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https://github.com/infinitefusion/infinitefusion-e18.git
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Updated to mkxp-z v2.4.0
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@@ -446,5 +446,5 @@ end
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module Essentials
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module Essentials
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VERSION = "20.1.dev"
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VERSION = "20.1.dev"
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ERROR_TEXT = ""
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ERROR_TEXT = ""
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MKXPZ_VERSION = "2.3.1"
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MKXPZ_VERSION = "2.4"
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end
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end
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@@ -1,5 +1,6 @@
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# Using mkxp-z v2.3.1 - https://gitlab.com/mkxp-z/mkxp-z/-/releases/v2.3.1
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# Using mkxp-z v2.4.0 - https://gitlab.com/mkxp-z/mkxp-z/-/releases/v2.4.0
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$VERBOSE = nil
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$VERBOSE = nil
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begin; require 'zlib'; rescue; nil; end
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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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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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64
mkxp.json
64
mkxp.json
@@ -15,8 +15,10 @@
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// - Enables/disables the extra console window on Windows. It appears by
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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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// default whenever mkxp-z is started in debug mode.
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// "MKXPZ_MACOS_METAL"
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// "MKXPZ_MACOS_METAL"
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// - Setting this to 0 will force the usage of OpenGL over Metal.
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// - Setting this will influence the rendering backend used.
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// Probably not a good idea unless you have some kind of issue.
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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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// "MKXPZ_FOLDER_SELECT"
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// - Allows the manual selection of the game's folder at startup.
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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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// Only works on macOS at the moment.
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@@ -129,6 +131,23 @@
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// "solidFonts": false,
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// "solidFonts": false,
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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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// Work around buggy graphics drivers which don't
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// properly synchronize texture access, most
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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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// apparent when text doesn't show up or the map
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@@ -143,9 +162,9 @@
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// implementations of this functionality, so
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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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// disabling it can be used as a workaround.
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// Does nothing on macOS.
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// Does nothing on macOS.
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// (default: enabled)
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// (default: disabled)
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//
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//
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"enableBlitting": false,
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// "enableBlitting": false,
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// Limit the maximum size (width, height) of
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// Limit the maximum size (width, height) of
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@@ -159,6 +178,30 @@
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// "maxTextureSize": 0,
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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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// Set the base path of the game to '/path/to/game'
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// (default: executable directory)
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// (default: executable directory)
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//
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//
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@@ -178,6 +221,12 @@
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// "enableReset": true,
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// "enableReset": true,
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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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// Allow symlinks for game assets to be followed
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// Allow symlinks for game assets to be followed
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// (default: disabled)
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// (default: disabled)
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//
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//
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@@ -187,10 +236,9 @@
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// Organisation / company and application / game
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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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// name to build the directory path where mkxp
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// will store game specific data (eg. key bindings).
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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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// If not specified, mkxp-z will use a folder based
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// directory shared by all games. Note that these
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// on the name of the game, if possible, defaulting
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// are TWO individual config entries, and both need
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// to "." for Org and "mkxp-z" for App otherwise.
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// to be defined for this to take effect.
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// (default: none)
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// (default: none)
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//
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//
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// "dataPathOrg": "mycompany",
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// "dataPathOrg": "mycompany",
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