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- # Configuration file for MegaZeux
- # December 16, 2004
- # 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.
- # Default options are given (and commented out) with
- # an explanation. If an option is not chosen at all
- # this default will automatically be used.
- ### Video options ###
- # Resolution MZX uses for fullscreen. Note that MZX will always
- # be 640x350 centered within the resolution you choose
- # (in other words, it won't be stretched). Give in x, y format.
- # Use this if the default is giving you problems. Suggested
- # values are 640, 400 and 640, 480.
- # This resolution may not actually work; if it doesn't, you will
- # get the nearest that does.
- # You may also try a resolution like 640x700 that multiplies
- # the width, then set the multiplier..
- #force_resolution = 640,700
- # Make it so the display is stretched by this amount (must be
- # integer). This is useful for getting resolutions like 640x700
- # to look correct (set to 2).
- #force_height_multiplier = 1
- # Whether MZX should start up in fullscreen or not.
- # Press ctrl-alt-enterWh to toggle fullscreen as MZX runs.
- #fullscreen = 0
- # Forces the screen to be rendered in 32bpp instead of 8bpp. Is
- # slower but may be more compatible, try it if you're getting
- # visual problems (particularly in fullscreen)
- #force_32bpp = 0
- ### 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. 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 = 4096
- # 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 = cubic
- # 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
- #music_volume = 8
- # Volume samples play at
- #sample_volume = 8
- # Volume PC speaker SFX play at
- #pc_speaker_volume = 8
- ### Game options ###
- # 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 9)
- #mzx_speed = 4
- ### 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_1 = 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 1 if you want the robot editor to not show the hotkey
- # help and horizontal border by default.
- #robot_editor_hide_help = 0
- # 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. If this file
- # is config.txt these options will apply as a default to all games -
- # you can put them in game.cnf to apply specifically to game.mzx.
- # A joystick is first specified as joyN where N is the number from
- # 1 onwards identifying the joystick in your system. You may have
- # to experiment to find which joystick is which number, if you have
- # multiple ones, otherwise just use 1. Up to 16 joysticks are
- # recognized.
- # You can currently map two things, axes and buttons.
- # Axes/buttons are mapped to keys given by number. You can find out
- # a key's number by printing key_pressed in a loop (NOT key_code).
- # Axis mapping looks as follows:
- #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).
- # Button mapping looks as follows:
- #joyXbuttonY = A
- # Where X is the number of the joystick, Y is the number of the button
- # (you may have to experiment to find out which button is which number),
- # and A is the key whose press is emulated when this button is pressed.
- # 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 32-127, as opposed to the protected
- # GUI set.
- #mask_midchars = 1
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