Can't seem to find it in my mugen.cfg. It's supposed to come up in [Video], right?
;-=====================================================-
; Configuration file for mugen.exe
;-=====================================================-
;-------------------------------------------------------
; Game options configurable in M.U.G.E.N's options screen go here.
; Does not include key config.
[Options]
; Basic options
Difficulty = 8
Life = 100
Time = -1
GameSpeed = 0
; Team-only config
Team.1VS2Life = 150
Team.LoseOnKO = 0
; Set the motif to use.
; Motifs are themes that define the look and feel of MUGEN.
; This is not accessible in options screen.
; Note: If you install a motif that overwrites system files (not recommended)
; you may need to set the motif line to use data/system.def instead.
; motif = data/system.def ;Use this line if using a motif that overwrites system files.
motif = data/mugen1/system.def
;-------------------------------------------------------
[Rules]
;Keep this set at VS. It's the only option supported for now.
GameType = VS
;This is the amount of power the attacker gets when an attack successfully
;hits the opponent. It's a multiplier of the damage done. For example,
;for a value of 3, a hit that does 10 damage will give 30 power.
Default.Attack.LifeToPowerMul = .7
;This is like the above, but it's for the person getting hit.
;These two multipliers can be overridden in the Hitdef controller in the
;CNS by using the "getpower" and "givepower" options.
Default.GetHit.LifeToPowerMul = .6
;This controls how much damage a super does when you combo into it.
;It's actually a multiplier for the defensive power of the opponent.
;A large number means the opponent takes less damage. Leave it at
;1 if you want supers to do the normal amount of damage when comboed
;into.
;Note 1: this increase in defence stays effective until the opponent
; gets up from the ground.
;Note 2: the program knows you've done a super when the "superpause"
; controller is executed. That's the instance when this change
; becomes effective.
Super.TargetDefenceMul = 1.5
;-------------------------------------------------------
[Config]
;Set the game speed here. The default is 60 frames per second. The
;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60
;Game native width and height.
;Recommended settings are:
; 640x480 Standard definition 4:3
; 1280x720 High definition 16:9
; 1920x1080 Full HD 16:9
GameWidth = 1280
GameHeight = 720
;Preferred language (ISO 639-1), e.g. en, es, ja, etc.
;See http://en.wikipedia.org/wiki/List_of_ISO_639-1_codes
Language = "en"
;Set to 1 to draw shadows (default). Set to 0 if you have a slow
;machine, and want to improve speed by not drawing shadows.
DrawShadows = 1
;Number of simultaneous afterimage effects allowed.
;Set to a lower number to save memory (minimum 1).
AfterImageMax = 16
;Maximum number of layered sprites that can be drawn.
;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 256
;Size of sprite decompression buffer in KB. Increasing this number may help
;if you experience slow performance when there are many sprites and/or large
;sprites shown over a short period of time.
;Minimum 256 for acceptable performance.
;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 16384
;Maximum number of explods allowed in total. Note that hitsparks
;also count as explods.
;Set to a lower number to save memory (minimum 8).
ExplodMax = 256
;Maximum number of system explods allowed.
;Set to a lower number to save memory (minimum 8).
SysExplodMax = 128
;Maximum number of helpers allowed in total.
;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56
;Maximum number of projectiles allowed per player.
;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 32
;This is 1 the first time you run MUGEN.
FirstRun = 0
;-------------------------------------------------------
[Debug]
;Set to 0 to disable starting in debug mode by default.
Debug = 0
;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
;If Debug = 1, this will be ignored.
AllowDebugMode = 1
;Set to 1 to allow debug keys at all times. Otherwise debug keys
;allowed only in debug mode.
AllowDebugKeys = 1
;Set to 1 to run at maximum speed by default.
Speedup = 0
;Default starting stage for quick versus.
StartStage = stages/stage0-720.def
;-------------------------------------------------------
[Video]
;The video resolution defaults to the same as the game resolution.
;You can force an alternate resolution by uncommenting the lines
;below.
;Width = 1280
;Height = 720
;This is the color depth at which to run MUGEN.
;Only 16 is supported at this time.
Depth = 16
;Set to 1 to enable vertical retrace synchronization. Do not enable
;if BlitMode = PageFlip.
;Not supported in 1.0.
VRetrace = 0
;Set to 1 to enable fullscreen mode, 0 for windowed.
FullScreen = 0
;Drawing mode
;Choose from Normal (fast) and PageFlip (less image "tearing")
BlitMode = Normal
;Screen rendering mode.
;System - default SDL rendering mode (e.g. windib in Windows)
;DirectX - DirectX 5 renderer
;OpenGLScreen - hack that allows window resizing but could be slow
RenderMode = System
;-------------------------------------------------------
; Sound configuration
[Sound]
;Set the following to 1 to enable sound effects and music.
;Set to 0 to disable.
Sound = 1
;Set the sample rate of the game audio. Higher rates produce better
;quality but require more system resources. Lower the rate if you
;are having problems with sound performance.
;Recommended values are 22050, 44100, or 48000.
SampleRate = 44100
;Sets the audio buffer size. Larger buffers take less CPU but cause
;more latency when playing sounds. Smaller buffers give less latency
;but take more CPU. Also, if the buffer size is smaller than your system
;can handle, you may experience audio problems.
;
;The buffer size is set to 2^n samples, where n is the value you specify
;here. Valid values for n are between 8 and 15.
;
;A good rule of thumb is to pick 10 for 22050 Hz audio, or 11 for 44100 Hz
;and 48000 Hz. Slower machines may require a larger buffer size.
BufferSize = 11
;Set the following to 1 to enable stereo effects in-game
;Set to 0 to disable.
StereoEffects = 1
;This is the width of the sound panning field. If you
;Increase this number, the stereo effects will sound
;closer to the middle. Set to a smaller number to get
;more stereo separation on sound effects.
;Only valid if StereoEffects is set to 1.
PanningWidth = 240
;Set the following to 1 to reverse left and right channels
;on your sound card.
ReverseStereo = 0
;Voice Channels to use. Values are from 1 to 16.
;If sound quality is poor, try setting a smaller number, such as 8 or 4.
WavChannels = 12
;This is the master volume for all sounds, in percent (0-100).
MasterVolume = 100
;This is the volume for sound effects and voices, in percent (0-100).
WavVolume = 80
;This is the master volume for music, (0-100).
BGMVolume = 75
;Method used for rate conversion of sound effects.
;Choose from:
; *) SDL (no interpolation, low quality, low resource usage)
; *) libresample (bandlimited interpolation, medium/high quality, higher
; resource usage).
SFXResampleMethod = libresample
;Quality parameter for resampling, if libresample is used.
;Valid values are 0 (medium quality) or 1 (high quality).
SFXResampleQuality = 0
;Quality parameter for BGM resampling, using libresample.
;Valid values are 0 (medium quality) or 1 (high quality).
BGMResampleQuality = 0
[Music]
;Configure music plugins and any optional parameters here. Format looks
;like the following:
; plugin = <pluginname> [, <pluginfile1>]
; <optional_param_1> = <value>
; <optional_param_2> = <value>
; plugin = <pluginname2> [, <pluginfile2>]
; ...
;Valid parameters depend on the plugin. Each BGM file will be played
;by the uppermost plugin in the list that recognizes that file.
;For system plugins, the <pluginfile> argument is unused.
;System plugin (built-in): mpg123
;Plays MP3 files only. Supports looppoints in terms of samples.
;Optional parameters:
; decoder = <decodername>
; Requests use of a particular mpg123 decoding engine (request may not be
; honored, depending on the file). This should be omitted unless you
; know what you are doing. Valid values are:
; SSE, 3DNowExt, 3DNow, MMX, i586, i586_dither, i386, generic,
; generic_dither.
; rva = <mode>
; Specifies ReplayGain volume adjustment. Valid values are:
; off (default; disables ReplayGain)
; track
; album
; volume = <vol>
; Overall volume adjustment, in percent. This is a linear scale factor
; that multiplies the output amplitude. Do not specify a value over
; 100.0 unless you know what you are doing.
; extensions = <extensionlist>
; Specifies file extensions to recognize as MP3. This is a comma-
; separated list with no whitespace. For instance,
; extensions = mp3,mpeg3,mpe
; would register the .mp3, .mpeg3, and .mpe file extensions with this
; plugin. Defaults to "mp3" if omitted.
plugin = mpg123
rva = track
extensions =
volume = 100.0
;Plugin (add-on): vorbisplug
;Plays Ogg Vorbis files using the libvorbisfile library. Supports loop
; points and ReplayGain volume adjustment. Does not support files with
; more than 2 audio channels.
;Optional parameters:
; rva = <mode>
; Specifies ReplayGain volume adjustment. Valid values are:
; off (default; disables ReplayGain)
; track
; album
; volume = <vol>
; Overall volume adjustment, in percent. This is a linear scale factor
; that multiplies the output amplitude. Do not specify a value over
; 100.0 unless you know what you are doing.
; extensions = <extensionlist>
; Specifies file extensions to recognize as MP3. This is a comma-
; separated list with no whitespace. For instance,
; extensions = ogg,vorbis,vorb
; would register the .ogg, .vorbis, and .vorb file extensions with this
; plugin. Defaults to "ogg,vorbis" if omitted.
plugin = vorbisplug, plugins/vorbisplug.dll
rva = track
extensions =
volume = 100.0
;System plugin (built-in): sdlmix
;Plays MIDI with native playback; MODs and other tracker files
; (with MikMod)
;
;Looppoints are not supported. Performs seamless end-to-beginning loops.
;
;Optional parameters:
; midivolume = <volume>
; Specifies volume scaling for MIDI in percent.
; 100 means no change (default).
; modvolume = <volume>
; Same as midivolume, but for MODs and other tracker files.
plugin = sdlmix
midivolume =
modvolume =
;-------------------------------------------------------
[Misc]
;Number of extra players to cache in memory.
;Set to a lower number to decrease memory usage, at cost of
;more frequent loading.
PlayerCache = 4
;Set to 1 to allow precaching. Precaching attempts to start loading
;player data as early as possible, to reduce apparent loading times
;between matches. To get the best performance, set PlayerCache to at
;least 1. The optimal number for PlayerCache is 4 when precaching is
;enabled. Precaching is not available in DOS.
Precache = 1
;Set to 1 to enable large-buffer reads of sprite and sound data.
;Set to 0 (off) to decrease memory usage, at cost of slower
;loading.
BufferedRead = 1
;Set to 1 to free system.def data from memory whenever possible.
;This decreases memory usage, in exchange for loading time
;before system screens.
UnloadSystem = 0
;Configures the handling of sound effects and voices when the
;window is in the background (i.e., defocused).
;Set to "Mute" to mute sound effects, or "Play" to let sound effects
;play.
SFXBackgroundMode = Play
;Configures the handling of BGM when the window is in the background.
;Set to "Pause" to pause the music, "Mute" to mute the music but leave
;it running at normal speed, or "Play" to continue playing as usual.
;If you are running in fullscreen mode, then this setting is always
;set to "Pause".
BGMBackgroundMode = Play
;-------------------------------------------------------
[Arcade]
;Set to 0 for computer to choose color 1 if possible.
;Set to 1 for computer to randomly choose a color.
AI.RandomColor = 1
;This option allows the AI to input commands without
;having to actually press any keys (in effect, cheating).
;Set to 1 to enable, 0 to disable.
AI.Cheat = 1
;Arcade Mode AI ramping. For both parameters below, the first number
;corresponds to the number of matches won, and the second number to the
;AI difficulty offset. The actual difficulty is the sum of the AI
;difficulty level (set in the options menu) and the value of the offset
;at a particular match.
; AIramp.start = start_match, start_diff
; AIramp.end = end_match, end_diff
;The difficulty offset function is a constant value of start_diff from
;the first match until start_match matches have been won. From then the
;offset value increases linearly from start_diff to end_diff. After
;end_diff matches have been won, the offset value is end_diff.
; e_d /----------
; /
; s_d _______/
; ^ ^ ^ ^
; 1st_m s_m e_m last_m
;For example, if you have:
; AIramp.start = 2,0
; AIramp.end = 4,2
;For 6 matches at level 4, the difficulty will be (by match):
; 4,4,4,5,6,6
arcade.AIramp.start = 2, 0
arcade.AIramp.end = 4, 2
;Team Mode AI ramping
team.AIramp.start = 1, 0
team.AIramp.end = 3, 2
;Survival Mode AI ramping
survival.AIramp.start = 0, -3
survival.AIramp.end = 16, 4
;-------------------------------------------------------
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
;Joystick type:
;0 - Disabled
;1 - Enabled
P1.Joystick.type = 1
P2.Joystick.type = 1
;-------------------------------------------------------
; P1 Key config (configurable from M.U.G.E.N)
[P1 Keys]
Jump = 119
Crouch = 115
Left = 97
Right = 100
A = 59
B = 39
C = 13
X = 112
Y = 91
Z = 93
Start = 92
; P2 Key config (configurable from M.U.G.E.N)
[P2 Keys]
Jump = 273
Crouch = 274
Left = 276
Right = 275
A = 102
B = 103
C = 104
X = 114
Y = 116
Z = 121
Start = 117
[P1 Joystick]
Jump = 1
Crouch = 2
Left = 3
Right = 4
A = 13
B = 14
C = 20
X = 15
Y = 16
Z = 18
Start = 24
[P2 Joystick]
Jump = 33
Crouch = 34
Left = 35
Right = 36
A = 41
B = 42
C = 48
X = 43
Y = 44
Z = 46
Start = 50
Or should I be looking elsewhere?