mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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160 lines
5.9 KiB
JSON
160 lines
5.9 KiB
JSON
//==============================================================================
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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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// 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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"windowTitle": "Pokémon Essentials v21.1",
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// The game window's width and height, in pixels.
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//
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"defScreenW": 512,
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"defScreenH": 384,
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// The path to the game window's icon. For Linux only. (Default: none)
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//
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// "iconPath": "/path/to/icon.png",
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// Enable F12 to make the game soft reset.
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//
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// "enableReset": true,
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// Enable F1 to open the keybinding menu.
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//
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// "enableSettings": true,
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// The names of each input, as seen in the F1 keybinding menu. The names
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// have no other use.
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//
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"bindingNames": {
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"c": "Use",
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"b": "Back",
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"a": "Action",
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"x": "JumpUp",
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"y": "JumpDown",
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"z": "Special",
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"l": "(unused)",
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"r": "(unused)"
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},
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// The name of this game's save folder. If undefined, the save folder's name
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// will be the "Game Title" as defined in RPG Maker XP. It should not
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// contain any accented characters.
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//
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// "dataPathApp": "Pokemon Essentials v21",
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// If defined, the game's save folder goes into a folder with this name (in
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// C:\Users\USERNAME\AppData\Roaming). If undefined, the game's save folder
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// goes directly into C:\Users\USERNAME\AppData\Roaming. It should not
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// contain any accented characters.
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// This acts as a company/creator name, and this folder could contain save
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// folders for multiple games made by the same company/creator.
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//
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// "dataPathOrg": "PKMN Essentials",
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// SoundFont to use for midi playback (via fluidsynth).
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//
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"midiSoundFont": "soundfont.sf2",
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// Number of streams to open for BGM tracks. If the game needs multi-track
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// audio, this should be set to as many available tracks as the game needs.
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// Maximum: 16.
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//
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// "BGMTrackCount": 1,
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// Number of OpenAL sources to allocate for SE playback. If there are a lot
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// of sounds playing at the same time and audibly cutting each other off,
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// try increasing this number. Maximum: 64.
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//
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// "SESourceCount": 6,
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// Index all accessible assets via their lower case path (emulates Windows
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// case insensitivity).
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//
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"pathCache": false,
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//==========================================================================
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// Window size, scaling, rendering and frame rate.
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// You shouldn't need to change any of these.
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//==========================================================================
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// Whether the game starts in full-screen mode (this can always be toggled
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// with Alt-Enter during runtime).
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//
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// "fullscreen": false,
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// Whether you can toggle full-screen mode by pressing Alt + Enter with
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// either the left or right Alt key.
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//
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// "anyAltToggleFS": false,
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// Whether the game window is freely resizable.
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//
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// "winResizable": true,
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// Whether the game screen's aspect ratio is preserved when resizing the
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// window. If false, the game screen will stretch and distort to fill the
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// entire window.
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//
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// "fixedAspectRatio": true,
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// When resizing the game screen to fit the window, whether to scale up the
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// game screen by an integer amount (as large as the current window size
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// allows) before doing any last additional scalings to fill part/all of the
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// remaining window space (or none at all if integerScalingLastMile is
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// disabled).
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// If fixedAspectRatio is disabled, the integer scale factors in horizontal
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// and vertical direction can differ depending on how much space is
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// available; otherwise they are forced to the smaller of the two.
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//
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// "integerScalingActive": false,
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// When integerScalingActive is enabled, this option controls whether the
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// scaled game screen is further scaled (with linear interpolation when
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// smoothScaling is enabled) to fill the rest of the game window.
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// Note that this option still respects fixedAspectRatio.
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//
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// "integerScalingLastMile": true,
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// Whether to apply linear interpolation when the game screen is upscaled.
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//
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// "smoothScaling": false,
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// Whether to apply Lanczos3 interpolation when the game screen is upscaled
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// (typically higher quality than the linear smoothScaling).
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//
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// "lanczos3Scaling": false,
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// Workaround for buggy graphics drivers that don't properly synchronize
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// texture access. This is most apparent when text doesn't show up or the
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// map tileset doesn't render at all.
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//
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"subImageFix": true,
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// Sync screen redraws to the monitor refresh rate, to reduce screen
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// tearing.
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//
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"vsync": true,
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// Use a fixed framerate that is approx. equal to the native screen refresh
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// rate. This is different from "fixedFramerate" because the actual frame
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// rate is reported back to the game, ensuring correct timers. If the screen
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// refresh rate cannot be determined, this option is force-disabled. This
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// option may be force-disabled at build time.
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//
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"syncToRefreshrate": true,
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// The game's frame rate, if "syncToRefreshrate" is false.
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//
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// "fixedFramerate": 60,
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}
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