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FFNx.toml
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FFNx.toml
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# FFNx config file
###############################################################################
# COMMON OPTIONS FOR BOTH FF7 AND FF8
###############################################################################
#########################
## DISPLAY
#########################
#[RENDERING BACKEND]
# Available choices are:
# - 0: Auto ( default, will pick the best rendering backend for your GPU )
# - 1: OpenGL ( works fine on Intel/Nvidia, MAY break on AMD )
# - 2: UNUSED ( used to be Direct3D9, no more supported )
# - 3: Direct3D11 ( works fine under any GPU on Windows )
# - 4: Direct3D12
# - 5: Vulkan
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
renderer_backend = 0
#[FULLSCREEN]
# If off, it will run in window mode.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
fullscreen = false
#[BORDERLESS]
# If off, it will run using the default window style.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
borderless = false
#[RESOLUTION]
# Resolution of the game.
# Default (value = 0):
# - Window mode will use 640x480
# - Fullscreen mode will use your desktop resolution
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
window_size_x = 0
window_size_y = 0
#[INTERNAL RESOLUTION SCALE]
# The scale is in multiples of 640x480
# The scale factor is used to multiply the internally used resolution to a given size before it is scaled to the final screen or window resolution.
# This is required to avoid visual glitches that may happen when the game is not rendered in a 4:3 aspect ratio.
# This is optional for native 4:3 resolutions, but it can enhance visual quality at values higher than the current screen or window resolution ( like Nvidia DSR ).
# A setting of 0 will attempt to find a scale factor that most closely matches the current screen or window resolution.
# Default = 0
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
internal_resolution_scale = 0
#[ASPECT RATIO]
# Preserve original game aspect ratio of (4:3) by adding black bars on the left and right side (if needed)
# When off the game will be stretched to fit the window's aspect ratio; Be aware the game may look wrong though.
# 0: Preserves original game aspect ratio of (4:3) by adding black bars on the left and right side (if needed)
# 1: Stretched to fit the window's aspect ratio; Be aware the game may look wrong though.
# 2: New 16:9 aspect ratio mode without stretching the image. Fields that lack horizontal scrolling will show black bars on the left and right side.
# 3: New 16:10 aspect ratio which crops the left and right edges of the image so that it can stretch to fill a 16:10 screen.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
aspect_ratio = 0
#[ENABLE VSYNC]
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_vsync = true
#[REFRESH RATE]
# Screen refresh rate.
# Default is 0 = use current screen refresh rate
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
refresh_rate = 0
#[ANTIALIASING]
# Enable antialiasing filtering, this is done in the last pass when downsampling from the current supersampled rendering ( based on internal_resolution_scale logic )
# Available choices are:
# - 0: Disabled ( Default )
# - 2: 2x
# - 4: 4x
# - 8: 8x
# - 16: 16x
# If you set any value that is different than those, it will pick the higher option ( eg. if you pick 6 it will be 8, if you pick 1 it will be 2, and so on ).
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_antialiasing = 0
#[ANISOTROPIC]
# Enable anisotropic filtering, for high-res textures and overall rendering
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_anisotropic = true
#[BILINEAR]
# Enable bilinear filtering on 3D textures. For FF7, textures in menu are also filtered.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_bilinear = false
#[LIGHTING]
# Enable advanced lighting mode with real-time shadows.
# NOTICE: Parameters such as light direction and color can be edited on the lighting debug window in the FFNx DevTools.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_lighting = false
#[PREFER LIGHTING CPU CALCULATIONS]
# Prefer lighting CPU calculations.
# If disabled, the driver will try to inherit models normal data first although this process might bring some artifacts visually.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
prefer_lighting_cpu_calculations = true
#[GAME LIGHTING]
# This flag sets the method used to calculate the original game lighting.
# Available choices are:
# - 0: Original ( will inherit the default original CPU-based lighting of the PC version )
# - 1: Per-Vertex ( will calculate lighting in the GPU per-vertex and closely match the look of the PSX version )
# - 2: Per-Pixel ( same as above but calculates lighting per-pixel for a smoother result )
# This flag only works with FF7 and will be set automatically to Original mode for FF8.
# This option is automatically set to Per-Vertex mode when advanced lighting is enabled.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
game_lighting = 1
#[EXTERNAL IBL PATH]
# Path for external lighting files.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_lighting_path = "lighting"
#[DAY-NIGHT TIME CYCLE]
# Enable day-night time cycle.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_time_cycle = false
#[EXTERNAL DAY NIGHT CYCLE PATH]
# Path for external day-night time files.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_time_cycle_path = "time"
#[EXTERNAL WORLDMAP MESH]
# Enable worldmap external meshes.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_worldmap_external_mesh = false
#[EXTERNAL MESH PATH]
# Path for external mesh files.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_mesh_path = "mesh"
#[HDR]
# This flag will set the brightness level that SDR "white" is rendered at within an HDR monitor.
# By default is set to 0, which means to attempt autodetection of the correct value for your monitor via software.
# Autodetection may fail on some monitor models.
# Autodetection WILL fail on Windows older than Win10 Fall Creators Update (version 1709).
# Autodetection WILL fail on WINE (at least as of WINE version 7.22).
# If autodetection is attempted and fails, a default value of 200 nits will be used.
# NOTE: FFNx.log will tell you if autodetection succeeded, and what value was autodetected.
# NOTE: The autodetected (or default) value MIGHT be wrong sometimes; use this flag if brightness does not look correct.
# Sane values are likely in the range 100-200 nits.
hdr_max_nits = 0
#[COLOR GAMUT]
# If enabled, performs a conversion to simulate the color gamut of the 1990s Japanese television sets that FF7 and FF8 were originally designed for.
# The resulting colors are generally brighter and more vivid.
# This mode is appropriate for:
# (1) Vanilla FF7/FF8.
# (2) Mod assets that are upscales of the original assets.
# (3) Mod assets made from scratch where the modder used the original assets as a color reference without doing a gamut conversion.
# This mode is not appropriate for mod assets made from scratch that truly use the sRGB color gamut.
# Such assets can be made suitable for this mode using this converter program: https://github.com/ChthonVII/gamutthingy
enable_ntscj_gamut_mode = false
#########################
# Audio Player Options
#########################
#[NUMBER OF CHANNELS]
# This flag will set the number of channels you want to use.
# You can force a Stereo output ( 2.0 ) on a 7.1 system for example, by setting this flag to 2.
# The number MUST always be EVEN ( eg. 2, 4, 6, 8). If you have 5.1 set, then use 6 ( 5+1 ). If you have 7.1 set, then use 8 ( 7+1 ).
# NOTE: 0 = Autodetect. It will use the number of channels set in your audio card and/or inherited through audio software enhancements suites.
# WARNING: This flag WILL impact the OVERALL external audio layer ( Music, SFX, Voice, Ambient, etc.)!
external_audio_number_of_channels = 2
#[SAMPLE RATE]
# This flag will set the sample rate you want to use.
# The number MUST be one of the known sample rates values ( 44100, 48000, etc. )
# NOTE: 0 = Autodetect. It will use the sample rate set in your audio card and/or inherited through audio software enhancements suites.
# WARNING: This flag WILL impact the OVERALL external audio layer ( Music, SFX, Voice, Ambient, etc.)!
external_audio_sample_rate = 44100
#[USE EXTERNAL SFX]
# This flag will enable/disable the support of an enhanced audio layer to reproduce sounds in-game.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
use_external_sfx = false
#[EXTERNAL SFX VOLUME]
# This setting will allow you to configure the volume of the SFX layer.
# Possible values: 0..100
# If -1, the engine will try to detect the volume by other meanings:
# - FF7 1998: It will attempt to use the original game registry paths
# - FF7 Steam: It will attempt to read it from the ff7sound.cfg file
# - FF8 2000: It will be set to 100% by default
# - FF8 Steam: It will be set to 100% by default
external_sfx_volume = -1
#[EXTERNAL SFX PATH]
# Path of the external sound files
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_sfx_path = "sfx"
#[EXTERNAL SFX EXTENSION]
# The type of file to search for. By default is ogg.
# You can use a list to specify multiple extensions, ordered by priority.
# Example: ["ogg", "flac"]
# Supported extensions:
# - https://github.com/losnoco/vgmstream#supported-file-types
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_sfx_ext = "ogg"
#[EXTERNAL SFX ALWAYS CENTERED]
# This flag will force the external SFX sounds to be played always on the center position instead of inheriting the left/center/right original logic.
external_sfx_always_centered = false
#[USE EXTERNAL MUSIC]
# This flag will enable/disable the support of an enhanced audio layer to reproduce music in-game.
# If you leave out the default configuration FFNx will autodetect your environment and will set it to the best available option.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
use_external_music = false
#[EXTERNAL MUSIC VOLUME]
# This setting will allow you to configure the volume of the Music layer.
# Possible values: 0..100
# If -1, the engine will try to detect the volume by other meanings:
# - FF7 1998: It will attempt to use the original game registry paths
# - FF7 Steam: It will attempt to read it from the ff7sound.cfg file
# - FF8 2000: It will be set to 100% by default
# - FF8 Steam: It will be set to 100% by default
external_music_volume = -1
#[EXTERNAL MUSIC RESUME]
# This flag will enable the support for music resume on known areas of the game ( for eg. World-Map ).
# If you enable this flag, instead of starting the OST for a known area from the beginning everytime, it will resume where you left it off the last time you visited it.
external_music_resume = true
#[EXTERNAL MUSIC SYNCHRONIZATION]
# This flag will enable the support for music synchronization.
# If you enable this flag, music mods can use the "sync" feature to start a music at the time offset of the previous playing music.
external_music_sync = false
#[EXTERNAL MUSIC PATH]
# Path of the external music files
# Will try to load from this path before using the default for your Version of the game
# Defaults:
# - FF7 1998: music/vgmstream ( 7h-era compatibility )
# - FF7 eStore: data/music_ogg
# - FF7 Steam: data/music_ogg
# - FF8 2000/Steam: data/music/dmusic/ogg
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_music_path = ""
#[EXTERNAL MUSIC EXTENSION]
# The type of file to search for. By default is ogg.
# You can use a list to specify multiple extensions, ordered by priority.
# Example: ["minipsf", "ogg"]
# Supported extensions:
# - https://github.com/losnoco/vgmstream#supported-file-types
# - psf, psf2, minipsf, minipsf2 (PSF and PSF2) if you provide the Highly Experimental BIOS
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_music_ext = "ogg"
#[EXTERNAL MUSIC HIGHLY EXPERIMENTAL BIOS]
# This flag will enable support to PSF and PSF2 formats.
# You need to provide a BIOS generated for the Highly Experimental project (hebios.bin).
# To find one compiled BIOS: https://git.lopez-snowhill.net/chris/foo_psf
# To generate one: https://git.lopez-snowhill.net/chris/highly_experimental
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
he_bios_path = ""
#[EXTERNAL VOICE PATH]
# Path of the external voice files
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_voice_path = "voice"
#[EXTERNAL VOICE EXTENSION]
# The type of file to search for. By default is ogg.
# You can use a list to specify multiple extensions, ordered by priority.
# Example: ["ogg", "flac"]
# Supported extensions:
# - https://github.com/losnoco/vgmstream#supported-file-types
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_voice_ext = "ogg"
#[EXTERNAL VOICE VOLUME]
# This setting will allow you to configure the volume of the Voice layer.
# Possible values: 0..100
# If -1, the engine will try to detect the volume by other meanings:
# - FF7 1998: It will attempt to use the FFNx registry paths ( also used by 7th Heaven )
# - FF7 Steam: It will be set to 100% by default
# - FF8 2000: It will be set to 100% by default
# - FF8 Steam: It will be set to 100% by default
external_voice_volume = -1
#[ENABLE VOICE MUSIC FADE]
# This flag will enable the music volume fade out and fade in, when a voice acting is being played back.
# Please note this flag will take effect ONLY when "use_external_music" is enabled.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_voice_music_fade = false
#[EXTERNAL VOICE MUSIC FADE VOLUME]
# This flag will set to how much the volume will be lowered down when a voice acting is going to be played back. When the voice file will be finished, the music volume will be then restored to its previous value.
# Range: 0-100 ( Min = 0, Max = 100)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_voice_music_fade_volume = 25
#[ENABLE VOICE AUTO TEXT]
# This will allow you to enable or disable the Voice Auto-Text feature. When enabled the game will automatically close the dialogue as soon as the voice acting is finished for that line.
enable_voice_auto_text = true
#[EXTERNAL AMBIENT PATH]
# Path of the external ambient files
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_ambient_path = "ambient"
#[EXTERNAL AMBIENT EXTENSION]
# The type of file to search for. By default is ogg.
# You can use a list to specify multiple extensions, ordered by priority.
# Example: ["ogg", "flac"]
# Supported extensions:
# - https://github.com/losnoco/vgmstream#supported-file-types
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_ambient_ext = "ogg"
#[EXTERNAL AMBIENT VOLUME]
# This setting will allow you to configure the volume of the Ambient layer.
# Possible values: 0..100
# If -1, the engine will try to detect the volume by other meanings:
# - FF7 1998: It will attempt to use the FFNx registry paths ( also used by 7th Heaven )
# - FF7 Steam: It will be set to 100% by default
# - FF8 2000: It will be set to 100% by default
# - FF8 Steam: It will be set to 100% by default
external_ambient_volume = -1
###########################
# Video Player Options
###########################
#[ENABLE FFMPEG VIDEOS]
# This flag will enable/disable the support of FFMpeg layer to reproduce movies in-game.
# Default Value (-1) sets the flag, depending on the game version.
# - FF7 1998 - true
# - FF7/FF8 Steam - true
# - FF8 2000 - false
# It is suggested to keep the default behavior unless you really know what are you doing.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_ffmpeg_videos = -1
#[FFMPEG VIDEO VOLUME]
# This setting will allow you to configure the volume of the FFMpeg Video layer.
# Possible values: 0..100
# If -1, the engine will try to detect the volume by other meanings:
# - FF7 1998: It will attempt to use the FFNx registry paths ( also used by 7th Heaven )
# - FF7 Steam: It will be set to 100% by default
# - FF8 2000: NOT SUPPORTED!
# - FF8 Steam: It will be set to 100% by default
ffmpeg_video_volume = -1
#[FFMPEG VIDEO FILE EXTENSION]
# The type of file that the ffmpeg layer will search for. Default is avi.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ffmpeg_video_ext = "avi"
#[EXTERNAL MOVIE AUDIO FILE EXTENSION]
# The type of audio file to search for. Default is ogg.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_movie_audio_ext = "ogg"
###########################
# Controller Options
###########################
#[ANALOGUE CONTROLS]
# FF7: This flag will enable analogue joystick input for controlling the player in fields and the camera in battles.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_analogue_controls = false
#[INVERT VERTICAL CAMERA CONTROLS]
# FF7: This flag will enable inverted camera vertical movement when controlling the camera in battles.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_inverted_vertical_camera_controls = false
#[INVERT HORIZONTAL CAMERA CONTROLS]
# FF7: This flag will enable inverted camera horizontal movement when controlling the camera in battles.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_inverted_horizontal_camera_controls = false
#[LEFT ANALOG STICK DEADZONE]
# FF7: Sets the deadzone for the left analog stick. Values are from 0 to 1.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
left_analog_stick_deadzone = 0.1
#[RIGHT ANALOG STICK DEADZONE]
# FF7: Sets the deadzone for the right analog stick. Values are from 0 to 1.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
right_analog_stick_deadzone = 0.1
#[LEFT ANALOG TRIGGER DEADZONE]
# FF7: Sets the deadzone for the left analog trigger. Values are from 0 to 1.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
left_analog_trigger_deadzone = 0.1
#[RIGHT ANALOG TRIGGER DEADZONE]
# FF7: Sets the deadzone for the right analog trigger. Values are from 0 to 1.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
right_analog_trigger_deadzone = 0.1
#[AUTO RUN]
# FF7: This flag enables mode to walk or run depending on how much the left analog stick is tilt.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_auto_run = false
#[EXTERNAL VIBRATE PATH]
# Path of the external vibrate files
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
external_vibrate_path = "vibrate"
###############################
# MUST SET FOR VERSIONS BELOW
# FF7 2012 FF7 STEAM
# FF8 2013 FF8 STEAM
###############################
# The folder name in your game Documents path ( for eg. for FF7 is "C:\Users\JohnDoe\Documents\Square Enix\FINAL FANTASY VII Steam\user_XXXXXXX")
# Use this only if you have MORE THAN ONE user_* directories. If not, just leave this commented as the driver will autodetect the directory.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
steam_game_userdata = ""
###########################
# Steam Achievement Options
###########################
#[STEAM ACHIEVEMENTS EXTENSION]
# This flag will enable steam overlay and steam achievements (Steam MUST be running and you must be online and
# connected to the Internet to unlock achievement).
# Note: incompatible with mods that change dramatically the gameplay (for example, New Threat mod), use it at your own risk
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_steam_achievements = false
########################
## MODDER OPTIONS
########################
#[TEXTURE PATH]
# Mod directory where textures will be loaded from
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
mod_path = "mods/Textures"
# Mod extension
# You can change the extension list, ordered by priority. DO NOT add new extensions, driver will become unstable.
# Default: ["dds", "png"]
# Additionally available supported extensions: [ "psd", "tga", "exr" ]
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
mod_ext = ["dds", "png"]
# Show every failed attempt at loading a .png or .dds texture
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
show_missing_textures = false
# Dump internal textures to PNG files in the mod_path
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
save_textures = false
# Dump internal legacy textures to PNG files in the mod_path
# FF7: There is currently no legacy format
# FF8: Field backgrounds will be saved in Tonberry's format, instead of FFNx one
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
save_textures_legacy = false
# Dump identified data from EXE to "<direct_mode_path>/exe/"
# List of files dumped here: https://github.com/julianxhokaxhiu/FFNx/tree/master/docs/mods/exe_data.md
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
save_exe_data = false
# This path is where the Hext patching layer will look for txt files.
# The path will ALWAYS have appended:
# 1. The game name ( if FF7 it will be "ff7/", if FF8 will be "ff8/")
# 2. The game language ( for eg. if ff7_en it will be "en" )
# The resulting path will then be "<hext_patching_path>/ff7/en", if you run for eg. FF7 English
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
hext_patching_path = "hext"
# This is the path where files where be read directly, instead then reading them inside the LGP/FS archives.
# For example: if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# If this file doesn't exist it will look for the original in the LGP archive
# Another example: if FF8 is looking for c:/data/en/FIELD/mapdata/bc/bccent12/bccent12.msd in field.fs,
# this option will make it open direct/FIELD/mapdata/bc/bccent12/bccent12.msd if it exists
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
direct_mode_path = "direct"
# This path will define where the driver will look first, allowing you to override core game files, if needed
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
override_path = "override"
# This path will define where the driver will look for mod_path textures first, allowing you to override mod_path textures, if needed-
# This flag is empty by default to ensure performance is not dropped.
override_mod_path = ""
#[SPEEDHACK]
# Set the step when increasing the speedhack speed
#~~~~~~~~~~~~~~~~~~~~~~~~~~
speedhack_step = 0.5
# Set the limit of the speedhack multiplier
#~~~~~~~~~~~~~~~~~~~~~~~~~~
speedhack_max = 8.0
speedhack_min = 1.0
#[EXPERIMENTAL]
# Enable support for animated textures.
# WARNING: This flag MAY degrade the gameplay performance. Enable at your own risk.
#~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_animated_textures = false
# Disable animated textures on the fields listed below.
# This field can be a single field name, or an array of field names.
# NOTE: This is an actual BLACKLIST and it will have an impact ONLY when 'enable_animated_textures = true'
disable_animated_textures_on_field = ""
##########################
# DEBUGGING OPTIONS
# These options are mostly useful for developers or people reporting crashes.
# Please do enable them only when required.
##########################
# Enable FFNx DevTools
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
enable_devtools = false
# Set hotkey to toggle the DevTools window.
# This is specified by a virtual-key code hexadecimal value, see: https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Default: 0x7B ( VK_F12 )
devtools_hotkey = 0x7B
# Display the verion of FFNx in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
show_version = true
# Display frames per second counter in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
show_fps = false
# Display Rendering backend in upper right corner ( when fullscreen ) or in the title bar ( when windowed )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
show_renderer_backend = true
# Display some real-time debug information
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
show_stats = false
# Enable logging
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
show_applog = true
# Dump in the logs more verbose error messages coming directly from the engine
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
more_debug = false
# Show on screen error messages ( only on fullscreen )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
show_error_popup = false
# Enable this flag if you want to see more verbose output from the backend renderer.
# Usually useful for debug pruposes. Do not enable otherwise.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
renderer_debug = false
# Enable this flag if you want to go into debug mode for steam achievements (open popup window for achievements).
# Useful for debug purposes. Do not enable otherwise.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
steam_achievements_debug_mode = false
# Creates a full crashdump file if the game crashes. Useful to be analyzed with WinDbg when reporting issues.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
create_crash_dump = false
# Various flags which will help in further debugging the game engine logics.
# Some flags may not generate any output depending on the game you play.
# trace_all - Dump in the logs whatever APIs is being called from the Engine in FFNx. Overrides all the others below.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_all = false
# trace_renderer - Dump in the logs only APIs that has to do with the rendering engine
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_renderer = false
# trace_movies - Dump in the logs only APIs that has to do with movie playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_movies = false
# trace_music - Dump in the logs only APIs that has to do with music playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_music = false
# trace_sfx - Dump in the logs only APIs that has to do with sfx playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_sfx = false
# trace_fake_dx - Dump in the logs only APIs that has to do with directdraw emulation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_fake_dx = false
# trace_direct - Dump in the logs only APIs that has to do with Archive loading
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_direct = false
# trace_files - Dump in the logs only APIs that has to do with filesystem operations
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_files = false
# trace_loaders - Dump in the logs only APIs that has to do with internal textures overrides
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_loaders = false
# trace_vram - Dump in the logs only APIs that has to do with FF8 VRAM
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_vram = false
# trace_opcodes - Dump in the logs only APIs that has to do with field opcodes
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_opcodes = false
# trace_voice - Dump in the logs only APIs that has to do with voice playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_voice = false
# trace_ambient - Dump in the logs only APIs that has to do with ambient playback
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_ambient = false
# trace_gamepad - Dump in the logs only APIs that has to do with gamepad
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_gamepad = false
# trace_achievement - Dump in the logs only APIs that has to do with steam achievements
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_achievement = false
# trace_battle_animation - Dump in the logs only APIs that has to do with battle animation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_battle_animation = false
# trace_battle_text - Dump in the logs only APIs that has to do with battle text (dialogue, ...)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
trace_battle_text = false
# vertex_log - Dump in the logs current engine vertex data being passed to the GPU for drawing
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
vertex_log = false
# uniform_log - Dump in the logs current engine uniform data being passed to the GPU shaders
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
uniform_log = false
###############################################################################
# OPTIONS ONLY FOR FF7
###############################################################################
## ENHANCEMENTS
# FPS Limiter
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
# This flag will overwrite the internal FPS limiter of the game.
# Available choices are:
# - 0: Original ( will inherit the default vanilla game behavior, some bugs may appear )
# - 1: Default ( an hybrid mode that fixes most of the known game limiter bugs while preserving the original FPS )
# - 2: 30 FPS ( it will bump Battle mode to 30 FPS, everything else will run in vanilla mode )
# - 3: 60 FPS ( all the game will run in 60 FPS, use this option at your own risk )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff7_fps_limiter = 1
# Allow the sfx footstep sound to be played everytime you move in fields
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff7_footsteps = false
# Include armor in magic defense calculation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
mdef_fix = true
# Play opening music via external music, the opening movie needs to be modified to not play the music
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff7_external_opening_music = false
# FIELD mode vertical center
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
# This flag will center vertically the game when in FIELD mode
# NOTE: Previously this was done via a hext file
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff7_field_center = true
## MODDER OPTIONS - These options are mostly useful to modders and should not be enabled during normal play.
# This is the path where your savefiles will be read.
# Notice that the path will be relative to your FF7 Game install directory, where usually the "save" directory is stored.
# PLEASE NOTE: THIS IS A VALID OPTION ONLY FOR FF7 1998/eStore edition. It will NOT work on the Steam edition!
save_path = "save"
# FIELD advanced blinking
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
# This flag will enable advanced blinking for Field models.
# NOTE: Models have to be patched to support this feature. Vanilla models work out of the box.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff7_advanced_blinking = false
###############################################################################
# OPTIONS ONLY FOR FF8
###############################################################################
## ENHANCEMENTS
# Load higher resolution textures on worldmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff8_worldmap_internal_highres_textures = true
# Attempt to fix texturing holes by restoring full precision from the game data
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff8_fix_uv_coords_precision = true
# Always use original filenames when looking for external music files.
# Example: `005s-battle.ogg` instead of `battle.ogg`.
# Use this option if you want to use OGG files from Remastered Edition directly in external music
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff8_external_music_force_original_filenames = false
# Use icon textures for gamepad buttons instead of "B1", "B2", etc...
# By default the PS1 icons are used from the game data.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff8_use_gamepad_icons = false
# FPS Limiter
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
# This flag will overwrite the internal FPS limiter of the game.
# Available choices are:
# - 0: Original ( will inherit the default vanilla game behavior, some bugs may appear )
# - 1: Default ( an hybrid mode that fixes most of the known game limiter bugs while preserving the original FPS )
# - 2: 30 FPS ( it will bump Battle mode to 30 FPS, everything else will run in vanilla mode )
# - 3: 60 FPS ( all the game will run in 60 FPS, use this option at your own risk )
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff8_fps_limiter = 1
## GAME INSTALLATION OPTIONS
#[APP PATH]
# Overrides the app path if set, can be relative
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
app_path = ""
#[DATA DRIVE]
# Overrides the data drive to read disks if set. Ignored in the Steam edition.
# Example: "F:"
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
data_drive = ""
## DEBUGGING OPTIONS - These options are mostly useful for developers or people reporting crashes. Please do enable them only when required.
# Show the PSX SSIGPU VRAM window
#~~~~~~~~~~~~~~~~~~~~~~~~~~~
ff8_ssigpu_debug = false