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infinitefusion-e18/mkxp.json

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//==============================================================================
// 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,
}