forked from Hay1tsme/segatools
125 lines
3.6 KiB
INI
125 lines
3.6 KiB
INI
[vfs]
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; Insert the path to the game AMFS directory here (contains ICF1 and ICF2)
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amfs=
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; Insert the path to the game Option directory here (contains Axxx directories)
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option=
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; Create an empty directory somewhere and insert the path here.
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; This directory may be shared between multiple SEGA games.
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; NOTE: This has nothing to do with Windows %APPDATA%.
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appdata=
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[aime]
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; Enable aime reader emulation.
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enable=1
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aimePath=DEVICE\aime.txt
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; Enable high baud rate.
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;highbaud=1
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[aimeio]
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; x64 aimeio dll path.
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; Uncomment this if you have custom aime implementation.
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;path64=
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[dns]
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; Insert the hostname or IP address of the server you wish to use here.
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; Note that 127.0.0.1, localhost etc are specifically rejected.
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default=127.0.0.1
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[netenv]
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; Simulate an ideal LAN environment. This may interfere with head-to-head play.
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; Chunithm is extremely picky about its LAN environment, so leaving this
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; setting enabled is strongly recommended.
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enable=1
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[keychip]
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; The /24 LAN subnet that the emulated keychip will tell the game to expect.
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; If you disable netenv then you must set this to your LAN's IP subnet, and
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; that subnet must start with 192.168.
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subnet=192.168.100.0
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[gpio]
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; ALLS DIP switches.
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enable=1
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; LAN Install: If multiple machines are present on the same LAN then set
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; this to 1 on exactly one machine and set this to 0 on all others.
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dipsw1=1
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; Monitor type: 0 = 120FPS, 1 = 60FPS
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dipsw2=1
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; Aime reader hardware type: 0 = SP, 1 = CVT
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dipsw3=1
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[gfx]
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; Force the game to run windowed.
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windowed=1
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; Add a frame to the game window if running windowed.
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framed=1
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; Select the monitor to run the game on. (Fullscreen only, 0 =primary screen)
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monitor=0
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; -----------------------------------------------------------------------------
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; Input settings
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; -----------------------------------------------------------------------------
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; Keyboard bindings are specified as hexadecimal (prefixed with 0x) or decimal
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; (not prefixed with 0x) virtual-key codes, a list of which can be found here:
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;
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; https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
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;
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; This is, admittedly, not the most user-friendly configuration method in the
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; world. An improved solution will be provided later.
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[io3]
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; Test button virtual-key code. Default is the 1 key.
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test=0x31
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; Service button virtual-key code. Default is the 2 key.
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service=0x32
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; Keyboard button to increment coin counter. Default is the 3 key.
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coin=0x33
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; Set to 0 for enable separate ir control. Deafult is space key.
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ir=0x20
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[io4]
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enable=1
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[ledstrip]
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; Set to 1 if running game in CVT mode.
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cvt_port=0
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[chuniio]
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; Uncomment this if you have custom chuniio implementation.
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; x86 chuniio to path32, x64 to path64. Both are necessary.
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;path32=
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;path64=
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[slider]
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; Enable slider emulation. If you have real AC slider, set this to 0.
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; Slider serial port must be COM1.
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;enable=1
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; Key bindings for each of the 32 touch cells. The default key map, depicted
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; in left-to-right order, is as follows:
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;
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; SSSSDDDDFFFFGGGGHHHHJJJJKKKKLLLL
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;
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; Touch cells are numbered FROM RIGHT TO LEFT! starting from 1. This is in
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; order to match the numbering used in the operator menu and service manual.
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;
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; Uncomment and complete the following sequence of settings to configure a
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; custom high-precision touch strip controller if you have one.
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;cell1=0x53
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;cell2=0x53
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; ... etc ...
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;cell31=0x53
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;cell32=0x53
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; Enable slider LED serial output. This follows OpeNITHM Serial LED Protocol.
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; eg. COM5
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;ledport=
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[ir]
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; Uncomment and complete the following sequence of settings to configure a
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; custom ir-cappable controller if you have one.
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;ir6=0x53
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; ... etc ...
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;ir1=0x53 |