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gngeorc.gp2x
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# GNGEO resource file for the GP2X
# unused
# libglpath /usr/lib/libGL.so
# Where your rom (and bios) are?
# /usr/games/lib/xmame
rompath ./roms
# and the driver file (copy it from the gngeo archive) ?
# romrc ./romrc
romrcdir ./romrc.d
# Play in fullscreen?
fullscreen false
# Which blitter? GP2X only support soft mode
# soft
# opengl
# yuv
blitter soft
# Which effect? GP2X don't support effect
# none
# scanline
# scanline50
# scale2x
# scale2x50
# scale2x75
# doublex
# sai
# supersai
# eagle
effect none
# Enable the raster interrupt?
raster false
# scale the output image. Don't use anything else on your GP2X :)
scale 1
# Have interpolation?
interpolation false
# Have sound?
sound false
# Shown FPS
showfps false
# autoframeskip control
autoframeskip true
sleepidle false
# enable joystick support ?
joystick true
# enable the 68k inline debuger? (disable the sound)
debug false
# Use hardware surface for the screen? The GP2X use only hwsurface
hwsurface true
# Convert all tile at loading time (insted on the fly)
convtile true
# Use PAL timing? (buggy)
pal false
# invert joystick order ?
invertjoy false
# Sample rate
samplerate 22050
# country?
# japan, usa, europe
country europe
# system type? arcade or home
system arcade
# Hotkey are currently not implemented on the GP2X
# NRX-style hotkey configuration
# Up to 4 hotkeys per player can be defined (
# Only fire buttons (A-D) can be combined
# A = 1, B = 2, C = 4, D = 8
# Samples:
# Map CD to P1 hotkey 0
p1hotkey0 4,8
# Map BC to P1 hotkey 1
p1hotkey1 2,4
#Map ABC to P1 hotkey 2
p1hotkey2 1,2,4
#p1hotkey3
#p2hotkey0
#p2hotkey1
#p2hotkey2
#p2hotkey3
# The rest of this file is unuseful for the GP2X...
# Joystick configuration
# Joystick mapping
# 0 <-> /dev/js0, 1 <-> /dev/js1, etc..
p1joydev 0
p2joydev 1
# Buttons/Axes configuration
# order : A,B,C,D,START,COIN,AXE_X,AXE_Y,AXE_X_DIR,AXE_Y_DIR
# AXE_X_DIR and AXE_Y_DIR is use to invert an axe
# ex: some joystick have the Y axe inverted (up <-> down). For them,
# use -1 for AXE_Y_DIR will solve the problem.
# hotkeys are optional (ie need not be mapped to buttons)
# use -1 to "unmap" a hotkey.
# Samples:
# hotkey0 = button 3, hotkey1 = button 0,
# p1joy 4,1,5,2,9,8,0,1,1,1,3,0
# No hotkeys
# p1joy 4,1,5,2,9,8,0,1,1,1
p1joy 2,3,0,1,5,4,0,1,1,1
p2joy 1,0,3,2,7,6,0,1,1,1
# Key configuration
# order : A,B,C,D,START,COIN,UP,DOWN,LEFT,RIGHT
# please see SDL_keysym.h for key definition
# or push F4 during game : the keysym code of
# keys will be printed (also work for joysticks)
# same thing as joypads for hotkeys
# Azerty configuration:
# p1: w,x,q,s,&,",up,down,left,right
# p2: l,m,o,p,é,',NUM 8,NUM 5,NUM 4,NUM 6
#p1key 119,120,113,115,38,34,273,274,276,275
#p2key 108,109,111,112,233,39,264,261,260,262
# Qwerty configuration:
# p1: z,x,a,s,1,3,up,down,left,right
# p2: l,;,o,p,2,4,NUM 8,NUM 5,NUM 4,NUM 6
p1key 122,120,97,115,49,51,273,274,276,275
p2key 108,59,111,112,50,52,264,261,260,262