--- /dev/null
+## 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-mednafen-psx.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/psx/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
+
--- /dev/null
+## 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 = "/path/to/libretro.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 =
+
+#### 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 = true
+
+# 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 = true
+
+# 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
+
--- /dev/null
+input_player1_joypad_index = "0"
+input_player1_a_btn = "1"
+input_player1_b_btn = "0"
+input_player1_x_btn = "3"
+input_player1_y_btn = "2"
+input_player1_l_btn = "4"
+input_player1_r_btn = "5"
+input_player1_l2_btn = "6"
+input_player1_r2_btn = "7"
+input_player1_l3_btn = "11"
+input_player1_r3_btn = "12"
+input_player1_start_btn = "9"
+input_player1_select_btn = "8"
+input_player1_left_btn = "h0left"
+input_player1_up_btn = "h0up"
+input_player1_right_btn = "h0right"
+input_player1_down_btn = "h0down"
+input_player1_l_x_plus_axis = "+0"
+input_player1_l_y_plus_axis = "+1"
+input_player1_l_x_minus_axis = "-0"
+input_player1_l_y_minus_axis = "-1"
+input_player1_r_x_plus_axis = "+2"
+input_player1_r_y_plus_axis = "+3"
+input_player1_r_x_minus_axis = "-2"
+input_player1_r_y_minus_axis = "-3"