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mkxp.json
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mkxp.json
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{
// Lines starting with '//' are comments.
//
// About filesystem paths specified in this config:
// The "gameFolder" path is resolved either relative
// to the directory containing the mkxp executable
// (the default behavior), or relative to the current
// working directory (when compiled with
// -DWORKDIR_CURRENT). All other paths are resolved
// relative to gameFolder and ignoring both RTPs and
// encrypted archives. Since this is JSON, any
// backslashes in paths 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).
// Some influential environment variables, set them to either "1" or "0":
// "MKXPZ_WINDOWS_CONSOLE"
// - Enables/disables the extra console window on Windows. It appears by
// default whenever mkxp-z is started in debug mode.
// "MKXPZ_MACOS_METAL"
// - Setting this will influence the rendering backend used.
// Probably not a good idea to mess with it unless you have some kind of issue.
// OpenGL is default on x86, and Metal is the default on Apple Silicon.
// This takes priority over the config option if it's set.
// "MKXPZ_FOLDER_SELECT"
// - Allows the manual selection of the game's folder at startup.
// Only works on macOS at the moment.
// "MTL_HUD_ENABLED"
// - On macOS 13 (Ventura) and over, provided the Metal backend is used,
// this will enable a full performance HUD containing more details than
// the built-in framerate display.
// Specify the RGSS version to run under.
// Possible values are 0, 1, 2, 3. If set to 0,
// mkxp will try to guess the required version
// based on the game files found in gameFolder.
// If this fails, the version defaults to 1.
// (default: 0)
//
// "rgssVersion": 1,
// Continuously display average FPS in window title.
// This can always be toggled with F2 at runtime.
// (default: disabled)
//
// "displayFPS": false,
// Continuously print average FPS to console.
// This setting does not affect the window title
// FPS display toggled via F2
// (default: disabled)
//
// "printFPS": false,
// Game window is resizable
// (default: enabled)
//
// "winResizable": true,
// Start game in fullscreen (this can
// always be toggled with Alt-Enter at runtime)
// (default: disabled)
//
// "fullscreen": false,
// Preserve game screen aspect ratio,
// as opposed to stretch-to-fill
// (default: enabled)
//
// "fixedAspectRatio": true,
// Apply smooth interpolation when game screen
// is upscaled
// 0: Nearest-Neighbor
// 1: Bilinear
// 2: Bicubic
// 3: Lanczos3
// 4: xBRZ
// (default: 0)
//
// "smoothScaling": 0,
// Apply smooth interpolation when game screen
// is downscaled (same values as smoothScaling)
// (default: 0)
//
// "smoothScalingDown": 0,
// Apply smooth interpolation when bitmaps
// are upscaled (same values as smoothScaling)
// (default: 0)
//
// "bitmapSmoothScaling": 0,
// Apply smooth interpolation when bitmaps
// are downscaled (same values as smoothScaling)
// (default: 0)
//
// "bitmapSmoothScalingDown": 0,
// Apply mipmap interpolation when game screen
// or bitmaps are downscaled (requires
// "smoothScalingDown": 1 or "bitmapSmoothScalingDown": 1)
// (default: false)
//
// "smoothScalingMipmaps": false,
// Sharpness when using Bicubic scaling.
// A good starting range is 0 to 100,
// but you may wish to go outside that range in either direction.
// (default: 100)
//
// "bicubicSharpness": 100,
// Scaling factor for xBRZ interpolation
// (set to at least the ratio of your window size
// to the game's native resolution)
// (default: 1.0)
//
// "xbrzScalingFactor": 4.0,
// Replace the game's Bitmap files with external high-res files
// provided in the "Hires" directory.
// (You'll also need to set the below Scaling Factors.)
// (default: disabled)
//
// "enableHires": false,
// Scaling factor for textures (e.g. Bitmaps)
// (higher values will look better if you use high-res textures)
// (default: 1.0)
//
// "textureScalingFactor": 4.0,
// Scaling factor for screen framebuffer
// (higher values will look better if you use high-res textures)
// (default: 1.0)
//
// "framebufferScalingFactor": 4.0,
// Scaling factor for tileset atlas
// (higher values will look better if you use high-res textures)
// (default: 1.0)
//
// "atlasScalingFactor": 4.0,
// Sync screen redraws to the monitor refresh rate
// (default: disabled)
//
// "vsync": false,
// Specify the window width on startup. If set to 0,
// it will default to the default resolution width
// specific to the RGSS version (640 in RGSS1, 544
// in RGSS2 or higher).
// (default: 0)
//
// "defScreenW": 640,
// Specify the window height on startup. If set to 0,
// it will default to the default resolution height
// specific to the RGSS version (480 in RGSS1, 416
// in RGSS2 or higher).
// (default: 0)
//
// "defScreenH": 480,
// Override the game window title
// (default: none)
//
// "windowTitle": "Custom Title",
// Enforce a static frame rate
// (0 = disabled)
//
// "fixedFramerate": 0,
// Skip (don't draw) frames when behind.
// Can be changed at runtime, but this is the
// default value when the game starts.
// (default: disabled)
//
// "frameSkip": false,
// 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.
// (default: disabled)
//
// "syncToRefreshrate": false,
// A list of fonts to render without alpha blending.
// (default: none)
//
// "solidFonts": [
// "Arial",
// "Times New Roman",
// ],
// Prefer the use of Metal over OpenGL on macOS.
// This defaults to false under Intel machines,
// and true under ARM/Apple Silicon ones (which
// merely emulate OpenGL anyway)
//
// Try changing this if you have graphics problems.
// Metal is far better, but ANGLE may not initialize correctly
// on some Intel machines.
//
// On Apple Silicon it's probably better to not touch it.
// Emulated OpenGL is buggy, and it will also break things like
// the Steam overlay.
// (default: true if Apple Silicon, false if Intel)
//
// "preferMetalRenderer": true,
// Work around buggy graphics drivers which don't
// properly synchronize texture access, most
// apparent when text doesn't show up or the map
// tileset doesn't render at all
// (default: disabled)
//
// "subImageFix": false,
// Enable framebuffer blitting if the driver is
// capable of it. Some drivers carry buggy
// implementations of this functionality, so
// disabling it can be used as a workaround.
// Does nothing on macOS. Force-disabled when
// smoothScaling or smoothScalingDown isn't
// Nearest-Neighbor or Bilinear.
// (default: disabled)
//
// "enableBlitting": false,
// Limit the maximum size (width, height) of
// most textures mkxp will create (exceptions are
// rendering backbuffers and similar).
// If set to 0, the hardware maximum is used.
// This is useful for recording traces that can
// be played back on machines with lower specs.
// (default: 0)
//
// "maxTextureSize": 0,
// 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 or
// all of the remaining window space (or none at all
// if lastMileScaling 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.
// (default: disabled)
//
// "integerScalingActive": false,
// When integer scaling 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.
// (default: enabled)
//
// "integerScalingLastMile": true,
// Set the base path of the game to '/path/to/game'
// (default: executable directory)
//
// "gameFolder": ".",
// Use either right or left Alt + Enter to toggle
// fullscreen
// (default: disabled)
//
// "anyAltToggleFS": false,
// Enable F12 game reset
// (default: enabled)
//
// "enableReset": true,
// Enable F1/keybinding menu
// (default: enabled)
//
// "enableSettings": true,
// Allow symlinks for game assets to be followed
// (default: disabled)
//
// "allowSymlinks": false,
// Organisation / company and application / game
// name to build the directory path where mkxp
// will store game specific data (eg. key bindings).
// If not specified, mkxp-z will use a folder based
// on the name of the game, if possible, defaulting
// to "." for Org and "mkxp-z" for App otherwise.
// (default: none)
//
// "dataPathOrg": "mycompany",
// "dataPathApp": "mygame",
// Set the game window icon to 'path/to/icon.png'
// Only functions on Linux.
// (default: none)
//
// "iconPath": "/path/to/icon.png",
// Instead of playing an RPG Maker game,
// execute a single plain text script instead
// (default: none)
//
// "customScript": "/path/to/script.rb",
// Define raw scripts (e.g. compatibility wrappers)
// to be executed before the actual Scripts.rxdata
// execution starts
// (default: none)
//
// "preloadScript": [
// "scripts/preload/ruby_classic_wrap.rb",
// "scripts/preload/mkxp_wrap.rb",
// "scripts/preload/win32_wrap.rb",
// ],
// Index all accesible assets via their lower case path
// (emulates windows case insensitivity)
// (default: enabled)
//
// "pathCache": true,
// Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the asset search path
// (multiple allowed). You can use folders, RGSS archives, and any archive
// formats supported by PhysicsFS; see the compatibility list at:
// https://www.icculus.org/physfs/docs/html/
// (default: none)
//
// "RTP": [
// "/path/to/rtp1",
// "/path/to/rtp2.zip",
// "/path/to/game.rgssad",
// ],
// Similar to the RTP option, except items are loaded before
// the game archive and folder, for incremental game updates
// or modding.
// (default: none)
//
// "patches": [
// "/path/to/patch1.zip",
// "/path/to/patch2",
// ],
// Use the script's name as filename in warnings and error messages
// (default: enabled)
//
// "useScriptNames": true,
// Font substitutions allow drop-in replacements of fonts
// to be used without changing the RGSS scripts,
// eg. providing 'Open Sans' when the game thinkgs it's
// using 'Arial'. Font family to be substituted and
// replacement family are separated by one sole '>'.
// Be careful not to include any spaces.
// This is not connected to the built-in font, which is
// always used when a non-existing font family is
// requested by RGSS.
// (default: none)
//
// "fontSub": [
// "Arial>Open Sans",
// "Times New Roman>Liberation Serif",
// ],
// Because mkxp is usually distributed as a stand alone
// build, no predefined load paths are initialized
// ($:, $LOAD_PATH) in the MRI backend. With this option,
// they can be specified manually (eg. when using a system
// libruby.so). It is however recommended to statically
// link all required gems into libruby.so.
// (default: none)
//
// "rubyLoadpath": [
// "/usr/lib64/ruby/",
// "/usr/local/share/ruby/site_ruby",
// ],
// Determines whether MJIT is enabled. This probably
// won't work unless you also have the header file
// that it needs. Only works with Ruby 2.6 or higher.
// This Ruby feature is experimental.
// (default: false)
//
// "JITEnable": false,
// Determines what level of verbosity to use when
// logging MJIT events. Starts at 0, which is next
// to nothing. Set it higher to see more.
// (default: 0)
//
// "JITVerboseLevel": 0,
// Determines how many compiled methods that Ruby
// will keep in its MJIT cache.
// (default: 100)
//
// "JITMaxCache": 100,
// Determines how many times a function has to be
// called before it is compiled by MJIT.
// (default: 10000)
//
// "JITMinCalls": 10000,
// Determines whether YJIT is enabled.
// Only works with Ruby 3.1 or higher.
// This Ruby feature is experimental.
// (default: false)
//
// "YJITEnable": false,
// SoundFont to use for midi playback (via fluidsynth)
// (default: none)
//
// "midiSoundFont": "Audio/BGM/GMGSx.sf2",
// Activate "chorus" effect for midi playback
//
// "midiChorus": false,
// Activate "reverb" effect for midi playback
//
// "midiReverb": false,
// 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,
// Number of streams to open for BGM tracks. If the game
// needs multitrack audio, this should be set to as many
// available tracks as the game needs. Maximum: 16.
//
// "BGMTrackCount": 1,
// The Windows game executable name minus ".exe". By default
// this is "Game", but some developers manually rename it.
// mkxp needs this name because both the .ini (game
// configuration) and .rgssad (encrypted data archive) must
// carry the same name minus their extension, and we cannot
// guess the executable's name.
// You could just as well rename them both to "Game.ini" and
// "Game.rgssad", but specifying the executable name here
// is a tiny bit less intrusive.
//
// "execName": "Game",
// You can define alternate terminology for the different
// inputs recognized by RPG Maker. A, B, C, X, Y, Z, L, and R
// can all be set using this dictionary, and will be displayed
// on the F1 menu. This is only a cosmetic effect, so it will
// have no effect on the game's scripts.
//
// "bindingNames": {
// "c": "Confirm",
// "b": "Cancel",
// "x": ...,
// },
// Dump tile atlas (for debugging purposes)
// (default: false)
//
// "dumpAtlas": false,
}