mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Added mkxp-z and fixed pkmnem, pkmnems and pkmnemn fonts
This commit is contained in:
Binary file not shown.
@@ -1,3 +1,19 @@
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#===============================================================================
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# mkxp setup
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#===============================================================================
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$MKXP = !!defined?(System)
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def mkxp?
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return $MKXP
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end
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CHARACTER_OFFSETS = {
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"p" => [0, 2],
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"g" => [0, 2],
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"y" => [0, 2],
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"q" => [0, 2]
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}
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#===============================================================================
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# class Class
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#===============================================================================
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@@ -391,7 +391,9 @@ def pbSetSystemFont(bitmap)
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elsif fontname=="Pokemon Emerald Small" || fontname=="Power Green Small"
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bitmap.font.size=25
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else
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bitmap.font.size=31
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bitmap.font.name=pbNarrowFontName
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bitmap.font.size = mkxp? ? 29 : 31
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#bitmap.font.size = mkxp? ? 29 : 31
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end
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end
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@@ -403,6 +405,7 @@ end
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# Sets a bitmap's font to the system narrow font.
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def pbSetNarrowFont(bitmap)
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p "narrow"
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bitmap.font.name=pbNarrowFontName
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bitmap.font.size=31
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end
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@@ -1310,6 +1310,11 @@ class Window_AdvancedTextPokemon < SpriteWindow_Base
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for ch in fmt
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chx = ch[1]+ch[3]
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chy = ch[2]+ch[4]
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offset = CHARACTER_OFFSETS[ch[0]]
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if offset
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ch[1] += offset[0] if offset[0]
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ch[2] += offset[1] if offset[1]
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end
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width = chx if width<chx
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height = chy if height<chy
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if !ch[5] && ch[0]=="\n"
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@@ -1337,6 +1342,11 @@ class Window_AdvancedTextPokemon < SpriteWindow_Base
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for ch in @fmtchars
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chx = ch[1]+ch[3]
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chy = ch[2]+ch[4]
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offset = CHARACTER_OFFSETS[ch[0]]
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if offset
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ch[1] += offset[0] if offset[0]
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ch[2] += offset[1] if offset[1]
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end
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width = chx if width<chx
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height = chy if height<chy
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@textchars.push(ch[5] ? "" : ch[0])
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@@ -951,7 +951,7 @@ def renderLineBrokenChunks(bitmap,xDst,yDst,normtext,maxheight=0)
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for i in 0...normtext.length
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width=normtext[i][3]
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textx=normtext[i][1]+xDst
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texty=normtext[i][2]+yDst
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texty=normtext[i][2]+yDst + (mkxp? ? 4 : 0)
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if maxheight==0 || normtext[i][2]<maxheight
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bitmap.font.color=normtext[i][5]
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bitmap.draw_text(textx,texty,width+2,normtext[i][4],normtext[i][0])
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@@ -963,7 +963,7 @@ def renderLineBrokenChunksWithShadow(bitmap,xDst,yDst,normtext,maxheight,baseCol
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for i in 0...normtext.length
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width=normtext[i][3]
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textx=normtext[i][1]+xDst
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texty=normtext[i][2]+yDst
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texty=normtext[i][2]+yDst + (mkxp? ? 4 : 0)
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if maxheight==0 || normtext[i][2]<maxheight
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height=normtext[i][4]
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text=normtext[i][0]
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@@ -1161,7 +1161,7 @@ def pbDrawTextPositions(bitmap,textpos)
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for i in textpos
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textsize = bitmap.text_size(i[0])
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x = i[1]
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y = i[2]
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y = i[2] + (mkxp? ? 4 : 0)
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if i[3]==true || i[3]==1 # right align
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x -= textsize.width
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elsif i[3]==2 # centered
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7883
Fonts/pkmnem.sfd
Normal file
7883
Fonts/pkmnem.sfd
Normal file
File diff suppressed because it is too large
Load Diff
BIN
Fonts/pkmnem.ttf
BIN
Fonts/pkmnem.ttf
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7527
Fonts/pkmnemn.sfd
Normal file
7527
Fonts/pkmnemn.sfd
Normal file
File diff suppressed because it is too large
Load Diff
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7207
Fonts/pkmnems.sfd
Normal file
7207
Fonts/pkmnems.sfd
Normal file
File diff suppressed because it is too large
Load Diff
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BIN
fluidsynth.dll
Normal file
BIN
fluidsynth.dll
Normal file
Binary file not shown.
BIN
mkxp-z.exe
Normal file
BIN
mkxp-z.exe
Normal file
Binary file not shown.
339
mkxp.json
Normal file
339
mkxp.json
Normal file
@@ -0,0 +1,339 @@
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{
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// Lines starting with '//' are comments.
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//
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// About filesystem paths specified in this config:
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// The "gameFolder" path is resolved either relative
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// to the directory containing the mkxp executable
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// (the default behavior), or relative to the current
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// working directory (when compiled with
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// -DWORKDIR_CURRENT). All other paths are resolved
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// relative to gameFolder and ignoring both RTPs and
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// encrypted archives.
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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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// Request an OpenGL 4.1 context. This
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// introduces these minimum requirements
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// for GPUs:
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//
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// + NVIDIA 400 Series+
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// + AMD Radeon HD 5000+
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// + Intel HD Graphics 4000+
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//
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// If disabled, OpenGL 3.3 is used instead.
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// (default: disabled)
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//
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// "openGL4": false,
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// Create a debug context and log
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// OpenGL debug information to the console
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// (default: disabled)
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//
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// "debugMode": false,
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// Continuously print average FPS to console.
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// This setting does not affect the window title
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// FPS display toggled via F2
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// (default: disabled)
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//
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// "printFPS": false,
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// Game window is resizable
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// (default: enabled)
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//
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// "winResizable": true,
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// Start game in fullscreen (this can
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// always be toggled with Alt-Enter at runtime)
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// (default: disabled)
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//
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// "fullscreen": false,
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// Preserve game screen aspect ratio,
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// as opposed to stretch-to-fill
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// (default: enabled)
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//
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// "fixedAspectRatio": true,
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// Apply 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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// Sync screen redraws to the monitor refresh rate
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// (default: disabled)
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//
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// "vsync": false,
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// Specify the window width on startup. If set to 0,
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// it will default to the default resolution width
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// specific to the RGSS version (640 in RGSS1, 544
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// in RGSS2 or higher).
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// (default: 0)
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//
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// "defScreenW": 640,
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// Specify the window height on startup. If set to 0,
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// it will default to the default resolution height
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// specific to the RGSS version (480 in RGSS1, 416
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// in RGSS2 or higher).
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// (default: 0)
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//
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// "defScreenH": 480,
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// Override the game window title
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// (default: none)
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//
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// "windowTitle": "Custom Title",
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// Enforce a static frame rate
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// This option may be force-disabled at build time.
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// (0 = disabled)
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//
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// "fixedFramerate": 0,
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// Skip (don't draw) frames when behind.
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// Can be changed at runtime, but this is the
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// default value when the game starts.
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// (default: disabled)
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//
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// "frameSkip": false,
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// Use a fixed framerate that is approx. equal to the
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// native screen refresh rate. This is different from
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// "fixedFramerate" because the actual frame rate is
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// reported back to the game, ensuring correct timers.
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// If the screen refresh rate cannot be determined,
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// this option is force-disabled.
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// This option may be force-disabled at build time.
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// (default: disabled)
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//
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// "syncToRefreshrate": false,
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// Don't use alpha blending when rendering text
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// (default: disabled)
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//
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// "solidFonts": false,
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// Work around buggy graphics drivers which don't
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// properly synchronize texture access, most
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// apparent when text doesn't show up or the map
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// tileset doesn't render at all
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// (default: disabled)
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//
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// "subImageFix": false,
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// Enable framebuffer blitting if the driver is
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// capable of it. Some drivers carry buggy
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// implementations of this functionality, so
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// disabling it can be used as a workaround
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// (default: enabled)
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//
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// "enableBlitting": true,
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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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// 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": "/path/to/game",
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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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// 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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// Organisation / company and application / game
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// name to build the directory path where mkxp
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// will store game specific data (eg. key bindings).
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// If not specified, mkxp will save to a common
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// directory shared by all games. Note that these
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// are TWO individual config entries, and both need
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// to be defined for this to take effect.
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// (default: none)
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//
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// "dataPathOrg": "mycompany",
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// "dataPathApp": "mygame",
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// Set the game window icon to 'path/to/icon.png'
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// (default: none)
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//
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// "iconPath": "/path/to/icon.png",
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// Instead of playing an RPG Maker game,
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// execute a single plain text script instead
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// (default: none)
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//
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// "customScript": "/path/to/script.rb",
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// Define raw scripts to be executed before the
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// actual Scripts.rxdata execution starts
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// This option may be force-disabled at build time.
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// (default: none)
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//
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// "preloadScript": ["my_win32_wrapper.rb",
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// "ruby18_fixes.rb"],
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// Index all accesible assets via their lower case path
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// (emulates windows case insensitivity)
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// (default: enabled)
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//
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// "pathCache": true,
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// In some versions of Essentials, overworld code
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// requests the player's sprite texture from disk
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// at least once every frame. The damage this
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// causes is less perceptible in RPG Maker XP,
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// but MKXP's RGSSAD code is much slower and will
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// cause games to lag. Hard.
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//
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// I have no interest in fixing it, because:
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//
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// (A) I don't see any point in such frail encryption, and
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// (B) One can easily replicate load_data entirely in Ruby
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// (https://gist.github.com/inori-z/0800dbdc213b9936e0e81f64c9a98c4c)
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//
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// If you insist on using archives, you can use a
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// version of Essentials that isn't broken,
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// otherwise come up with your own solution
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// (there are many), or leave your Graphics files
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// loose and disable this option.
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// (default: false)
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//
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// "compressedGraphics": false,
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// Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
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// asset search path (multiple allowed)
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// (default: none)
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//
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// "RTP": ["/path/to/rtp1",
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// "/path/to/rtp2.zip",
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// "/path/to/game.rgssad"],
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// Use the script's name as filename in warnings and error messages
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// (default: enabled)
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//
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// "useScriptNames": true,
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// Font substitutions allow drop-in replacements of fonts
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// to be used without changing the RGSS scripts,
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// eg. providing 'Open Sans' when the game thinkgs it's
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// using 'Arial'. Font family to be substituted and
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// replacement family are separated by one sole '>'.
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// Be careful not to include any spaces.
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// This is not connected to the built-in font, which is
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// always used when a non-existing font family is
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// requested by RGSS.
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// (default: none)
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//
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// "fontSub": ["Arial>Open Sans",
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// "Times New Roman>Liberation Serif"]
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// Because mkxp is usually distributed as a stand alone
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// build, no predefined load paths are initialized
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// ($:, $LOAD_PATH) in the MRI backend. With this option,
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// they can be specified manually (eg. when using a system
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// libruby.so). It is however recommended to statically
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// link all required gems into libruby.so.
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// (default: none)
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//
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// "rubyLoadpath": ["/usr/lib64/ruby/",
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// "/usr/local/share/ruby/site_ruby"],
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// SoundFont to use for midi playback (via fluidsynth)
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// (default: none)
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//
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// "midiSoundFont": "Audio/BGM/GMGSx.sf2",
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// Activate "chorus" effect for midi playback
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//
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// "midiChorus": false,
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// Activate "reverb" effect for midi playback
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//
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// "midiReverb": false,
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// Number of OpenAL sources to allocate for SE playback.
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// If there are a lot of sounds playing at the same time
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// and audibly cutting each other off, try increasing
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// this number. Maximum: 64.
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//
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// "SESourceCount": 6
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// The Windows game executable name minus ".exe". By default
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// this is "Game", but some developers manually rename it.
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// mkxp needs this name because both the .ini (game
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// configuration) and .rgssad (encrypted data archive) must
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// carry the same name minus their extension, and we cannot
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// guess the executable's name.
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// You could just as well rename them both to "Game.ini" and
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// "Game.rgssad", but specifying the executable name here
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// is a tiny bit less intrusive.
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//
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// "execName": "Game"
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}
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