1 [[Mupen64Plus v2.0 Core API v1.0|Mupen64Plus v2.0 API]]
5 These are standard parameters which are used by the Mupen64Plus plugins. The behavior of the plugin library when these parameters are changed while the emulator is running is not defined here. Some plugins will load the parameters when starting and store internal copies of the parameters for use during emulation. Other plugins may read the value of the parameters while running.
10 !Parameter Name!!Type!!Usage
14 |Mupen64Plus Audio SDL config parameter set version number. Please don't change.
18 |Frequency which is used if rom doesn't want to change it
22 |Swaps left and right channels
26 |Size of primary buffer in output samples. This is where audio is loaded after it's extracted from n64's memory.
28 |PRIMARY_BUFFER_TARGET
30 |Fullness level target for Primary audio buffer, in equivalent output samples.
32 |SECONDARY_BUFFER_SIZE
34 |Size of secondary buffer in samples. This is SDL's hardware buffer.
38 |Audio resampling algorithm. "trivial" for fastest, lowest-quality algorithm. If compiled with SPEEX support, this can be "speex-fixed-0" to "speex-fixed-10". If compiled with libsrc support, this can be "src-sinc-best-quality", "src-sinc-medium-quality", "src-sinc-fastest", "src-zero-order-hold", or "src-linear".
42 |Volume control type: 1 = SDL (only affects Mupen64Plus output) 2 = OSS mixer (adjusts master PC volume)
46 |Percentage change each time the volume is increased or decreased
50 |Default volume when a game is started. Only used if VOLUME_CONTROL_TYPE is 1
57 !Parameter Name!!Type!!Usage
61 |Use fullscreen mode if True, or windowed mode if False
65 |Width of output window or fullscreen width
69 |Height of output window or fullscreen height
76 !Parameter Name!!Type!!Usage
80 |Frame Buffer Emulation (0=ROM default, 1=disable)
82 |FrameBufferWriteBackControl
84 |Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)
88 |Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload)
92 |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)
96 |Force to use normal alpha blender
100 |Use a faster algorithm to speed up texture loading and CRC computation (may break hi-res texture loading)
102 |AccurateTextureMapping
104 |Use different texture coordinate clamping code
108 |Force emulated frame buffers to be in N64 native resolution
112 |Try to reduce Video RAM usage (should never be used)
114 |DoubleSizeForSmallTxtrBuf
116 |Enable this option to have better render-to-texture quality
118 |DefaultCombinerDisable
120 |Force to use normal color combiner
124 |Enable game-specific settings from INI file
128 |Enable or disable fog generation
132 |If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode
136 |N64 Texture Memory Full Emulation (may fix some games, may break others)
140 |Enable vertex clipper for fog operations
144 |Enable SSE optimizations for capable CPUs
148 |Use GPU vertex shader
152 |If this option is enabled, the plugin will skip every other frame
156 |If enabled, texture enhancement will be done only for TxtRect ucode
160 |If enabled, texture enhancement will be done only for textures width+height<=128
164 |Enable hi-resolution texture file loading
168 |Filter hi-resolution texture filenames based only on the CRC and ignore format+size tags (Glide64 compatibility)
172 |Enable texture dumping
176 |Display On-screen FPS
180 |Enable, Disable or Force fog generation (0=Disable, 1=Enable n64 choose, 2=Force Fog)
184 |Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinear
188 |Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
192 |Primary texture filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
194 |TextureEnhancementControl
196 |Secondary texture filter (0 = none, 1-4 = filtered)
200 |Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)
204 |Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits
206 |OpenGLDepthBufferSetting
208 |Z-buffer depth (only 16 or 32)
212 |Color bit depth for rendering window (0=32 bits, 1=16 bits)
216 |OpenGL rendering level to support (0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3, 4=OGL_1.4, 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM)
218 |AnisotropicFiltering
220 |Enable/Disable Anisotropic Filtering for Mipmapping (0=no filtering, 2-16=quality). This is uneffective if EnableMipmapping is false. 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 filtering
225 The Mupen64Plus-Input-SDL plugin uses a separate config section for each simulated N64 controller. The sections are named: <tt>Input-SDL-Control1</tt>, <tt>Input-SDL-Control2</tt>, <tt>Input-SDL-Control3</tt>, and <tt>Input-SDL-Control4</tt>. The 4 sections all contain the same parameters.
227 <b>General-purpose Controller Configuration Parameters</b>
230 !Parameter Name!!Type!!Usage
234 |Mupen64Plus Input-SDL config parameter set version number. Please don't change.
238 |Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
242 |Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
246 |SDL joystick name (or Keyboard)
250 |Specifies whether this controller is 'plugged in' to the simulated N64
254 |Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
258 |If True, then mouse buttons may be used with this controller, and mouse movement will map to X/Y analog stick
262 |The sensitivity coefficients for the mouse to move the N64 controller axis value from 0. For X, Y axes. Values must be positive.
266 |The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes.
270 |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 value
274 <b>Digital Controller Configuration</b>
275 These parameters are used to bind input events with N64 Controller button presses. There are 14 simulated buttons and 2 special buttons for switching between the Mem Pak and Rumble Pak expansion units. Each configuration parameter is a string which specifies input events which will map to the given N64 button. The configuration strings consist of zero or more input event words. A list of available input event words is given here:
278 !Input Event Word!!Usage
280 |<tt>key(<keysym>)</tt>
281 |<keysym> = SDLK_* key symbol enumerated type
283 |<tt>button(<num>)</tt>
284 |<num> = SDL Joystick Button Number (0 or greater)
286 |<tt>axis(<num><dir>)</tt>
287 |<num> = SDL Joystick Axis Number, <dir> = axis direction (+ = positive, - = negative)
289 |<tt>axis(<num><dir>,<deadzone>)</tt>
290 |<num> = SDL Joystick Axis Number, <dir> = axis direction (+ = positive, - = negative), <deadzone> = minimum axis value (max 32767) to activate button; default 6000
292 |<tt>hat(<num> <dir>)</tt>
293 |<num> = SDL Joystick Hat Number, <dir> = hat direction (Up, Down, Left, or Right)
295 |<tt>mouse(<num>)</tt>
296 |<num> = mouse button number (1 = left button, 2 = middle, 3 = right, etc)
302 !Parameter Name!!Type!!Usage
306 |Input event string for mapping the Right button on the D-pad
310 |Input event string for mapping the Left button on the D-pad
314 |Input event string for mapping the Down button on the D-pad
318 |Input event string for mapping the Up button on the D-pad
322 |Input event string for mapping the Start button
326 |Input event string for mapping the Z trigger
330 |Input event string for mapping the "B" button
334 |Input event string for mapping the "A" button
338 |Input event string for mapping the Right "C" button
342 |Input event string for mapping the Left "C" button
346 |Input event string for mapping the Down "C" button
350 |Input event string for mapping the Up "C" button
354 |Input event string for mapping the Right trigger
358 |Input event string for mapping the Left trigger
362 |Input event string for toggling the Memory Pak unit
366 |Input event string for toggling the Rumble Pak unit
370 <b>Analog Controller Configuration</b>
371 These parameters are used to bind input events with N64 Controller analog stick movements. There are only 2 analog stick axes, X and Y. Each configuration parameter is a string which specifies input events which will map to the given N64 controller axis movement. The configuration strings consist of zero or more input event words. A list of available input event words is given here:
374 !Input Event Word!!Usage
376 |<tt>key(<key_a>,<key_b>)</tt>
377 |<key_a> = SDLK_* key symbol for up/left movement. <key_b> = SDLK_* key symbol for down/right movement. The strength of these movements can be modulated with the Left-Shift and Left-Control keys.
379 |<tt>button(<num_a>,<num_b>)</tt>
380 |<num_a> = SDL Joystick Button Number for up/left movement. <num_b> = SDL Joystick Button Number for down/right movement.
382 |<tt>axis(<num_a><dir_a>,<num_b><dir_b>)</tt>
383 |<num_a> = SDL Joystick Axis Number for up/left movement, <dir_a> = axis direction for up/left movement (+ = positive, - = negative). <num_b> = SDL Joystick Axis Number for down/right movement, <dir_b> = axis direction for down/right movement.
385 |<tt>hat(<num> <dir_a> <dir_b>)</tt>
386 |<num> = SDL Joystick Hat Number, <dir_a> = hat direction for up/left movement (Up, Down, Left, or Right), <dir_b> = hat direction for right/down movement
392 !Parameter Name!!Type!!Usage
396 |Input event string for mapping the Y axis (up/down) of the analog stick
400 |Input event string for mapping the X axis (left/right) of the analog stick