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