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- # Configuration file for MegaZeux 2.91j
- # February 20th, 2019
- # Comments begin with #. Whitespace is ignored. Empty lines are
- # ignored as well.
- # Options are set in the following format:
- # option = value
- # If value is not given, then it is assumed to be 1.
- # You can include spaces in values by escaping them with \s.
- # (see the default macros for examples)
- # For directories, use forward slashes (/) instead of back-slashes,
- # as they work more reliably.
- # Note that even if the option is given to change the values
- # in MZX, this text file will NOT be modified, and hence the
- # values will revert to what they are here when you restart MZX.
- # NOTE: All of the options below have sane defaults. Changes to
- # these options will only take effect if you uncomment them.
- # In many cases, the current default value has been written in,
- # but this is not guaranteed (for example with video_output).
- ### Video options ###
- # Rendering engine to use to display MegaZeux. The simplest (but not
- # necessarily fastest) renderer is "software". Due to MegaZeux's strange
- # default resolution (640x350), many video cards have difficulty
- # supporting it correctly in fullscreen mode.
- #
- # The software renderer is the fallback renderer if another renderer fails
- # to initialize, and has generally adequate performance. Additionally, it
- # supports 8 bit indexed color and requires no overlay or 3D hardware support.
- # If you're on a slow computer or a handheld portable, definitely use this.
- # To use it, uncomment the line below.
- # video_output = software
- # A much faster option for almost anything with a graphics card is the
- # "softscale" renderer. This renderer uses SDL2's built-in rendering API
- # to stream the output of the software renderer to a hardware-accelerated
- # texture (if available) for extremely fast scaling and display.
- #
- # Either 32 bit or 16 bit rendering can be enabled (see force_bpp), but
- # 32 bit is recommended. Nearest neighbor or linear scaling will be chosen
- # automatically based on the scaling ratio and size of the window. This
- # renderer is a replacement for the YUV overlay renderer.
- # video_output = softscale
- # If you built MegaZeux yourself with SDL 1.2 support enabled, the YUV overlay
- # renderer is available instead of softscale. This renderer is good if you
- # want scaling and can't use OpenGL. The quality of scaling is hardware
- # dependent and often looks bad at non-integer scaling.
- #
- # Uncomment either of the lines below (but not both) if you want to try it.
- # The "overlay2" mode is cheaper, but will be less accurate due to the use
- # of chroma subsampling instead of a full YUV encode. The "overlay2" mode
- # also does not support newer graphical features such as unbound sprites.
- # If uncommented for SDL2 builds, these lines will enable softscale instead.
- # video_output = overlay1
- # video_output = overlay2
- # An OpenGL renderer is a good choice if you want a configurable, cheap
- # renderer and have a video card. This method provides the highest quality
- # scaler and should work on all platforms with OpenGL or OpenGL ES support.
- #
- # MegaZeux provides two fixed-function scalers. The first renders the whole
- # screen to a texture and uses OpenGL to stretch it. This method is generally
- # fast but may be slow on very old PCs. This renderer is called "opengl1".
- #
- # The second fixed-function scaler draws entirely in OpenGL by remapping the
- # character sets to a texture. This yields a performance increase for some
- # games, but at the cost of compatibility. This renderer is called "opengl2".
- #
- # MegaZeux also provides a scaler for programmable hardware. If you have
- # OpenGL 2.0 or OpenGL ES 2.0 capable hardware, you should use this renderer.
- # This renderer uses GLSL shaders to render and scale the screen, and several
- # different scaling shaders can be selected at runtime using the settings menu.
- # This renderer is called "glsl". It is the highest quality and best performing
- # renderer for most PCs and games, and is enabled by default.
- #
- # Uncomment ONE of the lines below:
- # video_output = opengl1
- # video_output = opengl2
- # video_output = glsl
- # The scaling renderers can be configured to preserve aspect ratio where
- # possible in window and fullscreen modes. The supported ratios are
- # "classic" (4:3) and "modern" (64:35). The ratio type "stretch" disables
- # any aspect ratio preservation. The default is "modern".
- # video_ratio = modern
- # OpenGL will, by default, linearly interpolate pixels as it upscales
- # to your requested resolution. This creates an output with more "blur",
- # which some people dislike. If you are using a sufficiently high target
- # resolution, preferably an integer multiple of 640x350, you may find
- # "nearest" more pleasing, which will have no "blur". The default
- # setting is "linear".
- # gl_filter_method = nearest
- # The GLSL renderer uses scaling shaders to determine the scaling method
- # instead of gl_filter_method. The default shader to be loaded when MZX
- # starts is assets/glsl/scalers/semisoft.frag.
- # Change this config option to specify a different shader to load on startup.
- # For a list of valid options, see the F2 menu or the GLSL scalers folder.
- # Do not include an extension.
- # gl_scaling_shader = semisoft
- # Some OpenGL driver settings may default vertical sync on, which looks
- # visually better on CRTs but can cause "speed 1" to run noticably slower.
- # For consistency with other renderers, and for correctness, MegaZeux will
- # attempt to disable vsync when gl_vsync is the default value of 0.
- # Conversely, a value of 1 forces MegaZeux to override the driver settings
- # and enable vsync, which decreases tearing. A value of -1 can be used to
- # tell MegaZeux to obey the driver default, which is unlikely to be useful.
- # gl_vsync = 1
- # Resolution MZX uses for fullscreen. With the software renderer, this
- # will center MZX on the screen, and will not scale it. All other renderers
- # listed above will attempt to scale the screen to match this resolution.
- # Best results are obtained by using your current desktop resolution or a
- # well-supported resolution (like 1280,720) in conjunction with the modern
- # aspect ratio.
- #
- # Give in x,y format. Use this if the defaults are giving you problems,
- # especially in the software renderer.
- # The current desktop resolution is the default for all scalable renderers;
- # "640,480" is the default for the software renderer.
- # fullscreen_resolution = 640,480
- # If this setting is enabled, instead of regular fullscreen MZX will create
- # a borderless window with the current desktop resolution when fullscreen
- # is enabled. This overrides fullscreen_resolution. Disabled by default.
- # fullscreen_windowed = 0
- # The resolution MZX uses in a window. If you renderer supports
- # it, MZX will be scaled to fit this specification. Otherwise
- # the setting is ignored.
- # window_resolution = 640,350
- # Use this to toggle whether MZX can be scaled while in window
- # mode, if your renderer supports it. If you use a renderer which
- # supports scaling, but don't want to accidentally scale it (which
- # may distort the image), you can switch this off here.
- # enable_resizing = 1
- # MZX is limited internally to 8bit colour, but it can upmix its
- # rendering to 32bit if your video card has difficulty with 8bit
- # resolutions. Using 32bit colour is slower, but not by much.
- # NOTE: This option may be ignored by one or more of the above
- # renderers, but it is guaranteed to apply to "software". Valid
- # settings are usually '8', '16', or '32'. Default is '32'.
- # force_bpp = 32
- # Whether MZX should start up in fullscreen or not.
- # Press ctrl-alt-enter to toggle fullscreen as MZX runs.
- # fullscreen = 1
- # Whether MZX should allow a screenshot to be taken when F12 is pressed.
- # Defaults to enabled.
- # allow_screenshots = 1
- ### Audio options ###
- # Sampling rate to output audio at. Higher values will sound
- # better but use more resources and may not be supported by
- # your audio card/drivers. Typical values include 22050, 44100,
- # and 48000. If your card supports it you might get away with
- # 96000, or even 192000.
- # audio_sample_rate = 44100
- # Audio buffer size in samples. Setting this to lower can improve
- # latency, so audio will be heard sooner after it is set to be
- # changed. It is also possible to change PC speaker effects more
- # rapidly with lower values. Lower buffer sizes need more CPU power
- # to process. 2048 is adequete for PC speaker playback every
- # command at speed 4.
- # audio_buffer_samples = 1024
- # Allow music to be sampled at higher precision. Increases CPU
- # usage but increases audio quality as well.
- # enable_oversampling = 0
- # Set master resample mode. This affects how OGGs and
- # frequency shifted modules sound. Choices are:
- # none (fastest, poor quality)
- # linear (fast, good quality)
- # cubic (slow, great quality)
- # resample_mode = linear
- # Set resample mode for modplug. This affects how modules
- # and WAVs sound. Choices are:
- # none (fastest, poor quality)
- # linear (fast, good quality)
- # cubic (slow, great quality)
- # fir (very slow, excellent quality)
- # modplug_resample_mode = linear
- # Whether music/samples should be played or not.
- # Does not include PC speaker effects.
- # music_on = 1
- # Whether PC speaker effects should be played or not.
- # pc_speaker_on = 1
- # Volume music plays at (0 through 10)
- # music_volume = 8
- # Volume samples play at (0 through 10)
- # sample_volume = 8
- # Volume PC speaker SFX play at (0 through 10)
- # pc_speaker_volume = 8
- # The maximum number of samples that can be played simultaneously.
- # Set to -1 for an unlimited number of samples.
- # max_simultaneous_samples = -1
- ### Game options ###
- # Name of the directory where MegaZeux should start.
- # startup_path = /home/username/MegaZeux
- # Name of world file that should be loaded when MZX starts.
- # startup_file = caverns.mzx
- # Default save file name given when you first try to save.
- # save_file = saved.sav
- # Speed MZX should start at (1 through 16)
- # mzx_speed = 4
- # Start in the editor by default
- # startup_editor = 1
- # Allow the use of editing cheats in regular gameplay. Set to 1
- # to enable the cheats for either executable, "mzxrun" to enable
- # them for MZXRun only, or to 0 to disable them for both. This
- # feature is disabled by default.
- # allow_cheats = 0
- # Enable standalone mode. This is a game mode meant to be used
- # for packaged standalone MegaZeux games. In standalone mode:
- # - ENTER_MENU, ESCAPE_MENU, HELP_MENU, F2_MENU and LOAD_MENU
- # can be used on the title screen to disable these menus.
- # - HELP_MENU prevents the help menu from being opened even
- # when other builtin dialogs are open
- # - EXIT_GAME can be used on the title screen to exit MegaZeux
- # - The default title screen message does not appear
- # - PLAY_GAME can be set to 1 to start a game
- # - Using ALT-F4, closing the window or using other OS-specific
- # ways of closing an application will exit MZX entirely,
- # without asking for confirmation first
- # Standalone mode can only be used from MZXRun.
- # standalone_mode = 1
- # Enable no titlescreen mode. This mode only works if standalone
- # mode is enabled and causes the following:
- # - The title screen is skipped and the game begins on the first
- # board.
- # - Exiting to the title screen exits MegaZeux
- # no_titlescreen = 1
- ### Board editor options ###
- # Whether or not the spacebar can be used to toggle between
- # your active buffer and the meta character "SPACE". If you
- # set this, it will behave like older MegaZeux versions, but it
- # will allow you to overwrite robots, for instance.
- #
- # If the setting is disabled (the default), replacing params
- # will your new buffer will not require a toggle, and robots
- # can only be deleted with the Delete key.
- # editor_space_toggles = 1
- # Whether or not the editor should center the viewport on the
- # cursor in tab draw mode. Disabled by default; uncomment the
- # following line to enable.
- # editor_tab_focuses_view = 1
- # Whether or not the editor will load board char sets and
- # palettes when the board is changed. Disabled by default.
- # editor_load_board_assets = 1
- # Whether or not the thing menus (F3-F10) will place an object on
- # the board when that object is selected. Enabled by default.
- # editor_thing_menu_places = 1
- # If this is set to 1 (the default), enter can be used to split
- # a line in the robot editor. However, the classic behaviour is
- # that enter moves the cursor down a line. If you would like to
- # restore the old behaviour, please set this to 0.
- # editor_enter_splits = 1
- # Set to 0 if you want the board editor to show the hotkey help
- # by default.
- # board_editor_hide_help = 1
- # Set to 1 if you want the palette editor to hide the hotkey help
- # when MegaZeux starts (default: don't hide).
- # palette_editor_hide_help = 0
- # The size of the board, overlay, vlayer, and char editor undo history
- # stacks. Valid values are between 0 and 1000. Defaults to 100.
- # undo_history_size = 100
- # Defaults for new boards. Put these in [filename].editor.cnf to customize
- # for each individual game, E.G. caverns.editor.cnf. Viewport width/height
- # must be set before offset, and board width/height must be set before any
- # viewport vars.
- # Options for the majority of these are 0 or 1, for off and on.
- # Options for explosions_leave: space, ash, fire
- # Options for saving: enabled, disabled, sensoronly
- # Options for overlay: enabled, disabled, static, transparent
- # board_default_width = 100
- # board_default_height = 100
- # board_default_viewport_w = 80
- # board_default_viewport_h = 25
- # board_default_viewport_x = 0
- # board_default_viewport_y = 0
- # board_default_can_shoot = 1
- # board_default_can_bomb = 1
- # board_default_fire_burns_spaces = 0
- # board_default_fire_burns_fakes = 1
- # board_default_fire_burns_trees = 1
- # board_default_fire_burns_brown = 0
- # board_default_fire_burns_forever = 0
- # board_default_forest_to_floor = 0
- # board_default_collect_bombs = 0
- # board_default_restart_if_hurt = 0
- # board_default_reset_on_entry = 0
- # board_default_player_locked_ns = 0
- # board_default_player_locked_ew = 0
- # board_default_player_locked_att = 0
- # board_default_time_limit = 0
- # board_default_explosions_leave = ash
- # board_default_saving = enabled
- # board_default_overlay = enabled
- # board_default_charset_path =
- # board_default_palette_path =
- ### Robot editor options ###
- # Enable or disable color coding in the editor.
- # If color coding is off, ccode_string is used for the entire
- # line.
- # color_coding_on = 0
- # Color codes for various types.
- # For colors, use 255 to show a color box.
- # ccode_colors = 255
- # ccode_commands = 15
- # ccode_conditions = 15
- # ccode_current_line = 11
- # ccode_directions = 3
- # ccode_equalities = 0
- # ccode_extras = 7
- # ccode_immediates = 10
- # ccode_items = 11
- # ccode_params = 2
- # ccode_strings = 14
- # ccode_things = 11
- # Whether or not "extra words" should be displayed.
- # For instance, if turned on, a line like "wait 1" will
- # become "wait for 1."
- # disassemble_extras = 0
- # The base numbers should be displayed as. Valid options
- # are 10 and 16 (decimal and hexidecimal). Hex numbers are
- # prefixed with a dollar sign ($).
- # disassemble_base = 16
- # Changing this will allow invalid comments to automatically
- # be marked to "delete" or "comment" instead of "ignore".
- # Don't change this unless you know what you're doing.
- # default_invalid_status = ignore
- # Single line macros
- # These are the traditional MZX macros; they may only
- # occupy one line in their definition in this file. They
- # correspond to parameter-less macros: when you press
- # F6 through F10 the following strings are printed to
- # the editor, verbatim. For instance if you set macro_1 to
- # * "hello", * "hello" will be inserted every time you
- # press F6 in the robot editor.
- # The following are the default singe-line macros.
- # macro_1 = char\s
- # macro_2 = color\s
- # macro_3 = goto\s
- # macro_4 = send\s
- # macro_5 = :\splayershot^
- # Extended macros:
- # See macro.txt.
- # The following is an example extended macro.
- # It sets up a sprite. If you find it useful, remove the #'s.
- #macro_sprite = Sprite\sSetup
- # (number255 spr_num)
- # (number255 w, h, rx, ry)
- # (number255 cx, cy, cw, ch)
- # (number255 x, y)
- # set spr!spr_num!_width !w!
- # set spr!spr_num!_height !h!
- # set spr!spr_num!_refx !rx!
- # set spr!spr_num!_refy !ry!
- # set spr!spr_num!_cwidth !cw!
- # set spr!spr_num!_cheight !ch!
- # set spr!spr_num!_cx !cx!
- # set spr!spr_num!_cy !cy!
- # put !x1! sprite p!#spr_num! !x! !y!
- # Whether or not the palette should be reverted to default
- # when the robot editor is load. If set, SMZX mode 0 will
- # also be enforced.
- # robot_editor_default_palette = 0
- # Set to 0 if you want the robot editor to show the hotkey help
- # and horizontal border by default.
- # robot_editor_hide_help = 1
- # Backup options
- # Backups are save files made in the editor. They will only be made
- # while in the main editor, not while in a sub-editor or a dialogue
- # box of sorts. Note that this can cause slight pauses while editing,
- # as the game saves.
- # If you have multiple backups you should check the modified date in
- # a console or file properties to determine which was most recently
- # modified. The number will not indicate most recently saved.
- # How many backups to be made. Set to zero to disable backups.
- # backup_count = 3
- # How often (in seconds) backups should be made
- # backup_interval = 60
- # The name of the backup file. If you choose "backup" with 3 backups
- # the backups will be named backup1.mzx, backup2.mzx, and backup3.mzx.
- # backup_name = backup
- # The extension of backup files (keep this .mzx if you want to be able
- # to easily load them)
- # backup_ext = .mzx
- # Joystick options
- # It is possible to emulate key presses using a joystick. This can be
- # achieved with the following config options globally or (for options
- # starting with "joyX" only) on a per-game basis. To configure joysticks
- # for a particular game, place the applicable settings in a file called
- # [game].cnf (e.g. "caverns.cnf" is the settings file for "caverns.mzx").
- # This will configure joysticks for that world and all saves loaded from
- # that world only. Games utilizing swaps may require multiple .cnf files.
- # Each joystick in MegaZeux is assigned a number between 1 and 16. When
- # a joystick is detected, it is given the lowest available number, so
- # typically the joystick you are using is joystick 1. When multiple
- # joysticks are plugged in, you may have to experiment to determine which
- # joystick is which.
- # You can currently map three joystick input methods: axes, buttons,
- # and one POV hat. Axes/buttons/hats are mapped to keys using a number
- # corresponding to the a given key. This number is the same as the
- # KEY_PRESSED value for that key (see keycodes.html or mzx_help.html).
- # The option to map a joystick axis is
- # joyXaxisY = A, B
- # where X is the number of the joystick, Y is the number of the axis
- # (1 is typically left/right, 2 is typically up/down), A is the key
- # for one extreme (such as left) and B is the key for the other
- # (such as right). An example of an axis is an analog stick or a
- # pressure-sensitive trigger button. The threshold to trigger a
- # joystick axis press can be globally defined with the setting
- # joy_axis_threshold = 10000
- # where lower values (0 minimum) will press the mapped key with less
- # movement and higher values (32767 maximum) will press the mapped key
- # with more movement.
- # The option to map a joystick button is
- # joyXbuttonY = A
- # where X is the number of the joystick, Y is the number of the button,
- # and A is the key whose press is emulated when this button is pressed.
- # You may have to experiment to find the number of a given button.
- # The option to map a joystick hat is
- # joyXhat = U, D, L, R
- # where X is the number of the joystick, U is the key for the up direction,
- # D is the key for the down direction, L is the key for the left direction,
- # and R is the key for the right direction. Currently, only one POV hat per
- # joystick is supported. An example of a POV hat is the directional pad on
- # some controllers.
- # As of MegaZeux 2.92, it is also possible to bind joystick controls to
- # generic "joystick actions". These actions are more UI-friendly than using
- # keycodes directly, they have default gameplay keys pre-assigned, and these
- # gameplay keys can be changed to different values without altering UI behavior.
- # To use a joystick action, replace the key in one of the settings above with
- # "act_X", where X is an action name from the table below. Examples:
- # joyXhat = act_up, act_down, act_left, act_right
- # joyXaxisY = act_l_left, act_l_right
- # joyXbuttonY = act_shoot
- # The available joystick actions and their typical behaviors are:
- # Action Title screen Window Game key (default)
- # ------------- -------------- -------------- ----------------------
- # up Cursor up Up (move)
- # down Cursor down Down (move)
- # left Cursor left Left (move)
- # right Cursor right Right (move)
- # a / shoot Play game Select Space (shoot)
- # b / bomb Main menu Cancel Delete (lay bomb)
- # c / switch Settings Next element Insert (switch bombs)
- # x Help Select char S (Caverns: spells)
- # y Updater Backspace P (Caverns: altar)
- # settings Settings Settings[1] F2 (settings)
- # escape Exit Cancel Escape (exit[2])
- # menu Play game Select Enter (game menu)
- # save Load world Page up F3 (save game)
- # load Reload save Page down F4 (load save)
- # lstick Home
- # rstick End
- # Actions "up"/"down"/"left"/"right" are intended for a digital pad. Actions
- # "l_up"/"l_down"/"l_left"/"l_right" and "r_up"/"r_down"/"r_left"/"r_right"
- # also exist, which are similar and intended for analog stick mapping on
- # controllers that possess both a digital pad and analog sticks.
- # [1] Works on the main menu and game menu. May not work on other windows
- # currently.
- # [2] This behavior will always override other bindings unless the
- # exit dialog has been disabled.
- # To map a joystick action to a different key for gameplay, use the setting
- # joyX.act_Y = A
- # where X is the number of the joystick, Y is the name of the joystick action
- # (e.g. "shoot"), and A is the number of the key to assign to that action.
- # For platforms MegaZeux supports via SDL 2, joystick mapping can be automated
- # for the numerous controllers recognized by SDL 2. This means that, if your
- # device is supported, you can plug in your joystick/gamepad/etc. and it will
- # just work. This automatic mapping will not overwrite mapping values specified
- # in config by the above settings.
- # This setting can be used to globally disable the automatic mapping feature
- # entirely. If 1, it will be enabled (default). If 0, it will be disabled.
- # gamecontroller_enable = 1
- # This feature uses SDL 2 gamecontroller mappings to assign the above joystick
- # actions to axes/buttons/hats. The following settings can be used to customize
- # the default mapping from SDL to MZX actions/keys globally:
- # gamecontroller.a = act_shoot
- # gamecontroller.b = act_bomb
- # gamecontroller.x = act_x
- # gamecontroller.y = act_y
- # gamecontroller.back = act_escape
- # gamecontroller.start = act_menu
- # gamecontroller.leftstick = act_lstick
- # gamecontroller.rightstick = act_rstick
- # gamecontroller.leftshoulder = act_switch
- # gamecontroller.rightshoulder = act_settings
- # gamecontroller.dpup = act_up
- # gamecontroller.dpdown = act_down
- # gamecontroller.dpleft = act_left
- # gamecontroller.dpright = act_right
- # gamecontroller.-leftx = act_l_left
- # gamecontroller.+leftx = act_l_right
- # gamecontroller.-lefty = act_l_up
- # gamecontroller.+lefty = act_l_down
- # gamecontroller.-rightx = act_r_left
- # gamecontroller.+rightx = act_r_right
- # gamecontroller.-righty = act_r_up
- # gamecontroller.+righty = act_r_down
- # gamecontroller.lefttrigger = act_save
- # gamecontroller.righttrigger = act_load
- # If your controller isn't currently supported by SDL or gamecontrollerdb.txt,
- # it is possible to add or override an SDL mapping string directly. Use one of
- # the tools on the following website to generate a mapping string for your
- # controller.
- #
- # https://github.com/gabomdq/SDL_GameControllerDB
- #
- # You can use the following setting to add your mapping to MegaZeux. Copy the
- # string generated by the mapping tool and paste it on the right side of the
- # equals sign:
- # gamecontroller_add =
- # You should test your new mapping to make sure every button/axis works
- # correctly and then report it to a MegaZeux developer or SDL_GameControllerDB
- # so it can be added to the database. This option may be specified multiple
- # times; each time, it will add or replace a different mapping. Each instance
- # should be on a single line.
- # Misc Options
- # Set to 1 if you want MZX to pause when key focus is lost. Useful for
- # when another app (such as someone IM'ing you) steals the screen. This
- # might cause MZX to lock up sometimes on some machines - if you have
- # problems with it don't enable it.
- # pause_on_unfocus = 0
- # Set to 0 if you want input boxes and strings in the robot editor
- # to use the game set for characters 32-126, as opposed to the protected
- # GUI set.
- # mask_midchars = 1
- # Set to 1 if you would rather MZX's mouse pointer used the
- # system mouse cursor.
- # system_mouse = 0
- ###################
- # NETWORK OPTIONS #
- ###################
- # If networking is enabled, MZX is permitted to bind ports and connect
- # out to the network or Internet. This option is a global kill switch
- # for the paranoid and allows the entire network layer to be disabled.
- # network_enabled = 1
- # MegaZeux can support connections via a SOCKS4/5 proxy to punch through
- # connections that would otherwise require some sort of pipe intermediary.
- # socks_host = localhost
- # socks_port = 1080
- # The update host is an HTTP server containing all data and metadata
- # associated with updates for MegaZeux. You normally won't want to
- # change this, but it may be useful if you are a third party distributing
- # unofficial updates. You may specify this up to times 16; connections will
- # be attempted in the order they are defined. Please note, this is not a
- # URL and should not contain protocol specifiers such as http://
- # By default, MZX will attempt to connect to updates.digitalmzx.net,
- # followed by updates.megazeux.org and updates.megazeux.net.
- # update_host = updates.digitalmzx.net
- # update_host = updates.megazeux.org
- # update_host = updates.megazeux.net
- # The update "branch" is consulted each time the updater runs. Typically,
- # there are only two branches, "Stable" and "Unstable". Please note, this
- # option is case sensitive. The "Stable" branch is the default, but if
- # you are interested in helping find bugs in the latest development
- # version, or are instructed to follow development, you will need to
- # change this to "Unstable". Third parties may use different branch names.
- # update_branch_pin = Stable
- # By default, MZX will check for updates on startup. There are three modes:
- # "on", which will display most messages; "silent", which will only display
- # certain errors and a message in the window caption; and "off", which disables
- # this feature altogether. The default setting is "silent". If you start MZX
- # in fullscreen, "on" is recommended.
- # update_auto_check = silent
- include pad.config
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