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  17.   <title>DGENRC(5)</title>
  18. </head>
  19. <body>
  20. <table class="head">
  21.   <tr>
  22.     <td class="head-ltitle">DGENRC(5)</td>
  23.     <td class="head-vol">File Formats Manual</td>
  24.     <td class="head-rtitle">DGENRC(5)</td>
  25.   </tr>
  26. </table>
  27. <div class="manual-text">
  28. <section class="Sh">
  29. <h1 class="Sh" id="NAME"><a class="permalink" href="#NAME">NAME</a></h1>
  30. <p class="Pp"><code class="Nm">dgenrc</code> &#x2014; <span class="Nd">file
  31.     containing settings for <a class="Xr">dgen(1)</a></span></p>
  32. </section>
  33. <section class="Sh">
  34. <h1 class="Sh" id="SYNOPSIS"><a class="permalink" href="#SYNOPSIS">SYNOPSIS</a></h1>
  35. <p class="Pp">$HOME/.dgen/dgenrc</p>
  36. </section>
  37. <section class="Sh">
  38. <h1 class="Sh" id="DESCRIPTION"><a class="permalink" href="#DESCRIPTION">DESCRIPTION</a></h1>
  39. <p class="Pp">The file <span class="Pa">$HOME/.dgen/dgenrc</span> is parsed by
  40.     <a class="Xr">dgen(1)</a> when the emuator is started. It is used to set
  41.     controller keys, as well as other characteristics of the emulation. The
  42.     contents of this file may be overriden with the contents of another
  43.     similarly-formatted file, via the <code class="Fl">-r</code> commandline
  44.     switch.</p>
  45. </section>
  46. <section class="Sh">
  47. <h1 class="Sh" id="FILE_FORMAT"><a class="permalink" href="#FILE_FORMAT">FILE
  48.   FORMAT</a></h1>
  49. <p class="Pp">Each rc file consists of an unlimited number of lines, which each
  50.     have the format 'fieldname = value'. A line may also be a comment, if it
  51.     begins with the hash mark (#) character.</p>
  52. <p class="Pp">Each <var class="Ar">fieldname</var> is prepended by a name, which
  53.     identifies the type of this field:</p>
  54. <dl class="Bl-tag">
  55.   <dt><var class="Ar">key_*</var></dt>
  56.   <dd>A key value. May be set to a key identifier listed in the
  57.       <a class="Sx" href="#KEY_IDENTIFIERS">KEY IDENTIFIERS</a> section
  58.     below.</dd>
  59.   <dt><var class="Ar">joy_*</var></dt>
  60.   <dd>A joystick/joypad value. May be set to a joystick identifier listed in the
  61.       <a class="Sx" href="#JOYSTICK_IDENTIFIERS">JOYSTICK IDENTIFIERS</a>
  62.       section below.</dd>
  63.   <dt><var class="Ar">mou_*</var></dt>
  64.   <dd>A mouse action. May be set to a mouse identifier listed in the
  65.       <a class="Sx" href="#MOUSE_IDENTIFIERS">MOUSE IDENTIFIERS</a> section
  66.       below.</dd>
  67.   <dt><var class="Ar">bool_*</var></dt>
  68.   <dd>A boolean value. &quot;false&quot;, &quot;no&quot;, and &quot;0&quot;
  69.       values are taken as false, while &quot;true&quot;, &quot;yes&quot;, and
  70.       any number except 0 are taken as true.</dd>
  71.   <dt><var class="Ar">int_*</var></dt>
  72.   <dd>An integer value, greater than or equal to 0.</dd>
  73.   <dt><var class="Ar">str_*</var></dt>
  74.   <dd>A string value, can be empty.</dd>
  75. </dl>
  76. <p class="Pp">Some fields take special value sets, which are addressed in their
  77.     respective sections. None of the field names or values are
  78.   case-sensitive.</p>
  79. <p class="Pp">The fields fall under a few basic groups. They are listed below,
  80.     with their default values in brackets ([]):</p>
  81. <p class="Pp">All of them can be modified interactively from the prompt, as
  82.     described in <a class="Xr">dgen(1)</a>.</p>
  83. </section>
  84. <section class="Sh">
  85. <h1 class="Sh" id="CONTROLLERS"><a class="permalink" href="#CONTROLLERS">CONTROLLERS</a></h1>
  86. <dl class="Bl-tag">
  87.   <dt>key_pad1_up [up]</dt>
  88.   <dd style="width: auto;">&#x00A0;</dd>
  89.   <dt>key_pad1_down [down]</dt>
  90.   <dd style="width: auto;">&#x00A0;</dd>
  91.   <dt>key_pad1_left [left]</dt>
  92.   <dd style="width: auto;">&#x00A0;</dd>
  93.   <dt>key_pad1_right [right]</dt>
  94.   <dd style="width: auto;">&#x00A0;</dd>
  95.   <dt>key_pad1_a [a]</dt>
  96.   <dd style="width: auto;">&#x00A0;</dd>
  97.   <dt>key_pad1_b [s]</dt>
  98.   <dd style="width: auto;">&#x00A0;</dd>
  99.   <dt>key_pad1_c [d]</dt>
  100.   <dd style="width: auto;">&#x00A0;</dd>
  101.   <dt>key_pad1_x [q]</dt>
  102.   <dd style="width: auto;">&#x00A0;</dd>
  103.   <dt>key_pad1_y [w]</dt>
  104.   <dd style="width: auto;">&#x00A0;</dd>
  105.   <dt>key_pad1_z [e]</dt>
  106.   <dd style="width: auto;">&#x00A0;</dd>
  107.   <dt>key_pad1_mode [backspace]</dt>
  108.   <dd style="width: auto;">&#x00A0;</dd>
  109.   <dt>key_pad1_start [return]</dt>
  110.   <dd>Map keys to the first Genesis controller. Each of these fields has a
  111.       corresponding &quot;key_pad2&quot; field, to map to the second
  112.     controller.</dd>
  113.   <dt>joy_pad1_up [joystick0-axis1-min]</dt>
  114.   <dd style="width: auto;">&#x00A0;</dd>
  115.   <dt>joy_pad1_down [joystick0-axis1-max]</dt>
  116.   <dd style="width: auto;">&#x00A0;</dd>
  117.   <dt>joy_pad1_left [joystick0-axis0-min]</dt>
  118.   <dd style="width: auto;">&#x00A0;</dd>
  119.   <dt>joy_pad1_right [joystick0-axis0-max]</dt>
  120.   <dd style="width: auto;">&#x00A0;</dd>
  121.   <dt>joy_pad1_a [joystick0-button0]</dt>
  122.   <dd style="width: auto;">&#x00A0;</dd>
  123.   <dt>joy_pad1_b [joystick0-button3]</dt>
  124.   <dd style="width: auto;">&#x00A0;</dd>
  125.   <dt>joy_pad1_c [joystick0-button1]</dt>
  126.   <dd style="width: auto;">&#x00A0;</dd>
  127.   <dt>joy_pad1_x [joystick0-button6]</dt>
  128.   <dd style="width: auto;">&#x00A0;</dd>
  129.   <dt>joy_pad1_y [joystick0-button4]</dt>
  130.   <dd style="width: auto;">&#x00A0;</dd>
  131.   <dt>joy_pad1_z [joystick0-button5]</dt>
  132.   <dd style="width: auto;">&#x00A0;</dd>
  133.   <dt>joy_pad1_mode [joystick0-button9]</dt>
  134.   <dd style="width: auto;">&#x00A0;</dd>
  135.   <dt>joy_pad1_start [joystick0-button8]</dt>
  136.   <dd>Map joystick/joypad buttons to the first Genesis controller. Each of these
  137.       fields has a corresponding &quot;joy_pad2&quot; field, to map to the
  138.       second controller.</dd>
  139.   <dt>bool_joystick [true]</dt>
  140.   <dd>Use joysticks to emulate the controllers. Note that the keyboard keys will
  141.       still work if this value is set. This field is only available if you have
  142.       joystick support enabled.</dd>
  143.   <dt>int_mouse_delay [50]</dt>
  144.   <dd>Number of milliseconds to wait after the last mouse motion event to
  145.       release buttons bound to such events.</dd>
  146. </dl>
  147. </section>
  148. <section class="Sh">
  149. <h1 class="Sh" id="USER-DEFINED_BINDINGS"><a class="permalink" href="#USER-DEFINED_BINDINGS">USER-DEFINED
  150.   BINDINGS</a></h1>
  151. <dl class="Bl-tag">
  152.   <dt>bind_{keysym} <var class="Ar">action</var></dt>
  153.   <dd style="width: auto;">&#x00A0;</dd>
  154.   <dt>bind_{joypad} <var class="Ar">action</var></dt>
  155.   <dd style="width: auto;">&#x00A0;</dd>
  156.   <dt>bind_{mouse} <var class="Ar">action</var></dt>
  157.   <dd>Defines a new keyboard, joystick/joypad or mouse binding to an arbitrary
  158.       action. These variables use the <var class="Ar">keysym</var> format as
  159.       defined in <a class="Sx" href="#KEY_IDENTIFIERS">KEY IDENTIFIERS</a>, the
  160.       <var class="Ar">joypad</var> format as defined in
  161.       <a class="Sx" href="#JOYSTICK_IDENTIFIERS">JOYSTICK IDENTIFIERS</a>, or
  162.       the <var class="Ar">mouse</var> format as defined in
  163.       <a class="Sx" href="#MOUSE_IDENTIFIERS">MOUSE IDENTIFIERS</a>. When
  164.       <var class="Ar">action</var> is prefixed with &quot;key_&quot;,
  165.       &quot;joy_&quot; or &quot;mou_&quot;, it becomes an alias to the
  166.       corresponding variable in
  167.       <a class="Sx" href="#CONTROLLERS">CONTROLLERS</a>. Otherwise, it is
  168.       interpreted as if entered at the prompt, and can be used to modify
  169.       variables or execute commands (see <a class="Xr">dgenrc(5)</a> for more
  170.       information). No bindings are defined by default.</dd>
  171.   <dt>bind_&quot;{keysym|joypad|mouse} [{keysym|joypad|mouse} [...]]&quot;
  172.     <var class="Ar">action</var></dt>
  173.   <dd>Alternate syntax that supports combining several identifiers to perform
  174.       <var class="Ar">action</var>. Controller types can be mixed. Identifiers
  175.       are separated by spaces. To avoid syntax errors, spaces must be properly
  176.       escaped or quoted.</dd>
  177. </dl>
  178. </section>
  179. <section class="Sh">
  180. <h1 class="Sh" id="AUDIO"><a class="permalink" href="#AUDIO">AUDIO</a></h1>
  181. <dl class="Bl-tag">
  182.   <dt>bool_sound [true]</dt>
  183.   <dd>Enable the sound subsystem.</dd>
  184.   <dt>int_soundrate [44100]</dt>
  185.   <dd>Sound frequency to play at, in hertz (Hz).</dd>
  186.   <dt>int_soundsegs [8]</dt>
  187.   <dd>Number of sound segments to use for sound buffering. Lower values
  188.       guarantee low latency. Increment this only if the sound becomes
  189.     choppy.</dd>
  190.   <dt>int_soundsamples [0]</dt>
  191.   <dd>Size of the system sound buffer, in samples (samples are the sound unit,
  192.       sound rate is how many of them are played every second). Specifying 0
  193.       automatically choses the safest value. If you experience sound issues
  194.       int_soundsegs is unable to solve, try to change this. Increasing it will
  195.       cause noticeable audio lag (it is unfortunately often required on slower
  196.       machines).</dd>
  197.   <dt>int_volume [100]</dt>
  198.   <dd>Volume level, in percent. Values above 100 cause distorsion.</dd>
  199.   <dt>key_volume_inc [=]</dt>
  200.   <dd style="width: auto;">&#x00A0;</dd>
  201.   <dt>key_volume_dec [-]</dt>
  202.   <dd style="width: auto;">&#x00A0;</dd>
  203.   <dt>joy_volume_inc []</dt>
  204.   <dd style="width: auto;">&#x00A0;</dd>
  205.   <dt>joy_volume_dec []</dt>
  206.   <dd style="width: auto;">&#x00A0;</dd>
  207.   <dt>mou_volume_inc []</dt>
  208.   <dd style="width: auto;">&#x00A0;</dd>
  209.   <dt>mou_volume_dec []</dt>
  210.   <dd>Bindings for volume control.</dd>
  211.   <dt>bool_mjazz [false]</dt>
  212.   <dd>MJazz option - puts 2 more FM chips in the Megadrive for a sort of 22
  213.       channel sound boost. Can sound good. Slows things down a lot.</dd>
  214. </dl>
  215. </section>
  216. <section class="Sh">
  217. <h1 class="Sh" id="VIDEO"><a class="permalink" href="#VIDEO">VIDEO</a></h1>
  218. <dl class="Bl-tag">
  219.   <dt>int_depth [0]</dt>
  220.   <dd>Color depth (bits per pixel). Allowed values are 0 (automatic), 8, 15, 16,
  221.       24 and 32. Ignored in OpenGL mode.</dd>
  222.   <dt>int_width [-1]</dt>
  223.   <dd style="width: auto;">&#x00A0;</dd>
  224.   <dt>int_height [-1]</dt>
  225.   <dd>Desired window width and height.</dd>
  226.   <dt>bool_opengl [true]</dt>
  227.   <dd>Use the OpenGL renderer, if it is available.</dd>
  228.   <dt>bool_opengl_stretch [true]</dt>
  229.   <dd>Let OpenGL stretch the screen.</dd>
  230.   <dt>bool_opengl_linear [true]</dt>
  231.   <dd>Use GL_LINEAR for textures filtering instead of GL_NEAREST.</dd>
  232.   <dt>bool_opengl_32bit [true]</dt>
  233.   <dd>Use 32 bit textures. They require more memory but are usually faster than
  234.       16 bit textures.</dd>
  235.   <dt>bool_opengl_square [false]</dt>
  236.   <dd>Use square textures. Wastes a lot of memory but may solve OpenGL
  237.       initialization failures.</dd>
  238.   <dt>bool_fullscreen [false]</dt>
  239.   <dd>Try to run fullscreen, if possible.</dd>
  240.   <dt>int_scale [-1]</dt>
  241.   <dd style="width: auto;">&#x00A0;</dd>
  242.   <dt>int_scale_x [-1]</dt>
  243.   <dd style="width: auto;">&#x00A0;</dd>
  244.   <dt>int_scale_y [-1]</dt>
  245.   <dd>Amount by which to scale the rendered screen from the default resolution.
  246.       See scaling filters.</dd>
  247.   <dt>bool_aspect [true]</dt>
  248.   <dd>Retain original aspect ratio when resizing window.</dd>
  249.   <dt>key_fullscreen_toggle [alt-enter]</dt>
  250.   <dd style="width: auto;">&#x00A0;</dd>
  251.   <dt>joy_fullscreen_toggle []</dt>
  252.   <dd style="width: auto;">&#x00A0;</dd>
  253.   <dt>mou_fullscreen_toggle []</dt>
  254.   <dd>Button to toggle fullscreen mode (this may do nothing if SDL doesn't
  255.      support fullscreen toggling on your platform.)</dd>
  256.  <dt>int_info_height [-1]</dt>
  257.  <dd>Height of the text area at the bottom of the screen, in pixels. This also
  258.      affects the font size. Values smaller than the minimum font size make DGen
  259.      redirect text to stdout instead. The default value of -1 makes DGen choose
  260.      the proper height.</dd>
  261.  <dt>bool_fps [false]</dt>
  262.  <dd>Display the current number of frames per second.</dd>
  263.  <dt>bool_buttons [false]</dt>
  264.  <dd>Display pressed buttons. Can be used to help configuring them.</dd>
  265.  <dt>bool_swab [false]</dt>
  266.  <dd>Swap bytes in the video output. Sometimes useful when video output is
  267.      located on a different system. This is implemented as a CTV filter which
  268.      must be compiled-in to work.</dd>
  269.  <dt>bool_doublebuffer [true]</dt>
  270.  <dd>Toggle double buffering. Enabling this should prevent screen tearing from
  271.      happening. Disabling this may improve the number of displayed frames per
  272.      second on some systems.</dd>
  273.  <dt>bool_screen_thread [false]</dt>
  274.  <dd>When enabled, a separate thread is created to offload the displaying of
  275.      frames. This is only useful on slower machines where flipping video
  276.      buffers takes time, especially when V-sync is enabled and doing so blocks
  277.      until the next frame without consuming CPU time (sometimes the case when
  278.      bool_doublebuffer is enabled). This currently has no effect when OpenGL is
  279.      enabled and only works if multi-threading support is compiled-in.</dd>
  280. </dl>
  281. </section>
  282. <section class="Sh">
  283. <h1 class="Sh" id="SAVE_STATES"><a class="permalink" href="#SAVE_STATES">SAVE
  284.  STATES</a></h1>
  285. <dl class="Bl-tag">
  286.  <dt>key_slot_X [X]</dt>
  287.  <dd style="width: auto;">&#x00A0;</dd>
  288.  <dt>joy_slot_X []</dt>
  289.  <dd style="width: auto;">&#x00A0;</dd>
  290.  <dt>mou_slot_X []</dt>
  291.  <dd>Sets the current save-state slot to number X.</dd>
  292.  <dt>key_slot_next [f8]</dt>
  293.  <dd style="width: auto;">&#x00A0;</dd>
  294.  <dt>joy_slot_next []</dt>
  295.  <dd style="width: auto;">&#x00A0;</dd>
  296.  <dt>mou_slot_next []</dt>
  297.  <dd>Switch to the next save-slot.</dd>
  298.  <dt>key_slot_prev [f7]</dt>
  299.  <dd style="width: auto;">&#x00A0;</dd>
  300.  <dt>joy_slot_prev []</dt>
  301.  <dd style="width: auto;">&#x00A0;</dd>
  302.  <dt>mou_slot_prev []</dt>
  303.  <dd>Switch to the previous save-slot.</dd>
  304.  <dt>key_save [f2]</dt>
  305.  <dd style="width: auto;">&#x00A0;</dd>
  306.  <dt>joy_save []</dt>
  307.  <dd style="width: auto;">&#x00A0;</dd>
  308.  <dt>mou_save []</dt>
  309.  <dd>Saves state to the current slot.</dd>
  310.  <dt>key_load [f3]</dt>
  311.  <dd style="width: auto;">&#x00A0;</dd>
  312.  <dt>joy_load []</dt>
  313.  <dd style="width: auto;">&#x00A0;</dd>
  314.  <dt>mou_load []</dt>
  315.  <dd>Loads state from the current slot.</dd>
  316. </dl>
  317. </section>
  318. <section class="Sh">
  319. <h1 class="Sh" id="MISCELLANEOUS_KEYS"><a class="permalink" href="#MISCELLANEOUS_KEYS">MISCELLANEOUS
  320.  KEYS</a></h1>
  321. <dl class="Bl-tag">
  322.  <dt>key_fix_checksum [f1]</dt>
  323.  <dd style="width: auto;">&#x00A0;</dd>
  324.  <dt>joy_fix_checksum []</dt>
  325.  <dd style="width: auto;">&#x00A0;</dd>
  326.  <dt>mou_fix_checksum []</dt>
  327.  <dd>Fixes the checksum value. Some older games will freeze with a red screen
  328.      if the ROM has been hacked or modified with Game Genie codes. If it does,
  329.      pressing this, and resetting should fix the problem.</dd>
  330.  <dt>key_quit [escape]</dt>
  331.  <dd style="width: auto;">&#x00A0;</dd>
  332.  <dt>joy_quit []</dt>
  333.  <dd style="width: auto;">&#x00A0;</dd>
  334.  <dt>mou_quit []</dt>
  335.  <dd>Exit DGen or switch to the next ROM on the command-line.</dd>
  336.  <dt>key_craptv_toggle [f5]</dt>
  337.  <dd style="width: auto;">&#x00A0;</dd>
  338.  <dt>joy_craptv_toggle []</dt>
  339.  <dd style="width: auto;">&#x00A0;</dd>
  340.  <dt>mou_craptv_toggle []</dt>
  341.  <dd>Toggles Crap-TV image filters. These filters aren't available in 8 bpp
  342.       mode.</dd>
  343.   <dt>key_scaling_toggle [f6]</dt>
  344.   <dd style="width: auto;">&#x00A0;</dd>
  345.   <dt>joy_scaling_toggle []</dt>
  346.   <dd style="width: auto;">&#x00A0;</dd>
  347.   <dt>mou_scaling_toggle []</dt>
  348.   <dd>Toggles scaling algorithms. See scaling_startup below.</dd>
  349.   <dt>key_reset [tab]</dt>
  350.   <dd style="width: auto;">&#x00A0;</dd>
  351.   <dt>joy_reset []</dt>
  352.   <dd style="width: auto;">&#x00A0;</dd>
  353.   <dt>mou_reset []</dt>
  354.   <dd>Restart the Genesis emulation.</dd>
  355.   <dt>key_cpu_toggle [f11]</dt>
  356.   <dd style="width: auto;">&#x00A0;</dd>
  357.   <dt>joy_cpu_toggle []</dt>
  358.   <dd style="width: auto;">&#x00A0;</dd>
  359.   <dt>mou_cpu_toggle []</dt>
  360.   <dd>Switch CPU emulators. The x86 assembly CPU emulator StarScream is fast,
  361.       but has glitches which affect a few games. Switching to the slower Musashi
  362.       core will fix these problems, at a speed penalty.</dd>
  363.   <dt>key_z80_toggle [f10]</dt>
  364.   <dd style="width: auto;">&#x00A0;</dd>
  365.   <dt>joy_z80_toggle []</dt>
  366.   <dd style="width: auto;">&#x00A0;</dd>
  367.   <dt>mou_z80_toggle []</dt>
  368.   <dd>Switch Z80 emulators. MZ80 is a bit faster than CZ80, particularly in its
  369.       assembly version (only available for x86), but CZ80 works with more games.
  370.       This key can also disable Z80 emulation.</dd>
  371.   <dt>key_stop [z]</dt>
  372.   <dd style="width: auto;">&#x00A0;</dd>
  373.   <dt>joy_stop []</dt>
  374.   <dd style="width: auto;">&#x00A0;</dd>
  375.   <dt>mou_stop []</dt>
  376.   <dd>Pause emulation, so you can concentrate on real life for a few seconds.
  377.     :)</dd>
  378.   <dt>key_game_genie [f9]</dt>
  379.   <dd style="width: auto;">&#x00A0;</dd>
  380.   <dt>joy_game_genie []</dt>
  381.   <dd style="width: auto;">&#x00A0;</dd>
  382.   <dt>mou_game_genie []</dt>
  383.   <dd>Enter a Game Genie or Hex code. This key also works in stopped mode.</dd>
  384.   <dt>key_screenshot [f12]</dt>
  385.   <dd style="width: auto;">&#x00A0;</dd>
  386.   <dt>joy_screenshot []</dt>
  387.   <dd style="width: auto;">&#x00A0;</dd>
  388.   <dt>mou_screenshot []</dt>
  389.   <dd>Take a screenshot. Not available in 8 bpp mode.</dd>
  390.   <dt>key_prompt [:]</dt>
  391.   <dd style="width: auto;">&#x00A0;</dd>
  392.   <dt>joy_prompt []</dt>
  393.   <dd style="width: auto;">&#x00A0;</dd>
  394.   <dt>mou_prompt []</dt>
  395.   <dd>Pause emulation and display interactive prompt. Also works in stopped
  396.       mode.</dd>
  397.   <dt>key_debug_enter [`]</dt>
  398.   <dd style="width: auto;">&#x00A0;</dd>
  399.   <dt>joy_debug_enter []</dt>
  400.   <dd style="width: auto;">&#x00A0;</dd>
  401.   <dt>mou_debug_enter []</dt>
  402.   <dd>Break into the debugger. Only meaningful if debugger support is
  403.       compiled-in.</dd>
  404. </dl>
  405. </section>
  406. <section class="Sh">
  407. <h1 class="Sh" id="PREFERENCES"><a class="permalink" href="#PREFERENCES">PREFERENCES</a></h1>
  408. <dl class="Bl-tag">
  409.   <dt>int_hz [60]</dt>
  410.   <dd>Video refresh rate. The default is 60 as in NTSC consoles.</dd>
  411.   <dt>bool_pal [false]</dt>
  412.   <dd>When true, a PAL console is emulated. This should be used in combination
  413.       with int_hz above for 50Hz emulation.</dd>
  414.   <dt>region [' ']</dt>
  415.   <dd>U for America (NTSC), E for Europe (PAL), J for Japan (NTSC), X for Japan
  416.       (PAL), or empty space for autodetection (the default). Overrides bool_pal
  417.       and int_hz.</dd>
  418.   <dt>str_region_order [JUEX]</dt>
  419.   <dd>Regions DGen is allowed to emulate when autodetection is enabled, ordered
  420.       by preference.</dd>
  421.   <dt>emu_m68k_startup [musa]</dt>
  422.   <dd>Useful when both Musashi and StarScream are compiled-in. This option
  423.       selects the default emulator to use (&quot;musa&quot; for Musashi,
  424.       &quot;star&quot; for StarScream, &quot;none&quot; for neither). See
  425.       key_cpu_toggle.</dd>
  426.   <dt>emu_z80_startup [cz80]</dt>
  427.   <dd>Useful when both CZ80 and MZ80 are compiled-in. This option selects the
  428.       default emulator to use (&quot;cz80&quot;, &quot;mz80&quot; or
  429.       &quot;none&quot;, if you want to disable it altogether). See
  430.       key_z80_toggle.</dd>
  431.   <dt>bool_autoload [false]</dt>
  432.   <dd>Automatically load the saved state from slot 0 when DGen starts.</dd>
  433.   <dt>bool_autosave [false]</dt>
  434.   <dd>Automatically save the saved state to slot 0 upon exit. Setting both of
  435.       these fields true, you can exit DGen, and automatically start a game where
  436.       you left off when you start it again.</dd>
  437.   <dt>bool_autoconf [true]</dt>
  438.   <dd>Automatically dump the current configuration to dgenrc.auto before
  439.       exiting. This file is always loaded before dgenrc at startup.</dd>
  440.   <dt>bool_frameskip [true]</dt>
  441.   <dd>Automatically skip frames, when it is necessary to maintain proper
  442.       emulation speed. You may want to disable sound or set int_nice to a
  443.       nonzero value when setting this to false.</dd>
  444.   <dt>int_nice [0]</dt>
  445.   <dd>If set to a non-zero value, DGen will call <a class="Xr">usleep(3)</a>
  446.       with the specified parameter after rendering each frame. This will slow
  447.       the program down (if it is running too fast on your computer), and allow
  448.       the operating system to reclaim some CPU time.</dd>
  449.   <dt>ctv_craptv_startup [off]</dt>
  450.   <dd>CTV filter to use by default. Available filters are &quot;blur&quot;,
  451.       &quot;scanline&quot;, &quot;interlace&quot; and &quot;swab&quot;.</dd>
  452.   <dt>scaling_startup [stretch]</dt>
  453.   <dd>Scaler to use when display resolution is larger than original screen.
  454.       Available filters are &quot;stretch&quot;, &quot;scale&quot;,
  455.       &quot;hqx&quot;, &quot;hqx stretch&quot;, &quot;scale2x&quot;,
  456.       &quot;scale2x stretch&quot; and &quot;none&quot;.</dd>
  457.   <dt>bool_show_carthead [false]</dt>
  458.   <dd>Show cartridge header info at startup.</dd>
  459.   <dt>bool_raw_screenshots [false]</dt>
  460.   <dd>Generate unfiltered screenshots.</dd>
  461.   <dt>str_rom_path [&quot;roms&quot;]</dt>
  462.   <dd>Directory where DGen should look for ROMs by default. It's relative to
  463.      DGen's home directory, unless an absolute path is provided.</dd>
  464. </dl>
  465. </section>
  466. <section class="Sh">
  467. <h1 class="Sh" id="DEBUGGING"><a class="permalink" href="#DEBUGGING">DEBUGGING</a></h1>
  468. <dl class="Bl-tag">
  469.   <dt>bool_vdp_hide_plane_a [false]</dt>
  470.   <dd style="width: auto;">&#x00A0;</dd>
  471.   <dt>bool_vdp_hide_plane_b [false]</dt>
  472.   <dd style="width: auto;">&#x00A0;</dd>
  473.   <dt>bool_vdp_hide_plane_w [false]</dt>
  474.   <dd style="width: auto;">&#x00A0;</dd>
  475.   <dt>bool_vdp_hide_sprites [false]</dt>
  476.   <dd>Hide various planes during frame rendering. Require VDP debugging to be
  477.       compiled-in.</dd>
  478.   <dt>bool_vdp_sprites_boxing [false]</dt>
  479.   <dd style="width: auto;">&#x00A0;</dd>
  480.   <dt>int_vdp_sprites_boxing_fg [0xffff00] (yellow)</dt>
  481.   <dd style="width: auto;">&#x00A0;</dd>
  482.   <dt>int_vdp_sprites_boxing_bg [0x00ff00] (green)</dt>
  483.   <dd>Toggle sprites boxing and configure its colors. Require VDP debugging to
  484.       be compiled-in. &quot;fg&quot; is for sprites with the high priority bit
  485.       set, &quot;bg&quot; is for the others. Color format is 0xRRGGBB.</dd>
  486. </dl>
  487. </section>
  488. <section class="Sh">
  489. <h1 class="Sh" id="EXAMPLES"><a class="permalink" href="#EXAMPLES">EXAMPLES</a></h1>
  490. <p class="Pp">See the file &quot;sample.dgenrc&quot; in the DGen/SDL
  491.     distribution.</p>
  492. </section>
  493. <section class="Sh">
  494. <h1 class="Sh" id="KEY_IDENTIFIERS"><a class="permalink" href="#KEY_IDENTIFIERS">KEY
  495.   IDENTIFIERS</a></h1>
  496. <p class="Pp">A key identifier can have the prefixes &quot;shift-&quot;,
  497.     &quot;ctrl-&quot;, &quot;alt-&quot; and &quot;meta-&quot;, or any
  498.     combination thereof, to require that the specified modifier be pressed in
  499.     combination with the key. For example, the identifier &quot;alt-enter&quot;
  500.     would correspond to holding down the Alt key while pressing Enter.</p>
  501. <p class="Pp">The &quot;shift-&quot; modifier only works with keys that don't
  502.    generate symbols (such as arrow keys). Otherwise their UTF-8 representation
  503.    must be used directly.</p>
  504. <p class="Pp">The numbers &quot;0&quot; through &quot;9&quot; (&quot;kp_0&quot;
  505.    through &quot;kp_9&quot; for the numeric keypad), letters &quot;A&quot;
  506.    through &quot;Z&quot;, and function keys &quot;F1&quot; through
  507.    &quot;F12&quot; map to their key equivalents. In addition, the following
  508.    identifiers map to their similarly-labeled key counterparts. Identifiers on
  509.    the same line map to the same key:</p>
  510. <div class="Bd Pp Bd-indent Li">
  511. <pre>escape
  512. backspace
  513. tab
  514. capslock        caps_lock
  515. lshift          shift_l
  516. rshift          shift_r
  517. lctrl           ctrl_l
  518. lmeta           meta_l
  519. lalt            alt_l
  520. ralt            alt_r
  521. rmeta           meta_r
  522. rctrl           ctrl_r
  523. return          enter
  524. space
  525.  
  526. scrollock       scroll_lock
  527. numlock         num_lock
  528.  
  529. insert
  530. home
  531. page_up         pageup
  532. delete
  533. end
  534. page_down       pagedown
  535. left
  536. right
  537. up
  538. down
  539.  
  540. kp_home
  541. kp_up
  542. kp_pageup       kp_page_up
  543. kp_left
  544. kp_right
  545. kp_end
  546. kp_down
  547. kp_pagedown     kp_page_down
  548. kp_insert
  549. kp_delete       kp_period
  550.  
  551. kp_enter
  552. kp_divide
  553. kp_minus
  554. kp_multiply
  555. kp_plus</pre>
  556. </div>
  557. </section>
  558. <section class="Sh">
  559. <h1 class="Sh" id="JOYSTICK_IDENTIFIERS"><a class="permalink" href="#JOYSTICK_IDENTIFIERS">JOYSTICK
  560.  IDENTIFIERS</a></h1>
  561. <p class="Pp">Like key identifiers, joystick (or joypad) identifiers describe a
  562.    joystick event. Each detected joystick is numbered starting from 0. Three
  563.    different event types are supported.</p>
  564. <dl class="Bl-tag">
  565.  <dt>Buttons: joystickX-buttonY</dt>
  566.  <dd>For joystick/joypad number X, button number Y. &quot;button&quot; can be
  567.      abbreviated as &quot;b&quot;.</dd>
  568.  <dt>Axes: joystickX-axisY-min, joystickX-axisY-max</dt>
  569.  <dd>For joystick/joypad number X, axis number Y, and its position, which is
  570.      either &quot;min&quot; (also &quot;n&quot;, &quot;negative&quot;) or
  571.      &quot;max&quot; (also &quot;p&quot;, &quot;positive&quot;).
  572.      &quot;axis&quot; can be abbreviated as &quot;a&quot;.</dd>
  573.  <dt>Hats: joystickX-hatY-{direction}</dt>
  574.  <dd>For joystick/joypad number X, hat number Y and direction. &quot;hat&quot;
  575.      can be abbreviated as &quot;h&quot;. Possible directions are
  576.      &quot;up&quot;, &quot;right&quot;, &quot;down&quot;,
  577.    &quot;left&quot;.</dd>
  578. </dl>
  579. </section>
  580. <section class="Sh">
  581. <h1 class="Sh" id="MOUSE_IDENTIFIERS"><a class="permalink" href="#MOUSE_IDENTIFIERS">MOUSE
  582.  IDENTIFIERS</a></h1>
  583. <p class="Pp">These identifiers describe a mouse event. Each detected mouse is
  584.    numbered starting from 0. Two different event types are supported.</p>
  585. <dl class="Bl-tag">
  586.  <dt>Buttons: mouseX-buttonY</dt>
  587.  <dd>For mouse number X, button number Y. &quot;button&quot; can be abbreviated
  588.      as &quot;b&quot;.</dd>
  589.  <dt>Motions: mouseX-{direction}</dt>
  590.  <dd>For mouse number X and direction. Possible directions are &quot;up&quot;,
  591.      &quot;right&quot;, &quot;down&quot;, &quot;left&quot;.</dd>
  592. </dl>
  593. </section>
  594. <section class="Sh">
  595. <h1 class="Sh" id="SEE_ALSO"><a class="permalink" href="#SEE_ALSO">SEE
  596.  ALSO</a></h1>
  597. <p class="Pp"><a class="Xr">dgen(1)</a></p>
  598. </section>
  599. <section class="Sh">
  600. <h1 class="Sh" id="AUTHORS"><a class="permalink" href="#AUTHORS">AUTHORS</a></h1>
  601. <p class="Pp">This manual page was written by <span class="An">Joe Groff</span>
  602.    &#x27E8;joe@pknet.com&#x27E9;.
  603.  <br/>
  604.  <span class="An">Updated by zamaz</span>
  605.    &#x27E8;zamaz@users.sourceforge.net&#x27E9;.</p>
  606. </section>
  607. </div>
  608. <table class="foot">
  609.  <tr>
  610.    <td class="foot-date">July 26, 2014</td>
  611.    <td class="foot-os">Linux 6.6.9-arch1-1</td>
  612.  </tr>
  613. </table>
  614. </body>
  615. </html>
  616.