/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes. * Copyright (C) 2010 - Hans-Kristian Arntzen * * Some code herein may be based on code found in BSNES. * * SSNES is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with SSNES. * If not, see . */ /// Config header for SSNES // // #ifndef __CONFIG_H #define __CONFIG_H #include #include #include "libsnes.hpp" #include "driver.h" #include ///////////////// Drivers #define VIDEO_GL 0 //////////////////////// #define AUDIO_RSOUND 1 #define AUDIO_OSS 2 #define AUDIO_ALSA 3 #define AUDIO_ROAR 4 #define AUDIO_AL 5 //////////////////////// // Chooses which video and audio subsystem to use. Remember to update config.mk if you change these. #define VIDEO_DRIVER VIDEO_GL #define AUDIO_DRIVER AUDIO_ALSA //////////////// // Video //////////////// // Windowed static const float xscale = 3.0; // Real x res = 296 * xscale static const float yscale = 3.0; // Real y res = 224 * yscale // Fullscreen static bool fullscreen = false; // To start in Fullscreen or not static const unsigned fullscreen_x = 1280; static const unsigned fullscreen_y = 720; // Video VSYNC (recommended) static const bool vsync = true; // Smooths picture static const bool video_smooth = false; // Path to custom Cg shader. If using custom shaders, it is recommended to disable video_smooth. #ifdef HAVE_CG extern char cg_shader_path[]; #define DEFAULT_CG_SHADER "hqflt/cg/quad.cg" #endif // On resize and fullscreen, rendering area will stay 4:3 static const bool force_aspect = true; /////////// Video filters (CPU based) #define FILTER_NONE 0 #define FILTER_HQ2X 1 #define FILTER_HQ4X 2 #define FILTER_GRAYSCALE 3 #define FILTER_BLEED 4 #define FILTER_NTSC 5 //////////////////////// // If you change this to something other than FILTER_NONE, make sure that you build the filter module in config.mk. #define VIDEO_FILTER FILTER_NONE //////////////// // Audio //////////////// // Will enable audio or not. static const bool audio_enable = true; // Output samplerate static const unsigned out_rate = 48000; // Input samplerate from libSNES. // Lower this (slightly) if you are experiencing frequent audio dropouts while vsync is enabled. static const unsigned in_rate = 31950; // Audio device (e.g. hw:0,0 or /dev/audio). If NULL, will use defaults. static const char* audio_device = NULL; // Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency. static const int out_latency = 64; // Will sync audio. (recommended) static const bool audio_sync = true; // Defines the quality (and cpu reqirements) of samplerate conversion. #define SAMPLERATE_QUALITY SRC_LINEAR //////////////////// // Keybinds, Joypad //////////////////// // Axis threshold (between 0.0 and 1.0) // How far an axis must be tilted to result in a button press #define AXIS_THRESHOLD 0.8 #define AXIS_NEG(x) ((uint32_t)(x << 16) | 0xFFFF) #define AXIS_POS(x) ((uint32_t)(x) | 0xFFFF0000U) #define AXIS_NEG_GET(x) ((x >> 16) & 0xFFFF) #define AXIS_POS_GET(x) (x & 0xFFFF) #define AXIS_NONE ((uint32_t)0xFFFFFFFFU) // To figure out which joypad buttons to use, check jstest or similar. // Axes are configured using the axis number for the positive (up, right) // direction and the number's two's-complement (~) for negative directions. // To use the axis, set the button to -1. // Player 1 static const struct snes_keybind snes_keybinds_1[] = { // SNES button | keyboard key | js btn | js axis | { SNES_DEVICE_ID_JOYPAD_A, 'X', 1, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_B, 'Z', 0, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_X, 'S', 3, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_Y, 'A', 2, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_L, 'Q', 4, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_R, 'W', 5, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_LEFT, GLFW_KEY_LEFT, 11, AXIS_NEG(0) }, { SNES_DEVICE_ID_JOYPAD_RIGHT, GLFW_KEY_RIGHT, 12, AXIS_POS(0) }, { SNES_DEVICE_ID_JOYPAD_UP, GLFW_KEY_UP, 13, AXIS_POS(1) }, { SNES_DEVICE_ID_JOYPAD_DOWN, GLFW_KEY_DOWN, 14, AXIS_NEG(1) }, { SNES_DEVICE_ID_JOYPAD_START, GLFW_KEY_ENTER, 7, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_SELECT, GLFW_KEY_RSHIFT, 6, AXIS_NONE }, { SNES_FAST_FORWARD_KEY, GLFW_KEY_SPACE, 10, AXIS_NONE }, { -1 } }; // Player 2 static const struct snes_keybind snes_keybinds_2[] = { // SNES button | keyboard key | js btn | js axis | { SNES_DEVICE_ID_JOYPAD_A, 'B', 1, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_B, 'V', 0, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_X, 'G', 3, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_Y, 'F', 2, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_L, 'R', 4, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_R, 'T', 5, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_LEFT, 'J', 11, AXIS_NEG(0) }, { SNES_DEVICE_ID_JOYPAD_RIGHT, 'L', 12, AXIS_POS(0) }, { SNES_DEVICE_ID_JOYPAD_UP, 'I', 13, AXIS_POS(1) }, { SNES_DEVICE_ID_JOYPAD_DOWN, 'K', 14, AXIS_NEG(1) }, { SNES_DEVICE_ID_JOYPAD_START, 'P', 6, AXIS_NONE }, { SNES_DEVICE_ID_JOYPAD_SELECT, 'O', 7, AXIS_NONE }, { -1 } }; ///// Save state #define SAVE_STATE_KEY GLFW_KEY_F2 ///// Load state #define LOAD_STATE_KEY GLFW_KEY_F4 //// Toggles between fullscreen and windowed mode. #define TOGGLE_FULLSCREEN 'F' #endif