forked from KolibriOS/kolibrios
616 lines
26 KiB
HTML
616 lines
26 KiB
HTML
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8"/>
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<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
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<style>
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table.head, table.foot { width: 100%; }
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td.head-rtitle, td.foot-os { text-align: right; }
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td.head-vol { text-align: center; }
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.Nd, .Bf, .Op { display: inline; }
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.Pa, .Ad { font-style: italic; }
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.Ms { font-weight: bold; }
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.Bl-diag > dt { font-weight: bold; }
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code.Nm, .Fl, .Cm, .Ic, code.In, .Fd, .Fn, .Cd { font-weight: bold;
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font-family: inherit; }
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</style>
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<title>DGENRC(5)</title>
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</head>
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<body>
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<table class="head">
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<tr>
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<td class="head-ltitle">DGENRC(5)</td>
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<td class="head-vol">File Formats Manual</td>
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<td class="head-rtitle">DGENRC(5)</td>
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</tr>
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</table>
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<div class="manual-text">
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<section class="Sh">
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<h1 class="Sh" id="NAME"><a class="permalink" href="#NAME">NAME</a></h1>
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<p class="Pp"><code class="Nm">dgenrc</code> — <span class="Nd">file
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containing settings for <a class="Xr">dgen(1)</a></span></p>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="SYNOPSIS"><a class="permalink" href="#SYNOPSIS">SYNOPSIS</a></h1>
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<p class="Pp">$HOME/.dgen/dgenrc</p>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="DESCRIPTION"><a class="permalink" href="#DESCRIPTION">DESCRIPTION</a></h1>
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<p class="Pp">The file <span class="Pa">$HOME/.dgen/dgenrc</span> is parsed by
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<a class="Xr">dgen(1)</a> when the emuator is started. It is used to set
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controller keys, as well as other characteristics of the emulation. The
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contents of this file may be overriden with the contents of another
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similarly-formatted file, via the <code class="Fl">-r</code> commandline
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switch.</p>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="FILE_FORMAT"><a class="permalink" href="#FILE_FORMAT">FILE
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FORMAT</a></h1>
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<p class="Pp">Each rc file consists of an unlimited number of lines, which each
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have the format 'fieldname = value'. A line may also be a comment, if it
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begins with the hash mark (#) character.</p>
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<p class="Pp">Each <var class="Ar">fieldname</var> is prepended by a name, which
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identifies the type of this field:</p>
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<dl class="Bl-tag">
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<dt><var class="Ar">key_*</var></dt>
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<dd>A key value. May be set to a key identifier listed in the
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<a class="Sx" href="#KEY_IDENTIFIERS">KEY IDENTIFIERS</a> section
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below.</dd>
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<dt><var class="Ar">joy_*</var></dt>
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<dd>A joystick/joypad value. May be set to a joystick identifier listed in the
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<a class="Sx" href="#JOYSTICK_IDENTIFIERS">JOYSTICK IDENTIFIERS</a>
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section below.</dd>
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<dt><var class="Ar">mou_*</var></dt>
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<dd>A mouse action. May be set to a mouse identifier listed in the
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<a class="Sx" href="#MOUSE_IDENTIFIERS">MOUSE IDENTIFIERS</a> section
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below.</dd>
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<dt><var class="Ar">bool_*</var></dt>
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<dd>A boolean value. "false", "no", and "0"
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values are taken as false, while "true", "yes", and
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any number except 0 are taken as true.</dd>
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<dt><var class="Ar">int_*</var></dt>
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<dd>An integer value, greater than or equal to 0.</dd>
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<dt><var class="Ar">str_*</var></dt>
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<dd>A string value, can be empty.</dd>
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</dl>
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<p class="Pp">Some fields take special value sets, which are addressed in their
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respective sections. None of the field names or values are
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case-sensitive.</p>
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<p class="Pp">The fields fall under a few basic groups. They are listed below,
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with their default values in brackets ([]):</p>
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<p class="Pp">All of them can be modified interactively from the prompt, as
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described in <a class="Xr">dgen(1)</a>.</p>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="CONTROLLERS"><a class="permalink" href="#CONTROLLERS">CONTROLLERS</a></h1>
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<dl class="Bl-tag">
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<dt>key_pad1_up [up]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_down [down]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_left [left]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_right [right]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_a [a]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_b [s]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_c [d]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_x [q]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_y [w]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_z [e]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_mode [backspace]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_pad1_start [return]</dt>
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<dd>Map keys to the first Genesis controller. Each of these fields has a
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corresponding "key_pad2" field, to map to the second
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controller.</dd>
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<dt>joy_pad1_up [joystick0-axis1-min]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_down [joystick0-axis1-max]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_left [joystick0-axis0-min]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_right [joystick0-axis0-max]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_a [joystick0-button0]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_b [joystick0-button3]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_c [joystick0-button1]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_x [joystick0-button6]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_y [joystick0-button4]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_z [joystick0-button5]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_mode [joystick0-button9]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_pad1_start [joystick0-button8]</dt>
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<dd>Map joystick/joypad buttons to the first Genesis controller. Each of these
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fields has a corresponding "joy_pad2" field, to map to the
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second controller.</dd>
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<dt>bool_joystick [true]</dt>
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<dd>Use joysticks to emulate the controllers. Note that the keyboard keys will
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still work if this value is set. This field is only available if you have
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joystick support enabled.</dd>
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<dt>int_mouse_delay [50]</dt>
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<dd>Number of milliseconds to wait after the last mouse motion event to
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release buttons bound to such events.</dd>
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</dl>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="USER-DEFINED_BINDINGS"><a class="permalink" href="#USER-DEFINED_BINDINGS">USER-DEFINED
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BINDINGS</a></h1>
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<dl class="Bl-tag">
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<dt>bind_{keysym} <var class="Ar">action</var></dt>
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<dd style="width: auto;"> </dd>
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<dt>bind_{joypad} <var class="Ar">action</var></dt>
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<dd style="width: auto;"> </dd>
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<dt>bind_{mouse} <var class="Ar">action</var></dt>
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<dd>Defines a new keyboard, joystick/joypad or mouse binding to an arbitrary
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action. These variables use the <var class="Ar">keysym</var> format as
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defined in <a class="Sx" href="#KEY_IDENTIFIERS">KEY IDENTIFIERS</a>, the
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<var class="Ar">joypad</var> format as defined in
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<a class="Sx" href="#JOYSTICK_IDENTIFIERS">JOYSTICK IDENTIFIERS</a>, or
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the <var class="Ar">mouse</var> format as defined in
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<a class="Sx" href="#MOUSE_IDENTIFIERS">MOUSE IDENTIFIERS</a>. When
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<var class="Ar">action</var> is prefixed with "key_",
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"joy_" or "mou_", it becomes an alias to the
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corresponding variable in
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<a class="Sx" href="#CONTROLLERS">CONTROLLERS</a>. Otherwise, it is
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interpreted as if entered at the prompt, and can be used to modify
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variables or execute commands (see <a class="Xr">dgenrc(5)</a> for more
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information). No bindings are defined by default.</dd>
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<dt>bind_"{keysym|joypad|mouse} [{keysym|joypad|mouse} [...]]"
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<var class="Ar">action</var></dt>
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<dd>Alternate syntax that supports combining several identifiers to perform
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<var class="Ar">action</var>. Controller types can be mixed. Identifiers
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are separated by spaces. To avoid syntax errors, spaces must be properly
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escaped or quoted.</dd>
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</dl>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="AUDIO"><a class="permalink" href="#AUDIO">AUDIO</a></h1>
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<dl class="Bl-tag">
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<dt>bool_sound [true]</dt>
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<dd>Enable the sound subsystem.</dd>
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<dt>int_soundrate [44100]</dt>
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<dd>Sound frequency to play at, in hertz (Hz).</dd>
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<dt>int_soundsegs [8]</dt>
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<dd>Number of sound segments to use for sound buffering. Lower values
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guarantee low latency. Increment this only if the sound becomes
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choppy.</dd>
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<dt>int_soundsamples [0]</dt>
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<dd>Size of the system sound buffer, in samples (samples are the sound unit,
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sound rate is how many of them are played every second). Specifying 0
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automatically choses the safest value. If you experience sound issues
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int_soundsegs is unable to solve, try to change this. Increasing it will
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cause noticeable audio lag (it is unfortunately often required on slower
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machines).</dd>
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<dt>int_volume [100]</dt>
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<dd>Volume level, in percent. Values above 100 cause distorsion.</dd>
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<dt>key_volume_inc [=]</dt>
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<dd style="width: auto;"> </dd>
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<dt>key_volume_dec [-]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_volume_inc []</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_volume_dec []</dt>
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<dd style="width: auto;"> </dd>
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<dt>mou_volume_inc []</dt>
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<dd style="width: auto;"> </dd>
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<dt>mou_volume_dec []</dt>
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<dd>Bindings for volume control.</dd>
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<dt>bool_mjazz [false]</dt>
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<dd>MJazz option - puts 2 more FM chips in the Megadrive for a sort of 22
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channel sound boost. Can sound good. Slows things down a lot.</dd>
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</dl>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="VIDEO"><a class="permalink" href="#VIDEO">VIDEO</a></h1>
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<dl class="Bl-tag">
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<dt>int_depth [0]</dt>
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<dd>Color depth (bits per pixel). Allowed values are 0 (automatic), 8, 15, 16,
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24 and 32. Ignored in OpenGL mode.</dd>
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<dt>int_width [-1]</dt>
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<dd style="width: auto;"> </dd>
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<dt>int_height [-1]</dt>
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<dd>Desired window width and height.</dd>
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<dt>bool_opengl [true]</dt>
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<dd>Use the OpenGL renderer, if it is available.</dd>
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<dt>bool_opengl_stretch [true]</dt>
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<dd>Let OpenGL stretch the screen.</dd>
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<dt>bool_opengl_linear [true]</dt>
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<dd>Use GL_LINEAR for textures filtering instead of GL_NEAREST.</dd>
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<dt>bool_opengl_32bit [true]</dt>
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<dd>Use 32 bit textures. They require more memory but are usually faster than
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16 bit textures.</dd>
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<dt>bool_opengl_square [false]</dt>
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<dd>Use square textures. Wastes a lot of memory but may solve OpenGL
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initialization failures.</dd>
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<dt>bool_fullscreen [false]</dt>
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<dd>Try to run fullscreen, if possible.</dd>
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<dt>int_scale [-1]</dt>
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<dd style="width: auto;"> </dd>
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<dt>int_scale_x [-1]</dt>
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<dd style="width: auto;"> </dd>
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<dt>int_scale_y [-1]</dt>
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<dd>Amount by which to scale the rendered screen from the default resolution.
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See scaling filters.</dd>
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<dt>bool_aspect [true]</dt>
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<dd>Retain original aspect ratio when resizing window.</dd>
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<dt>key_fullscreen_toggle [alt-enter]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_fullscreen_toggle []</dt>
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<dd style="width: auto;"> </dd>
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<dt>mou_fullscreen_toggle []</dt>
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<dd>Button to toggle fullscreen mode (this may do nothing if SDL doesn't
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support fullscreen toggling on your platform.)</dd>
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<dt>int_info_height [-1]</dt>
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<dd>Height of the text area at the bottom of the screen, in pixels. This also
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affects the font size. Values smaller than the minimum font size make DGen
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redirect text to stdout instead. The default value of -1 makes DGen choose
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the proper height.</dd>
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<dt>bool_fps [false]</dt>
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<dd>Display the current number of frames per second.</dd>
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<dt>bool_buttons [false]</dt>
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<dd>Display pressed buttons. Can be used to help configuring them.</dd>
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<dt>bool_swab [false]</dt>
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<dd>Swap bytes in the video output. Sometimes useful when video output is
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located on a different system. This is implemented as a CTV filter which
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must be compiled-in to work.</dd>
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<dt>bool_doublebuffer [true]</dt>
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<dd>Toggle double buffering. Enabling this should prevent screen tearing from
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happening. Disabling this may improve the number of displayed frames per
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second on some systems.</dd>
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<dt>bool_screen_thread [false]</dt>
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<dd>When enabled, a separate thread is created to offload the displaying of
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frames. This is only useful on slower machines where flipping video
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buffers takes time, especially when V-sync is enabled and doing so blocks
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until the next frame without consuming CPU time (sometimes the case when
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bool_doublebuffer is enabled). This currently has no effect when OpenGL is
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enabled and only works if multi-threading support is compiled-in.</dd>
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</dl>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="SAVE_STATES"><a class="permalink" href="#SAVE_STATES">SAVE
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STATES</a></h1>
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<dl class="Bl-tag">
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<dt>key_slot_X [X]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_slot_X []</dt>
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<dd style="width: auto;"> </dd>
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<dt>mou_slot_X []</dt>
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<dd>Sets the current save-state slot to number X.</dd>
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<dt>key_slot_next [f8]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_slot_next []</dt>
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<dd style="width: auto;"> </dd>
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<dt>mou_slot_next []</dt>
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<dd>Switch to the next save-slot.</dd>
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<dt>key_slot_prev [f7]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_slot_prev []</dt>
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<dd style="width: auto;"> </dd>
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<dt>mou_slot_prev []</dt>
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<dd>Switch to the previous save-slot.</dd>
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<dt>key_save [f2]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_save []</dt>
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<dd style="width: auto;"> </dd>
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<dt>mou_save []</dt>
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<dd>Saves state to the current slot.</dd>
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<dt>key_load [f3]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_load []</dt>
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<dd style="width: auto;"> </dd>
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<dt>mou_load []</dt>
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<dd>Loads state from the current slot.</dd>
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</dl>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="MISCELLANEOUS_KEYS"><a class="permalink" href="#MISCELLANEOUS_KEYS">MISCELLANEOUS
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KEYS</a></h1>
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<dl class="Bl-tag">
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<dt>key_fix_checksum [f1]</dt>
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<dd style="width: auto;"> </dd>
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<dt>joy_fix_checksum []</dt>
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<dd style="width: auto;"> </dd>
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<dt>mou_fix_checksum []</dt>
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|
<dd>Fixes the checksum value. Some older games will freeze with a red screen
|
||
|
if the ROM has been hacked or modified with Game Genie codes. If it does,
|
||
|
pressing this, and resetting should fix the problem.</dd>
|
||
|
<dt>key_quit [escape]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_quit []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_quit []</dt>
|
||
|
<dd>Exit DGen or switch to the next ROM on the command-line.</dd>
|
||
|
<dt>key_craptv_toggle [f5]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_craptv_toggle []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_craptv_toggle []</dt>
|
||
|
<dd>Toggles Crap-TV image filters. These filters aren't available in 8 bpp
|
||
|
mode.</dd>
|
||
|
<dt>key_scaling_toggle [f6]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_scaling_toggle []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_scaling_toggle []</dt>
|
||
|
<dd>Toggles scaling algorithms. See scaling_startup below.</dd>
|
||
|
<dt>key_reset [tab]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_reset []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_reset []</dt>
|
||
|
<dd>Restart the Genesis emulation.</dd>
|
||
|
<dt>key_cpu_toggle [f11]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_cpu_toggle []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_cpu_toggle []</dt>
|
||
|
<dd>Switch CPU emulators. The x86 assembly CPU emulator StarScream is fast,
|
||
|
but has glitches which affect a few games. Switching to the slower Musashi
|
||
|
core will fix these problems, at a speed penalty.</dd>
|
||
|
<dt>key_z80_toggle [f10]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_z80_toggle []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_z80_toggle []</dt>
|
||
|
<dd>Switch Z80 emulators. MZ80 is a bit faster than CZ80, particularly in its
|
||
|
assembly version (only available for x86), but CZ80 works with more games.
|
||
|
This key can also disable Z80 emulation.</dd>
|
||
|
<dt>key_stop [z]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_stop []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_stop []</dt>
|
||
|
<dd>Pause emulation, so you can concentrate on real life for a few seconds.
|
||
|
:)</dd>
|
||
|
<dt>key_game_genie [f9]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_game_genie []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_game_genie []</dt>
|
||
|
<dd>Enter a Game Genie or Hex code. This key also works in stopped mode.</dd>
|
||
|
<dt>key_screenshot [f12]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_screenshot []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_screenshot []</dt>
|
||
|
<dd>Take a screenshot. Not available in 8 bpp mode.</dd>
|
||
|
<dt>key_prompt [:]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_prompt []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_prompt []</dt>
|
||
|
<dd>Pause emulation and display interactive prompt. Also works in stopped
|
||
|
mode.</dd>
|
||
|
<dt>key_debug_enter [`]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>joy_debug_enter []</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>mou_debug_enter []</dt>
|
||
|
<dd>Break into the debugger. Only meaningful if debugger support is
|
||
|
compiled-in.</dd>
|
||
|
</dl>
|
||
|
</section>
|
||
|
<section class="Sh">
|
||
|
<h1 class="Sh" id="PREFERENCES"><a class="permalink" href="#PREFERENCES">PREFERENCES</a></h1>
|
||
|
<dl class="Bl-tag">
|
||
|
<dt>int_hz [60]</dt>
|
||
|
<dd>Video refresh rate. The default is 60 as in NTSC consoles.</dd>
|
||
|
<dt>bool_pal [false]</dt>
|
||
|
<dd>When true, a PAL console is emulated. This should be used in combination
|
||
|
with int_hz above for 50Hz emulation.</dd>
|
||
|
<dt>region [' ']</dt>
|
||
|
<dd>U for America (NTSC), E for Europe (PAL), J for Japan (NTSC), X for Japan
|
||
|
(PAL), or empty space for autodetection (the default). Overrides bool_pal
|
||
|
and int_hz.</dd>
|
||
|
<dt>str_region_order [JUEX]</dt>
|
||
|
<dd>Regions DGen is allowed to emulate when autodetection is enabled, ordered
|
||
|
by preference.</dd>
|
||
|
<dt>emu_m68k_startup [musa]</dt>
|
||
|
<dd>Useful when both Musashi and StarScream are compiled-in. This option
|
||
|
selects the default emulator to use ("musa" for Musashi,
|
||
|
"star" for StarScream, "none" for neither). See
|
||
|
key_cpu_toggle.</dd>
|
||
|
<dt>emu_z80_startup [cz80]</dt>
|
||
|
<dd>Useful when both CZ80 and MZ80 are compiled-in. This option selects the
|
||
|
default emulator to use ("cz80", "mz80" or
|
||
|
"none", if you want to disable it altogether). See
|
||
|
key_z80_toggle.</dd>
|
||
|
<dt>bool_autoload [false]</dt>
|
||
|
<dd>Automatically load the saved state from slot 0 when DGen starts.</dd>
|
||
|
<dt>bool_autosave [false]</dt>
|
||
|
<dd>Automatically save the saved state to slot 0 upon exit. Setting both of
|
||
|
these fields true, you can exit DGen, and automatically start a game where
|
||
|
you left off when you start it again.</dd>
|
||
|
<dt>bool_autoconf [true]</dt>
|
||
|
<dd>Automatically dump the current configuration to dgenrc.auto before
|
||
|
exiting. This file is always loaded before dgenrc at startup.</dd>
|
||
|
<dt>bool_frameskip [true]</dt>
|
||
|
<dd>Automatically skip frames, when it is necessary to maintain proper
|
||
|
emulation speed. You may want to disable sound or set int_nice to a
|
||
|
nonzero value when setting this to false.</dd>
|
||
|
<dt>int_nice [0]</dt>
|
||
|
<dd>If set to a non-zero value, DGen will call <a class="Xr">usleep(3)</a>
|
||
|
with the specified parameter after rendering each frame. This will slow
|
||
|
the program down (if it is running too fast on your computer), and allow
|
||
|
the operating system to reclaim some CPU time.</dd>
|
||
|
<dt>ctv_craptv_startup [off]</dt>
|
||
|
<dd>CTV filter to use by default. Available filters are "blur",
|
||
|
"scanline", "interlace" and "swab".</dd>
|
||
|
<dt>scaling_startup [stretch]</dt>
|
||
|
<dd>Scaler to use when display resolution is larger than original screen.
|
||
|
Available filters are "stretch", "scale",
|
||
|
"hqx", "hqx stretch", "scale2x",
|
||
|
"scale2x stretch" and "none".</dd>
|
||
|
<dt>bool_show_carthead [false]</dt>
|
||
|
<dd>Show cartridge header info at startup.</dd>
|
||
|
<dt>bool_raw_screenshots [false]</dt>
|
||
|
<dd>Generate unfiltered screenshots.</dd>
|
||
|
<dt>str_rom_path ["roms"]</dt>
|
||
|
<dd>Directory where DGen should look for ROMs by default. It's relative to
|
||
|
DGen's home directory, unless an absolute path is provided.</dd>
|
||
|
</dl>
|
||
|
</section>
|
||
|
<section class="Sh">
|
||
|
<h1 class="Sh" id="DEBUGGING"><a class="permalink" href="#DEBUGGING">DEBUGGING</a></h1>
|
||
|
<dl class="Bl-tag">
|
||
|
<dt>bool_vdp_hide_plane_a [false]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>bool_vdp_hide_plane_b [false]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>bool_vdp_hide_plane_w [false]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>bool_vdp_hide_sprites [false]</dt>
|
||
|
<dd>Hide various planes during frame rendering. Require VDP debugging to be
|
||
|
compiled-in.</dd>
|
||
|
<dt>bool_vdp_sprites_boxing [false]</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>int_vdp_sprites_boxing_fg [0xffff00] (yellow)</dt>
|
||
|
<dd style="width: auto;"> </dd>
|
||
|
<dt>int_vdp_sprites_boxing_bg [0x00ff00] (green)</dt>
|
||
|
<dd>Toggle sprites boxing and configure its colors. Require VDP debugging to
|
||
|
be compiled-in. "fg" is for sprites with the high priority bit
|
||
|
set, "bg" is for the others. Color format is 0xRRGGBB.</dd>
|
||
|
</dl>
|
||
|
</section>
|
||
|
<section class="Sh">
|
||
|
<h1 class="Sh" id="EXAMPLES"><a class="permalink" href="#EXAMPLES">EXAMPLES</a></h1>
|
||
|
<p class="Pp">See the file "sample.dgenrc" in the DGen/SDL
|
||
|
distribution.</p>
|
||
|
</section>
|
||
|
<section class="Sh">
|
||
|
<h1 class="Sh" id="KEY_IDENTIFIERS"><a class="permalink" href="#KEY_IDENTIFIERS">KEY
|
||
|
IDENTIFIERS</a></h1>
|
||
|
<p class="Pp">A key identifier can have the prefixes "shift-",
|
||
|
"ctrl-", "alt-" and "meta-", or any
|
||
|
combination thereof, to require that the specified modifier be pressed in
|
||
|
combination with the key. For example, the identifier "alt-enter"
|
||
|
would correspond to holding down the Alt key while pressing Enter.</p>
|
||
|
<p class="Pp">The "shift-" modifier only works with keys that don't
|
||
|
generate symbols (such as arrow keys). Otherwise their UTF-8 representation
|
||
|
must be used directly.</p>
|
||
|
<p class="Pp">The numbers "0" through "9" ("kp_0"
|
||
|
through "kp_9" for the numeric keypad), letters "A"
|
||
|
through "Z", and function keys "F1" through
|
||
|
"F12" map to their key equivalents. In addition, the following
|
||
|
identifiers map to their similarly-labeled key counterparts. Identifiers on
|
||
|
the same line map to the same key:</p>
|
||
|
<div class="Bd Pp Bd-indent Li">
|
||
|
<pre>escape
|
||
|
backspace
|
||
|
tab
|
||
|
capslock caps_lock
|
||
|
lshift shift_l
|
||
|
rshift shift_r
|
||
|
lctrl ctrl_l
|
||
|
lmeta meta_l
|
||
|
lalt alt_l
|
||
|
ralt alt_r
|
||
|
rmeta meta_r
|
||
|
rctrl ctrl_r
|
||
|
return enter
|
||
|
space
|
||
|
|
||
|
scrollock scroll_lock
|
||
|
numlock num_lock
|
||
|
|
||
|
insert
|
||
|
home
|
||
|
page_up pageup
|
||
|
delete
|
||
|
end
|
||
|
page_down pagedown
|
||
|
left
|
||
|
right
|
||
|
up
|
||
|
down
|
||
|
|
||
|
kp_home
|
||
|
kp_up
|
||
|
kp_pageup kp_page_up
|
||
|
kp_left
|
||
|
kp_right
|
||
|
kp_end
|
||
|
kp_down
|
||
|
kp_pagedown kp_page_down
|
||
|
kp_insert
|
||
|
kp_delete kp_period
|
||
|
|
||
|
kp_enter
|
||
|
kp_divide
|
||
|
kp_minus
|
||
|
kp_multiply
|
||
|
kp_plus</pre>
|
||
|
</div>
|
||
|
</section>
|
||
|
<section class="Sh">
|
||
|
<h1 class="Sh" id="JOYSTICK_IDENTIFIERS"><a class="permalink" href="#JOYSTICK_IDENTIFIERS">JOYSTICK
|
||
|
IDENTIFIERS</a></h1>
|
||
|
<p class="Pp">Like key identifiers, joystick (or joypad) identifiers describe a
|
||
|
joystick event. Each detected joystick is numbered starting from 0. Three
|
||
|
different event types are supported.</p>
|
||
|
<dl class="Bl-tag">
|
||
|
<dt>Buttons: joystickX-buttonY</dt>
|
||
|
<dd>For joystick/joypad number X, button number Y. "button" can be
|
||
|
abbreviated as "b".</dd>
|
||
|
<dt>Axes: joystickX-axisY-min, joystickX-axisY-max</dt>
|
||
|
<dd>For joystick/joypad number X, axis number Y, and its position, which is
|
||
|
either "min" (also "n", "negative") or
|
||
|
"max" (also "p", "positive").
|
||
|
"axis" can be abbreviated as "a".</dd>
|
||
|
<dt>Hats: joystickX-hatY-{direction}</dt>
|
||
|
<dd>For joystick/joypad number X, hat number Y and direction. "hat"
|
||
|
can be abbreviated as "h". Possible directions are
|
||
|
"up", "right", "down",
|
||
|
"left".</dd>
|
||
|
</dl>
|
||
|
</section>
|
||
|
<section class="Sh">
|
||
|
<h1 class="Sh" id="MOUSE_IDENTIFIERS"><a class="permalink" href="#MOUSE_IDENTIFIERS">MOUSE
|
||
|
IDENTIFIERS</a></h1>
|
||
|
<p class="Pp">These identifiers describe a mouse event. Each detected mouse is
|
||
|
numbered starting from 0. Two different event types are supported.</p>
|
||
|
<dl class="Bl-tag">
|
||
|
<dt>Buttons: mouseX-buttonY</dt>
|
||
|
<dd>For mouse number X, button number Y. "button" can be abbreviated
|
||
|
as "b".</dd>
|
||
|
<dt>Motions: mouseX-{direction}</dt>
|
||
|
<dd>For mouse number X and direction. Possible directions are "up",
|
||
|
"right", "down", "left".</dd>
|
||
|
</dl>
|
||
|
</section>
|
||
|
<section class="Sh">
|
||
|
<h1 class="Sh" id="SEE_ALSO"><a class="permalink" href="#SEE_ALSO">SEE
|
||
|
ALSO</a></h1>
|
||
|
<p class="Pp"><a class="Xr">dgen(1)</a></p>
|
||
|
</section>
|
||
|
<section class="Sh">
|
||
|
<h1 class="Sh" id="AUTHORS"><a class="permalink" href="#AUTHORS">AUTHORS</a></h1>
|
||
|
<p class="Pp">This manual page was written by <span class="An">Joe Groff</span>
|
||
|
⟨joe@pknet.com⟩.
|
||
|
<br/>
|
||
|
<span class="An">Updated by zamaz</span>
|
||
|
⟨zamaz@users.sourceforge.net⟩.</p>
|
||
|
</section>
|
||
|
</div>
|
||
|
<table class="foot">
|
||
|
<tr>
|
||
|
<td class="foot-date">July 26, 2014</td>
|
||
|
<td class="foot-os">Linux 6.6.9-arch1-1</td>
|
||
|
</tr>
|
||
|
</table>
|
||
|
</body>
|
||
|
</html>
|