# Mupen64Plus Configuration File # This file is automatically read and written by the Mupen64Plus Core library [Audio-SDL] # Mupen64Plus SDL Audio Plugin config parameter version number Version = 1.000000 # Frequency which is used if rom doesn't want to change it DEFAULT_FREQUENCY = 33600 # Swaps left and right channels SWAP_CHANNELS = False # Size of primary buffer in output samples. This is where audio is loaded after it's extracted from n64's memory. PRIMARY_BUFFER_SIZE = 4096 # Fullness level target for Primary audio buffer, in equivalent output samples. This value must be larger than the SECONDARY_BUFFER_SIZE. Decreasing this value will reduce audio latency but requires a faster PC to avoid choppiness. Increasing this will increase audio latency but reduce the chance of drop-outs. PRIMARY_BUFFER_TARGET = 3072 # Size of secondary buffer in output samples. This is SDL's hardware buffer. The SDL documentation states that this should be a power of two between 512 and 8192. SECONDARY_BUFFER_SIZE = 1024 # Audio resampling algorithm. src-sinc-best-quality, src-sinc-medium-quality, src-sinc-fastest, src-zero-order-hold, src-linear, speex-fixed-{10-0}, trivial RESAMPLE = "trivial" # Volume control type: 1 = SDL (only affects Mupen64Plus output) 2 = OSS mixer (adjusts master PC volume) VOLUME_CONTROL_TYPE = 1 # Percentage change each time the volume is increased or decreased VOLUME_ADJUST = 5 # Default volume when a game is started. Only used if VOLUME_CONTROL_TYPE is 1 VOLUME_DEFAULT = 50 # Synchronize Video/Audio AUDIO_SYNC = True [Core] # Mupen64Plus Core config parameter set version number. Please don't change this version number. Version = 1.010000 # Draw on-screen display if True, otherwise don't draw OSD OnScreenDisplay = False # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more R4300Emulator = 2 # Disable compiled jump commands in dynamic recompiler (should be set to False) NoCompiledJump = False # Disable 4MB expansion RAM pack. May be necessary for some games DisableExtraMem = False # Increment the save state slot after each save operation AutoStateSlotIncrement = False # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support EnableDebugger = False # Save state slot (0-9) to use when saving/loading the emulator state CurrentStateSlot = 0 # Path to directory where screenshots are saved. If this is blank, the default value of ${UserDataPath}/screenshot will be used ScreenshotPath = "" # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserDataPath}/save will be used SaveStatePath = "/mnt/d/Stuff/GameState/N64" # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserDataPath}/save will be used SaveSRAMPath = "/mnt/d/Stuff/GameState/N64" # Path to a directory to search when looking for shared data files SharedDataPath = "" # Force number of cycles per emulated instruction CountPerOp = 0 # Randomize PI/SI Interrupt Timing RandomizeInterrupt = True # Duration of SI DMA (-1: use per game settings) SiDmaDuration = -1 # Gameboy Camera Video Capture backend GbCameraVideoCaptureBackend1 = "" [CoreEvents] # Mupen64Plus CoreEvents config parameter set version number. Please don't change this version number. Version = 1.000000 # SDL keysym for stopping the emulator Kbd Mapping Stop = 27 # SDL keysym for switching between fullscreen/windowed modes Kbd Mapping Fullscreen = 0 # SDL keysym for saving the emulator state Kbd Mapping Save State = 286 # SDL keysym for loading the emulator state Kbd Mapping Load State = 288 # SDL keysym for advancing the save state slot Kbd Mapping Increment Slot = 0 # SDL keysym for resetting the emulator Kbd Mapping Reset = 290 # SDL keysym for slowing down the emulator Kbd Mapping Speed Down = 291 # SDL keysym for speeding up the emulator Kbd Mapping Speed Up = 292 # SDL keysym for taking a screenshot Kbd Mapping Screenshot = 293 # SDL keysym for pausing the emulator Kbd Mapping Pause = 112 # SDL keysym for muting/unmuting the sound Kbd Mapping Mute = 109 # SDL keysym for increasing the volume Kbd Mapping Increase Volume = 93 # SDL keysym for decreasing the volume Kbd Mapping Decrease Volume = 91 # SDL keysym for temporarily going really fast Kbd Mapping Fast Forward = 102 # SDL keysym for advancing by one frame when paused Kbd Mapping Frame Advance = 47 # SDL keysym for pressing the game shark button Kbd Mapping Gameshark = 103 # Joystick event string for stopping the emulator Joy Mapping Stop = "" # Joystick event string for switching between fullscreen/windowed modes Joy Mapping Fullscreen = "" # Joystick event string for saving the emulator state Joy Mapping Save State = "" # Joystick event string for loading the emulator state Joy Mapping Load State = "" # Joystick event string for advancing the save state slot Joy Mapping Increment Slot = "" # Joystick event string for resetting the emulator Joy Mapping Reset = "" # Joystick event string for slowing down the emulator Joy Mapping Speed Down = "" # Joystick event string for speeding up the emulator Joy Mapping Speed Up = "" # Joystick event string for taking a screenshot Joy Mapping Screenshot = "" # Joystick event string for pausing the emulator Joy Mapping Pause = "" # Joystick event string for muting/unmuting the sound Joy Mapping Mute = "" # Joystick event string for increasing the volume Joy Mapping Increase Volume = "" # Joystick event string for decreasing the volume Joy Mapping Decrease Volume = "" # Joystick event string for fast-forward Joy Mapping Fast Forward = "" # Joystick event string for advancing by one frame when paused Joy Mapping Frame Advance = "" # Joystick event string for pressing the game shark button Joy Mapping Gameshark = "" [Input-SDL-Control1] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2.000000 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 0 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = 0 # SDL joystick name (or Keyboard) name = "Microsoft X-Box One S pad" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "2000,2000" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32767,32767" # Digital button configuration mappings DPad R = "hat(0 Right)" DPad L = "hat(0 Left)" DPad D = "hat(0 Down)" DPad U = "hat(0 Up)" Start = "button(7)" Z Trig = "axis(2+)" B Button = "button(2)" A Button = "button(0)" C Button R = "axis(3+)" C Button L = "axis(3-)" C Button D = "axis(4+)" C Button U = "axis(4-)" R Trig = "button(5)" L Trig = "button(4)" Mempak switch = "key(44)" Rumblepak switch = "key(46)" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [Input-SDL-Control2] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2.000000 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 1 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = False # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "" DPad L = "" DPad D = "" DPad U = "" Start = "" Z Trig = "" B Button = "" A Button = "" C Button R = "" C Button L = "" C Button D = "" C Button U = "" R Trig = "" L Trig = "" Mempak switch = "" Rumblepak switch = "" # Analog axis configuration mappings X Axis = "" Y Axis = "" [Input-SDL-Control3] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2.000000 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 1 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = False # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "" DPad L = "" DPad D = "" DPad U = "" Start = "" Z Trig = "" B Button = "" A Button = "" C Button R = "" C Button L = "" C Button D = "" C Button U = "" R Trig = "" L Trig = "" Mempak switch = "" Rumblepak switch = "" # Analog axis configuration mappings X Axis = "" Y Axis = "" [Input-SDL-Control4] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2.000000 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 1 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = False # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "" DPad L = "" DPad D = "" DPad U = "" Start = "" Z Trig = "" B Button = "" A Button = "" C Button R = "" C Button L = "" C Button D = "" C Button U = "" R Trig = "" L Trig = "" Mempak switch = "" Rumblepak switch = "" # Analog axis configuration mappings X Axis = "" Y Axis = "" [rsp-cxd4] # Mupen64Plus cxd4 RSP Plugin config parameter version number Version = 1.000000 # Send display lists to the graphics plugin DisplayListToGraphicsPlugin = False # Send audio lists to the audio plugin AudioListToAudioPlugin = False # Force CPU-RSP signals synchronization WaitForCPUHost = False # Support CPU-RSP semaphore lock SupportCPUSemaphoreLock = False [Rsp-HLE] # Mupen64Plus RSP HLE Plugin config parameter version number Version = 1.000000 # Path to a RSP plugin which will be used when encountering an unknown ucode.You can disable this by letting an empty string. RspFallback = "" # Send display lists to the graphics plugin DisplayListToGraphicsPlugin = True # Send audio lists to the audio plugin AudioListToAudioPlugin = False [Video-Angrylion-Plus] # Distribute rendering between multiple processors if True Parallel = True # Rendering Workers (0=Use all logical processors) NumWorkers = 0 # VI mode (0=Filtered, 1=Unfiltered, 2=Depth, 3=Coverage) ViMode = 1 # Scaling interpolation type (0=NN, 1=Linear) ViInterpolation = 0 # Use anamorphic 16:9 output mode if True ViWidescreen = False # Hide overscan area in filteded mode if True ViHideOverscan = False # Display overscan area in filteded mode if True ViOverscan = False # Compatibility mode (0=Fast 1=Moderate 2=Slow DpCompat = 0 [Video-General] # Use fullscreen mode if True, or windowed mode if False Fullscreen = False # Width of output window or fullscreen width ScreenWidth = 1280 # Height of output window or fullscreen height ScreenHeight = 960 # If true, activate the SDL_GL_SWAP_CONTROL attribute VerticalSync = False [Video-GLideN64] # Settings version. Don't touch it. configVersion = 26 # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality) MultiSampling = 0 # Enable/Disable Fast Approximate Anti-Aliasing FXAA FXAA = 0 # Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust) AspectRatio = 1 # Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update) BufferSwapMode = 0 # Frame buffer size is the factor of N64 native resolution. UseNativeResolutionFactor = 1 # Bilinear filtering mode (0=N64 3point, 1=standard) bilinearMode = 0 # Remove halos around filtered textures. enableHalosRemoval = 0 # Max level of Anisotropic Filtering, 0 for off MaxAnisotropy = 0 # Enable color noise emulation. EnableNoise = 1 # Enable LOD emulation. EnableLOD = 1 # Enable hardware per-pixel lighting. EnableHWLighting = 1 # Use persistent storage for compiled shaders. EnableShadersStorage = 0 # Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches. EnableLegacyBlending = 0 # Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled. EnableFragmentDepthWrite = 1 # Use GLideN64 per-game settings. EnableCustomSettings = 0 # Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force) CorrectTexrectCoords = 1 # Render 2D texrects in native resolution to fix misalignment between parts of 2D image. EnableNativeResTexrects = 1 # Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise)) BackgroundsMode = 1 # Enable frame and|or depth buffer emulation. EnableFBEmulation = 1 # Copy auxiliary buffers to RDRAM EnableCopyAuxiliaryToRDRAM = 0 # Enable N64 depth compare instead of OpenGL standard one. Experimental. EnableN64DepthCompare = 0 # Force depth buffer clear. Hack. Needed for Eikou no Saint Andrews. ForceDepthBufferClear = 0 # Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo. DisableFBInfo = 1 # Read color buffer by 4kb chunks (strict follow to FBRead specification) FBInfoReadColorChunk = 0 # Read depth buffer by 4kb chunks (strict follow to FBRead specification) FBInfoReadDepthChunk = 1 # Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=Double Buffer, 3=Triple Buffer) EnableCopyColorToRDRAM = 2 # Enable depth buffer copy to RDRAM (0=do not copy, 1=copy from video memory, 2=use software render) EnableCopyDepthToRDRAM = 2 # Enable color buffer copy from RDRAM. EnableCopyColorFromRDRAM = 0 # Enable resulted image crop by Overscan. EnableOverscan = 0 # PAL mode. Left bound of Overscan OverscanPalLeft = 0 # PAL mode. Right bound of Overscan OverscanPalRight = 0 # PAL mode. Top bound of Overscan OverscanPalTop = 0 # PAL mode. Bottom bound of Overscan OverscanPalBottom = 0 # NTSC mode. Left bound of Overscan OverscanNtscLeft = 0 # NTSC mode. Right bound of Overscan OverscanNtscRight = 0 # NTSC mode. Top bound of Overscan OverscanNtscTop = 0 # NTSC mode. Bottom bound of Overscan OverscanNtscBottom = 0 # Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2) txFilterMode = 0 # Texture Enhancement (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ), 13=6xBRZ txEnhancementMode = 0 # Deposterize texture before enhancement. txDeposterize = False # Don't filter background textures. txFilterIgnoreBG = True # Size of filtered textures cache in megabytes. txCacheSize = 100 # Use high-resolution texture packs if available. txHiresEnable = False # Allow to use alpha channel of high-res texture fully. txHiresFullAlphaChannel = True # Use alternative method of paletted textures CRC calculation. txHresAltCRC = False # Enable dump of loaded N64 textures. txDump = False # Zip textures cache. txCacheCompression = False # Force use 16bit texture formats for HD textures. txForce16bpp = False # Save texture cache to hard disk. txSaveCache = False # Path to folder with hi-res texture packs. txPath = "/home/marrub/.local/share/mupen64plus/hires_texture" # Path to folder where plugin saves texture cache files. txCachePath = "/home/marrub/.cache/mupen64plus/cache" # Path to folder where plugin saves dumped textures. txDumpPath = "/home/marrub/.cache/mupen64plus/texture_dump" # File name of True Type Font for text messages. fontName = "FreeSans.ttf" # Font size. fontSize = 18 # Font color in RGB format. fontColor = "B5E61D" # Force gamma correction. ForceGammaCorrection = False # Gamma correction level. GammaCorrectionLevel = 2.000000 # Show FPS counter. ShowFPS = False # Show VI/S counter. ShowVIS = False # Show percent counter. ShowPercent = False # Show internal resolution. ShowInternalResolution = False # Show rendering resolution. ShowRenderingResolution = False # Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right) CountersPos = 8