view default.cfg @ 1224:15c5be05e6a9

Ported correct but inefficient overlapping instruction handling from 68K core to Z80 core. Fixed remaining stack alignment issue for Z80 breakpoints on 64-bit. Probably still needs fixing for 32-bit
author Michael Pavone <pavone@retrodev.com>
date Sun, 19 Feb 2017 12:41:57 -0800
parents 95f5253e75c7
children d966298442d4
line wrap: on
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bindings {
	keys {
		up gamepads.1.up
		down gamepads.1.down
		left gamepads.1.left
		right gamepads.1.right
		a gamepads.1.a
		s gamepads.1.b
		d gamepads.1.c
		q gamepads.1.x
		w gamepads.1.y
		e gamepads.1.z
		f gamepads.1.mode
		enter gamepads.1.start

		r ui.release_mouse
		[ ui.vdp_debug_mode
		] ui.vdp_debug_pal
		u ui.enter_debugger
		esc ui.exit
		` ui.save_state
		0 ui.set_speed.0
		1 ui.set_speed.1
		2 ui.set_speed.2
		3 ui.set_speed.3
		4 ui.set_speed.4
		5 ui.set_speed.5
		6 ui.set_speed.6
		7 ui.set_speed.7
		= ui.next_speed
		- ui.prev_speed
		f11 ui.toggle_fullscreen
		tab ui.soft_reset
	}
	pads {
		0 {
			dpads {
				0 {
					up gamepads.1.up
					down gamepads.1.down
					left gamepads.1.left
					right gamepads.1.right
				}
			}
			buttons {
				a gamepads.1.a
				b gamepads.1.b
				rightshoulder gamepads.1.c
				x gamepads.1.x
				y gamepads.1.y
				leftshoulder gamepads.1.z
				back gamepads.1.mode
				start gamepads.1.start
				guide ui.exit
				leftstick ui.save_state
			}
			axes {
				lefty.positive gamepads.1.down
				lefty.negative gamepads.1.up
				leftx.positive gamepads.1.right
				leftx.negative gamepads.1.left
				lefttrigger ui.prev_speed
				righttrigger ui.next_speed
			}
		}
		1 {
			dpads {
				0 {
					up gamepads.2.up
					down gamepads.2.down
					left gamepads.2.left
					right gamepads.2.right
				}
			}
			buttons {
				#this is exactly the same mapping as above, but with PS4 style names
				cross gamepads.2.a
				circle gamepads.2.b
				r1 gamepads.2.c
				square gamepads.2.x
				triangle gamepads.2.y
				l1 gamepads.2.z
				share gamepads.2.mode
				options gamepads.2.start
				guide ui.exit
				l3 ui.save_state
			}
			axes {
				lefty.positive gamepads.2.down
				lefty.negative gamepads.2.up
				leftx.positive gamepads.2.right
				leftx.negative gamepads.2.left
				l2 ui.prev_speed
				r2 ui.next_speed
			}
		}
	}
	mice {
		0 {
			motion mouse.1.motion
			buttons {
				1 mouse.1.left
				2 mouse.1.middle
				3 mouse.1.right
				4 mouse.1.start
			}
		}
		#having the second host mouse also mapped to the first emulated
		#mouse is useful for laptop users with an external mouse
		1 {
			motion mouse.1.motion
			buttons {
				1 mouse.1.left
				2 mouse.1.middle
				3 mouse.1.right
				4 mouse.1.start
			}
		}
	}
}

io {
	devices {
		1 gamepad6.1
		2 gamepad6.2
	}
}

video {
	#special value "stretch" will cause aspect to match window aspect ratio
	aspect 4:3
	width 640
	vertex_shader default.v.glsl
	fragment_shader default.f.glsl
	scanlines off
	vsync off
	fullscreen off
	ntsc {
		overscan {
			#these values will result in square pixels in H40 mode
			top 2
			bottom 1
			#if you want to completely hide the border instead
			#comment out those two lines and uncomment these
			#top 11
			#bottom 8
		}
	}
	pal {
		overscan {
			#these values will produce the same size border in V30 mode
			#as the default NTSC settings will produce in V24 mode
			#this results in a slightly vertically squished picture
			#which is probably approximately correct on a properly calibrated TV
			top 21
			bottom 17
			#for square pixels and zero border in V30 mode
			#coment out those two lines and uncomment these
			#top 30
			#bottom 24
		}
	}
}

audio {
	rate 48000
	buffer 512
	lowpass_cutoff 3390
}

clocks {
	m68k_divider 7
	max_cycles 3420
	speeds {
		0 100
		1 150
		2 200
		3 300
		4 400
		5 25
		6 50
		7 75
	}
}

ui {
	rom menu.bin
}

system {
	ram_init zero
	default_region U
}