//============================================================================== // Since this is a JSON file, comments are written with // instead of a #. Any // backslashes in file paths written in here need to be escaped (i.e. a single // backslash becomes a double backslash). If that's too much hassle, you can use // a single forward slash instead (even on Windows). //============================================================================== { //========================================================================== // Things you may want to/should change. //========================================================================== // The name shown in the game window's title. Is the game's display name. // Note that the "Game Title" defined in RPG Maker XP should not have // accented characters in it, which is why this property is useful. // "windowTitle": "Pokémon Essentials v21.1", // The game window's width and height, in pixels. // "defScreenW": 512, "defScreenH": 384, // The path to the game window's icon. For Linux only. (Default: none) // // "iconPath": "/path/to/icon.png", // Enable F12 to make the game soft reset. // // "enableReset": true, // Enable F1 to open the keybinding menu. // // "enableSettings": true, // The names of each input, as seen in the F1 keybinding menu. The names // have no other use. // "bindingNames": { "c": "Use", "b": "Back", "a": "Action", "x": "JumpUp", "y": "JumpDown", "z": "Special", "l": "(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": false, //========================================================================== // 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": true, // The game's frame rate, if "syncToRefreshrate" is false. // // "fixedFramerate": 60, }