mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Rewrote mkxp.json, fix crash when entering a map with no map metadata, fixed Battle Factory menu text misalignment
This commit is contained in:
@@ -2,7 +2,6 @@
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# https://github.com/mkxp-z/mkxp-z/actions/runs/5107184579
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# https://github.com/mkxp-z/mkxp-z/actions/runs/5107184579
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$VERBOSE = nil
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$VERBOSE = nil
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Font.default_shadow = false if Font.respond_to?(:default_shadow)
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Font.default_shadow = false if Font.respond_to?(:default_shadow)
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Graphics.frame_rate = 40
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Encoding.default_internal = Encoding::UTF_8
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Encoding.default_internal = Encoding::UTF_8
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Encoding.default_external = Encoding::UTF_8
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Encoding.default_external = Encoding::UTF_8
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@@ -1351,11 +1351,11 @@ class Window_AdvancedCommandPokemon < Window_DrawableCommand
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rect = drawCursor(index, rect)
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rect = drawCursor(index, rect)
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if toUnformattedText(@commands[index]).gsub(/\n/, "") == @commands[index]
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if toUnformattedText(@commands[index]).gsub(/\n/, "") == @commands[index]
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# Use faster alternative for unformatted text without line breaks
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# Use faster alternative for unformatted text without line breaks
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pbDrawShadowText(self.contents, rect.x, rect.y, rect.width, rect.height,
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pbDrawShadowText(self.contents, rect.x, rect.y + (self.contents.text_offset_y || 0),
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@commands[index], self.baseColor, self.shadowColor)
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rect.width, rect.height, @commands[index], self.baseColor, self.shadowColor)
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else
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else
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chars = getFormattedText(self.contents, rect.x, rect.y + 4, rect.width, rect.height,
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chars = getFormattedText(self.contents, rect.x, rect.y + (self.contents.text_offset_y || 0),
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@commands[index], rect.height, true, true)
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rect.width, rect.height, @commands[index], rect.height, true, true)
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drawFormattedChars(self.contents, chars)
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drawFormattedChars(self.contents, chars)
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end
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end
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end
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end
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@@ -257,7 +257,7 @@ def pbGetBasicMapNameFromId(id)
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end
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end
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def pbGetMapNameFromId(id)
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def pbGetMapNameFromId(id)
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name = GameData::MapMetadata.get(id)&.name
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name = GameData::MapMetadata.try_get(id)&.name
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if nil_or_empty?(name)
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if nil_or_empty?(name)
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name = pbGetBasicMapNameFromId(id)
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name = pbGetBasicMapNameFromId(id)
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name.gsub!(/\\PN/, $player.name) if $player
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name.gsub!(/\\PN/, $player.name) if $player
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537
mkxp.json
537
mkxp.json
@@ -1,424 +1,43 @@
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//==============================================================================
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// Since this is a JSON file, comments are written with // instead of a #. Any
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// backslashes in file paths written in here need to be escaped (i.e. a single
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// backslash becomes a double backslash). If that's too much hassle, you can use
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// a single forward slash instead (even on Windows).
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//==============================================================================
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{
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{
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// Lines starting with '//' are comments.
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//==========================================================================
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// Things you may want to/should change.
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//==========================================================================
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// The name shown in the game window's title. Is the game's display name.
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// Note that the "Game Title" defined in RPG Maker XP should not have
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// accented characters in it, which is why this property is useful.
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//
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//
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// About filesystem paths specified in this config:
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"windowTitle": "Pokémon Essentials v21",
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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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//
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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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// The game window's width and height, in pixels.
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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 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 linear interpolation when game screen
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// is upscaled
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// (default: disabled)
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//
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// "smoothScaling": false,
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// Apply Lanczos3 interpolation when game screen
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// is upscaled (typically higher quality than linear)
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// (default: disabled)
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//
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// "lanczos3Scaling": false,
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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": true,
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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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//
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"defScreenW": 512,
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"defScreenW": 512,
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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": 384,
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"defScreenH": 384,
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// The game's frame rate.
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// Override the game window title
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// (default: none)
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//
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//
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// "windowTitle": "Custom Title",
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"fixedFramerate": 61,
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// The path to the game window's icon. For Linux only. (Default: none)
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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": true,
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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": ["Arial", "Times New Roman"]
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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": true,
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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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// Does nothing on macOS.
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// (default: disabled)
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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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|
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|
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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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|
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// Allow symlinks for game assets to be followed
|
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// (default: disabled)
|
|
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//
|
|
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// "allowSymlinks": false,
|
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|
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|
|
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// Organisation / company and application / game
|
|
||||||
// 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.
|
|
||||||
// (default: none)
|
|
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//
|
|
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// "dataPathOrg": "mycompany",
|
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// "dataPathApp": "mygame",
|
|
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|
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|
|
||||||
// Set the game window icon to 'path/to/icon.png'
|
|
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// Only functions on Linux.
|
|
||||||
// (default: none)
|
|
||||||
//
|
//
|
||||||
// "iconPath": "/path/to/icon.png",
|
// "iconPath": "/path/to/icon.png",
|
||||||
|
|
||||||
|
// Enable F12 to make the game soft reset.
|
||||||
// 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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||||||
// "customScript": "/path/to/script.rb",
|
// "enableReset": true,
|
||||||
|
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||||||
|
// Enable F1 to open the keybinding menu.
|
||||||
// Define raw scripts to be executed before the
|
|
||||||
// actual Scripts.rxdata execution starts
|
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||||||
// (default: none)
|
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||||||
//
|
//
|
||||||
// "preloadScript": ["my_win32_wrapper.rb",
|
// "enableSettings": true,
|
||||||
// "ruby18_fixes.rb"],
|
|
||||||
|
|
||||||
|
// The names of each input, as seen in the F1 keybinding menu. The names
|
||||||
// Index all accesible assets via their lower case path
|
// have no other use.
|
||||||
// (emulates windows case insensitivity)
|
|
||||||
// (default: enabled)
|
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||||||
//
|
|
||||||
// "pathCache": true,
|
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||||||
|
|
||||||
|
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||||||
// Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
|
|
||||||
// asset search path (multiple allowed)
|
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||||||
// (default: none)
|
|
||||||
//
|
|
||||||
// "RTP": ["/path/to/rtp1",
|
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// "/path/to/rtp2.zip",
|
|
||||||
// "/path/to/game.rgssad"],
|
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||||||
|
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||||||
|
|
||||||
// Use the script's name as filename in warnings and error messages
|
|
||||||
// (default: enabled)
|
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||||||
//
|
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||||||
// "useScriptNames": true,
|
|
||||||
|
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||||||
|
|
||||||
// Font substitutions allow drop-in replacements of fonts
|
|
||||||
// to be used without changing the RGSS scripts,
|
|
||||||
// eg. providing 'Open Sans' when the game thinkgs it's
|
|
||||||
// using 'Arial'. Font family to be substituted and
|
|
||||||
// replacement family are separated by one sole '>'.
|
|
||||||
// Be careful not to include any spaces.
|
|
||||||
// This is not connected to the built-in font, which is
|
|
||||||
// always used when a non-existing font family is
|
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||||||
// requested by RGSS.
|
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||||||
// (default: none)
|
|
||||||
//
|
|
||||||
// "fontSub": ["Arial>Open Sans",
|
|
||||||
// "Times New Roman>Liberation Serif"]
|
|
||||||
|
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||||||
|
|
||||||
// Because mkxp is usually distributed as a stand alone
|
|
||||||
// build, no predefined load paths are initialized
|
|
||||||
// ($:, $LOAD_PATH) in the MRI backend. With this option,
|
|
||||||
// they can be specified manually (eg. when using a system
|
|
||||||
// libruby.so). It is however recommended to statically
|
|
||||||
// link all required gems into libruby.so.
|
|
||||||
// (default: none)
|
|
||||||
//
|
|
||||||
// "rubyLoadpath": ["/usr/lib64/ruby/",
|
|
||||||
// "/usr/local/share/ruby/site_ruby"],
|
|
||||||
|
|
||||||
|
|
||||||
// Determines whether MJIT is enabled. This probably
|
|
||||||
// won't work unless you also have the header file
|
|
||||||
// that it needs. Only works with Ruby 2.6 or higher.
|
|
||||||
// This Ruby feature is experimental.
|
|
||||||
// (default: false)
|
|
||||||
//
|
|
||||||
// "JITEnable": false,
|
|
||||||
|
|
||||||
|
|
||||||
// Determines what level of verbosity to use when
|
|
||||||
// logging MJIT events. Starts at 0, which is next
|
|
||||||
// to nothing. Set it higher to see more.
|
|
||||||
// (default: 0)
|
|
||||||
//
|
|
||||||
// "JITVerboseLevel": 0,
|
|
||||||
|
|
||||||
|
|
||||||
// Determines how many compiled methods that Ruby
|
|
||||||
// will keep in its MJIT cache.
|
|
||||||
// (default: 100)
|
|
||||||
//
|
|
||||||
// "JITMaxCache": 100,
|
|
||||||
|
|
||||||
|
|
||||||
// Determines how many times a function has to be
|
|
||||||
// called before it is compiled by MJIT.
|
|
||||||
// (default: 10000)
|
|
||||||
//
|
|
||||||
// "JITMinCalls": 10000,
|
|
||||||
|
|
||||||
|
|
||||||
// Determines whether YJIT is enabled.
|
|
||||||
// Only works with Ruby 3.1 or higher.
|
|
||||||
// This Ruby feature is experimental.
|
|
||||||
// (default: false)
|
|
||||||
//
|
|
||||||
// "YJITEnable": false,
|
|
||||||
|
|
||||||
|
|
||||||
// SoundFont to use for midi playback (via fluidsynth)
|
|
||||||
// (default: none)
|
|
||||||
//
|
|
||||||
"midiSoundFont": "soundfont.sf2",
|
|
||||||
|
|
||||||
|
|
||||||
// Activate "chorus" effect for midi playback
|
|
||||||
//
|
|
||||||
// "midiChorus": false,
|
|
||||||
|
|
||||||
|
|
||||||
// Activate "reverb" effect for midi playback
|
|
||||||
//
|
|
||||||
// "midiReverb": false,
|
|
||||||
|
|
||||||
|
|
||||||
// Number of OpenAL sources to allocate for SE playback.
|
|
||||||
// If there are a lot of sounds playing at the same time
|
|
||||||
// and audibly cutting each other off, try increasing
|
|
||||||
// this number. Maximum: 64.
|
|
||||||
//
|
|
||||||
// "SESourceCount": 6
|
|
||||||
|
|
||||||
|
|
||||||
// Number of streams to open for BGM tracks. If the game
|
|
||||||
// needs multitrack audio, this should be set to as many
|
|
||||||
// available tracks as the game needs. Maximum: 16.
|
|
||||||
//
|
|
||||||
// "BGMTrackCount": 1
|
|
||||||
|
|
||||||
|
|
||||||
// The Windows game executable name minus ".exe". By default
|
|
||||||
// this is "Game", but some developers manually rename it.
|
|
||||||
// mkxp needs this name because both the .ini (game
|
|
||||||
// configuration) and .rgssad (encrypted data archive) must
|
|
||||||
// carry the same name minus their extension, and we cannot
|
|
||||||
// guess the executable's name.
|
|
||||||
// You could just as well rename them both to "Game.ini" and
|
|
||||||
// "Game.rgssad", but specifying the executable name here
|
|
||||||
// is a tiny bit less intrusive.
|
|
||||||
//
|
|
||||||
// "execName": "Game"
|
|
||||||
|
|
||||||
|
|
||||||
// You can define alternate terminology for the different
|
|
||||||
// inputs recognized by RPG Maker. A, B, C, X, Y, Z, L, and R
|
|
||||||
// can all be set using this dictionary, and will be displayed
|
|
||||||
// on the F1 menu. This is only a cosmetic effect, so it will
|
|
||||||
// have no effect on the game's scripts.
|
|
||||||
//
|
//
|
||||||
"bindingNames": {
|
"bindingNames": {
|
||||||
"c": "Use",
|
"c": "Use",
|
||||||
@@ -429,6 +48,112 @@
|
|||||||
"z": "Special",
|
"z": "Special",
|
||||||
"l": "(unused)",
|
"l": "(unused)",
|
||||||
"r": "(unused)"
|
"r": "(unused)"
|
||||||
}
|
},
|
||||||
|
|
||||||
|
// The name of this game's save folder. If undefined, the save folder's name
|
||||||
|
// will be the "Game Title" as defined in RPG Maker XP. It should not
|
||||||
|
// contain any accented characters.
|
||||||
|
//
|
||||||
|
// "dataPathApp": "Pokemon Essentials v21",
|
||||||
|
|
||||||
|
// If defined, the game's save folder goes into a folder with this name (in
|
||||||
|
// C:\Users\USERNAME\AppData\Roaming). If undefined, the game's save folder
|
||||||
|
// goes directly into C:\Users\USERNAME\AppData\Roaming. It should not
|
||||||
|
// contain any accented characters.
|
||||||
|
// This acts as a company/creator name, and this folder could contain save
|
||||||
|
// folders for multiple games made by the same company/creator.
|
||||||
|
//
|
||||||
|
// "dataPathOrg": "PKMN Essentials",
|
||||||
|
|
||||||
|
// SoundFont to use for midi playback (via fluidsynth).
|
||||||
|
//
|
||||||
|
"midiSoundFont": "soundfont.sf2",
|
||||||
|
|
||||||
|
// Number of streams to open for BGM tracks. If the game needs multi-track
|
||||||
|
// audio, this should be set to as many available tracks as the game needs.
|
||||||
|
// Maximum: 16.
|
||||||
|
//
|
||||||
|
// "BGMTrackCount": 1,
|
||||||
|
|
||||||
|
// Number of OpenAL sources to allocate for SE playback. If there are a lot
|
||||||
|
// of sounds playing at the same time and audibly cutting each other off,
|
||||||
|
// try increasing this number. Maximum: 64.
|
||||||
|
//
|
||||||
|
// "SESourceCount": 6,
|
||||||
|
|
||||||
|
// Index all accessible assets via their lower case path (emulates Windows
|
||||||
|
// case insensitivity).
|
||||||
|
//
|
||||||
|
// "pathCache": true,
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
// Window size, scaling, rendering and frame rate.
|
||||||
|
// You shouldn't need to change any of these.
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
// Whether the game starts in full-screen mode (this can always be toggled
|
||||||
|
// with Alt-Enter during runtime).
|
||||||
|
//
|
||||||
|
// "fullscreen": false,
|
||||||
|
|
||||||
|
// Whether you can toggle full-screen mode by pressing Alt + Enter with
|
||||||
|
// either the left or right Alt key.
|
||||||
|
//
|
||||||
|
// "anyAltToggleFS": false,
|
||||||
|
|
||||||
|
// Whether the game window is freely resizable.
|
||||||
|
//
|
||||||
|
// "winResizable": true,
|
||||||
|
|
||||||
|
// Whether the game screen's aspect ratio is preserved when resizing the
|
||||||
|
// window. If false, the game screen will stretch and distort to fill the
|
||||||
|
// entire window.
|
||||||
|
//
|
||||||
|
// "fixedAspectRatio": true,
|
||||||
|
|
||||||
|
// When resizing the game screen to fit the window, whether to scale up the
|
||||||
|
// game screen by an integer amount (as large as the current window size
|
||||||
|
// allows) before doing any last additional scalings to fill part/all of the
|
||||||
|
// remaining window space (or none at all if integerScalingLastMile is
|
||||||
|
// disabled).
|
||||||
|
// If fixedAspectRatio is disabled, the integer scale factors in horizontal
|
||||||
|
// and vertical direction can differ depending on how much space is
|
||||||
|
// available; otherwise they are forced to the smaller of the two.
|
||||||
|
//
|
||||||
|
// "integerScalingActive": false,
|
||||||
|
|
||||||
|
// When integerScalingActive is enabled, this option controls whether the
|
||||||
|
// scaled game screen is further scaled (with linear interpolation when
|
||||||
|
// smoothScaling is enabled) to fill the rest of the game window.
|
||||||
|
// Note that this option still respects fixedAspectRatio.
|
||||||
|
//
|
||||||
|
// "integerScalingLastMile": true,
|
||||||
|
|
||||||
|
// Whether to apply linear interpolation when the game screen is upscaled.
|
||||||
|
//
|
||||||
|
// "smoothScaling": false,
|
||||||
|
|
||||||
|
// Whether to apply Lanczos3 interpolation when the game screen is upscaled
|
||||||
|
// (typically higher quality than the linear smoothScaling).
|
||||||
|
//
|
||||||
|
// "lanczos3Scaling": false,
|
||||||
|
|
||||||
|
// Workaround for buggy graphics drivers that don't properly synchronize
|
||||||
|
// texture access. This is most apparent when text doesn't show up or the
|
||||||
|
// map tileset doesn't render at all.
|
||||||
|
//
|
||||||
|
"subImageFix": true,
|
||||||
|
|
||||||
|
// Sync screen redraws to the monitor refresh rate, to reduce screen
|
||||||
|
// tearing.
|
||||||
|
//
|
||||||
|
"vsync": true,
|
||||||
|
|
||||||
|
// Use a fixed framerate that is approx. equal to the native screen refresh
|
||||||
|
// rate. This is different from "fixedFramerate" because the actual frame
|
||||||
|
// rate is reported back to the game, ensuring correct timers. If the screen
|
||||||
|
// refresh rate cannot be determined, this option is force-disabled. This
|
||||||
|
// option may be force-disabled at build time.
|
||||||
|
//
|
||||||
|
// "syncToRefreshrate": false,
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user