X-Git-Url: https://git.rmz.io/dotfiles.git/blobdiff_plain/b1b52b3564f5b131337813e64a8978140ff79a30..feb433ebfd12eb142d9b8997b8c9aea917c435cd:/retroarch/gba/retroarch-gba.cfg diff --git a/retroarch/gba/retroarch-gba.cfg b/retroarch/gba/retroarch-gba.cfg deleted file mode 100644 index 43a9a1b..0000000 --- a/retroarch/gba/retroarch-gba.cfg +++ /dev/null @@ -1,429 +0,0 @@ -## Skeleton config file for RetroArch - -# Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ... -# This will be overridden by explicit command line options. -# savefile_directory = - -# Save all save states (*.state) to this directory. -# This will be overridden by explicit command line options. -# savestate_directory = - -# Automatically saves a savestate at the end of RetroArch's lifetime. -# The path is $SRAM_PATH.auto. -# RetroArch will automatically load any savestate with this path on startup. -# savestate_auto_save = false - -# Load libretro from a dynamic location for dynamically built RetroArch. -# This option is mandatory. - -# If a directory, RetroArch will look through the directory until it finds an implementation -# that appears to support the extension of the ROM loaded. -# This could fail if ROM extensions overlap. -libretro_path = "/usr/lib/libretro/libretro-vba.so" - -# Environment variables internally in RetroArch. -# Implementations can tap into this user-specificed information to enable functionality -# that is deemed too obscure to expose directly. -# Some variables might be "standardized" at a later time if needed. -# The string is formatted as key value pairs delimited by a semicolon ';'. -# Any white space between the delimiter ';' and the '=' is significant. -# I.e.: "key1=value1;key2=value2;..." -# environment_variables = - -# Sets the "system" directory. -# Implementations can query for this directory to load BIOSes, system-specific configs, etc. -system_directory = "/mnt/Skaro/roms/gba/bios" - -#### Video - -# Video driver to use. "gl", "xvideo", "sdl" -# video_driver = "gl" - -# Windowed xscale and yscale -# (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale) -# video_xscale = 3.0 -# video_yscale = 3.0 - -# Fullscreen resolution. Resolution of 0 uses the resolution of the desktop. -# video_fullscreen_x = 0 -# video_fullscreen_y = 0 - -# Start in fullscreen. Can be changed at runtime. -# video_fullscreen = false - -# If fullscreen, prefer using a windowed fullscreen mode. -# video_windowed_fullscreen = true - -# Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor), -# suggests RetroArch to use that particular monitor. -# video_monitor_index = 0 - -# Forcibly disable composition. Only works in Windows Vista/7 for now. -# video_disable_composition = false - -# Video vsync. -# video_vsync = true - -# Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders. -# video_smooth = true - -# Forces rendering area to stay equal to game aspect ratio or as defined in video_aspect_ratio. -# video_force_aspect = true - -# A floating point value for video aspect ratio (width / height). -# If this is not set, aspect ratio is assumed to be automatic. -# Behavior then is defined by video_aspect_ratio_auto. -# video_aspect_ratio = - -# If this is true and video_aspect_ratio is not set, -# aspect ratio is decided by libretro implementation. -# If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set. -# video_aspect_ratio_auto = false - -# Forces cropping of overscanned frames. -# Exact behavior of this option is implementation specific. -# video_crop_overscan = false - -# Path to Cg shader. -# video_cg_shader = "/path/to/cg/shader.cg" - -# Path to GLSL XML shader. If both Cg shader path and XML shader path are defined, -# Cg shader will take priority unless overridden in video_shader_type. -# video_bsnes_shader = "/path/to/bsnes/xml/shader.shader" - -# Which shader type to use. Valid values are "cg", "bsnes", "none" and "auto" -# video_shader_type = auto - -# Defines a directory where XML shaders are kept. -# video_shader_dir = - -# Render to texture first. Useful when doing multi-pass shaders or control the output of shaders better. -# video_render_to_texture = false - -# Defines the video scale of render-to-texture. -# The output FBO size is scaled by these amounts against the input size (typically 256 * 224 for SNES). -# video_fbo_scale_x = 2.0 -# video_fbo_scale_y = 2.0 - -# Define shader to use for second pass (needs render-to-texture). -# video_second_pass_shader = "/path/to/second/shader.{cg,shader}" - -# Defines if bilinear filtering is used during second pass (needs render-to-texture). -# video_second_pass_smooth = true - -# CPU-based filter. Path to a bSNES CPU filter (*.filter) -# video_filter = - -# Path to a TTF font used for rendering messages. This path must be defined to enable fonts. -# Do note that the _full_ path of the font is necessary! -# video_font_path = - -# Size of the TTF font rendered. -# video_font_size = 48 - -# Attempt to scale the font to fit better for multiple window sizes. -# video_font_scale = true - -# Enable usage of OSD messages. -# video_font_enable = true - -# Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. -# [0.0, 0.0] maps to the lower left corner of the screen. -# video_message_pos_x = 0.05 -# video_message_pos_y = 0.05 - -# Color for message. The value is treated as a hexadecimal value. -# It is a regular RGB hex number, i.e. red is "ff0000". -# video_message_color = ffffff - -# Video refresh rate of your monitor. -# Used to calculate a suitable audio input rate. -# video_refresh_rate = 59.95 - -# Allows libretro cores to set rotation modes. -# Setting this to false will honor, but ignore this request. -# This is useful for vertically oriented games where one manually rotates the monitor. -# video_allow_rotate = true - -#### Audio - -# Enable audio. -# audio_enable = true - -# Audio output samplerate. -# audio_out_rate = 48000 - -# When altering audio_in_rate on-the-fly, define by how much each time. -# audio_rate_step = 0.25 - -# Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio. -# audio_driver = - -# 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 ... -# audio_device = - -# External DSP plugin that processes audio before it's sent to the driver. -# audio_dsp_plugin = - -# Will sync (block) on audio. Recommended. -# audio_sync = true - -# Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency. -# audio_latency = 64 - -# Enable experimental audio rate control. -# audio_rate_control = true - -# Controls audio rate control delta. Defines how much input rate can be adjusted dynamically. -# Input rate = in_rate * (1.0 +/- audio_rate_control_delta) -# audio_rate_control_delta = 0.005 - -# Audio volume. Volume is expressed in dB. -# 0 dB is normal volume. No gain will be applied. -# Gain can be controlled in runtime with input_volume_up/input_volume_down. -# audio_volume = 0.0 - -#### Input - -# Input driver. Depending on video driver, it might force a different input driver. -# input_driver = sdl - -# Defines axis threshold. Possible values are [0.0, 1.0] -# input_axis_threshold = 0.5 - -# Path to input overlay -# input_overlay = - -# Enable input auto-detection (used on Android). Will attempt to autoconfigure -# gamepads, Plug-and-Play style. -# input_autodetect_enable = true - -# Enable debug input key reporting on-screen. -# input_debug_enable = false - -# Keyboard input. Will recognize normal keypresses and special keys like "left", "right", and so on. -# Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, -# rather than relying on a default. -# input_player1_a = x -# input_player1_b = z -# input_player1_y = a -# input_player1_x = s -# input_player1_start = enter -# input_player1_select = rshift -# input_player1_l = q -# input_player1_r = w -# input_player1_left = left -# input_player1_right = right -# input_player1_up = up -# input_player1_down = down -# input_player1_l2 = -# input_player1_r2 = -# input_player1_l3 = -# input_player1_r3 = - -# Two analog sticks (DualShock-esque). -# Bound as usual, however, if a real analog axis is bound, -# it can be read as a true analog. -# Positive X axis is right, Positive Y axis is down. -# input_player1_l_x_plus = -# input_player1_l_x_minus = -# input_player1_l_y_plus = -# input_player1_l_y_minus = -# input_player1_r_x_plus = -# input_player1_r_x_minus = -# input_player1_r_y_plus = -# input_player1_r_y_minus = - -# If desired, it is possible to override which joypads are being used for player 1 through 5. First joypad available is 0. -# input_player1_joypad_index = 0 -# input_player2_joypad_index = 1 -# input_player3_joypad_index = 2 -# input_player4_joypad_index = 3 -# input_player5_joypad_index = 4 -# Player 6-8 is not directly expected by libretro API, but we'll futureproof it. -# input_player6_joypad_index = 5 -# input_player7_joypad_index = 6 -# input_player8_joypad_index = 7 - -# Joypad buttons. -# Figure these out by using RetroArch-Phoenix or retroarch-joyconfig. -# You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. -# E.g. "h0up" -# input_player1_a_btn = -# input_player1_b_btn = -# input_player1_y_btn = -# input_player1_x_btn = -# input_player1_start_btn = -# input_player1_select_btn = -# input_player1_l_btn = -# input_player1_r_btn = -# input_player1_left_btn = -# input_player1_right_btn = -# input_player1_up_btn = -# input_player1_down_btn = -# input_player1_l2_btn = -# input_player1_r2_btn = -# input_player1_l3_btn = -# input_player1_r3_btn = - -# Axis for RetroArch D-Pad. -# Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. -# Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity. -# input_player1_left_axis = -# input_player1_right_axis = -# input_player1_up_axis = -# input_player1_down_axis = - -# Holding the turbo while pressing another button will let the button enter a turbo mode -# where the button state is modulated with a periodic signal. -# The modulation stops when the button itself (not turbo button) is released. -# input_player1_turbo = - -# Describes the period and how long of that period a turbo-enabled button should behave. -# Numbers are described in frames. -# input_turbo_period = 6 -# input_turbo_duty_cycle = 3 - -# This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity. -# All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well. - -# Toggles fullscreen. -# input_toggle_fullscreen = f - -# Saves state. -# input_save_state = f2 -# Loads state. -# input_load_state = f4 - -# State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline). -# When slot is != 0, path will be $path%d, where %d is slot number. -# input_state_slot_increase = f7 -# input_state_slot_decrease = f6 - -# Toggles between fast-forwarding and normal speed. -# input_toggle_fast_forward = space - -# Hold for fast-forward. Releasing button disables fast-forward. -# input_hold_fast_forward = l - -# Key to exit emulator cleanly. -# Killing it in any hard way (SIGTERM, SIGKILL, etc, will terminate emulator without saving RAM, etc.) -# input_exit_emulator = escape - -# Applies next and previous XML/Cg shader in directory. -# input_shader_next = m -# input_shader_prev = n - -# Hold button down to rewind. Rewinding must be enabled. -# input_rewind = r - -# Toggle between recording and not. -# input_movie_record_toggle = o - -# Toggle between paused and non-paused state -# input_pause_toggle = p - -# Frame advance when game is paused -# input_frame_advance = k - -# Reset the emulated SNES. -# input_reset = h - -# Configures DSP plugin -# input_dsp_config = c - -# Cheats. -# input_cheat_index_plus = y -# input_cheat_index_minus = t -# input_cheat_toggle = u - -# Mute/unmute audio -# input_audio_mute = f9 - -# Take screenshot -# input_screenshot = f8 - -# Netplay flip players. -# input_netplay_flip_players = i - -# Hold for slowmotion. -# input_slowmotion = e - -# Enable other hotkeys. -# If this hotkey is bound to either keyboard, joybutton or joyaxis, -# all other hotkeys will be disabled unless this hotkey is also held at the same time. -# This is useful for RETRO_KEYBOARD centric implementations -# which query a large area of the keyboard, where it is not desirable -# that hotkeys get in the way. - -# Alternatively, all hotkeys for keyboard could be disabled by the user. -# input_enable_hotkey = - -# Increases audio volume. -# input_volume_up = kp_plus -# Decreases audio volume. -# input_volume_down = kp_minus - -# Toggles to next overlay. Wraps around. -# input_overlay_next = - -#### Misc - -# Enable rewinding. This will take a performance hit when playing, so it is disabled by default. -# rewind_enable = false - -# Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer. -# The buffer should be approx. 20MB per minute of buffer time. -# rewind_buffer_size = 20 - -# Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed. -# rewind_granularity = 1 - -# Pause gameplay when window focus is lost. -# pause_nonactive = true - -# Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise. -# The interval is measured in seconds. A value of 0 disables autosave. -# autosave_interval = - -# When being client over netplay, use keybinds for player 1. -# netplay_client_swap_input = false - -# Path to XML cheat database (as used by bSNES). -# cheat_database_path = - -# Path to XML cheat config, a file which keeps track of which -# cheat settings are used for individual games. -# If the file does not exist, it will be created. -# cheat_settings_path = - -# Directory to dump screenshots to. -# screenshot_directory = - -# Records video after CPU video filter. -# video_post_filter_record = false - -# Records output of GPU shaded material if available. -# video_gpu_record = false - -# Screenshots output of GPU shaded material if available. -# video_gpu_screenshot = true - -# Block SRAM from being overwritten when loading save states. -# Might potentially lead to buggy games. -# block_sram_overwrite = false - -# When saving a savestate, save state index is automatically increased before -# it is saved. -# Also, when loading a ROM, the index will be set to the highest existing index. -# There is no upper bound on the index. -# savestate_auto_index = false - -# Slowmotion ratio. When slowmotion, game will slow down by factor. -# slowmotion_ratio = 3.0 - -# Enable stdin/network command interface. -# network_cmd_enable = false -# network_cmd_port = 55355 -# stdin_cmd_enable = false -