config.txt 8.8 KB

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  1. # Configuration file for MegaZeux
  2. # December 16, 2004
  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. # Default options are given (and commented out) with
  16. # an explanation. If an option is not chosen at all
  17. # this default will automatically be used.
  18. ### Video options ###
  19. # Resolution MZX uses for fullscreen. Note that MZX will always
  20. # be 640x350 centered within the resolution you choose
  21. # (in other words, it won't be stretched). Give in x, y format.
  22. # Use this if the default is giving you problems. Suggested
  23. # values are 640, 400 and 640, 480.
  24. # This resolution may not actually work; if it doesn't, you will
  25. # get the nearest that does.
  26. # You may also try a resolution like 640x700 that multiplies
  27. # the width, then set the multiplier..
  28. #force_resolution = 640,700
  29. # Make it so the display is stretched by this amount (must be
  30. # integer). This is useful for getting resolutions like 640x700
  31. # to look correct (set to 2).
  32. #force_height_multiplier = 1
  33. # Whether MZX should start up in fullscreen or not.
  34. # Press ctrl-alt-enterWh to toggle fullscreen as MZX runs.
  35. #fullscreen = 0
  36. # Forces the screen to be rendered in 32bpp instead of 8bpp. Is
  37. # slower but may be more compatible, try it if you're getting
  38. # visual problems (particularly in fullscreen)
  39. #force_32bpp = 0
  40. ### Audio options ###
  41. # Sampling rate to output audio at. Higher values will sound
  42. # better but use more resources and may not be supported by
  43. # your audio card/drivers. Typical values include 22050, 44100,
  44. # and 48000. If your card supports it you might get away with
  45. # 96000, or even 192000.
  46. #audio_sample_rate = 44100
  47. # Audio buffer size. Setting this to lower can improve latency,
  48. # so audio will be heard sooner after it is set to be changed.
  49. # It is also possible to change PC speaker effects more rapidly
  50. # with lower values. Lower buffer sizes need more CPU power to
  51. # process. 2048 is adequete for PC speaker playback every
  52. # command at speed 4.
  53. #audio_buffer = 4096
  54. # Allow music to be sampled at higher precision. Increases CPU
  55. # usage but increases audio quality as well.
  56. #enable_oversampling = 0
  57. # Set master resample mode. This affects how OGGs and
  58. # frequency shifted modules sound. Choices are:
  59. # none (fastest, poor quality)
  60. # linear (fast, good quality)
  61. # cubic (slow, great quality)
  62. resample_mode = linear
  63. # Set resample mode for modplug. This affects how modules
  64. # and WAVs sound. Choices are:
  65. # none (fastest, poor quality)
  66. # linear (fast, good quality)
  67. # cubic (slow, great quality)
  68. # fir (very slow, excellent quality)
  69. modplug_resample_mode = cubic
  70. # Whether music/samples should be played or not.
  71. # Does not include PC speaker effects.
  72. #music_on = 1
  73. # Whether PC speaker effects should be played or not.
  74. #pc_speaker_on = 1
  75. # Volume music plays at
  76. #music_volume = 8
  77. # Volume samples play at
  78. #sample_volume = 8
  79. # Volume PC speaker SFX play at
  80. #pc_speaker_volume = 8
  81. ### Game options ###
  82. # Name of world file that should be loaded when MZX starts.
  83. #startup_file = caverns.mzx
  84. # Default save file name given when you first try to save.
  85. #save_file = saved.sav
  86. # Speed MZX should start at (1 through 9)
  87. #mzx_speed = 4
  88. ### Robot editor options ###
  89. # Enable or disable color coding in the editor.
  90. # If color coding is off, ccode_string is used for the entire
  91. # line.
  92. #color_coding_on = 0
  93. # Color codes for various types.
  94. # For colors, use 255 to show a color box.
  95. #ccode_colors = 255
  96. #ccode_commands = 15
  97. #ccode_conditions = 15
  98. #ccode_current_line = 11
  99. #ccode_directions = 3
  100. #ccode_equalities = 0
  101. #ccode_extras = 7
  102. #ccode_immediates = 10
  103. #ccode_items = 11
  104. #ccode_params = 2
  105. #ccode_strings = 14
  106. #ccode_things = 11
  107. # Whether or not "extra words" should be displayed.
  108. # For instance, if turned on, a line like "wait 1" will
  109. # become "wait for 1."
  110. #disassemble_extras = 0
  111. # The base numbers should be displayed as. Valid options
  112. # are 10 and 16 (decimal and hexidecimal). Hex numbers are
  113. # prefixed with a dollar sign ($).
  114. #disassemble_base = 16
  115. # Changing this will allow invalid comments to automatically
  116. # be marked to "delete" or "comment" instead of "ignore".
  117. # Don't change this unless you know what you're doing.
  118. #default_invalid_status = ignore
  119. # Single line macros
  120. # These are the traditional MZX macros; they may only
  121. # occupy one line in their definition in this file. They
  122. # correspond to parameter-less macros: when you press
  123. # F6 through F10 the following strings are printed to
  124. # the editor, verbatim. For instance if you set macro_1 to
  125. # * "hello", * "hello" will be inserted every time you
  126. # press F6 in the robot editor.
  127. # The following are the default singe-line macros.
  128. #macro_1 = char\s
  129. #macro_2 = color\s
  130. #macro_3 = goto\s
  131. #macro_4 = send\s
  132. #macro_5 = :\splayershot^
  133. # Extended macros:
  134. # See macro.txt.
  135. # The following is an example extended macro.
  136. # It sets up a sprite. If you find it useful, remove the #'s.
  137. #macro_1 = Sprite\sSetup
  138. # (number255 spr_num)
  139. # (number255 w, h, rx, ry)
  140. # (number255 cx, cy, cw, ch)
  141. # (number255 x, y)
  142. # set spr!spr_num!_width !w!
  143. # set spr!spr_num!_height !h!
  144. # set spr!spr_num!_refx !rx!
  145. # set spr!spr_num!_refy !ry!
  146. # set spr!spr_num!_cwidth !cw!
  147. # set spr!spr_num!_cheight !ch!
  148. # set spr!spr_num!_cx !cx!
  149. # set spr!spr_num!_cy !cy!
  150. # put !x1! sprite p!#spr_num! !x! !y!
  151. # Whether or not the palette should be reverted to default
  152. # when the robot editor is load. If set, SMZX mode 0 will
  153. # also be enforced.
  154. #robot_editor_default_palette = 0
  155. # Set to 1 if you want the robot editor to not show the hotkey
  156. # help and horizontal border by default.
  157. #robot_editor_hide_help = 0
  158. # Backup options
  159. # Backups are save files made in the editor. They will only be made
  160. # while in the main editor, not while in a sub-editor or a dialogue
  161. # box of sorts. Note that this can cause slight pauses while editing,
  162. # as the game saves.
  163. # If you have multiple backups you should check the modified date in
  164. # a console or file properties to determine which was most recently
  165. # modified. The number will not indicate most recently saved.
  166. # How many backups to be made. Set to zero to disable backups.
  167. #backup_count = 3
  168. # How often (in seconds) backups should be made
  169. #backup_interval = 60
  170. # The name of the backup file. If you choose "backup" with 3 backups
  171. # the backups will be named backup1.mzx, backup2.mzx, and backup3.mzx.
  172. #backup_name = backup
  173. # The extension of backup files (keep this .mzx if you want to be able
  174. # to easily load them)
  175. #backup_ext = .mzx
  176. # Joystick options
  177. # It is possible to emulate key presses using a joystick. If this file
  178. # is config.txt these options will apply as a default to all games -
  179. # you can put them in game.cnf to apply specifically to game.mzx.
  180. # A joystick is first specified as joyN where N is the number from
  181. # 1 onwards identifying the joystick in your system. You may have
  182. # to experiment to find which joystick is which number, if you have
  183. # multiple ones, otherwise just use 1. Up to 16 joysticks are
  184. # recognized.
  185. # You can currently map two things, axes and buttons.
  186. # Axes/buttons are mapped to keys given by number. You can find out
  187. # a key's number by printing key_pressed in a loop (NOT key_code).
  188. # Axis mapping looks as follows:
  189. #joyXaxisY = A, B
  190. # Where X is the number of the joystick, Y is the number of the axis
  191. # (1 is typically left/right, 2 is typically up/down), A is the key
  192. # for one extreme (such as left) and B is the key for the other
  193. # (such as right).
  194. # Button mapping looks as follows:
  195. #joyXbuttonY = A
  196. # Where X is the number of the joystick, Y is the number of the button
  197. # (you may have to experiment to find out which button is which number),
  198. # and A is the key whose press is emulated when this button is pressed.
  199. # Misc Options
  200. # Set to 1 if you want MZX to pause when key focus is lost. Useful for
  201. # when another app (such as someone IM'ing you) steals the screen. This
  202. # might cause MZX to lock up sometimes on some machines - if you have
  203. # problems with it don't enable it.
  204. #pause_on_unfocus = 0
  205. # Set to 0 if you want input boxes and strings in the robot editor
  206. # to use the game set for characters 32-127, as opposed to the protected
  207. # GUI set.
  208. #mask_midchars = 1