[vfs] ; Insert the path to the game AMFS directory here (contains ICF1 and ICF2) amfs= ; Insert the path to the game Option directory here (contains Axxx directories) option= ; Create an empty directory somewhere and insert the path here. ; This directory may be shared between multiple SEGA games. ; NOTE: This has nothing to do with Windows %APPDATA%. appdata= [dns] ; Insert the hostname or IP address of the server you wish to use here. ; Note that 127.0.0.1, localhost etc are specifically rejected. default=127.0.0.1 [netenv] ; Simulate an ideal LAN environment. This may interfere with head-to-head play. ; Chunithm is extremely picky about its LAN environment, so leaving this ; setting enabled is strongly recommended. enable=1 [keychip] ; The /24 LAN subnet that the emulated keychip will tell the game to expect. ; If you disable netenv then you must set this to your LAN's IP subnet, and ; that subnet must start with 192.168. subnet=192.168.139.0 [gfx] ; Force the game to run windowed. windowed=1 ; Add a frame to the game window if running windowed. framed=1 ; Select the monitor to run the game on. (Fullscreen only, 0 =primary screen) monitor=0 [aimeio] ; To use a custom card reader IO DLL enter its path here. ; Leave empty if you want to use Segatools built-in keyboard input. path= [chuniio] ; To use a custom Chunithm IO DLL enter its path here. ; Leave empty if you want to use Segatools built-in keyboard input. path= [led15093] ; Enable emulation of the 15093-06 controlled lights, which handle the air tower ; RGBs and the rear LED panel (billboard) on the cabinet. enable=1 [led] ; Output billboard LED strip data to a named pipe called "\\.\pipe\chuni_ledstrip" cabLedOutputPipe=1 ; Output billboard LED strip data to serial cabLedOutputSerial=0 ; Output slider LED data to the named pipe controllerLedOutputPipe=1 ; Output slider LED data to the serial port controllerLedOutputSerial=0 ; Serial port to send data to if using serial output. Default is COM5. ;serialPort=COM5 ; Baud rate for serial data ;serialBaud=921600 ; Data output a sequence of bytes, with JVS-like framing. ; Each "packet" starts with 0xE0 as a sync. To avoid E0 appearing elsewhere, ; 0xD0 is used as an escape character -- if you receive D0 in the output, ignore ; it and use the next sent byte plus one instead. ; ; After the sync is one byte for the board number that was updated, followed by ; the red, green and blue values for each LED. ; ; Board 0 has 53 LEDs: ; [0]-[49]: snakes through left half of billboard (first column starts at top) ; [50]-[52]: left side partition LEDs ; ; Board 1 has 63 LEDs: ; [0]-[59]: right half of billboard (first column starts at bottom) ; [60]-[62]: right side partition LEDs ; ; Board 2 is the slider and has 31 LEDs: ; [0]-[31]: slider LEDs right to left BRG, alternating between keys and dividers ; ----------------------------------------------------------------------------- ; Input settings ; ----------------------------------------------------------------------------- ; Keyboard bindings are specified as hexadecimal (prefixed with 0x) or decimal ; (not prefixed with 0x) virtual-key codes, a list of which can be found here: ; ; https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes ; ; This is, admittedly, not the most user-friendly configuration method in the ; world. An improved solution will be provided later. [io3] ; Test button virtual-key code. Default is the 1 key. test=0x31 ; Service button virtual-key code. Default is the 2 key. service=0x32 ; Keyboard button to increment coin counter. Default is the 3 key. coin=0x33 ; Set to 0 for enable separate ir control. Deafult is space key. ir=0x20 [ir] ; Uncomment and complete the following sequence of settings to configure a ; custom ir-cappable controller if you have one. ;ir6=0x53 ; ... etc ... ;ir1=0x53 [slider] ; Enable slider emulation. If you have real AC slider, set this to 0. ; Slider serial port must be COM1. ;enable=1 ; Key bindings for each of the 32 touch cells. The default key map, depicted ; in left-to-right order, is as follows: ; ; SSSSDDDDFFFFGGGGHHHHJJJJKKKKLLLL ; ; Touch cells are numbered FROM RIGHT TO LEFT! starting from 1. This is in ; order to match the numbering used in the operator menu and service manual. ; ; Uncomment and complete the following sequence of settings to configure a ; custom high-precision touch strip controller if you have one. ;cell1=0x53 ;cell2=0x53 ; ... etc ... ;cell31=0x53 ;cell32=0x53