1 ## Skeleton config file for RetroArch
 
   3 # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ...
 
   4 # This will be overridden by explicit command line options.
 
   7 # Save all save states (*.state) to this directory.
 
   8 # This will be overridden by explicit command line options.
 
   9 # savestate_directory =
 
  11 # Automatically saves a savestate at the end of RetroArch's lifetime.
 
  12 # The path is $SRAM_PATH.auto.
 
  13 # RetroArch will automatically load any savestate with this path on startup.
 
  14 # savestate_auto_save = false
 
  16 # Load libretro from a dynamic location for dynamically built RetroArch.
 
  17 # This option is mandatory.
 
  19 # If a directory, RetroArch will look through the directory until it finds an implementation
 
  20 # that appears to support the extension of the ROM loaded.
 
  21 # This could fail if ROM extensions overlap.
 
  22 libretro_path = "/usr/lib/libretro/libretro-mednafen-psx.so"
 
  24 # Environment variables internally in RetroArch.
 
  25 # Implementations can tap into this user-specificed information to enable functionality
 
  26 # that is deemed too obscure to expose directly.
 
  27 # Some variables might be "standardized" at a later time if needed.
 
  28 # The string is formatted as key value pairs delimited by a semicolon ';'.
 
  29 # Any white space between the delimiter ';' and the '=' is significant.
 
  30 # I.e.: "key1=value1;key2=value2;..."
 
  31 # environment_variables =
 
  33 # Sets the "system" directory.
 
  34 # Implementations can query for this directory to load BIOSes, system-specific configs, etc.
 
  35 system_directory = "/mnt/Skaro/roms/psx/bios"
 
  39 # Video driver to use. "gl", "xvideo", "sdl"
 
  42 # Windowed xscale and yscale
 
  43 # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
 
  47 # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop.
 
  48 # video_fullscreen_x = 0
 
  49 # video_fullscreen_y = 0
 
  51 # Start in fullscreen. Can be changed at runtime.
 
  52 # video_fullscreen = false
 
  54 # If fullscreen, prefer using a windowed fullscreen mode.
 
  55 # video_windowed_fullscreen = true
 
  57 # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor),
 
  58 # suggests RetroArch to use that particular monitor.
 
  59 # video_monitor_index = 0
 
  61 # Forcibly disable composition. Only works in Windows Vista/7 for now.
 
  62 # video_disable_composition = false
 
  67 # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
 
  70 # Forces rendering area to stay equal to game aspect ratio or as defined in video_aspect_ratio.
 
  71 # video_force_aspect = true
 
  73 # A floating point value for video aspect ratio (width / height).
 
  74 # If this is not set, aspect ratio is assumed to be automatic.
 
  75 # Behavior then is defined by video_aspect_ratio_auto.
 
  76 # video_aspect_ratio =
 
  78 # If this is true and video_aspect_ratio is not set,
 
  79 # aspect ratio is decided by libretro implementation.
 
  80 # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
 
  81 # video_aspect_ratio_auto = false
 
  83 # Forces cropping of overscanned frames.
 
  84 # Exact behavior of this option is implementation specific.
 
  85 # video_crop_overscan = false
 
  88 # video_cg_shader = "/path/to/cg/shader.cg"
 
  90 # Path to GLSL XML shader. If both Cg shader path and XML shader path are defined, 
 
  91 # Cg shader will take priority unless overridden in video_shader_type.
 
  92 # video_bsnes_shader = "/path/to/bsnes/xml/shader.shader"
 
  94 # Which shader type to use. Valid values are "cg", "bsnes", "none" and "auto"
 
  95 # video_shader_type = auto
 
  97 # Defines a directory where XML shaders are kept.
 
 100 # Render to texture first. Useful when doing multi-pass shaders or control the output of shaders better.
 
 101 # video_render_to_texture = false
 
 103 # Defines the video scale of render-to-texture. 
 
 104 # The output FBO size is scaled by these amounts against the input size (typically 256 * 224 for SNES).
 
 105 # video_fbo_scale_x = 2.0
 
 106 # video_fbo_scale_y = 2.0
 
 108 # Define shader to use for second pass (needs render-to-texture).
 
 109 # video_second_pass_shader = "/path/to/second/shader.{cg,shader}"
 
 111 # Defines if bilinear filtering is used during second pass (needs render-to-texture).
 
 112 # video_second_pass_smooth = true
 
 114 # CPU-based filter. Path to a bSNES CPU filter (*.filter)
 
 117 # Path to a TTF font used for rendering messages. This path must be defined to enable fonts.
 
 118 # Do note that the _full_ path of the font is necessary!
 
 121 # Size of the TTF font rendered.
 
 122 # video_font_size = 48
 
 124 # Attempt to scale the font to fit better for multiple window sizes.
 
 125 # video_font_scale = true
 
 127 # Enable usage of OSD messages.
 
 128 # video_font_enable = true
 
 130 # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. 
 
 131 # [0.0, 0.0] maps to the lower left corner of the screen.
 
 132 # video_message_pos_x = 0.05
 
 133 # video_message_pos_y = 0.05
 
 135 # Color for message. The value is treated as a hexadecimal value.
 
 136 # It is a regular RGB hex number, i.e. red is "ff0000".
 
 137 # video_message_color = ffffff
 
 139 # Video refresh rate of your monitor.
 
 140 # Used to calculate a suitable audio input rate.
 
 141 # video_refresh_rate = 59.95
 
 143 # Allows libretro cores to set rotation modes.
 
 144 # Setting this to false will honor, but ignore this request.
 
 145 # This is useful for vertically oriented games where one manually rotates the monitor.
 
 146 # video_allow_rotate = true
 
 151 # audio_enable = true
 
 153 # Audio output samplerate.
 
 154 # audio_out_rate = 48000
 
 156 # When altering audio_in_rate on-the-fly, define by how much each time.
 
 157 # audio_rate_step = 0.25
 
 159 # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.
 
 162 # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ...
 
 165 # External DSP plugin that processes audio before it's sent to the driver.
 
 168 # Will sync (block) on audio. Recommended.
 
 171 # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
 
 174 # Enable experimental audio rate control.
 
 175 # audio_rate_control = true
 
 177 # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
 
 178 # Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
 
 179 # audio_rate_control_delta = 0.005
 
 181 # Audio volume. Volume is expressed in dB.
 
 182 # 0 dB is normal volume. No gain will be applied.
 
 183 # Gain can be controlled in runtime with input_volume_up/input_volume_down.
 
 188 # Input driver. Depending on video driver, it might force a different input driver.
 
 191 # Defines axis threshold. Possible values are [0.0, 1.0]
 
 192 # input_axis_threshold = 0.5
 
 194 # Path to input overlay
 
 197 # Enable input auto-detection (used on Android). Will attempt to autoconfigure
 
 198 # gamepads, Plug-and-Play style.
 
 199 # input_autodetect_enable = true
 
 201 # Enable debug input key reporting on-screen.
 
 202 # input_debug_enable = false
 
 204 # Keyboard input. Will recognize normal keypresses and special keys like "left", "right", and so on.
 
 205 # Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, 
 
 206 # rather than relying on a default.
 
 207 # input_player1_a = x
 
 208 # input_player1_b = z
 
 209 # input_player1_y = a
 
 210 # input_player1_x = s
 
 211 # input_player1_start = enter
 
 212 # input_player1_select = rshift
 
 213 # input_player1_l = q
 
 214 # input_player1_r = w
 
 215 # input_player1_left = left
 
 216 # input_player1_right = right
 
 217 # input_player1_up = up
 
 218 # input_player1_down = down
 
 224 # Two analog sticks (DualShock-esque).
 
 225 # Bound as usual, however, if a real analog axis is bound,
 
 226 # it can be read as a true analog.
 
 227 # Positive X axis is right, Positive Y axis is down.
 
 228 # input_player1_l_x_plus =
 
 229 # input_player1_l_x_minus =
 
 230 # input_player1_l_y_plus =
 
 231 # input_player1_l_y_minus =
 
 232 # input_player1_r_x_plus =
 
 233 # input_player1_r_x_minus =
 
 234 # input_player1_r_y_plus =
 
 235 # input_player1_r_y_minus =
 
 237 # If desired, it is possible to override which joypads are being used for player 1 through 5. First joypad available is 0.
 
 238 # input_player1_joypad_index = 0
 
 239 # input_player2_joypad_index = 1
 
 240 # input_player3_joypad_index = 2
 
 241 # input_player4_joypad_index = 3
 
 242 # input_player5_joypad_index = 4
 
 243 # Player 6-8 is not directly expected by libretro API, but we'll futureproof it.
 
 244 # input_player6_joypad_index = 5
 
 245 # input_player7_joypad_index = 6
 
 246 # input_player8_joypad_index = 7
 
 249 # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
 
 250 # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. 
 
 252 # input_player1_a_btn =
 
 253 # input_player1_b_btn =
 
 254 # input_player1_y_btn =
 
 255 # input_player1_x_btn =
 
 256 # input_player1_start_btn =
 
 257 # input_player1_select_btn =
 
 258 # input_player1_l_btn =
 
 259 # input_player1_r_btn =
 
 260 # input_player1_left_btn =
 
 261 # input_player1_right_btn =
 
 262 # input_player1_up_btn =
 
 263 # input_player1_down_btn =
 
 264 # input_player1_l2_btn =
 
 265 # input_player1_r2_btn =
 
 266 # input_player1_l3_btn =
 
 267 # input_player1_r3_btn =
 
 269 # Axis for RetroArch D-Pad. 
 
 270 # Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. 
 
 271 # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
 
 272 # input_player1_left_axis =
 
 273 # input_player1_right_axis =
 
 274 # input_player1_up_axis =
 
 275 # input_player1_down_axis =
 
 277 # Holding the turbo while pressing another button will let the button enter a turbo mode
 
 278 # where the button state is modulated with a periodic signal.
 
 279 # The modulation stops when the button itself (not turbo button) is released.
 
 280 # input_player1_turbo =
 
 282 # Describes the period and how long of that period a turbo-enabled button should behave.
 
 283 # Numbers are described in frames.
 
 284 # input_turbo_period = 6
 
 285 # input_turbo_duty_cycle = 3
 
 287 # This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
 
 288 # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.
 
 290 # Toggles fullscreen.
 
 291 # input_toggle_fullscreen = f
 
 294 # input_save_state = f2
 
 296 # input_load_state = f4
 
 298 # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
 
 299 # When slot is != 0, path will be $path%d, where %d is slot number.
 
 300 # input_state_slot_increase = f7
 
 301 # input_state_slot_decrease = f6
 
 303 # Toggles between fast-forwarding and normal speed.
 
 304 # input_toggle_fast_forward = space
 
 306 # Hold for fast-forward. Releasing button disables fast-forward.
 
 307 # input_hold_fast_forward = l
 
 309 # Key to exit emulator cleanly. 
 
 310 # Killing it in any hard way (SIGTERM, SIGKILL, etc, will terminate emulator without saving RAM, etc.)
 
 311 # input_exit_emulator = escape
 
 313 # Applies next and previous XML/Cg shader in directory.
 
 314 # input_shader_next = m
 
 315 # input_shader_prev = n
 
 317 # Hold button down to rewind. Rewinding must be enabled.
 
 320 # Toggle between recording and not.
 
 321 # input_movie_record_toggle = o
 
 323 # Toggle between paused and non-paused state
 
 324 # input_pause_toggle = p
 
 326 # Frame advance when game is paused
 
 327 # input_frame_advance = k
 
 329 # Reset the emulated SNES.
 
 332 # Configures DSP plugin
 
 333 # input_dsp_config = c
 
 336 # input_cheat_index_plus = y
 
 337 # input_cheat_index_minus = t
 
 338 # input_cheat_toggle = u
 
 341 # input_audio_mute = f9
 
 344 # input_screenshot = f8
 
 346 # Netplay flip players.
 
 347 # input_netplay_flip_players = i
 
 349 # Hold for slowmotion.
 
 350 # input_slowmotion = e
 
 352 # Enable other hotkeys.
 
 353 # If this hotkey is bound to either keyboard, joybutton or joyaxis,
 
 354 # all other hotkeys will be disabled unless this hotkey is also held at the same time.
 
 355 # This is useful for RETRO_KEYBOARD centric implementations
 
 356 # which query a large area of the keyboard, where it is not desirable
 
 357 # that hotkeys get in the way.
 
 359 # Alternatively, all hotkeys for keyboard could be disabled by the user.
 
 360 # input_enable_hotkey =
 
 362 # Increases audio volume.
 
 363 # input_volume_up = kp_plus
 
 364 # Decreases audio volume.
 
 365 # input_volume_down = kp_minus
 
 367 # Toggles to next overlay. Wraps around.
 
 368 # input_overlay_next =
 
 372 # Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
 
 373 # rewind_enable = false
 
 375 # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
 
 376 # The buffer should be approx. 20MB per minute of buffer time.
 
 377 # rewind_buffer_size = 20
 
 379 # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
 
 380 # rewind_granularity = 1
 
 382 # Pause gameplay when window focus is lost.
 
 383 # pause_nonactive = true
 
 385 # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
 
 386 # The interval is measured in seconds. A value of 0 disables autosave.
 
 387 # autosave_interval =
 
 389 # When being client over netplay, use keybinds for player 1.
 
 390 # netplay_client_swap_input = false
 
 392 # Path to XML cheat database (as used by bSNES).
 
 393 # cheat_database_path =
 
 395 # Path to XML cheat config, a file which keeps track of which
 
 396 # cheat settings are used for individual games.
 
 397 # If the file does not exist, it will be created.
 
 398 # cheat_settings_path =
 
 400 # Directory to dump screenshots to.
 
 401 # screenshot_directory =
 
 403 # Records video after CPU video filter.
 
 404 # video_post_filter_record = false
 
 406 # Records output of GPU shaded material if available.
 
 407 # video_gpu_record = false
 
 409 # Screenshots output of GPU shaded material if available.
 
 410 # video_gpu_screenshot = true
 
 412 # Block SRAM from being overwritten when loading save states.
 
 413 # Might potentially lead to buggy games.
 
 414 # block_sram_overwrite = false
 
 416 # When saving a savestate, save state index is automatically increased before
 
 418 # Also, when loading a ROM, the index will be set to the highest existing index.
 
 419 # There is no upper bound on the index.
 
 420 # savestate_auto_index = false
 
 422 # Slowmotion ratio. When slowmotion, game will slow down by factor.
 
 423 # slowmotion_ratio = 3.0
 
 425 # Enable stdin/network command interface.
 
 426 # network_cmd_enable = false
 
 427 # network_cmd_port = 55355
 
 428 # stdin_cmd_enable = false