# GNGEO Sample resource file libglpath /usr/lib/libGL.so # Where your rom (and bios) are? rompath /usr/games/lib/xmame # and the driver file (copy it from the gngeo archive) ? romrc /usr/games/lib/xmame/romrc # Play in fullscreen? fullscreen false # Which blitter? 'gngeo --blitter help' for a list # soft # opengl # yuv blitter soft # Which effect? 'gngeo --effect help' for a list # none # scanline # scanline50 # scale2x # scale2x50 # scale2x75 # doublex # sai # supersai # eagle effect none # Enable the raster interrupt? raster false # scale the output image scale 1 # Have interpolation? interpolation false # Have sound? sound true # 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? hwsurface false # 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 # 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 # 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