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bindings {
keys {
up gamepads.1.up
down gamepads.1.down
left gamepads.1.left
right gamepads.1.right
a gamepads.1.a
s gamepads.1.b
d gamepads.1.c
q gamepads.1.x
w gamepads.1.y
e gamepads.1.z
f gamepads.1.mode
enter gamepads.1.start
r ui.release_mouse
[ ui.vdp_debug_mode
u ui.enter_debugger
p ui.screenshot
b ui.plane_debug
v ui.vram_debug
c ui.cram_debug
n ui.compositing_debug
m ui.vgm_log
esc ui.exit
` ui.save_state
0 ui.set_speed.0
1 ui.set_speed.1
2 ui.set_speed.2
3 ui.set_speed.3
4 ui.set_speed.4
5 ui.set_speed.5
6 ui.set_speed.6
7 ui.set_speed.7
= ui.next_speed
- ui.prev_speed
f11 ui.toggle_fullscreen
tab ui.soft_reset
f5 ui.reload
z ui.sms_pause
rctrl ui.toggle_keyboard_captured
}
pads {
default {
dpads {
0 {
up gamepads.n.up
down gamepads.n.down
left gamepads.n.left
right gamepads.n.right
}
}
buttons {
a gamepads.n.a
b gamepads.n.b
rightshoulder gamepads.n.c
x gamepads.n.x
y gamepads.n.y
leftshoulder gamepads.n.z
back gamepads.n.mode
start gamepads.n.start
guide ui.exit
leftstick ui.save_state
}
axes {
lefty.positive gamepads.n.down
lefty.negative gamepads.n.up
leftx.positive gamepads.n.right
leftx.negative gamepads.n.left
lefttrigger ui.prev_speed
righttrigger ui.next_speed
}
}
ps4_6b_right {
axes {
lefttrigger ui.next_speed
leftx.negative gamepads.n.up
leftx.positive gamepads.n.down
lefty.negative gamepads.n.left
lefty.positive gamepads.n.right
righttrigger gamepads.n.c
}
buttons {
a gamepads.n.a
b gamepads.n.b
back ui.sms_pause
guide ui.exit
leftshoulder gamepads.n.mode
leftstick ui.save_state
rightshoulder gamepads.n.z
rightstick ui.prev_speed
start gamepads.n.start
x gamepads.n.x
y gamepads.n.y
}
dpads {
0 {
down gamepads.n.down
left gamepads.n.left
right gamepads.n.right
up gamepads.n.up
}
}
}
ps3_6b_right {
axes {
lefttrigger ui.next_speed
leftx.negative gamepads.n.up
leftx.positive gamepads.n.down
lefty.negative gamepads.n.left
lefty.positive gamepads.n.right
righttrigger gamepads.n.c
}
buttons {
a gamepads.n.a
b gamepads.n.b
back ui.sms_pause
guide ui.exit
leftshoulder gamepads.n.mode
leftstick ui.save_state
rightshoulder gamepads.n.z
rightstick ui.prev_speed
start gamepads.n.start
x gamepads.n.x
y gamepads.n.y
}
dpads {
0 {
down gamepads.n.down
left gamepads.n.left
right gamepads.n.right
up gamepads.n.up
}
}
}
xbox_360_6b_right {
axes {
lefttrigger ui.next_speed
leftx.negative gamepads.n.up
leftx.positive gamepads.n.down
lefty.negative gamepads.n.left
lefty.positive gamepads.n.right
righttrigger gamepads.n.c
}
buttons {
a gamepads.n.a
b gamepads.n.b
back ui.sms_pause
guide ui.exit
leftshoulder gamepads.n.mode
leftstick ui.save_state
rightshoulder gamepads.n.z
rightstick ui.prev_speed
start gamepads.n.start
x gamepads.n.x
y gamepads.n.y
}
dpads {
0 {
down gamepads.n.down
left gamepads.n.left
right gamepads.n.right
up gamepads.n.up
}
}
}
xbone_6b_right {
axes {
lefttrigger ui.next_speed
leftx.negative gamepads.n.up
leftx.positive gamepads.n.down
lefty.negative gamepads.n.left
lefty.positive gamepads.n.right
righttrigger gamepads.n.c
}
buttons {
a gamepads.n.a
b gamepads.n.b
back ui.sms_pause
guide ui.exit
leftshoulder gamepads.n.mode
leftstick ui.save_state
rightshoulder gamepads.n.z
rightstick ui.prev_speed
start gamepads.n.start
x gamepads.n.x
y gamepads.n.y
}
dpads {
0 {
down gamepads.n.down
left gamepads.n.left
right gamepads.n.right
up gamepads.n.up
}
}
}
genesis_6b_bumpers {
axes {
lefttrigger ui.exit
righttrigger gamepads.n.mode
}
buttons {
a gamepads.n.a
b gamepads.n.b
back ui.sms_pause
guide ui.exit
leftshoulder gamepads.n.z
rightshoulder gamepads.n.c
start gamepads.n.start
x gamepads.n.x
y gamepads.n.y
}
dpads {
0 {
down gamepads.n.down
left gamepads.n.left
right gamepads.n.right
up gamepads.n.up
}
}
}
saturn_6b_bumpers {
axes {
lefttrigger ui.exit
righttrigger gamepads.n.mode
}
buttons {
a gamepads.n.a
b gamepads.n.b
back ui.sms_pause
guide ui.exit
leftshoulder gamepads.n.z
rightshoulder gamepads.n.c
start gamepads.n.start
x gamepads.n.x
y gamepads.n.y
}
dpads {
0 {
down gamepads.n.down
left gamepads.n.left
right gamepads.n.right
up gamepads.n.up
}
}
}
}
mice {
0 {
motion mouse.1.motion
buttons {
1 mouse.1.left
2 mouse.1.middle
3 mouse.1.right
4 mouse.1.start
}
}
#having the second host mouse also mapped to the first emulated
#mouse is useful for laptop users with an external mouse
1 {
motion mouse.1.motion
buttons {
1 mouse.1.left
2 mouse.1.middle
3 mouse.1.right
4 mouse.1.start
}
}
}
}
io {
devices {
1 gamepad6.1
2 gamepad6.2
}
}
video {
#special value "stretch" will cause aspect to match window aspect ratio
aspect 4:3
width 800
#height is normally calculated automatically from width using the aspect setting
#if you would like to set it explicitly, uncomment the line below
#height 600
vertex_shader default.v.glsl
fragment_shader default.f.glsl
scanlines off
vsync off
fullscreen off
#setting gl to off, will force use of the SDL2 fallback renderer
#this is useful for those running on machines with Open GL 2.0 unavailable
#so the warning doesn't display on startup
gl on
#scaling can be linear (for linear interpolation) or nearest (for nearest neighbor)
scaling nearest
#When off, a 512x512 texture is used for each field, when turned on a smaller texture is used
#turning this on seems to help performance on certain mobile GPUs like Mali
npot_textures off
ntsc {
overscan {
#these values will result in square pixels in H40 mode
top 2
bottom 1
#if you want to completely hide the border instead
#comment out those two lines and uncomment these
#top 11
#bottom 8
#these values will completely hide the horizontal border
left 13
right 14
}
}
pal {
overscan {
#these values will produce the same size border in V30 mode
#as the default NTSC settings will produce in V24 mode
#this results in a slightly vertically squished picture
#which is probably approximately correct on a properly calibrated TV
top 21
bottom 17
#for square pixels and zero border in V30 mode
#coment out those two lines and uncomment these
#top 30
#bottom 24
#these values will completely hide the horizontal border
left 13
right 14
}
}
}
audio {
rate 48000
buffer 512
lowpass_cutoff 3390
#Use f32 for 32-bit floating point, s16 for signed 16-bit integer
format f32
}
clocks {
m68k_divider 7
max_cycles 3420
speeds {
0 100
1 150
2 200
3 300
4 400
5 25
6 50
7 75
}
}
ui {
#specifies the ROM that implements the Menu UI
rom menu.bin
#starting path for ROM browsing, accepts special variables $HOME, $EXEDIR
#and variables defined in the OS environment
initial_path $HOME
#if this is set to on, then the menu will remember the last path when visited
#if it's set to off, initial_path will always be used on startup
remember_path on
#path for storing internal screenshots, accepts the same variables as initial_path
screenshot_path $HOME
#see strftime for the format specifiers valid in screenshot_template
screenshot_template blastem_%Y%m%d_%H%M%S.png
#path for storing VGM recordings, accepts the same variables as initial_path
vgm_path $HOME
#see strftime for the format specifiers valid in vgm_template
vgm_template blastem_%Y%m%d_%H%M%S.vgm
#path template for saving SRAM, EEPROM and savestates
#accepts special variables $HOME, $EXEDIR, $USERDATA, $ROMNAME
save_path $USERDATA/blastem/$ROMNAME
#space delimited list of file extensions to filter against in menu
extensions bin gen md smd sms gg zip gz
#specifies the preferred save-state format, set to gst for Genecyst compatible states
state_format native
}
system {
#controls how the emulated system is synced to the host
#video provides the smoothest experience when the host and emulated system have similar refresh rates
#audio provides lower audio latency, especially when there is a refresh rate mismatch
sync_source audio
#set this to random to debug initialization bugs
ram_init zero
default_region U
#controls whether MegaWiFi support is enabled or not
#MegaWiFi allows ROMs to make connections to the internet
#so it should only be enabled for ROMs you trust
megawifi off
#Model of the emulated Gen/MD system, see systems.cfg for a list of options
model md1va3
}
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