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mkxp.json
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mkxp.json
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{
// Lines starting with '//' are comments.
//
// About filesystem paths specified in this config:
// The "gameFolder" path is resolved either relative
// to the directory containing the mkxp executable
// (the default behavior), or relative to the current
// working directory (when compiled with
// -DWORKDIR_CURRENT). All other paths are resolved
// relative to gameFolder and ignoring both RTPs and
// encrypted archives.
// Specify the RGSS version to run under.
// Possible values are 0, 1, 2, 3. If set to 0,
// mkxp will try to guess the required version
// based on the game files found in gameFolder.
// If this fails, the version defaults to 1.
// (default: 0)
//
// "rgssVersion": 1,
// Create a debug context and log
// OpenGL debug information to the console
// (default: disabled)
//
// "debugMode": false,
// Continuously print average FPS to console.
// This setting does not affect the window title
// FPS display toggled via F2
// (default: disabled)
//
// "printFPS": false,
// Game window is resizable
// (default: enabled)
//
// "winResizable": true,
// Start game in fullscreen (this can
// always be toggled with Alt-Enter at runtime)
// (default: disabled)
//
// "fullscreen": false,
// Preserve game screen aspect ratio,
// as opposed to stretch-to-fill
// (default: enabled)
//
// "fixedAspectRatio": true,
// Apply linear interpolation when game screen
// is upscaled
// (default: disabled)
//
// "smoothScaling": false,
// Sync screen redraws to the monitor refresh rate
// (default: disabled)
//
// "vsync": false,
// Specify the window width on startup. If set to 0,
// it will default to the default resolution width
// specific to the RGSS version (640 in RGSS1, 544
// in RGSS2 or higher).
// (default: 0)
//
"defScreenW": 512,
// Specify the window height on startup. If set to 0,
// it will default to the default resolution height
// specific to the RGSS version (480 in RGSS1, 416
// in RGSS2 or higher).
// (default: 0)
//
"defScreenH": 384,
// Override the game window title
// (default: none)
//
// "windowTitle": "Custom Title",
// Enforce a static frame rate
// This option may be force-disabled at build time.
// (0 = disabled)
//
// "fixedFramerate": 0,
// Skip (don't draw) frames when behind.
// Can be changed at runtime, but this is the
// default value when the game starts.
// (default: disabled)
//
// "frameSkip": false,
// Use a fixed framerate that is approx. equal to the
// native screen refresh rate. This is different from
// "fixedFramerate" because the actual frame rate is
// reported back to the game, ensuring correct timers.
// If the screen refresh rate cannot be determined,
// this option is force-disabled.
// This option may be force-disabled at build time.
// (default: disabled)
//
// "syncToRefreshrate": false,
// Don't use alpha blending when rendering text
// (default: disabled)
//
// "solidFonts": false,
// Work around buggy graphics drivers which don't
// properly synchronize texture access, most
// apparent when text doesn't show up or the map
// tileset doesn't render at all
// (default: disabled)
//
// "subImageFix": false,
// Enable framebuffer blitting if the driver is
// capable of it. Some drivers carry buggy
// implementations of this functionality, so
// disabling it can be used as a workaround
// (default: enabled)
//
// "enableBlitting": true,
// Limit the maximum size (width, height) of
// most textures mkxp will create (exceptions are
// rendering backbuffers and similar).
// If set to 0, the hardware maximum is used.
// This is useful for recording traces that can
// be played back on machines with lower specs.
// (default: 0)
//
// "maxTextureSize": 0,
// Set the base path of the game to '/path/to/game'
// (default: executable directory)
//
// "gameFolder": ".",
// Use either right or left Alt + Enter to toggle
// fullscreen
// (default: disabled)
//
// "anyAltToggleFS": false,
// Enable F12 game reset
// (default: enabled)
//
// "enableReset": true,
// Names of the input buttons in the F1 key bindings
// window. This only affects the names displayed
// there, and won't enable those names as Input
// constants in the scripts.
"bindingNames": {"c": "Use",
"b": "Back",
"a": "Action",
"x": "JumpUp",
"y": "JumpDown",
"z": "Special",
"l": "(unused)",
"r": "(unused)"},
// Allow symlinks for game assets to be followed
// (default: disabled)
//
// "allowSymlinks": false,
// Organisation / company and application / game
// name to build the directory path where mkxp
// will store game specific data (eg. key bindings).
// If not specified, mkxp will save to a common
// directory shared by all games. Note that these
// are TWO individual config entries, and both need
// to be defined for this to take effect.
// (default: none)
//
// "dataPathOrg": "mycompany",
// "dataPathApp": "mygame",
// Set the game window icon to 'path/to/icon.png'
// (default: none)
//
// "iconPath": "/path/to/icon.png",
// Instead of playing an RPG Maker game,
// execute a single plain text script instead
// (default: none)
//
// "customScript": "/path/to/script.rb",
// Define raw scripts to be executed before the
// actual Scripts.rxdata execution starts
// This option may be force-disabled at build time.
// (default: none)
//
// "preloadScript": ["my_win32_wrapper.rb",
// "ruby18_fixes.rb"],
// Index all accesible assets via their lower case path
// (emulates windows case insensitivity)
// (default: enabled)
//
// "pathCache": true,
// In some versions of Essentials, overworld code
// requests the player's sprite texture from disk
// at least once every frame. The damage this
// causes is less perceptible in RPG Maker XP,
// but MKXP's RGSSAD code is much slower and will
// cause games to lag. Hard.
//
// I have no interest in fixing it, because:
//
// (A) I don't see any point in such frail encryption, and
// (B) One can easily replicate load_data entirely in Ruby
// (https://gist.github.com/inori-z/0800dbdc213b9936e0e81f64c9a98c4c)
//
// If you insist on using archives, you can use a
// version of Essentials that isn't broken,
// otherwise come up with your own solution
// (there are many), or leave your Graphics files
// loose and disable this option.
// (default: false)
//
// "compressedGraphics": false,
// Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
// asset search path (multiple allowed)
// (default: none)
//
// "RTP": ["/path/to/rtp1",
// "/path/to/rtp2.zip",
// "/path/to/game.rgssad"],
// Use the script's name as filename in warnings and error messages
// (default: enabled)
//
// "useScriptNames": true,
// Font substitutions allow drop-in replacements of fonts
// to be used without changing the RGSS scripts,
// eg. providing 'Open Sans' when the game thinkgs it's
// using 'Arial'. Font family to be substituted and
// replacement family are separated by one sole '>'.
// Be careful not to include any spaces.
// This is not connected to the built-in font, which is
// always used when a non-existing font family is
// requested by RGSS.
// (default: none)
//
// "fontSub": ["Arial>Open Sans",
// "Times New Roman>Liberation Serif"]
// Because mkxp is usually distributed as a stand alone
// build, no predefined load paths are initialized
// ($:, $LOAD_PATH) in the MRI backend. With this option,
// they can be specified manually (eg. when using a system
// libruby.so). It is however recommended to statically
// link all required gems into libruby.so.
// (default: none)
//
// "rubyLoadpath": ["/usr/lib64/ruby/",
// "/usr/local/share/ruby/site_ruby"],
// Determines whether JIT is enabled. This probably
// won't work unless you also have the header file
// that it needs. Only works with Ruby 2.6 or higher.
// (default: false)
//
// "JITEnable": false,
// Determines what level of verbosity to use when
// logging JIT events. Starts at 0, which is next
// to nothing. Set it higher to see more.
// (default: 0)
//
// "JITVerboseLevel": 0,
// Determines how many compiled methods that Ruby
// will keep in its cache.
// (default: 100)
//
// "JITMaxCache": 100,
// Determines how many times a function has to be
// called before it is compiled.
// (default: 10000)
//
// "JITMinCalls": 10000,
// SoundFont to use for midi playback (via fluidsynth)
// (default: none)
//
"midiSoundFont": "soundfont.sf2",
// Activate "chorus" effect for midi playback
//
// "midiChorus": false,
// Activate "reverb" effect for midi playback
//
// "midiReverb": false,
// Number of OpenAL sources to allocate for SE playback.
// If there are a lot of sounds playing at the same time
// and audibly cutting each other off, try increasing
// this number. Maximum: 64.
//
// "SESourceCount": 6
// The Windows game executable name minus ".exe". By default
// this is "Game", but some developers manually rename it.
// mkxp needs this name because both the .ini (game
// configuration) and .rgssad (encrypted data archive) must
// carry the same name minus their extension, and we cannot
// guess the executable's name.
// You could just as well rename them both to "Game.ini" and
// "Game.rgssad", but specifying the executable name here
// is a tiny bit less intrusive.
//
// "execName": "Game"
}