2005-06-26 11:07:38 +00:00
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#[bsnes v0.009 configuration file]
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2005-06-12 08:15:22 +00:00
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2005-08-03 21:22:42 +00:00
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#[apu enable]
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apu.enabled = true
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2005-06-12 08:15:22 +00:00
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#[video mode]
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2005-06-26 11:07:38 +00:00
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# 0: 256x224w
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# 1: 512x448w
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# 2: 960x720w
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# 3: 640x480f
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# 4: 1024x768f
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2005-06-12 08:15:22 +00:00
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video.mode = 1
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#[video memory type]
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# true: video ram (VRAM)
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# false: system ram (SRAM)
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#
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# VRAM results in the image being stretched in hardware,
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# which is generally much faster, and automatically adds
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# bilinear filtering (if the card supports it).
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#
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# However, some video cards end up taking a major speed
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# loss when this option is enabled. It is also the only
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# way to guarantee that the output image will not be
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# filtered.
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video.use_vram = true
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2005-06-26 11:07:38 +00:00
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#[color curve]
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# gives a more NTSC TV-style feel to the color palette
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# by darkening the image contrast.
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video.color_curve = enabled
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Update to bsnes v008 release.
moving the window + main color window clipping into the bg/oam/mode7 rendering routines themselves, I was able to greatly simplify the most complicated part of rendering: the final pass where color add/sub effects are applied. As a result, the new PPU core is not only ~35% faster (on graphics intensive screens, even faster on simpler screens), but more accurate as well. Awesome.
In celebration, I´m releasing bsnes v0.008. I can actually run all games I have at >60fps on my Athlon 1.67ghz PC. Probably not something to brag about, though ...
Oh, and I also updated the keyboard polling code to only capture keypresses if the main window has focus. I´ve been meaning to do this for the better part of a year now, but never got around to it.
If, for some reason, you still want to use the old renderer, you can uncomment the first line in src/ppu/bppu/bppu.h and recompile the emulator yourself. Or you can use v0.007a, I´ll leave it up for a bit.
2005-06-21 09:13:40 +00:00
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#[show fps]
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# true: show fps in titlebar
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# false: do not show fps in titlebar
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2005-06-26 11:07:38 +00:00
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gui.show_fps = true
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#[wait for vertical retrace]
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video.vblank = false
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2005-08-03 21:22:42 +00:00
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#[joypad 1 configuration]
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# Key numbers are standard windows VK_* keys.
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# Unfortunately, I don't have a table of common
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# key mappings to list here... use GUI joypad
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# configuration utility to edit these.
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input.joypad1.up = 0x26
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input.joypad1.down = 0x28
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input.joypad1.left = 0x25
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input.joypad1.right = 0x27
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input.joypad1.a = 0x58
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input.joypad1.b = 0x5a
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input.joypad1.x = 0x53
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input.joypad1.y = 0x41
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input.joypad1.l = 0x44
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input.joypad1.r = 0x43
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input.joypad1.select = 0x10
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input.joypad1.start = 0x0d
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