lefty = act_l_up
  486. # gamecontroller.+lefty = act_l_down
  487. # gamecontroller.-rightx = act_r_left
  488. # gamecontroller.+rightx = act_r_right
  489. # gamecontroller.-righty = act_r_up
  490. # gamecontroller.+righty = act_r_down
  491. # gamecontroller.lefttrigger = act_save
  492. # gamecontroller.righttrigger = act_load
  493. # If your controller isn't currently supported by SDL or gamecontrollerdb.txt,
  494. # it is possible to add or override an SDL mapping string directly. Use one of
  495. # the tools on the following website to generate a mapping string for your
  496. # controller.
  497. #
  498. # https://github.com/gabomdq/SDL_GameControllerDB
  499. #
  500. # You can use the following setting to add your mapping to MegaZeux. Copy the
  501. # string generated by the mapping tool and paste it on the right side of the
  502. # equals sign:
  503. # gamecontroller_add =
  504. # You should test your new mapping to make sure every button/axis works
  505. # correctly and then report it to a MegaZeux developer or SDL_GameControllerDB
  506. # so it can be added to the database. This option may be specified multiple
  507. # times; each time, it will add or replace a different mapping. Each instance
  508. # should be on a single line.
  509. # Misc Options
  510. # Set to 1 if you want MZX to pause when key focus is lost. Useful for
  511. # when another app (such as someone IM'ing you) steals the screen. This
  512. # might cause MZX to lock up sometimes on some machines - if you have
  513. # problems with it don't enable it.
  514. # pause_on_unfocus = 0
  515. # Set to 0 if you want input boxes and strings in the robot editor
  516. # to use the game set for characters 32-126, as opposed to the protected
  517. # GUI set.
  518. # mask_midchars = 1
  519. # Set to 1 if you would rather MZX's mouse pointer used the
  520. # system mouse cursor.
  521. # system_mouse = 0
  522. ###################
  523. # NETWORK OPTIONS #
  524. ###################
  525. # If networking is enabled, MZX is permitted to bind ports and connect
  526. # out to the network or Internet. This option is a global kill switch
  527. # for the paranoid and allows the entire network layer to be disabled.
  528. # network_enabled = 1
  529. # MegaZeux can support connections via a SOCKS4/5 proxy to punch through
  530. # connections that would otherwise require some sort of pipe intermediary.
  531. # socks_host = localhost
  532. # socks_port = 1080
  533. # The update host is an HTTP server containing all data and metadata
  534. # associated with updates for MegaZeux. You normally won't want to
  535. # change this, but it may be useful if you are a third party distributing
  536. # unofficial updates. You may specify this up to times 16; connections will
  537. # be attempted in the order they are defined. Please note, this is not a
  538. # URL and should not contain protocol specifiers such as http://
  539. # By default, MZX will attempt to connect to updates.digitalmzx.net,
  540. # followed by updates.megazeux.org and updates.megazeux.net.
  541. # update_host = updates.digitalmzx.net
  542. # update_host = updates.megazeux.org
  543. # update_host = updates.megazeux.net
  544. # The update "branch" is consulted each time the updater runs. Typically,
  545. # there are only two branches, "Stable" and "Unstable". Please note, this
  546. # option is case sensitive. The "Stable" branch is the default, but if
  547. # you are interested in helping find bugs in the latest development
  548. # version, or are instructed to follow development, you will need to
  549. # change this to "Unstable". Third parties may use different branch names.
  550. # update_branch_pin = Stable
  551. # By default, MZX will check for updates on startup. There are three modes:
  552. # "on", which will display most messages; "silent", which will only display
  553. # certain errors and a message in the window caption; and "off", which disables
  554. # this feature altogether. The default setting is "silent". If you start MZX
  555. # in fullscreen, "on" is recommended.
  556. # update_auto_check = silent
  557. include pad.config