I looked the the entire cfg and couldn't find it . It doesn't seem like you can customize that anywhere. For now I will map the buttons to Q and E. https://mupen64plus.org/wiki/index.php?title=Mupen64Plus_Core_Parameters
Are your intentions to create a port? As a undergrad CS major, being able to create a port using the resources you have is mindblowing. Your work deserves more support, especially on these forums. Infact, I think your script would bring more attention to the game and therefore would increase the speed of us getting a official port.
IIRC, Kaiser (Turok Remastered) had access to very little official code when he was first making his port. T3 unofficial port should be fairly possible right?
EDIT: Is there anyway to reduce the input lag? Furthermore, i've still had no luck with solving the audio delay. What is your audio setup?
A "Rage Wars"
Hey, can you post which version of GlideN64 are you using?, I'm using one dated May 6 2020, using your same setup crashes on start up, Glide64 and Rice crashes after choosing a character...I originally tried to use it with an m64p dated April 9 2020 and it just doesn't work, it's probably something to do with m64p though...I've read that thread in the Turok forums like 20 times...I've also added the corresponding [Input-SDL-Control1] to the .cfg (I didn't even know you could do that)...I've also used the scan codes posted in that thread, I just don't know what I'm doing wrong...
[Input-SDL-Control1]# Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.version = 2# Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automaticmode = 0# Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick numberdevice = -2# SDL joystick name (or Keyboard)name = "Keyboard"# Specifies whether this controller is 'plugged in' to the simulated N64plugged = True# Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pakplugin = 2# If True, then mouse buttons may be used with this controllermouse = True# Scaling factor for mouse movements. For X, Y axes.MouseSensitivity = "2.00,2.00"# The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.AnalogDeadzone = "4096,4096"# An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone valueAnalogPeak = "32768,32768"# Digital button configuration mappingsDPad R = "mouse(2)"DPad L = ""DPad D = "key(305)"DPad U = ""Start = "key(13)"Z Trig = "mouse(1)"B Button = "key(101)"A Button = "key(113)"C Button R = "key(100)"C Button L = "key(97)"C Button D = "key(115)"C Button U = "key(119)"R Trig = "key(32)"L Trig = "key(108)"Mempak switch = ""Rumblepak switch = ""
Ehhh, I managed to get it to work with Kil3r setup and GlideN64 4.0, it keeps crashing when choosing Danielle over Joseph though...
# Mupen64Plus Configuration File# This file is automatically read and written by the Mupen64Plus Core library[64DD]# Filename of the 64DD IPL ROMIPL-ROM = ""# Filename of the disk to load into Disk DriveDisk = ""[Audio-SDL]# Mupen64Plus SDL Audio Plugin config parameter version numberVersion = 1.000000# Frequency which is used if rom doesn't want to change itDEFAULT_FREQUENCY = 32767# Swaps left and right channelsSWAP_CHANNELS = False# Size of primary buffer in output samples. This is where audio is loaded after it's extracted from n64's memory.PRIMARY_BUFFER_SIZE = 16384# Fullness level target for Primary audio buffer, in equivalent output samples. This value must be larger than the SECONDARY_BUFFER_SIZE. Decreasing this value will reduce audio latency but requires a faster PC to avoid choppiness. Increasing this will increase audio latency but reduce the chance of drop-outs.PRIMARY_BUFFER_TARGET = 4096# Size of secondary buffer in output samples. This is SDL's hardware buffer. The SDL documentation states that this should be a power of two between 512 and 8192.SECONDARY_BUFFER_SIZE = 1024# Audio resampling algorithm. src-sinc-best-quality, src-sinc-medium-quality, src-sinc-fastest, src-zero-order-hold, src-linear, speex-fixed-{10-0}, trivialRESAMPLE = "src-sinc-fastest"# Volume control type: 1 = SDL (only affects Mupen64Plus output) 2 = OSS mixer (adjusts master PC volume)VOLUME_CONTROL_TYPE = 1# Percentage change each time the volume is increased or decreasedVOLUME_ADJUST = 5# Default volume when a game is started. Only used if VOLUME_CONTROL_TYPE is 1VOLUME_DEFAULT = 80# Synchronize Video/AudioAUDIO_SYNC = True[Core]# Mupen64Plus Core config parameter set version number. Please don't change this version number.Version = 1.010000# Draw on-screen display if True, otherwise don't draw OSDOnScreenDisplay = True# Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or moreR4300Emulator = 0# Disable compiled jump commands in dynamic recompiler (should be set to False)NoCompiledJump = False# Disable 4MB expansion RAM pack. May be necessary for some gamesDisableExtraMem = False# Increment the save state slot after each save operationAutoStateSlotIncrement = False# Activate the R4300 debugger when ROM execution begins, if core was built with Debugger supportEnableDebugger = False# Save state slot (0-9) to use when saving/loading the emulator stateCurrentStateSlot = 1# Path to directory where screenshots are saved. If this is blank, the default value of ${UserDataPath}/screenshot will be usedScreenshotPath = ""# Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserDataPath}/save will be usedSaveStatePath = ""# Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserDataPath}/save will be usedSaveSRAMPath = ""# Path to a directory to search when looking for shared data filesSharedDataPath = ""# Force number of cycles per emulated instructionCountPerOp = 1# Randomize PI/SI Interrupt TimingRandomizeInterrupt = True# Duration of SI DMA (-1: use per game settings)SiDmaDuration = -1# Gameboy Camera Video Capture backendGbCameraVideoCaptureBackend1 = ""[CoreEvents]# Mupen64Plus CoreEvents config parameter set version number. Please don't change this version number.Version = 1.000000# SDL keysym for stopping the emulatorKbd Mapping Stop = ""# SDL keysym for switching between fullscreen/windowed modesKbd Mapping Fullscreen = ""# SDL keysym for saving the emulator stateKbd Mapping Save State = ""# SDL keysym for loading the emulator stateKbd Mapping Load State = ""# SDL keysym for advancing the save state slotKbd Mapping Increment Slot = ""# SDL keysym for resetting the emulatorKbd Mapping Reset = ""# SDL keysym for slowing down the emulatorKbd Mapping Speed Down = ""# SDL keysym for speeding up the emulatorKbd Mapping Speed Up = ""# SDL keysym for taking a screenshotKbd Mapping Screenshot = ""# SDL keysym for pausing the emulatorKbd Mapping Pause = ""# SDL keysym for muting/unmuting the soundKbd Mapping Mute = ""# SDL keysym for increasing the volumeKbd Mapping Increase Volume = ""# SDL keysym for decreasing the volumeKbd Mapping Decrease Volume = ""# SDL keysym for temporarily going really fastKbd Mapping Fast Forward = ""# SDL keysym for advancing by one frame when pausedKbd Mapping Frame Advance = ""# SDL keysym for pressing the game shark buttonKbd Mapping Gameshark = ""# Joystick event string for stopping the emulatorJoy Mapping Stop = ""# Joystick event string for switching between fullscreen/windowed modesJoy Mapping Fullscreen = ""# Joystick event string for saving the emulator stateJoy Mapping Save State = ""# Joystick event string for loading the emulator stateJoy Mapping Load State = ""# Joystick event string for advancing the save state slotJoy Mapping Increment Slot = ""# Joystick event string for resetting the emulatorJoy Mapping Reset = ""# Joystick event string for slowing down the emulatorJoy Mapping Speed Down = ""# Joystick event string for speeding up the emulatorJoy Mapping Speed Up = ""# Joystick event string for taking a screenshotJoy Mapping Screenshot = ""# Joystick event string for pausing the emulatorJoy Mapping Pause = ""# Joystick event string for muting/unmuting the soundJoy Mapping Mute = ""# Joystick event string for increasing the volumeJoy Mapping Increase Volume = ""# Joystick event string for decreasing the volumeJoy Mapping Decrease Volume = ""# Joystick event string for fast-forwardJoy Mapping Fast Forward = ""# Joystick event string for advancing by one frame when pausedJoy Mapping Frame Advance = ""# Joystick event string for pressing the game shark buttonJoy Mapping Gameshark = ""[Input-SDL-Control1]# Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.version = 2.000000# Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automaticmode = 0# Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick numberdevice = -1# SDL joystick name (or Keyboard)name = "Keyboard"# Specifies whether this controller is 'plugged in' to the simulated N64plugged = True# Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pakplugin = 2# If True, then mouse buttons may be used with this controllermouse = False# Scaling factor for mouse movements. For X, Y axes.MouseSensitivity = "2.00,2.00"# The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.AnalogDeadzone = "4096,4096"# An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone valueAnalogPeak = "32768,32768"# Digital button configuration mappingsDPad R = "mouse(3)"DPad L = ""DPad D = "key(306)"DPad U = ""Start = "key(8)"Z Trig = "mouse(1)"B Button = "key(113)"A Button = "key(101)"C Button R = "key(100)"C Button L = "key(97)"C Button D = "key(115)"C Button U = "key(119)"R Trig = "key(32)"L Trig = "key(120)"Mempak switch = "key(44)"Rumblepak switch = "key(46)"# Analog axis configuration mappingsX Axis = "key(276,275)"Y Axis = "key(273,274)"[Input-SDL-Control2]# Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.version = 2.000000# Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automaticmode = 2# Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick numberdevice = -1# SDL joystick name (or Keyboard)name = ""# Specifies whether this controller is 'plugged in' to the simulated N64plugged = True# Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pakplugin = 2# If True, then mouse buttons may be used with this controllermouse = False# Scaling factor for mouse movements. For X, Y axes.MouseSensitivity = "2.00,2.00"# The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.AnalogDeadzone = "4096,4096"# An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone valueAnalogPeak = "32768,32768"# Digital button configuration mappingsDPad R = "axis(4+)"DPad L = "axis(4-)"DPad D = "axis(5+)"DPad U = "axis(5-)"Start = "button(9)"Z Trig = "button(6)"B Button = "button(0)"A Button = "button(1)"C Button R = "axis(2-)"C Button L = "axis(2+)"C Button D = "axis(3+)"C Button U = "axis(3-)"R Trig = "button(7)"L Trig = "button(4)"Mempak switch = ""Rumblepak switch = ""# Analog axis configuration mappingsX Axis = "axis(0-,0+)"Y Axis = "axis(1-,1+)"[Input-SDL-Control3]# Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.version = 2.000000# Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automaticmode = 2# Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick numberdevice = -1# SDL joystick name (or Keyboard)name = ""# Specifies whether this controller is 'plugged in' to the simulated N64plugged = False# Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pakplugin = 2# If True, then mouse buttons may be used with this controllermouse = False# Scaling factor for mouse movements. For X, Y axes.MouseSensitivity = "2.00,2.00"# The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.AnalogDeadzone = "4096,4096"# An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone valueAnalogPeak = "32768,32768"# Digital button configuration mappingsDPad R = ""DPad L = ""DPad D = ""DPad U = ""Start = ""Z Trig = ""B Button = ""A Button = ""C Button R = ""C Button L = ""C Button D = ""C Button U = ""R Trig = ""L Trig = ""Mempak switch = ""Rumblepak switch = ""# Analog axis configuration mappingsX Axis = ""Y Axis = ""[Input-SDL-Control4]# Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number.version = 2.000000# Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automaticmode = 2# Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick numberdevice = -1# SDL joystick name (or Keyboard)name = ""# Specifies whether this controller is 'plugged in' to the simulated N64plugged = False# Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 4=Transfer pak, 5=Rumble pakplugin = 2# If True, then mouse buttons may be used with this controllermouse = False# Scaling factor for mouse movements. For X, Y axes.MouseSensitivity = "2.00,2.00"# The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.AnalogDeadzone = "4096,4096"# An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone valueAnalogPeak = "32768,32768"# Digital button configuration mappingsDPad R = ""DPad L = ""DPad D = ""DPad U = ""Start = ""Z Trig = ""B Button = ""A Button = ""C Button R = ""C Button L = ""C Button D = ""C Button U = ""R Trig = ""L Trig = ""Mempak switch = ""Rumblepak switch = ""# Analog axis configuration mappingsX Axis = ""Y Axis = ""[rsp-cxd4]# Mupen64Plus cxd4 RSP Plugin config parameter version numberVersion = 1.000000# Send display lists to the graphics pluginDisplayListToGraphicsPlugin = False# Send audio lists to the audio pluginAudioListToAudioPlugin = False# Force CPU-RSP signals synchronizationWaitForCPUHost = False# Support CPU-RSP semaphore lockSupportCPUSemaphoreLock = False[Rsp-HLE]# Mupen64Plus RSP HLE Plugin config parameter version numberVersion = 1.000000# Path to a RSP plugin which will be used when encountering an unknown ucode.You can disable this by letting an empty string.RspFallback = ""# Send display lists to the graphics pluginDisplayListToGraphicsPlugin = True# Send audio lists to the audio pluginAudioListToAudioPlugin = False[Rsp-Z64][Transferpak]# Filename of the GB ROM to load into transferpak 1GB-rom-1 = ""# Filename of the GB RAM to load into transferpak 1GB-ram-1 = ""# Filename of the GB ROM to load into transferpak 2GB-rom-2 = ""# Filename of the GB RAM to load into transferpak 2GB-ram-2 = ""# Filename of the GB ROM to load into transferpak 3GB-rom-3 = ""# Filename of the GB RAM to load into transferpak 3GB-ram-3 = ""# Filename of the GB ROM to load into transferpak 4GB-rom-4 = ""# Filename of the GB RAM to load into transferpak 4GB-ram-4 = ""[UI-Console]# Mupen64Plus UI-Console config parameter set version number. Please don't change this version number.Version = 1.000000# Directory in which to search for pluginsPluginDir = ".\"# Filename of video pluginVideoPlugin = "mupen64plus-video-GLideN64.dll"# Filename of audio pluginAudioPlugin = "mupen64plus-audio-sdl.dll"# Filename of input pluginInputPlugin = "mupen64plus-input-sdl.dll"# Filename of RSP pluginRspPlugin = "mupen64plus-rsp-z64-hlevideo.dll"[Video-Angrylion-Plus]# Distribute rendering between multiple processors if TrueParallel = True# Rendering Workers (0=Use all logical processors)NumWorkers = 0# VI mode (0=Filtered, 1=Unfiltered, 2=Depth, 3=Coverage)ViMode = 0# Scaling interpolation type (0=NN, 1=Linear)ViInterpolation = 0# Use anamorphic 16:9 output mode if TrueViWidescreen = False# Hide overscan area in filteded mode if TrueViHideOverscan = False# Compatibility mode (0=Fast 1=Moderate 2=SlowDpCompat = 1[Video-Arachnoid]# Color bit-depth in fullscreen modeColorDepth = 32# Screen refresh-rate in fullscreen modeRefreshRate = 60# Size of texture cache used to store texturesTextureCacheSize = 15728640# Render in wireframe?Wireframe = False# Render fog?Fog = False# Use MultiSampling? 0=no 2,4,8,16=qualityMultiSampling = 0# Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinearMipmapping = 0# When to update the screen: 1 - on VI, 2 - on first CIScreenUpdateSetting = 2[Video-General]# Use fullscreen mode if True, or windowed mode if FalseFullscreen = True# Width of output window or fullscreen widthScreenWidth = 1920# Height of output window or fullscreen heightScreenHeight = 1080# If true, activate the SDL_GL_SWAP_CONTROL attributeVerticalSync = False# Rotate screen contents: 0=0 degree, 1=90 degree, 2 = 180 degree, 3=270 degreeRotate = 0[Video-Glide64]# Card IDcard_id = 0# Depth bias leveldepth_bias = 0# Auto-detect microcodeautodetect_ucode = True# Force microcodeucode = 2# Wireframe displaywireframe = False# Wireframe mode: 0=Normal colors, 1=Vertex colors, 2=Red onlywfmode = 1# Filtering mode: 0=None, 1=Force bilinear, 2=Force point-sampledfiltering = 1# Fog enabledfog = True# Buffer clear on every framebuff_clear = True# Vertical syncvsync = False# Fast CRCfast_crc = False# Buffer swapping method: 0=Old, 1=New, 2=Hybridswapmode = 1# LOD calculation: 0=Off, 1=Fast, 2=Preciselodmode = 0# Logginglogging = Falselog_clear = Falseelogging = False# Filter cachefilter_cache = False# Detect CPU writesdetect_cpu_write = False# Display unknown combines as redunk_as_red = False# Log unknown combineslog_unk = Falseunk_clear = False# Wrap textures too big for tmemwrap_big_tex = False# Zelda corona fixflame_corona = False# Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparentshow_fps = 1# Clock enabledclock = False# Clock is 24-hourclock_24_hr = False# Framebuffer read every framefb_read_always = False# Framebuffer read alphafb_read_alpha = False# Smart framebufferfb_smart = False# Motion blurmotionblur = False# Hi-res framebufferfb_hires = True# Get framebuffer infofb_get_info = False# Clear framebufferfb_clear = False# Depth buffer renderfb_render = False# Use custom INI settingscustom_ini = False# Texture filter: 0=None, 1=Blur edges, 2=Super 2xSai, 3=Hq2x, 4=Hq4xtex_filter = 0# Disable dithered alphanoditheredalpha = True# Disable GLSL combinersnoglsl = True# Use framebuffer objectsfbo = False# Disable aux bufferdisable_auxbuf = False[Video-Glide64mk2]# Enable full-scene anti-aliasing by setting this to a value greater than 1wrpAntiAliasing = 0# Card IDcard_id = 0# If true, use polygon offset values specified belowforce_polygon_offset = False# Specifies a scale factor that is used to create a variable depth offset for each polygonpolygon_offset_factor = 0.000000# Is multiplied by an implementation-specific value to create a constant depth offsetpolygon_offset_units = 0.000000# Vertical syncvsync = True# TODO:ssformatssformat = False# Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparentshow_fps = 1# Clock enabledclock = False# Clock is 24-hourclock_24_hr = True# Wrapper resolutionwrpResolution = 0# Wrapper VRAMwrpVRAM = 0# Wrapper FBOwrpFBO = True# Wrapper Anisotropic FilteringwrpAnisotropic = True# Texture Enhancement: Smooth/Sharpen Filtersghq_fltr = 0# Texture Compression: 0 for S3TC, 1 for FXT1ghq_cmpr = 0# Texture Enhancement: More filtersghq_enht = 0# Hi-res texture pack format (0 for none, 1 for Rice)ghq_hirs = 0# Compress texture cache with S3TC or FXT1ghq_enht_cmpr = False# Tile textures (saves memory but could cause issues)ghq_enht_tile = 0# Force 16bpp textures (saves ram but lower quality)ghq_enht_f16bpp = False# Compress texture cacheghq_enht_gz = True# Don't enhance textures for backgroundsghq_enht_nobg = False# Enable S3TC and FXT1 compressionghq_hirs_cmpr = False# Tile hi-res textures (saves memory but could cause issues)ghq_hirs_tile = False# Force 16bpp hi-res textures (saves ram but lower quality)ghq_hirs_f16bpp = False# Compress hi-res texture cacheghq_hirs_gz = True# Alternative CRC calculation -- emulates Rice bugghq_hirs_altcrc = True# Save tex cache to diskghq_cache_save = True# Texture Cache Size (MB)ghq_cache_size = 128# Use full alpha channel -- could cause issues for some tex packsghq_hirs_let_texartists_fly = False# Dump texturesghq_hirs_dump = False# Alternate texture size method: -1=Game default, 0=disable. 1=enablealt_tex_size = -1# Use first SETTILESIZE only: -1=Game default, 0=disable. 1=enableuse_sts1_only = -1# Use spheric mapping only: -1=Game default, 0=disable. 1=enableforce_calc_sphere = -1# Force positive viewport: -1=Game default, 0=disable. 1=enablecorrect_viewport = -1# Force texrect size to integral value: -1=Game default, 0=disable. 1=enableincrease_texrect_edge = -1# Reduce fillrect size by 1: -1=Game default, 0=disable. 1=enabledecrease_fillrect_edge = -1# Enable perspective texture correction emulation: -1=Game default, 0=disable. 1=enabletexture_correction = -1# Set special scale for PAL games: -1=Game default, 0=disable. 1=enablepal230 = -1# 3DFX Dithered alpha emulation mode: -1=Game default, >=0=dithered alpha emulation modestipple_mode = -1# 3DFX Dithered alpha pattern: -1=Game default, >=0=pattern used for dithered alpha emulationstipple_pattern = -1# Check microcode each frame: -1=Game default, 0=disable. 1=enableforce_microcheck = -1# Force 0xb5 command to be quad, not line 3D: -1=Game default, 0=disable. 1=enableforce_quad3d = -1# Enable near z clipping: -1=Game default, 0=disable. 1=enableclip_zmin = -1# Enable far plane clipping: -1=Game default, 0=disable. 1=enableclip_zmax = -1# Use fast CRC algorithm: -1=Game default, 0=disable. 1=enablefast_crc = -1# Adjust screen aspect for wide screen mode: -1=Game default, 0=disable. 1=enableadjust_aspect = -1# Force strict check in Depth buffer test: -1=Game default, 0=disable. 1=enablezmode_compare_less = -1# Apply alpha dither regardless of alpha_dither_mode: -1=Game default, 0=disable. 1=enableold_style_adither = -1# Scale vertex z value before writing to depth buffer: -1=Game default, 0=disable. 1=enablen64_z_scale = -1# Fast texrect rendering with hwfbe: -1=Game default, 0=disable. 1=enableoptimize_texrect = -1# Do not copy auxiliary frame buffers: -1=Game default, 0=disable. 1=enableignore_aux_copy = -1# Clear auxiliary texture frame buffers: -1=Game default, 0=disable. 1=enablehires_buf_clear = -1# Read alpha from framebuffer: -1=Game default, 0=disable. 1=enablefb_read_alpha = -1# Handle unchanged fb: -1=Game default, 0=disable. 1=enableuseless_is_useless = -1# Set frambuffer CRC mode: -1=Game default, 0=disable CRC, 1=fast CRC, 2=safe CRCfb_crc_mode = -1# Filtering mode: -1=Game default, 0=automatic, 1=force bilinear, 2=force point sampledfiltering = -1# Fog: -1=Game default, 0=disable. 1=enablefog = -1# Buffer clear on every frame: -1=Game default, 0=disable. 1=enablebuff_clear = -1# Buffer swapping method: -1=Game default, 0=swap buffers when vertical interrupt has occurred, 1=swap buffers when set of conditions is satisfied. Prevents flicker on some games, 2=mix of first two methodsswapmode = -1# Aspect ratio: -1=Game default, 0=Force 4:3, 1=Force 16:9, 2=Stretch, 3=Originalaspect = -1# LOD calculation: -1=Game default, 0=disable. 1=fast, 2=preciselodmode = -1# Smart framebuffer: -1=Game default, 0=disable. 1=enablefb_smart = -1# Hardware frame buffer emulation: -1=Game default, 0=disable. 1=enablefb_hires = -1# Read framebuffer every frame (may be slow use only for effects that need it e.g. Banjo Kazooie, DK64 transitions): -1=Game default, 0=disable. 1=enablefb_read_always = -1# Render N64 frame buffer as texture: -1=Game default, 0=disable, 1=mode1, 2=mode2read_back_to_screen = -1# Show images written directly by CPU: -1=Game default, 0=disable. 1=enabledetect_cpu_write = -1# Get frame buffer info: -1=Game default, 0=disable. 1=enablefb_get_info = -1# Enable software depth render: -1=Game default, 0=disable. 1=enablefb_render = -1[Video-GLideN64]# Settings version. Don't touch it.configVersion = 26# Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)MultiSampling = 0# Enable/Disable Fast Approximate Anti-Aliasing FXAAFXAA = False# Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)AspectRatio = 1# Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update)BufferSwapMode = 0# Frame buffer size is the factor of N64 native resolution.UseNativeResolutionFactor = 0# Bilinear filtering mode (0=N64 3point, 1=standard)bilinearMode = True# Remove halos around filtered textures.enableHalosRemoval = False# Max level of Anisotropic Filtering, 0 for offMaxAnisotropy = 0# Enable color noise emulation.EnableNoise = True# Enable LOD emulation.EnableLOD = True# Enable hardware per-pixel lighting.EnableHWLighting = False# Use persistent storage for compiled shaders.EnableShadersStorage = True# Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.EnableLegacyBlending = False# Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.EnableFragmentDepthWrite = True# Use GLideN64 per-game settings.EnableCustomSettings = True# Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)CorrectTexrectCoords = 0# Render 2D texrects in native resolution to fix misalignment between parts of 2D image.EnableNativeResTexrects = False# Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))BackgroundsMode = 1# Enable frame and|or depth buffer emulation.EnableFBEmulation = True# Copy auxiliary buffers to RDRAMEnableCopyAuxiliaryToRDRAM = False# Enable N64 depth compare instead of OpenGL standard one. Experimental.EnableN64DepthCompare = False# Force depth buffer clear. Hack. Needed for Eikou no Saint Andrews.ForceDepthBufferClear = False# Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo.DisableFBInfo = True# Read color buffer by 4kb chunks (strict follow to FBRead specification)FBInfoReadColorChunk = False# Read depth buffer by 4kb chunks (strict follow to FBRead specification)FBInfoReadDepthChunk = True# Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=Double Buffer, 3=Triple Buffer)EnableCopyColorToRDRAM = 2# Enable depth buffer copy to RDRAM (0=do not copy, 1=copy from video memory, 2=use software render)EnableCopyDepthToRDRAM = 2# Enable color buffer copy from RDRAM.EnableCopyColorFromRDRAM = False# Enable resulted image crop by Overscan.EnableOverscan = False# PAL mode. Left bound of OverscanOverscanPalLeft = 0# PAL mode. Right bound of OverscanOverscanPalRight = 0# PAL mode. Top bound of OverscanOverscanPalTop = 0# PAL mode. Bottom bound of OverscanOverscanPalBottom = 0# NTSC mode. Left bound of OverscanOverscanNtscLeft = 0# NTSC mode. Right bound of OverscanOverscanNtscRight = 0# NTSC mode. Top bound of OverscanOverscanNtscTop = 0# NTSC mode. Bottom bound of OverscanOverscanNtscBottom = 0# Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2)txFilterMode = 0# Texture Enhancement (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ), 13=6xBRZtxEnhancementMode = 0# Deposterize texture before enhancement.txDeposterize = False# Don't filter background textures.txFilterIgnoreBG = False# Size of filtered textures cache in megabytes.txCacheSize = 100# Use high-resolution texture packs if available.txHiresEnable = False# Allow to use alpha channel of high-res texture fully.txHiresFullAlphaChannel = True# Use alternative method of paletted textures CRC calculation.txHresAltCRC = False# Enable dump of loaded N64 textures.txDump = False# Zip textures cache.txCacheCompression = True# Force use 16bit texture formats for HD textures.txForce16bpp = False# Save texture cache to hard disk.txSaveCache = True# Path to folder with hi-res texture packs.txPath = "C:/Users/GamerPC/AppData/Roaming/Mupen64Plus/hires_texture"# Path to folder where plugin saves texture cache files.txCachePath = "C:/Users/GamerPC/AppData/Roaming/Mupen64Plus/cache"# Path to folder where plugin saves dumped textures.txDumpPath = "C:/Users/GamerPC/AppData/Roaming/Mupen64Plus/texture_dump"# File name of True Type Font for text messages.fontName = "arial.ttf"# Font size.fontSize = 18# Font color in RGB format.fontColor = "B5E61D"# Force gamma correction.ForceGammaCorrection = False# Gamma correction level.GammaCorrectionLevel = 2.000000# Show FPS counter.ShowFPS = False# Show VI/S counter.ShowVIS = False# Show percent counter.ShowPercent = False# Show internal resolution.ShowInternalResolution = False# Show rendering resolution.ShowRenderingResolution = False# Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)CountersPos = 8[Video-Rice]# Mupen64Plus Rice Video Plugin config parameter version numberVersion = 1# Frame Buffer Emulation (0=ROM default, 1=disable)FrameBufferSetting = 0# Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)FrameBufferWriteBackControl = 0# Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload)RenderToTexture = 0# Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn)ScreenUpdateSetting = 4# Force to use normal alpha blenderNormalAlphaBlender = False# Use a faster algorithm to speed up texture loading and CRC computationFastTextureLoading = False# Use different texture coordinate clamping codeAccurateTextureMapping = True# Force emulated frame buffers to be in N64 native resolutionInN64Resolution = False# Try to reduce Video RAM usage (should never be used)SaveVRAM = False# Enable this option to have better render-to-texture qualityDoubleSizeForSmallTxtrBuf = False# Force to use normal color combinerDefaultCombinerDisable = False# Enable game-specific settings from INI fileEnableHacks = True# If enabled, graphics will be drawn in WinFrame mode instead of solid and texture modeWinFrameMode = False# N64 Texture Memory Full Emulation (may fix some games, may break others)FullTMEMEmulation = False# Enable vertex clipper for fog operationsOpenGLVertexClipper = False# Enable/Disable SSE optimizations for capable CPUsEnableSSE = True# If this option is enabled, the plugin will skip every other frameSkipFrame = False# If enabled, texture enhancement will be done only for TxtRect ucodeTexRectOnly = False# If enabled, texture enhancement will be done only for textures width+height<=128SmallTextureOnly = False# Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)LoadHiResCRCOnly = True# Enable hi-resolution texture file loadingLoadHiResTextures = False# Enable texture dumpingDumpTexturesToFiles = False# Display On-screen FPSShowFPS = False# Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinearMipmapping = 2# Enable, Disable fog generation (0=Disable, 1=Enable)FogMethod = 1# Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)ForceTextureFilter = 0# Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)TextureEnhancement = 0# Secondary texture enhancement filter (0 = none, 1-4 = filtered)TextureEnhancementControl = 0# Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits)TextureQuality = 0# Z-buffer depth (only 16 or 32)OpenGLDepthBufferSetting = 16# Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)MultiSampling = 0# Color bit depth for rendering window (0=32 bits, 1=16 bits)ColorQuality = 0# OpenGL level to support (0=auto, 1=OGL_FRAGMENT_PROGRAM)OpenGLRenderSetting = 0# Enable/Disable Anisotropic Filtering for Mipmapping (0=no filtering, 2-16=quality). This is uneffective if Mipmapping is 0. If the given value is to high to be supported by your graphic card, the value will be the highest value your graphic card can support. Better result with Trilinear filteringAnisotropicFiltering = 0# If true, use polygon offset values specified belowForcePolygonOffset = False# Specifies a scale factor that is used to create a variable depth offset for each polygonPolygonOffsetFactor = 0.000000# Is multiplied by an implementation-specific value to create a constant depth offsetPolygonOffsetUnits = 0.000000[Video-Z64]# High resolution framebufferHiResFB = True# Use framebuffer infoFBInfo = True# Run RDP on threadThreaded = False# Run RDP asynchronouslyAsync = False# Don't use NPOT FBOs (may be needed for older graphics cards)NoNpotFbos = False