ref: 03bf63f40e0fdd56e86dfe5a7c5ce1937ab9127a
dir: /zelda3.ini/
[General] # Automatically save state on quit and reload on start Autosave = 0 DisplayPerfInTitle = 0 # Extended aspect ratio, either 16:9, 16:10, or 18:9. 4:3 means normal aspect ratio. # Add ", unchanged_sprites" to avoid changing sprite spawn/die behavior. Without this # replays will be incompatible. # Add ", no_visual_fixes" to avoid fixing some graphics glitches (for example with Cape). # It won't affect replays/game behavior but the memory compare will not work. # Add "extend_y, " right before the aspect radio specifier to display 240 lines instead of 224. ExtendedAspectRatio = 4:3 # Disable the SDL_Delay that happens each frame (Gives slightly better perf if your # display is set to exactly 60hz) DisableFrameDelay = 0 # Set which language to use. Note. In order to use other languages you need to create # the assets file appropriately. # python restool.py --extract-dialogue -r german.sfc # python restool.py --languages=de # Language = de [Graphics] # Window size ( Auto or WidthxHeight ) WindowSize = Auto # Fullscreen mode (0=windowed, 1=desktop fullscreen, 2=fullscreen w/mode change) Fullscreen = 0 # Window scale (1=100%, 2=200%, 3=300%, etc.) WindowScale = 3 # Use an optimized (but potentially more buggy) SNES PPU implementation NewRenderer = 1 # Display the world map with higher resolution EnhancedMode7 = 1 # Don't keep the aspect ratio IgnoreAspectRatio = 0 # Enable this option to remove the sprite limits per scan line NoSpriteLimits = 1 # Change the appearance of Link by loading a ZSPR file # See all sprites here: https://snesrev.github.io/sprites-gfx/snes/zelda3/link/ # Download the files with "git clone https://github.com/snesrev/sprites-gfx.git" # LinkGraphics = sprites-gfx/snes/zelda3/link/sheets/megaman-x.2.zspr # Use either SDL, SDL-Software, OpenGL, or OpenGL ES as the output method # SDL-Software rendering might give better performance on Raspberry pi. OutputMethod = SDL # Set to true to use linear filtering. Gives less crisp pixels. Works with SDL and OpenGL. LinearFiltering = 0 # Set a glsl shader. Only supported with the OpenGL output method # This can be the path to a .glsl or .glslp file # Get them with: git clone https://github.com/snesrev/glsl-shaders Shader = # Recreate the behavior of the Virtual Console releases, where flashing effects are lessened DimFlashes = 0 [Sound] EnableAudio = 1 # DSP frequency in samples per second (e.g. 48000, 44100, 32000, 22050, 11025) AudioFreq = 44100 # number of separate sound channels (1=mono, 2=stereo) AudioChannels = 2 # Audio buffer size in samples (power of 2; e.g., 4096, 2048, 1024) [try 1024 if sound is crackly]. The higher the more lag before you hear sounds. AudioSamples = 512 # Enable MSU support for audio. Supports MSU or MSU Deluxe in PCM or OPUZ format. # OPUZ is around 10% of the size compared to PCM. # PCM MSU requires AudioFreq = 44100 to work properly while OPUZ needs 48000. # The following values are accepted: false, true, deluxe, opuz, deluxe-opuz EnableMSU = false # The path to the MSU files. The number and the file extension are appended automatically. MSUPath = msu/alttp_msu- # Remember MSU position and return back to the same position when entering # an overworld area. (Only remembers one area) ResumeMSU = 1 # Change the volume of the MSU playback, a value between 0-100 MSUVolume = 100% [Features] # Item switch on L/R. Also allows reordering of items in inventory by pressing Y+direction. # Hold X, L, or R inside of the item selection screen to assign items to those buttons. # If X is reassigned, Select opens the map. Push Select while paused to save or quit. # When L or R are assigned items, those buttons will no longer cycle items. ItemSwitchLR = 0 # Enable this to limit the ItemSwitchLR item cycling to the first 4 items. ItemSwitchLRLimit = 0 # Allow turning while dashing TurnWhileDashing = 0 # Allow mirror to be used to warp to the Dark World MirrorToDarkworld = 0 # Collect items (like hearts) with sword instead of having to touch them CollectItemsWithSword = 0 # Level 2-4 sword can be used to break pots BreakPotsWithSword = 0 # Disable the low health beep DisableLowHealthBeep = 0 # Avoid waiting too much at the start SkipIntroOnKeypress = 0 # Display max rupees/bombs/arrows with orange/yellow color ShowMaxItemsInYellow = 0 # Allows up to four bombs active at a time instead of two. MoreActiveBombs = 0 # Can carry 9999 rupees instead of 999 CarryMoreRupees = 0 # Enable various zelda bug fixes MiscBugFixes = 0 # Enable some more advanced zelda bugfixes that change game behavior GameChangingBugFixes = 0 # Allow bird travel to be cancelled by hitting the X key CancelBirdTravel = 0 [KeyMap] # Change what keyboard keys map to the joypad # Order: Up, Down, Left, Right, Select, Start, A, B, X, Y, L, R # This default is suitable for QWERTY keyboards. Controls = Up, Down, Left, Right, Right Shift, Return, x, z, s, a, c, v # This default is suitable for QWERTZ keyboards. #Controls = Up, Down, Left, Right, Right Shift, Return, x, y, s, a, c, v # This one is suitable for AZERTY keyboards. #Controls = Up, Down, Left, Right, Right Shift, Return, x, w, s, q, c, v CheatLife = w CheatKeys = o CheatWalkThroughWalls = Ctrl+e ClearKeyLog = k StopReplay = l Fullscreen = Alt+Return Reset = Ctrl+r Pause = Shift+p PauseDimmed = p Turbo = Tab ReplayTurbo = t WindowBigger = Ctrl+Up WindowSmaller = Ctrl+Down VolumeUp = Shift+= VolumeDown = Shift+- Load = F1, F2, F3, F4, F5, F6, F7, F8, F9, F10 Save = Shift+F1,Shift+F2,Shift+F3,Shift+F4,Shift+F5,Shift+F6,Shift+F7,Shift+F8,Shift+F9,Shift+F10 Replay= Ctrl+F1,Ctrl+F2,Ctrl+F3,Ctrl+F4,Ctrl+F5,Ctrl+F6,Ctrl+F7,Ctrl+F8,Ctrl+F9,Ctrl+F10 # Uncomment this to allow loading of reference saves #LoadRef = 1,2,3,4,5,6,7,8,9,0,-,=,Backspace #ReplayRef = Ctrl+1,Ctrl+2,Ctrl+3,Ctrl+4,Ctrl+5,Ctrl+6,Ctrl+7,Ctrl+8,Ctrl+9,Ctrl+0,Ctrl+-,Ctrl+=,Ctrl+Backspace [GamepadMap] # Any keys used in KeyMap can be used also in this section. # The shoulder button is called L1/Lb and L2, and the thumbstick button is called L3 Controls = DpadUp, DpadDown, DpadLeft, DpadRight, Back, Start, B, A, Y, X, Lb, Rb