mirror of
https://github.com/mkxp-z/mkxp-z.git
synced 2025-03-28 14:56:22 +01:00
539 lines
16 KiB
JSON
539 lines
16 KiB
JSON
{
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// Lines starting with '//' are comments.
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//
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// About filesystem paths specified in this config:
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// The "gameFolder" path is resolved either relative
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// to the directory containing the mkxp executable
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// (the default behavior), or relative to the current
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// working directory (when compiled with
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// -DWORKDIR_CURRENT). All other paths are resolved
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// relative to gameFolder and ignoring both RTPs and
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// encrypted archives. Since this is JSON, any
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// backslashes in paths need to be escaped (i.e. a
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// single backslash becomes a double backslash). If
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// that's too much hassle, you can use a single forward
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// slash instead (even on Windows).
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// Some influential environment variables, set them to either "1" or "0":
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// "MKXPZ_WINDOWS_CONSOLE"
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// - Enables/disables the extra console window on Windows. It appears by
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// default whenever mkxp-z is started in debug mode.
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// "MKXPZ_MACOS_METAL"
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// - Setting this will influence the rendering backend used.
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// Probably not a good idea to mess with it unless you have some kind of issue.
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// OpenGL is default on x86, and Metal is the default on Apple Silicon.
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// This takes priority over the config option if it's set.
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// "MKXPZ_FOLDER_SELECT"
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// - Allows the manual selection of the game's folder at startup.
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// Only works on macOS at the moment.
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// "MTL_HUD_ENABLED"
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// - On macOS 13 (Ventura) and over, provided the Metal backend is used,
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// this will enable a full performance HUD containing more details than
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// the built-in framerate display.
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// Specify the RGSS version to run under.
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// Possible values are 0, 1, 2, 3. If set to 0,
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// mkxp will try to guess the required version
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// based on the game files found in gameFolder.
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// If this fails, the version defaults to 1.
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// (default: 0)
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//
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// "rgssVersion": 1,
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// Continuously display average FPS in window title.
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// This can always be toggled with F2 at runtime.
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// (default: disabled)
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//
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// "displayFPS": false,
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// Continuously print average FPS to console.
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// This setting does not affect the window title
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// FPS display toggled via F2
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// (default: disabled)
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//
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// "printFPS": false,
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// Game window is resizable
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// (default: enabled)
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//
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// "winResizable": true,
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// Start game in fullscreen (this can
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// always be toggled with Alt-Enter at runtime)
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// (default: disabled)
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//
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// "fullscreen": false,
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// Preserve game screen aspect ratio,
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// as opposed to stretch-to-fill
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// (default: enabled)
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//
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// "fixedAspectRatio": true,
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// Apply smooth interpolation when game screen
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// is upscaled
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// 0: Nearest-Neighbor
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// 1: Bilinear
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// 2: Bicubic
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// 3: Lanczos3
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// 4: xBRZ
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// (default: 0)
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//
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// "smoothScaling": 0,
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// Apply smooth interpolation when game screen
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// is downscaled (same values as smoothScaling)
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// (default: 0)
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//
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// "smoothScalingDown": 0,
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// Apply smooth interpolation when bitmaps
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// are upscaled (same values as smoothScaling)
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// (default: 0)
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//
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// "bitmapSmoothScaling": 0,
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// Apply smooth interpolation when bitmaps
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// are downscaled (same values as smoothScaling)
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// (default: 0)
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//
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// "bitmapSmoothScalingDown": 0,
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// Apply mipmap interpolation when game screen
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// or bitmaps are downscaled (requires
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// "smoothScalingDown": 1 or "bitmapSmoothScalingDown": 1)
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// (default: false)
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//
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// "smoothScalingMipmaps": false,
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// Sharpness when using Bicubic scaling.
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// A good starting range is 0 to 100,
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// but you may wish to go outside that range in either direction.
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// (default: 100)
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//
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// "bicubicSharpness": 100,
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// Scaling factor for xBRZ interpolation
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// (set to at least the ratio of your window size
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// to the game's native resolution)
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// (default: 1.0)
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//
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// "xbrzScalingFactor": 4.0,
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// Replace the game's Bitmap files with external high-res files
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// provided in the "Hires" directory.
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// (You'll also need to set the below Scaling Factors.)
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// (default: disabled)
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//
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// "enableHires": false,
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// Scaling factor for textures (e.g. Bitmaps)
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// (higher values will look better if you use high-res textures)
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// (default: 1.0)
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//
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// "textureScalingFactor": 4.0,
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// Scaling factor for screen framebuffer
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// (higher values will look better if you use high-res textures)
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// (default: 1.0)
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//
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// "framebufferScalingFactor": 4.0,
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// Scaling factor for tileset atlas
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// (higher values will look better if you use high-res textures)
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// (default: 1.0)
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//
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// "atlasScalingFactor": 4.0,
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// Sync screen redraws to the monitor refresh rate
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// (default: disabled)
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//
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// "vsync": false,
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// Specify the window width on startup. If set to 0,
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// it will default to the default resolution width
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// specific to the RGSS version (640 in RGSS1, 544
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// in RGSS2 or higher).
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// (default: 0)
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//
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// "defScreenW": 640,
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// Specify the window height on startup. If set to 0,
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// it will default to the default resolution height
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// specific to the RGSS version (480 in RGSS1, 416
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// in RGSS2 or higher).
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// (default: 0)
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//
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// "defScreenH": 480,
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// Override the game window title
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// (default: none)
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//
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// "windowTitle": "Custom Title",
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// Enforce a static frame rate
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// (0 = disabled)
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//
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// "fixedFramerate": 0,
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// Skip (don't draw) frames when behind.
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// Can be changed at runtime, but this is the
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// default value when the game starts.
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// (default: disabled)
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//
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// "frameSkip": false,
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// Use a fixed framerate that is approx. equal to the
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// native screen refresh rate. This is different from
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// "fixedFramerate" because the actual frame rate is
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// reported back to the game, ensuring correct timers.
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// If the screen refresh rate cannot be determined,
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// this option is force-disabled.
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// This option may be force-disabled at build time.
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// (default: disabled)
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//
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// "syncToRefreshrate": false,
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// A list of fonts to render without alpha blending.
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// (default: none)
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//
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// "solidFonts": [
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// "Arial",
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// "Times New Roman",
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// ],
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// Prefer the use of Metal over OpenGL on macOS.
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// This defaults to false under Intel machines,
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// and true under ARM/Apple Silicon ones (which
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// merely emulate OpenGL anyway)
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//
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// Try changing this if you have graphics problems.
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// Metal is far better, but ANGLE may not initialize correctly
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// on some Intel machines.
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//
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// On Apple Silicon it's probably better to not touch it.
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// Emulated OpenGL is buggy, and it will also break things like
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// the Steam overlay.
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// (default: true if Apple Silicon, false if Intel)
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//
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// "preferMetalRenderer": true,
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// Work around buggy graphics drivers which don't
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// properly synchronize texture access, most
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// apparent when text doesn't show up or the map
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// tileset doesn't render at all
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// (default: disabled)
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//
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// "subImageFix": false,
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// Enable framebuffer blitting if the driver is
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// capable of it. Some drivers carry buggy
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// implementations of this functionality, so
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// disabling it can be used as a workaround.
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// Force-disabled when
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// smoothScaling or smoothScalingDown isn't
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// Nearest-Neighbor or Bilinear.
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// (default: disabled on windows, enabled on other systems)
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//
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// "enableBlitting": false,
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// Limit the maximum size (width, height) of
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// most textures mkxp will create (exceptions are
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// rendering backbuffers and similar).
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// If set to 0, the hardware maximum is used.
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// This is useful for recording traces that can
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// be played back on machines with lower specs.
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// (default: 0)
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//
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// "maxTextureSize": 0,
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// Scale up the game screen by an integer amount,
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// as large as the current window size allows, before
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// doing any last additional scalings to fill part or
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// all of the remaining window space (or none at all
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// if lastMileScaling is disabled).
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// If fixedAspectRatio is disabled, the integer scale
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// factors in horizontal and vertical direction can differ
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// depending on how much space is available, otherwise
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// they are forced to the smaller of the two.
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// (default: disabled)
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//
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// "integerScalingActive": false,
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// When integer scaling is enabled, this option controls
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// whether the scaled game screen is further scaled
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// (with linear interpolation when smoothScaling is enabled)
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// to fill the rest of the game window.
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// Note that this option still respects fixedAspectRatio.
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// (default: enabled)
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//
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// "integerScalingLastMile": true,
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// Set the base path of the game to '/path/to/game'
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// (default: executable directory)
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//
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// "gameFolder": ".",
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// Use either right or left Alt + Enter to toggle
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// fullscreen
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// (default: disabled)
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//
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// "anyAltToggleFS": false,
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// Enable F12 game reset
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// (default: enabled)
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//
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// "enableReset": true,
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// Enable F1/keybinding menu
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// (default: enabled)
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//
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// "enableSettings": true,
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// Allow symlinks for game assets to be followed
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// (default: enabled)
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//
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// "allowSymlinks": true,
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// Organisation / company and application / game
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// name to build the directory path where mkxp
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// will store game specific data (eg. key bindings).
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// If not specified, mkxp-z will use a folder based
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// on the name of the game, if possible, defaulting
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// to "." for Org and "mkxp-z" for App otherwise.
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// (default: none)
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//
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// "dataPathOrg": "mycompany",
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// "dataPathApp": "mygame",
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// Set the game window icon to 'path/to/icon.png'
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// Only functions on Linux.
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// (default: none)
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//
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// "iconPath": "/path/to/icon.png",
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// Instead of playing an RPG Maker game,
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// execute a single plain text script instead
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// (default: none)
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//
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// "customScript": "/path/to/script.rb",
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// Define raw scripts (e.g. compatibility wrappers)
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// to be executed before the actual Scripts.rxdata
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// execution starts
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// (default: none)
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//
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// "preloadScript": [
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// "scripts/preload/ruby_classic_wrap.rb",
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// "scripts/preload/mkxp_wrap.rb",
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// "scripts/preload/win32_wrap.rb",
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// ],
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// Define raw scripts to be executed before the
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// rgss_main execution starts for RGSS 3.
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// (default: none)
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//
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// "postloadScript": [
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// "/path/to/script.rb",
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// ],
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// Index all accesible assets via their lower case path
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// (emulates windows case insensitivity)
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// (default: enabled)
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//
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// "pathCache": true,
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// Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the asset search path
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// (multiple allowed). You can use folders, RGSS archives, and any archive
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// formats supported by PhysicsFS; see the compatibility list at:
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// https://www.icculus.org/physfs/docs/html/
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// (default: none)
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//
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// "RTP": [
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// "/path/to/rtp1",
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// "/path/to/rtp2.zip",
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// "/path/to/game.rgssad",
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// ],
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// Similar to the RTP option, except items are loaded before
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// the game archive and folder, for incremental game updates
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// or modding.
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// (default: none)
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//
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// "patches": [
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// "/path/to/patch1.zip",
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// "/path/to/patch2",
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// ],
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// Use the script's name as filename in warnings and error messages
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// (default: enabled)
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//
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// "useScriptNames": true,
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// Font substitutions allow drop-in replacements of fonts
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// to be used without changing the RGSS scripts,
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// eg. providing 'Open Sans' when the game thinkgs it's
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// using 'Arial'. Font family to be substituted and
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// replacement family are separated by one sole '>'.
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// Be careful not to include any spaces.
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// This is not connected to the built-in font, which is
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// always used when a non-existing font family is
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// requested by RGSS.
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// (default: none)
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//
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// "fontSub": [
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// "Arial>Open Sans",
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// "Times New Roman>Liberation Serif",
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// ],
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// Because mkxp is usually distributed as a stand alone
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// build, no predefined load paths are initialized
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// ($:, $LOAD_PATH) in the MRI backend. With this option,
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// they can be specified manually (eg. when using a system
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// libruby.so). It is however recommended to statically
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// link all required gems into libruby.so.
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// (default: none)
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//
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// "rubyLoadpath": [
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// "/usr/lib64/ruby/",
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// "/usr/local/share/ruby/site_ruby",
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// ],
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// Determines whether MJIT is enabled. This probably
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// won't work unless you also have the header file
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// that it needs. Only works with Ruby 2.6 or higher.
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// This Ruby feature is experimental.
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// (default: false)
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//
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// "JITEnable": false,
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// Determines what level of verbosity to use when
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// logging MJIT events. Starts at 0, which is next
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// to nothing. Set it higher to see more.
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// (default: 0)
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//
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// "JITVerboseLevel": 0,
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// Determines how many compiled methods that Ruby
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// will keep in its MJIT cache.
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// (default: 100)
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//
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// "JITMaxCache": 100,
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// Determines how many times a function has to be
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// called before it is compiled by MJIT.
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// (default: 10000)
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//
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// "JITMinCalls": 10000,
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// Determines whether YJIT is enabled.
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// Only works with Ruby 3.1 or higher.
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// This Ruby feature is experimental.
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// (default: false)
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//
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// "YJITEnable": false,
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// SoundFont to use for midi playback (via fluidsynth)
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// (default: none)
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//
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// "midiSoundFont": "Audio/BGM/GMGSx.sf2",
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// Activate "chorus" effect for midi playback
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//
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// "midiChorus": false,
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// Activate "reverb" effect for midi playback
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//
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// "midiReverb": false,
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// Number of OpenAL sources to allocate for SE playback.
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// If there are a lot of sounds playing at the same time
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// and audibly cutting each other off, try increasing
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// this number. Maximum: 64.
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//
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// "SESourceCount": 6,
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// Number of streams to open for BGM tracks. If the game
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// needs multitrack audio, this should be set to as many
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// available tracks as the game needs. Maximum: 16.
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//
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// "BGMTrackCount": 1,
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// The Windows game executable name minus ".exe". By default
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// this is "Game", but some developers manually rename it.
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// mkxp needs this name because both the .ini (game
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// configuration) and .rgssad (encrypted data archive) must
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// carry the same name minus their extension, and we cannot
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// guess the executable's name.
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// You could just as well rename them both to "Game.ini" and
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// "Game.rgssad", but specifying the executable name here
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// is a tiny bit less intrusive.
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//
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// "execName": "Game",
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// You can define alternate terminology for the different
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// inputs recognized by RPG Maker. A, B, C, X, Y, Z, L, and R
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// can all be set using this dictionary, and will be displayed
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// on the F1 menu. This is only a cosmetic effect, so it will
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// have no effect on the game's scripts.
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//
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// "bindingNames": {
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// "c": "Confirm",
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// "b": "Cancel",
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// "x": ...,
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// },
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// Dump tile atlas (for debugging purposes)
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// (default: false)
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//
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// "dumpAtlas": false,
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}
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