mirror of
https://github.com/DS-Homebrew/flashcard-archive.git
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351 lines
8.2 KiB
INI
351 lines
8.2 KiB
INI
# SNEmul configuration file
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# Please read README before
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ROMPath = /SNES
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[Global]
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# Those settings are default and overriden by games' settings
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# Scaling modes:
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# 0 : not scaled, the graphics are displayed without change, but the DS screen
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# is too small to display all SNES screen. So a part of the screen is lost (see
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# BG3SQuis and YScroll for workarounds).
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#
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# 2 : full-screen scaled, the SNES screen is displayed entirely onto the DS screen.
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# The backgrounds uses a pseudo bi-linear filtering to squish the graphics.
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# Sprites are squished without filtering. Some pixels are lot.
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#
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# 1 : half scaled mode doesn't scale as much as full-screen does, so the top and bottom
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# ranges of the screen are not displayed and sprites are not squished.
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Scaled = 0
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# BG3Squish and YScroll are only available for not scaled mode :
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# BG3Squish : Squish the layer 3
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# 0 -> normal
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# 1 -> squish (reduce 16 pixels)
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# 2 -> squish more (reduce 32 pixels)
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BG3Squish = 0
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# YScroll : Vertical Scroll (pixels) of layer 1 and 2
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# 16 -> normal
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# 32 -> bottom
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# 0 -> top
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# 24 -> medium botton (a good choice for many games)
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YScroll = 16
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# Sound emulation
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# 0 -> off (and use SPC700 skipper)
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# 1 -> on
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Sound = 1
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# BGLayer
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# Five digits number: s4321
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# "1 2 3 4 s" mean "BG1 BG2 BG3 BG4 sprite" respectively
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# For each digit :
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# 1 = enable, 0 = disable
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BGLayers = 10111
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# BG Priorities selection
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# 0 -> automatic
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# 1 -> 1, 2, 0, 3
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# 2 -> 3, 3, 2, 3
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# 3 -> 3, 3, 3, 3
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# 4 -> 2, 2, 2, 2
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# 5 -> 1, 1, 1, 1
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# 6 -> 0, 0, 0, 0
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# 7 -> 2, 3, 0, 1
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# 8 -> 2, 0, 3, 1
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# 9 -> 2, 1, 0, 3
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# 10 -> manual (see below)
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BGPriorities = 0
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# BG Manual Prioritites
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# abcd : priority for BG1 BG2 BG3 BG4
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# 0 - 3 : the higher the value is, the lower the priority is
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# if BG1 and BG2 have the same priority value, BG1 is in front of BG2
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BGManualPriority = 1123
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# Sprite Priorities
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# abcd : priority for the 4 SNES priorities
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# 0 - 3 : the higher the value is, the lower the priority is
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# The most used values are 1123 or 1223
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BGManualPriority = 1123
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# BG3 Tile priority line detection
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# if set to one, the emulator detects whether the current line has
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# more low or high priority tiles, and change the priority of the
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# layer for this line (this only work for BG3 currently)
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# This doesn't work for 16 pixels tiles and 64x64 layers
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BG3TilePriority = 0
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# Double a layer to emulate priority per tile for this layer
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# When set to 0 or 1, one of the layer is doubled to the DS's fourth layer
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# The high priority tiles are put on the main layer, the low priority tile
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# on the back layer. Each layer is not entirely filled. The empty areas are
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# filled with the tile BlankTilenumber (see below)
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# This doesn't work for 16 pixels tiles and 64x64 layers
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TilePriorityBG = -1
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# Number of a blank tile which will be used to fill the empty areas of the
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# doubled layer
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# 0 is a good value for most games, but some games may need another value, and
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# this value may need to change for different parts of the game
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# 666 seems ok for Secret Of Mana
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BlankTileNumber = 0
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# Transparency effects
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# 0 -> Disabled
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# 1 -> Enabled
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Transparency = 1
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# HDMA
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# 1 -> enable
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# 0 -> disable
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HDMA = 1
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# Wait for V blank
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Vblank = 0
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# Speed hacks
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# 0 -> No speed hacks
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# 1 -> Cycles (reduce the number of cycles par scanline)
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# 2 -> Interrupt (Detects interrupt wait loops and skip them)
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# 3 -> Cycles + Interrupt
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# 4 -> SuperDat (UNINPLEMENTED YET)
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SpeedHacks = 0
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# Fast DMA: Faster implementation of DMA, but maybe buggy
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# 0 -> Regular DMA
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# 1 -> Faster DMA
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FastDMA = 1
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# Sound Port Synchronization hacks
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# APU and CPU use 4 ports for exchanging data. Sometimes, games get
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# desinchronzied because CPU write too fast or too slow.
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#
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# abcdefgh where a,b,c,d,e,f,g,h is 0(off) or 1(on)
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#
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# abcd control the optional temporizing time before writing to a APU
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# port. Of course this slowdown the game emulation.
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#
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# efgh control a little emulation hack that prevent the main CPU from writing
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# to an APU port until the previous data has been read by the sound CPU
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#
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# a/e : APU Port 0, b/f : APU Port 1 ...
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#
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# Chrono Trigger is better with b=1
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# Square games like SOM and FF6(FF3) sound much better with g=1 and h=1
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# Enix games like Illusion of gaia and Terranigma sound better with e=f=g=h=1
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SoundPortSync = 00000000
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# External memory pak configuration:
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# You can use external memory pack (like Opera RAM, Slot 2 card reader...) to
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# increase memory available for emulator.
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# There are two modes available for external memory:
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#
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# MapExtMem = 0 => Use external memory like a disk with paging enabled.
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# In this mode, the emulator copy part of the ROM into the DS RAM as the
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# the game needs it. It is the fastest method in most games.
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#
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# MapExtMem = 1 -> Map external memory directly, doesn't use memory paging.
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# In this mode, the emulator doesn't copy the ROM into the DS RAM, it uses it
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# directly from the external memory. As external memory is much slower than
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# DS RAM, it is most of the time the slower method, but if a game uses a large
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# range of memory (like graphic intensive game like Mortal Kombat), it can
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# be faster than the other method. Some games can crash or refuse to launch,
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# because the ROM cannot be locked read-only.
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MapExtMem = 1
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# Save automatically SRAM when needed
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# (May slowdown the emulation)
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# 0 : disabled 1 : enabled
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AutoSRAM = 1
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[GUI]
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# Order for file chooser dialogs :
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# 0 -> no order
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# 1 -> alphabetical order
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FileChooserOrder = 1
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# Language of GUI
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# -1 -> Use firmware settings
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# 0 -> Japanese (Katakana only)
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# 1 -> English
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# 2 -> French
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# 3 -> German
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# 4 -> Italian
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# 5 -> Spanish
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# 106 -> Portuguese
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# 107 -> Catalan
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# 108 -> Polish
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# 109 -> Dutch
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# 110 -> Danish
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# 111 -> Swedish (not available yet)
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# 112 -> Korean (not available yet)
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# 113 -> Simplified Chinese (not available yet)
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# 114 -> Russian (not available yet)
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# 115 -> Greek (not available yet)
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Language = -1
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# GAMES list:
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# WARNING: AS of 0.5 alpha, crc is computed on first 1Mb for large ROMS(>3Mb)
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# When loading a game, SNEmul will search in configuration in order :
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# - Title of the game
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# - CRC
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# - Filename
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# - Alternat. CRC #2
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# - Alternat. Title #2
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# - Alternat. CRC #3
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# - Alternat. Title #3
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# - Alternat. CRC #4
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# - Alternat. Title #4
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# - Alternat. CRC #5
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# - Alternat. Title #5
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# So you can associate up to 11 ROM dumps to the same entry
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[TITLE_OF_GAME_OR_FILENAME]
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crc = 1020304
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crc2 = deadbeef
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crc3 = abbababa
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crc4 = abcdef01
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crc5 = 12345678
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title2 = My Name Here (J)
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title3 = My Name Here (US)
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title4 = My Game
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title5 = Hello World
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[Secret of MANA]
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SoundPortSync = 00000011
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TilePriorityBG = 1
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BG3TilePriority = 0
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BlankTileNumber = 666
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SpritePriority = 1223
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[FINAL FANTASY 3]
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SoundPortSync = 00000011
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#TilePriorityBG = 1
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[SUPER CASTLEVANIA 4]
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SpeedHacks = 2
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BG3TilePriority = 1
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[VAMPIRES KISS]
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SpeedHacks = 1
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[DONKEY KONG COUNTRY]
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BGPriorities = 3
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SpeedHacks = 0
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Transparency = 0
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Vblank = 1
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[CHRONO TRIGGER]
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SpeedHacks = 0
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SoundPortSync = 01000000
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[SUPER MARIOWORLD]
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SpeedHacks = 1
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#BGPriorities = 1
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# Mario is transparent in level selection
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Transparency = 0
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BG3Squish = 1
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YScroll = 24
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Vblank = 1
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Sound = 1
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Scaled = 0
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BGLayers = 10111
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BGPriorities = 0
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AutoSRAM = 0
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[SUPER MARIO ALL_STARS]
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YScroll = 24
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BG3Squish = 0
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Sound = 1
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BGLayers = 10111
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BGPriorities = 0
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Vblank = 0
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SpeedHacks = 0
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[SUPER BOMBERMAN]
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# Need interrupt to start ...
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SpeedHacks = 2
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[STREETFIGHTER2]
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crc = A45CADD6
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SpeedHacks = 1
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BG3TilePriority = 1
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[POPULOUS II]
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MouseXAddr = 7A
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MouseYAddr = 7C
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MouseMode = 2
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[MARIOPAINT]
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MouseXAddr = 4DC
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MouseYAddr = 4DE
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MouseMode = 1
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[Lemmings 2,The Tribes]
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MouseXAddr = C34
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MouseYAddr = C35
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MouseMode = 1
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MouseXOffset = -8
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MouseYOffset = -8
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[CIVILIZATION]
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MouseXAddr = 9D
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MouseYAddr = 9F
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MouseMode = 1
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[Eye of the Beholder]
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MouseXAddr = 87
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MouseYAddr = 88
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MouseMode = 1
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[TERRANIGMA P]
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TilePriorityBG = -1
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BG3TilePriority = 0
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BlankTileNumber = 0
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[Street Fighter2 Turbo]
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TilePriorityBG = -1
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BlankTileNumber = 0
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BG3TilePriority = 1
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[Ogre Battle USA]
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BG3Squish = 0
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YScroll = 16
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Sound = 1
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GFXEngine = 0
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HDMA = 1
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BGLayers = 10111
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BGPriorities = 0
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Vblank = 0
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SpeedHacks = 0
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TilePriorityBG = -1
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BG3TilePriority = 1
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BlankTileNumber = 0
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SpritePriority = 1123
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BGManualPriority = 0123
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[Street Fighter 2]
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TilePriorityBG = -1
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BG3TilePriority = 1
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BlankTileNumber = 0
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[MORTAL KOMBAT 3]
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BG3Squish = 0
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YScroll = 16
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Sound = 0
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BGLayers = 10111
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BGPriorities = 0
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Vblank = 0
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SpeedHacks = 0
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