; note.. some config items not read yet (ie, they're ideas) ; also, not using windows libraries to read ini's so it may be a bit buggy ; and don't expect default .ini behaviour (if there is one) ;; [nagi] - NAGI behaviour.. doesn't affect the game ;; [video] - specific video options ;; [sound] - specific sound options [nagi] ; list of directories for games to be searched from ; available options: list of directories separated by a ";" ; default option: "." dir_list=/data/games/sierra/kq3 ; sort the menu of available games ; not implemented, just sorts automatically atm ;sort=alpha ;sort=lastplayed ; dos console window.. not the cool sarien one ; if set to 0 then outputs will go to stdout.txt and stderr.txt ; NOTE: doesn't actually disable the console window.. just redirects output ; available options: 0, 1 ; default option: 1 console=1 ; print out the detected crc so you can add it to your standard.ini list ; available options: 0, 1 ; default option: 0 crc_print=0 ; print out a font benchmark screen.. to test the fonts. ; (not implemented) ; available options: 0, 1 ; default option: 0 font_benchmark=0 ; print out a whole bunch of logic debug stuff ; (not implemented) ; available options: 0, 1 ; default option: 0 log_debug=0 [vid] ; video driver used to display the graphics ; for sdl.. see [sdl] for further options ; available options: dummy, sdl ; default option: sdl driver=sdl ; scale factor from renderer to video window ; available options: 1, ... ; default option: 2 scale=2 ; full screen mode ; available options: 0, 1 ; default option: 0 full_screen=0 ; renderer used to convert picture buffer to display ; available options: dummy, cga0, cga1, ega ; default option: ega renderer=ega ; palettes available for 16 colours, cga0, and cga1, bw ; (not implemented) pal_16=pal_16.pal pal_text=pal_text.pal pal_cga0=pal_cga0.pal pal_cga1=pal_cga1.pal pal_bw=pal_bw.pal ; fonts available for agi ; available options: list of font names separated by a ";" ; uses .nbf extension (nagi bitmap font) fonts_bitmap=font_16x16.nbf;font_8x8.nbf;font_4x8.nbf [snd] ; the sound driver. ; available: dummy, sdl ; for sdl.. see [sdl] for further options ; default = sdl driver=sdl ; enable sound.. might speed up for some systems if disabled ; default = 1 enable=1 ; do you wish for the single channel days of the pc? ; set this to one and it will only play one channel ; might be a bit loud too.. turn the volume down a bit. ; default = 0 single=0 ; probably an envelope.. but I don't know what either is really ; not into music ; agi fades notes away to give them more impact. ; 0 = no dissolve.. just play for as long as it's meant to be played ; this was used in older v2.4 and under games i THINK ; 1 = not used ; 2 = v2.9+ games used a shorter dissolve ; 3 (default) = v3 games used this dissolve pattern.. slightly longer dissolve=3 ; agi sets a var (v23) will will contribute to the volume calculations ; problem is.. 0=loudest 0xF = silence ; guess which games don't set this correctly. ; yup.. almost every single game that uses the agi template ; to chris cromer's credit.. he's fixed it in his version of the template ; set this to 1 if you run sierra games (or fan games that have this set correctly) ; default = 0 read_var=0 ; volume for square wave. ; max is 0x7FFF (max for a signed word)(around 32000) ; set this to lower if you want a quieter game ; default = 0x7FFF volume=0x7FFF ; generator for the tone ; available: sine, square, triangle, sampled ; (not implemented) ; not implemented because it's just so easy generating a square wave ; don't know why i didn't do it before. ;generator=square [sdl] ; video driver for SDL ; directx - Use the DirectDraw API ; windib - Use the standard Win32 GDI drv_video=qnx ; sound_driver for sdl ; dsound - Use the DirectSound API ; waveout - Use the Win32 MultiMedia API ; waveout sounds better on my computer.. don't know why drv_sound=waveout