autosave Automatic load/save state on game load/save. Automatically save and load save states when a game is closed or loaded, respectively. MDFNST_BOOL 0 0 cdplay.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 cdplay.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 cdplay.input.builtin.controller.next_track MDFNSF_SUPPRESS_DOC cdplay, Built-In, Controller: Next Track MDFNST_STRING keyboard 275 0 cdplay.input.builtin.controller.next_track_10 MDFNSF_SUPPRESS_DOC cdplay, Built-In, Controller: Next Track 10 MDFNST_STRING keyboard 273 0 cdplay.input.builtin.controller.play_pause MDFNSF_SUPPRESS_DOC cdplay, Built-In, Controller: Play/Pause MDFNST_STRING keyboard 32 0 cdplay.input.builtin.controller.previous_track MDFNSF_SUPPRESS_DOC cdplay, Built-In, Controller: Previous Track MDFNST_STRING keyboard 276 0 cdplay.input.builtin.controller.previous_track_10 MDFNSF_SUPPRESS_DOC cdplay, Built-In, Controller: Previous Track 10 MDFNST_STRING keyboard 274 0 cdplay.input.builtin.controller.scan_forward MDFNSF_SUPPRESS_DOC cdplay, Built-In, Controller: Scan Forward MDFNST_STRING keyboard 280 0 cdplay.input.builtin.controller.scan_reverse MDFNSF_SUPPRESS_DOC cdplay, Built-In, Controller: Scan Reverse MDFNST_STRING keyboard 281 0 cdplay.input.builtin.controller.stop MDFNSF_SUPPRESS_DOC cdplay, Built-In, Controller: Stop MDFNST_STRING keyboard 13 0 cdplay.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". cdplay.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 cdplay.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only cdplay.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. cdplay.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 cdplay.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 cdplay.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 cdplay.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. cdplay.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 cdplay.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 2.000000 0.01 256 0 cdplay.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 cdplay.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 cdplay.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 2.000000 0.01 256 0 cdplay.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 cheats Enable cheats. MDFNST_BOOL 1 0 command.0 MDFNSF_SUPPRESS_DOC Save state 0 select MDFNST_STRING keyboard 48 0 command.1 MDFNSF_SUPPRESS_DOC Save state 1 select MDFNST_STRING keyboard 49 0 command.2 MDFNSF_SUPPRESS_DOC Save state 2 select MDFNST_STRING keyboard 50 0 command.3 MDFNSF_SUPPRESS_DOC Save state 3 select MDFNST_STRING keyboard 51 0 command.4 MDFNSF_SUPPRESS_DOC Save state 4 select MDFNST_STRING keyboard 52 0 command.5 MDFNSF_SUPPRESS_DOC Save state 5 select MDFNST_STRING keyboard 53 0 command.6 MDFNSF_SUPPRESS_DOC Save state 6 select MDFNST_STRING keyboard 54 0 command.7 MDFNSF_SUPPRESS_DOC Save state 7 select MDFNST_STRING keyboard 55 0 command.8 MDFNSF_SUPPRESS_DOC Save state 8 select MDFNST_STRING keyboard 56 0 command.9 MDFNSF_SUPPRESS_DOC Save state 9 select MDFNST_STRING keyboard 57 0 command.activate_barcode MDFNSF_SUPPRESS_DOC Activate barcode(for Famicom) MDFNST_STRING keyboard 289 0 command.advance_frame MDFNSF_SUPPRESS_DOC Advance frame MDFNST_STRING keyboard 97+alt 0 command.device_select1 MDFNSF_SUPPRESS_DOC Select virtual device on virtual input port 1 MDFNST_STRING keyboard 49+ctrl+shift 0 command.device_select2 MDFNSF_SUPPRESS_DOC Select virtual device on virtual input port 2 MDFNST_STRING keyboard 50+ctrl+shift 0 command.device_select3 MDFNSF_SUPPRESS_DOC Select virtual device on virtual input port 3 MDFNST_STRING keyboard 51+ctrl+shift 0 command.device_select4 MDFNSF_SUPPRESS_DOC Select virtual device on virtual input port 4 MDFNST_STRING keyboard 52+ctrl+shift 0 command.device_select5 MDFNSF_SUPPRESS_DOC Select virtual device on virtual input port 5 MDFNST_STRING keyboard 53+ctrl+shift 0 command.device_select6 MDFNSF_SUPPRESS_DOC Select virtual device on virtual input port 6 MDFNST_STRING keyboard 54+ctrl+shift 0 command.device_select7 MDFNSF_SUPPRESS_DOC Select virtual device on virtual input port 7 MDFNST_STRING keyboard 55+ctrl+shift 0 command.device_select8 MDFNSF_SUPPRESS_DOC Select virtual device on virtual input port 8 MDFNST_STRING keyboard 56+ctrl+shift 0 command.exit MDFNSF_SUPPRESS_DOC Exit MDFNST_STRING keyboard 293~keyboard 27 0 command.fast_forward MDFNSF_SUPPRESS_DOC Fast-forward MDFNST_STRING keyboard 96 0 command.input_config1 MDFNSF_SUPPRESS_DOC Configure buttons on virtual port 1 MDFNST_STRING keyboard 49+alt+shift 0 command.input_config2 MDFNSF_SUPPRESS_DOC Configure buttons on virtual port 2 MDFNST_STRING keyboard 50+alt+shift 0 command.input_config3 MDFNSF_SUPPRESS_DOC Configure buttons on virtual port 3 MDFNST_STRING keyboard 51+alt+shift 0 command.input_config4 MDFNSF_SUPPRESS_DOC Configure buttons on virtual port 4 MDFNST_STRING keyboard 52+alt+shift 0 command.input_config5 MDFNSF_SUPPRESS_DOC Configure buttons on virtual port 5 MDFNST_STRING keyboard 53+alt+shift 0 command.input_config6 MDFNSF_SUPPRESS_DOC Configure buttons on virtual port 6 MDFNST_STRING keyboard 54+alt+shift 0 command.input_config7 MDFNSF_SUPPRESS_DOC Configure buttons on virtual port 7 MDFNST_STRING keyboard 55+alt+shift 0 command.input_config8 MDFNSF_SUPPRESS_DOC Configure buttons on virtual port 8 MDFNST_STRING keyboard 56+alt+shift 0 command.input_config_abd MDFNSF_SUPPRESS_DOC Detect analog buttons on physical joysticks/gamepads(for use with the input configuration process). MDFNST_STRING keyboard 284 0 command.input_configc MDFNSF_SUPPRESS_DOC Configure command key MDFNST_STRING keyboard 283 0 command.input_configc_am MDFNSF_SUPPRESS_DOC Configure command key, for all-pressed-to-trigger mode MDFNST_STRING keyboard 283+shift 0 command.insert_coin MDFNSF_SUPPRESS_DOC Insert coin MDFNST_STRING keyboard 289 0 command.insert_eject_disk MDFNSF_SUPPRESS_DOC Insert/Eject disk/disc MDFNST_STRING keyboard 289 0 command.load_movie MDFNSF_SUPPRESS_DOC Load movie MDFNST_STRING keyboard 288+shift 0 command.load_state MDFNSF_SUPPRESS_DOC Load state MDFNST_STRING keyboard 288 0 command.m0 MDFNSF_SUPPRESS_DOC Movie 0 select MDFNST_STRING keyboard 48+shift 0 command.m1 MDFNSF_SUPPRESS_DOC Movie 1 select MDFNST_STRING keyboard 49+shift 0 command.m2 MDFNSF_SUPPRESS_DOC Movie 2 select MDFNST_STRING keyboard 50+shift 0 command.m3 MDFNSF_SUPPRESS_DOC Movie 3 select MDFNST_STRING keyboard 51+shift 0 command.m4 MDFNSF_SUPPRESS_DOC Movie 4 select MDFNST_STRING keyboard 52+shift 0 command.m5 MDFNSF_SUPPRESS_DOC Movie 5 select MDFNST_STRING keyboard 53+shift 0 command.m6 MDFNSF_SUPPRESS_DOC Movie 6 select MDFNST_STRING keyboard 54+shift 0 command.m7 MDFNSF_SUPPRESS_DOC Movie 7 select MDFNST_STRING keyboard 55+shift 0 command.m8 MDFNSF_SUPPRESS_DOC Movie 8 select MDFNST_STRING keyboard 56+shift 0 command.m9 MDFNSF_SUPPRESS_DOC Movie 9 select MDFNST_STRING keyboard 57+shift 0 command.power MDFNSF_SUPPRESS_DOC Power toggle MDFNST_STRING keyboard 292 0 command.reset MDFNSF_SUPPRESS_DOC Reset MDFNST_STRING keyboard 291 0 command.rotate_screen MDFNSF_SUPPRESS_DOC Rotate screen MDFNST_STRING keyboard 111+alt 0 command.run_normal MDFNSF_SUPPRESS_DOC Return to normal mode after advancing frames MDFNST_STRING keyboard 114+alt 0 command.save_movie MDFNSF_SUPPRESS_DOC Save movie MDFNST_STRING keyboard 286+shift 0 command.save_state MDFNSF_SUPPRESS_DOC Save state MDFNST_STRING keyboard 286 0 command.select_disk MDFNSF_SUPPRESS_DOC Select disk/disc MDFNST_STRING keyboard 287 0 command.slow_forward MDFNSF_SUPPRESS_DOC Slow-forward MDFNST_STRING keyboard 92 0 command.state_rewind MDFNSF_SUPPRESS_DOC Rewind MDFNST_STRING keyboard 8 0 command.state_slot_dec MDFNSF_SUPPRESS_DOC Decrease selected save state slot by 1 MDFNST_STRING keyboard 45 0 command.state_slot_inc MDFNSF_SUPPRESS_DOC Increase selected save state slot by 1 MDFNST_STRING keyboard 61 0 command.take_snapshot MDFNSF_SUPPRESS_DOC Take screen snapshot MDFNST_STRING keyboard 290 0 command.tl1 MDFNSF_SUPPRESS_DOC Toggle graphics layer 1 MDFNST_STRING keyboard 49+ctrl 0 command.tl2 MDFNSF_SUPPRESS_DOC Toggle graphics layer 2 MDFNST_STRING keyboard 50+ctrl 0 command.tl3 MDFNSF_SUPPRESS_DOC Toggle graphics layer 3 MDFNST_STRING keyboard 51+ctrl 0 command.tl4 MDFNSF_SUPPRESS_DOC Toggle graphics layer 4 MDFNST_STRING keyboard 52+ctrl 0 command.tl5 MDFNSF_SUPPRESS_DOC Toggle graphics layer 5 MDFNST_STRING keyboard 53+ctrl 0 command.tl6 MDFNSF_SUPPRESS_DOC Toggle graphics layer 6 MDFNST_STRING keyboard 54+ctrl 0 command.tl7 MDFNSF_SUPPRESS_DOC Toggle graphics layer 7 MDFNST_STRING keyboard 55+ctrl 0 command.tl8 MDFNSF_SUPPRESS_DOC Toggle graphics layer 8 MDFNST_STRING keyboard 56+ctrl 0 command.tl9 MDFNSF_SUPPRESS_DOC Toggle graphics layer 9 MDFNST_STRING keyboard 57+ctrl 0 command.toggle_cidisable MDFNSF_SUPPRESS_DOC Grab input and disable commands MDFNST_STRING keyboard 302+shift 0 command.toggle_debugger MDFNSF_SUPPRESS_DOC Toggle debugger MDFNST_STRING keyboard 100+alt 0 command.toggle_dipview MDFNSF_SUPPRESS_DOC Toggle DIP switch view MDFNST_STRING keyboard 287 0 command.toggle_fps_view MDFNSF_SUPPRESS_DOC Toggle frames-per-second display MDFNST_STRING keyboard 282+shift 0 command.toggle_fs MDFNSF_SUPPRESS_DOC Toggle fullscreen mode MDFNST_STRING keyboard 13+alt 0 command.toggle_grab_input MDFNSF_SUPPRESS_DOC Grab input MDFNST_STRING keyboard 302 0 command.toggle_help MDFNSF_SUPPRESS_DOC Toggle help screen MDFNST_STRING keyboard 282 0 command.toggle_state_rewind MDFNSF_SUPPRESS_DOC Toggle state rewind functionality MDFNST_STRING keyboard 115+alt 0 command.togglecheatactive MDFNSF_SUPPRESS_DOC Enable/Disable cheats MDFNST_STRING keyboard 116+alt 0 command.togglecheatview MDFNSF_SUPPRESS_DOC Toggle cheat console MDFNST_STRING keyboard 99+alt 0 command.togglenetview MDFNSF_SUPPRESS_DOC Toggle netplay console MDFNST_STRING keyboard 116 0 debugger.autostepmode Automatically go into the debugger\'s step mode after a game is loaded. MDFNST_BOOL 0 0 ffnosound Silence sound output when fast-forwarding. MDFNST_BOOL 0 0 ffspeed Fast-forwarding speed multiplier. MDFNST_FLOAT 4 1 15 0 fftoggle Treat the fast-forward button as a toggle. MDFNST_BOOL 0 0 filesys.disablesavegz Disable gzip compression when saving save states and backup memory. MDFNST_BOOL 0 0 filesys.fname_movie Format string for movie filename. See fname_format.txt for more information. Edit at your own risk. MDFNST_STRING %f.%M%p.%x 0 filesys.fname_sav Format string for save games filename. WARNING: %x should always be included, otherwise you run the risk of overwriting save data for games that create multiple save data files.\n\nSee fname_format.txt for more information. Edit at your own risk. MDFNST_STRING %F.%M%x 0 filesys.fname_snap Format string for screen snapshot filenames. WARNING: %x or %p should always be included, otherwise there will be a conflict between the numeric counter text file and the image data file.\n\nSee fname_format.txt for more information. Edit at your own risk. MDFNST_STRING %f-%p.%x 0 filesys.fname_state Format string for state filename. See fname_format.txt for more information. Edit at your own risk. MDFNST_STRING %f.%M%X 0 filesys.path_cheat Path to directory for cheats. MDFNST_STRING cheats 0 filesys.path_firmware Path to directory for firmware. MDFNST_STRING firmware 0 filesys.path_movie Path to directory for movies. MDFNST_STRING mcm 0 filesys.path_palette Path to directory for custom palettes. MDFNST_STRING palettes 0 filesys.path_sav Path to directory for save games and nonvolatile memory. WARNING: Do not set this path to a directory that contains Famicom Disk System disk images, or you will corrupt them when you load an FDS game and exit Mednafen. MDFNST_STRING sav 0 filesys.path_snap Path to directory for screen snapshots. MDFNST_STRING snaps 0 filesys.path_state Path to directory for save states. MDFNST_STRING mcs 0 filesys.untrusted_fip_check Enable untrusted file-inclusion path security check. When this setting is set to \"1\", the default, paths to files referenced from files like CUE sheets and PSF rips are checked for certain characters that can be used in directory traversal, and if found, loading is aborted. Set it to \"0\" if you want to allow constructs like absolute paths in CUE sheets, but only if you understand the security implications of doing so(see \"Security Issues\" section in the documentation). MDFNST_BOOL 1 0 gb.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 gb.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 gb.input.builtin.gamepad.a MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: A MDFNST_STRING keyboard 259 0 gb.input.builtin.gamepad.b MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: B MDFNST_STRING keyboard 258 0 gb.input.builtin.gamepad.down MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 gb.input.builtin.gamepad.left MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 gb.input.builtin.gamepad.rapid_a MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: Rapid A MDFNST_STRING 0 gb.input.builtin.gamepad.rapid_b MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: Rapid B MDFNST_STRING 0 gb.input.builtin.gamepad.right MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 gb.input.builtin.gamepad.select MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: SELECT MDFNST_STRING keyboard 9 0 gb.input.builtin.gamepad.start MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: START MDFNST_STRING keyboard 13 0 gb.input.builtin.gamepad.up MDFNSF_SUPPRESS_DOC gb, Built-In, Gamepad: UP â MDFNST_STRING keyboard 119 0 gb.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". gb.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 gb.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only gb.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. gb.system_type MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulated GB type. MDFNST_ENUM auto 4 auto Auto Automatic detection based on headers. dmg DMG Original GameBoy Monochrome. cgb CGB GameBoy Color.\n\nThis option is not fully implemented in regards to handling of DMG games. agb AGB GameBoy Advance.\n\nThis option is not fully implemented in regards to handling of DMG games. gb.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 gb.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 gb.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 gb.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. gb.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 gb.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 4.000000 0.01 256 0 gb.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 gb.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 gb.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 4.000000 0.01 256 0 gb.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 gba.bios MDFNSF_EMU_STATE Path to optional GBA BIOS ROM image. MDFNST_STRING 0 gba.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 gba.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 gba.input.builtin.gamepad.a MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: A MDFNST_STRING keyboard 259 0 gba.input.builtin.gamepad.b MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: B MDFNST_STRING keyboard 258 0 gba.input.builtin.gamepad.down MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 gba.input.builtin.gamepad.left MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 gba.input.builtin.gamepad.rapid_a MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: Rapid A MDFNST_STRING 0 gba.input.builtin.gamepad.rapid_b MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: Rapid B MDFNST_STRING 0 gba.input.builtin.gamepad.right MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 gba.input.builtin.gamepad.select MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: SELECT MDFNST_STRING keyboard 9 0 gba.input.builtin.gamepad.shoulder_l MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: SHOULDER L MDFNST_STRING keyboard 261 0 gba.input.builtin.gamepad.shoulder_r MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: SHOULDER R MDFNST_STRING keyboard 262 0 gba.input.builtin.gamepad.start MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: START MDFNST_STRING keyboard 13 0 gba.input.builtin.gamepad.up MDFNSF_SUPPRESS_DOC gba, Built-In, Gamepad: UP â MDFNST_STRING keyboard 119 0 gba.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". gba.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 gba.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only gba.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. gba.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 gba.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 gba.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 gba.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. gba.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 gba.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 gba.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 gba.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 gba.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 gba.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 gg.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 gg.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 gg.input.builtin.gamepad.button1 MDFNSF_SUPPRESS_DOC gg, Built-In, Gamepad: Button 1 MDFNST_STRING keyboard 258 0 gg.input.builtin.gamepad.button2 MDFNSF_SUPPRESS_DOC gg, Built-In, Gamepad: Button 2 MDFNST_STRING keyboard 259 0 gg.input.builtin.gamepad.down MDFNSF_SUPPRESS_DOC gg, Built-In, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 gg.input.builtin.gamepad.left MDFNSF_SUPPRESS_DOC gg, Built-In, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 gg.input.builtin.gamepad.rapid_button1 MDFNSF_SUPPRESS_DOC gg, Built-In, Gamepad: Rapid Button 1 MDFNST_STRING 0 gg.input.builtin.gamepad.rapid_button2 MDFNSF_SUPPRESS_DOC gg, Built-In, Gamepad: Rapid Button 2 MDFNST_STRING 0 gg.input.builtin.gamepad.right MDFNSF_SUPPRESS_DOC gg, Built-In, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 gg.input.builtin.gamepad.start MDFNSF_SUPPRESS_DOC gg, Built-In, Gamepad: Start MDFNST_STRING keyboard 13 0 gg.input.builtin.gamepad.up MDFNSF_SUPPRESS_DOC gg, Built-In, Gamepad: UP â MDFNST_STRING keyboard 119 0 gg.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". gg.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 gg.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only gg.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. gg.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 gg.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 gg.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 gg.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. gg.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 gg.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 4.000000 0.01 256 0 gg.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 gg.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 gg.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 4.000000 0.01 256 0 gg.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 input.autofirefreq Auto-fire frequency. Auto-fire frequency = GameSystemFrameRateHz / (value + 1) MDFNST_UINT 3 0 1000 0 input.ckdelay Dangerous key action delay. The length of time, in milliseconds, that a button/key corresponding to a \"dangerous\" command like power, reset, exit, etc. must be pressed before the command is executed. MDFNST_UINT 0 0 99999 0 input.joystick.axis_threshold Analog axis binary press detection threshold. Threshold for detecting a digital-like \"button\" press on analog axis, in percent. MDFNST_FLOAT 75 0 100 0 input.joystick.global_focus Update physical joystick(s) internal state in Mednafen even when Mednafen lacks OS focus. MDFNST_BOOL 1 0 lynx.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 lynx.input.builtin.gamepad.a MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: A (outer) MDFNST_STRING keyboard 259 0 lynx.input.builtin.gamepad.b MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: B (inner) MDFNST_STRING keyboard 258 0 lynx.input.builtin.gamepad.down MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 lynx.input.builtin.gamepad.left MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 lynx.input.builtin.gamepad.option_1 MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: Option 1 (upper) MDFNST_STRING keyboard 263 0 lynx.input.builtin.gamepad.option_2 MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: Option 2 (lower) MDFNST_STRING keyboard 257 0 lynx.input.builtin.gamepad.pause MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: PAUSE MDFNST_STRING keyboard 13 0 lynx.input.builtin.gamepad.rapid_a MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: Rapid A (outer) MDFNST_STRING 0 lynx.input.builtin.gamepad.rapid_b MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: Rapid B (inner) MDFNST_STRING 0 lynx.input.builtin.gamepad.rapid_option_1 MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: Rapid Option 1 (upper) MDFNST_STRING 0 lynx.input.builtin.gamepad.rapid_option_2 MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: Rapid Option 2 (lower) MDFNST_STRING 0 lynx.input.builtin.gamepad.right MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 lynx.input.builtin.gamepad.up MDFNSF_SUPPRESS_DOC lynx, Built-In, Gamepad: UP â MDFNST_STRING keyboard 119 0 lynx.lowpass MDFNSF_CAT_SOUND Enable sound output lowpass filter. MDFNST_BOOL 1 0 lynx.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". lynx.rotateinput Virtually rotate D-pad along with screen. MDFNST_BOOL 1 0 lynx.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 lynx.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only lynx.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. lynx.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 lynx.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 lynx.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 lynx.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. lynx.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 lynx.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 4.000000 0.01 256 0 lynx.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 lynx.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 lynx.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 4.000000 0.01 256 0 lynx.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 md.cdbios MDFNSF_EMU_STATE Path to the CD BIOS SegaCD/MegaCD emulation is currently nonfunctional. MDFNST_STRING us_scd1_9210.bin 0 md.correct_aspect MDFNSF_CAT_VIDEO Correct the aspect ratio. MDFNST_BOOL 1 0 md.debugger.disfontsize MDFNSF_COMMON_TEMPLATE Disassembly font size. Note: Setting the font size to larger than the default may cause text overlap in the debugger. MDFNST_ENUM small 4 xsmall 4x5 small 5x7 medium 6x13 large 9x18 md.debugger.memcharenc MDFNSF_COMMON_TEMPLATE Character encoding for the debugger\'s memory editor. MDFNST_STRING shift_jis 0 md.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 md.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 md.input.port1 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1 MDFNST_ENUM gamepad 5 none none gamepad2 2-Button Gamepad gamepad 3-Button Gamepad gamepad6 6-Button Gamepad megamouse Sega Mega Mouse md.input.port1.gamepad.a MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: A MDFNST_STRING keyboard 259 0 md.input.port1.gamepad.b MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: B MDFNST_STRING keyboard 257 0 md.input.port1.gamepad.c MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: C MDFNST_STRING keyboard 258 0 md.input.port1.gamepad.down MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: DOWN â MDFNST_STRING keyboard 115 0 md.input.port1.gamepad.left MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: LEFT â MDFNST_STRING keyboard 97 0 md.input.port1.gamepad.rapid_a MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: Rapid A MDFNST_STRING 0 md.input.port1.gamepad.rapid_b MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: Rapid B MDFNST_STRING 0 md.input.port1.gamepad.rapid_c MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: Rapid C MDFNST_STRING 0 md.input.port1.gamepad.right MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 md.input.port1.gamepad.start MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: Start MDFNST_STRING keyboard 13 0 md.input.port1.gamepad.up MDFNSF_SUPPRESS_DOC md, Port 1, 3-Button Gamepad: UP â MDFNST_STRING keyboard 119 0 md.input.port1.gamepad2.a MDFNSF_SUPPRESS_DOC md, Port 1, 2-Button Gamepad: A MDFNST_STRING 0 md.input.port1.gamepad2.b MDFNSF_SUPPRESS_DOC md, Port 1, 2-Button Gamepad: B MDFNST_STRING 0 md.input.port1.gamepad2.down MDFNSF_SUPPRESS_DOC md, Port 1, 2-Button Gamepad: DOWN â MDFNST_STRING 0 md.input.port1.gamepad2.left MDFNSF_SUPPRESS_DOC md, Port 1, 2-Button Gamepad: LEFT â MDFNST_STRING 0 md.input.port1.gamepad2.rapid_a MDFNSF_SUPPRESS_DOC md, Port 1, 2-Button Gamepad: Rapid A MDFNST_STRING 0 md.input.port1.gamepad2.rapid_b MDFNSF_SUPPRESS_DOC md, Port 1, 2-Button Gamepad: Rapid B MDFNST_STRING 0 md.input.port1.gamepad2.right MDFNSF_SUPPRESS_DOC md, Port 1, 2-Button Gamepad: RIGHT â MDFNST_STRING 0 md.input.port1.gamepad2.start MDFNSF_SUPPRESS_DOC md, Port 1, 2-Button Gamepad: Start MDFNST_STRING 0 md.input.port1.gamepad2.up MDFNSF_SUPPRESS_DOC md, Port 1, 2-Button Gamepad: UP â MDFNST_STRING 0 md.input.port1.gamepad6.a MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: A MDFNST_STRING 0 md.input.port1.gamepad6.b MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: B MDFNST_STRING 0 md.input.port1.gamepad6.c MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: C MDFNST_STRING 0 md.input.port1.gamepad6.down MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: DOWN â MDFNST_STRING 0 md.input.port1.gamepad6.left MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: LEFT â MDFNST_STRING 0 md.input.port1.gamepad6.mode MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Mode MDFNST_STRING 0 md.input.port1.gamepad6.rapid_a MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Rapid A MDFNST_STRING 0 md.input.port1.gamepad6.rapid_b MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Rapid B MDFNST_STRING 0 md.input.port1.gamepad6.rapid_c MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Rapid C MDFNST_STRING 0 md.input.port1.gamepad6.rapid_x MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Rapid X MDFNST_STRING 0 md.input.port1.gamepad6.rapid_y MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Rapid Y MDFNST_STRING 0 md.input.port1.gamepad6.rapid_z MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Rapid Z MDFNST_STRING 0 md.input.port1.gamepad6.right MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: RIGHT â MDFNST_STRING 0 md.input.port1.gamepad6.start MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Start MDFNST_STRING 0 md.input.port1.gamepad6.up MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: UP â MDFNST_STRING 0 md.input.port1.gamepad6.x MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: X MDFNST_STRING 0 md.input.port1.gamepad6.y MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Y MDFNST_STRING 0 md.input.port1.gamepad6.z MDFNSF_SUPPRESS_DOC md, Port 1, 6-Button Gamepad: Z MDFNST_STRING 0 md.input.port1.megamouse.left MDFNSF_SUPPRESS_DOC md, Port 1, Sega Mega Mouse: Left Button MDFNST_STRING 0 md.input.port1.megamouse.middle MDFNSF_SUPPRESS_DOC md, Port 1, Sega Mega Mouse: Middle Button MDFNST_STRING 0 md.input.port1.megamouse.right MDFNSF_SUPPRESS_DOC md, Port 1, Sega Mega Mouse: Right Button MDFNST_STRING 0 md.input.port1.megamouse.start MDFNSF_SUPPRESS_DOC md, Port 1, Sega Mega Mouse: Start Button MDFNST_STRING 0 md.input.port2 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2 MDFNST_ENUM gamepad 5 none none gamepad2 2-Button Gamepad gamepad 3-Button Gamepad gamepad6 6-Button Gamepad megamouse Sega Mega Mouse md.input.port2.gamepad.a MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: A MDFNST_STRING 0 md.input.port2.gamepad.b MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: B MDFNST_STRING 0 md.input.port2.gamepad.c MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: C MDFNST_STRING 0 md.input.port2.gamepad.down MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: DOWN â MDFNST_STRING 0 md.input.port2.gamepad.left MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: LEFT â MDFNST_STRING 0 md.input.port2.gamepad.rapid_a MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: Rapid A MDFNST_STRING 0 md.input.port2.gamepad.rapid_b MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: Rapid B MDFNST_STRING 0 md.input.port2.gamepad.rapid_c MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: Rapid C MDFNST_STRING 0 md.input.port2.gamepad.right MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: RIGHT â MDFNST_STRING 0 md.input.port2.gamepad.start MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: Start MDFNST_STRING 0 md.input.port2.gamepad.up MDFNSF_SUPPRESS_DOC md, Port 2, 3-Button Gamepad: UP â MDFNST_STRING 0 md.input.port2.gamepad2.a MDFNSF_SUPPRESS_DOC md, Port 2, 2-Button Gamepad: A MDFNST_STRING 0 md.input.port2.gamepad2.b MDFNSF_SUPPRESS_DOC md, Port 2, 2-Button Gamepad: B MDFNST_STRING 0 md.input.port2.gamepad2.down MDFNSF_SUPPRESS_DOC md, Port 2, 2-Button Gamepad: DOWN â MDFNST_STRING 0 md.input.port2.gamepad2.left MDFNSF_SUPPRESS_DOC md, Port 2, 2-Button Gamepad: LEFT â MDFNST_STRING 0 md.input.port2.gamepad2.rapid_a MDFNSF_SUPPRESS_DOC md, Port 2, 2-Button Gamepad: Rapid A MDFNST_STRING 0 md.input.port2.gamepad2.rapid_b MDFNSF_SUPPRESS_DOC md, Port 2, 2-Button Gamepad: Rapid B MDFNST_STRING 0 md.input.port2.gamepad2.right MDFNSF_SUPPRESS_DOC md, Port 2, 2-Button Gamepad: RIGHT â MDFNST_STRING 0 md.input.port2.gamepad2.start MDFNSF_SUPPRESS_DOC md, Port 2, 2-Button Gamepad: Start MDFNST_STRING 0 md.input.port2.gamepad2.up MDFNSF_SUPPRESS_DOC md, Port 2, 2-Button Gamepad: UP â MDFNST_STRING 0 md.input.port2.gamepad6.a MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: A MDFNST_STRING 0 md.input.port2.gamepad6.b MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: B MDFNST_STRING 0 md.input.port2.gamepad6.c MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: C MDFNST_STRING 0 md.input.port2.gamepad6.down MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: DOWN â MDFNST_STRING 0 md.input.port2.gamepad6.left MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: LEFT â MDFNST_STRING 0 md.input.port2.gamepad6.mode MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Mode MDFNST_STRING 0 md.input.port2.gamepad6.rapid_a MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Rapid A MDFNST_STRING 0 md.input.port2.gamepad6.rapid_b MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Rapid B MDFNST_STRING 0 md.input.port2.gamepad6.rapid_c MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Rapid C MDFNST_STRING 0 md.input.port2.gamepad6.rapid_x MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Rapid X MDFNST_STRING 0 md.input.port2.gamepad6.rapid_y MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Rapid Y MDFNST_STRING 0 md.input.port2.gamepad6.rapid_z MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Rapid Z MDFNST_STRING 0 md.input.port2.gamepad6.right MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: RIGHT â MDFNST_STRING 0 md.input.port2.gamepad6.start MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Start MDFNST_STRING 0 md.input.port2.gamepad6.up MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: UP â MDFNST_STRING 0 md.input.port2.gamepad6.x MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: X MDFNST_STRING 0 md.input.port2.gamepad6.y MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Y MDFNST_STRING 0 md.input.port2.gamepad6.z MDFNSF_SUPPRESS_DOC md, Port 2, 6-Button Gamepad: Z MDFNST_STRING 0 md.input.port2.megamouse.left MDFNSF_SUPPRESS_DOC md, Port 2, Sega Mega Mouse: Left Button MDFNST_STRING 0 md.input.port2.megamouse.middle MDFNSF_SUPPRESS_DOC md, Port 2, Sega Mega Mouse: Middle Button MDFNST_STRING 0 md.input.port2.megamouse.right MDFNSF_SUPPRESS_DOC md, Port 2, Sega Mega Mouse: Right Button MDFNST_STRING 0 md.input.port2.megamouse.start MDFNSF_SUPPRESS_DOC md, Port 2, Sega Mega Mouse: Start Button MDFNST_STRING 0 md.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". md.region MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulate the specified region\'s Genesis/MegaDrive MDFNST_ENUM game 5 game Match game\'s header. Emulate the region that the game indicates it expects to run in via data in the header(or in an internal database for a few games that may have bad header data). overseas_ntsc Overseas(non-Japan), NTSC Region used in North America. overseas_pal Overseas(non-Japan), PAL Region used in Europe. domestic_ntsc Domestic(Japan), NTSC Region used in Japan. domestic_pal Domestic(Japan), PAL Probably an invalid region, but available for testing purposes anyway. md.reported_region MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Region reported to the game. MDFNST_ENUM same 6 same Match the region emulated. game Match game\'s header. This option, in conjunction with the \"md.region\" setting, can be used to run all games at NTSC speeds, or all games at PAL speeds. overseas_ntsc Overseas(non-Japan), NTSC Region used in North America. overseas_pal Overseas(non-Japan), PAL Region used in Europe. domestic_ntsc Domestic(Japan), NTSC Region used in Japan. domestic_pal Domestic(Japan), PAL Probably an invalid region, but available for testing purposes anyway. md.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 md.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only md.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. md.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 md.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 md.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 md.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 1 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. md.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 md.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 md.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 md.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 md.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 md.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 nes.clipsides Clip left+right 8 pixel columns. MDFNST_BOOL 0 0 nes.debugger.disfontsize MDFNSF_COMMON_TEMPLATE Disassembly font size. Note: Setting the font size to larger than the default may cause text overlap in the debugger. MDFNST_ENUM small 4 xsmall 4x5 small 5x7 medium 6x13 large 9x18 nes.debugger.memcharenc MDFNSF_COMMON_TEMPLATE Character encoding for the debugger\'s memory editor. MDFNST_STRING cp437 0 nes.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 nes.fnscan MDFNSF_EMU_STATE Scan filename for (U),(J),(E),etc. strings to en/dis-able PAL emulation. Warning: This option may break NES network play when enabled IF the players are using ROM images with different filenames. MDFNST_BOOL 1 0 nes.gg MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable Game Genie emulation. MDFNST_BOOL 0 0 nes.ggrom MDFNSF_EMU_STATE Path to Game Genie ROM image. MDFNST_STRING gg.rom 0 nes.input.fcexp MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Famicom Expansion Port MDFNST_ENUM none 12 none none arkanoid Arkanoid Paddle shadow Space Shadow Gun 4player 4-player Adapter fkb Family Keyboard hypershot Hypershot Paddles mahjong Mahjong Controller partytap Party Tap ftrainera Family Trainer Side A ftrainerb Family Trainer Side B oekakids Oeka Kids Tablet bworld Barcode World Scanner nes.input.fcexp.arkanoid.button MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Arkanoid Paddle: Button MDFNST_STRING mouse 0 0 nes.input.fcexp.fkb.0 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 0 MDFNST_STRING keyboard 48 0 nes.input.fcexp.fkb.1 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 1 MDFNST_STRING keyboard 49 0 nes.input.fcexp.fkb.2 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 2 MDFNST_STRING keyboard 50 0 nes.input.fcexp.fkb.3 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 3 MDFNST_STRING keyboard 51 0 nes.input.fcexp.fkb.4 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 4 MDFNST_STRING keyboard 52 0 nes.input.fcexp.fkb.5 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 5 MDFNST_STRING keyboard 53 0 nes.input.fcexp.fkb.6 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 6 MDFNST_STRING keyboard 54 0 nes.input.fcexp.fkb.7 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 7 MDFNST_STRING keyboard 55 0 nes.input.fcexp.fkb.8 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 8 MDFNST_STRING keyboard 56 0 nes.input.fcexp.fkb.9 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: 9 MDFNST_STRING keyboard 57 0 nes.input.fcexp.fkb.a MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: A MDFNST_STRING keyboard 97 0 nes.input.fcexp.fkb.at MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: @ MDFNST_STRING keyboard 96 0 nes.input.fcexp.fkb.b MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: B MDFNST_STRING keyboard 98 0 nes.input.fcexp.fkb.backslash MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: \\ MDFNST_STRING keyboard 92 0 nes.input.fcexp.fkb.c MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: C MDFNST_STRING keyboard 99 0 nes.input.fcexp.fkb.caret MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: ^ MDFNST_STRING keyboard 61 0 nes.input.fcexp.fkb.clear MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: CLR MDFNST_STRING keyboard 127 0 nes.input.fcexp.fkb.colon MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: : MDFNST_STRING keyboard 39 0 nes.input.fcexp.fkb.comma MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: , MDFNST_STRING keyboard 44 0 nes.input.fcexp.fkb.ctrl MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: CTR MDFNST_STRING keyboard 306 0 nes.input.fcexp.fkb.d MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: D MDFNST_STRING keyboard 100 0 nes.input.fcexp.fkb.delete MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: DEL MDFNST_STRING keyboard 281 0 nes.input.fcexp.fkb.down MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: DOWN MDFNST_STRING keyboard 274 0 nes.input.fcexp.fkb.e MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: E MDFNST_STRING keyboard 101 0 nes.input.fcexp.fkb.empty MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: Empty MDFNST_STRING keyboard 307 0 nes.input.fcexp.fkb.escape MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: ESC MDFNST_STRING keyboard 27 0 nes.input.fcexp.fkb.f MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: F MDFNST_STRING keyboard 102 0 nes.input.fcexp.fkb.f1 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: F1 MDFNST_STRING keyboard 282 0 nes.input.fcexp.fkb.f2 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: F2 MDFNST_STRING keyboard 283 0 nes.input.fcexp.fkb.f3 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: F3 MDFNST_STRING keyboard 284 0 nes.input.fcexp.fkb.f4 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: F4 MDFNST_STRING keyboard 285 0 nes.input.fcexp.fkb.f5 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: F5 MDFNST_STRING keyboard 286 0 nes.input.fcexp.fkb.f6 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: F6 MDFNST_STRING keyboard 287 0 nes.input.fcexp.fkb.f7 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: F7 MDFNST_STRING keyboard 288 0 nes.input.fcexp.fkb.f8 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: F8 MDFNST_STRING keyboard 289 0 nes.input.fcexp.fkb.g MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: G MDFNST_STRING keyboard 103 0 nes.input.fcexp.fkb.graph MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: GRPH MDFNST_STRING keyboard 308 0 nes.input.fcexp.fkb.h MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: H MDFNST_STRING keyboard 104 0 nes.input.fcexp.fkb.i MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: I MDFNST_STRING keyboard 105 0 nes.input.fcexp.fkb.insert MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: INS MDFNST_STRING keyboard 279 0 nes.input.fcexp.fkb.j MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: J MDFNST_STRING keyboard 106 0 nes.input.fcexp.fkb.k MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: K MDFNST_STRING keyboard 107 0 nes.input.fcexp.fkb.kana MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: ã«ã MDFNST_STRING keyboard 277 0 nes.input.fcexp.fkb.l MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: L MDFNST_STRING keyboard 108 0 nes.input.fcexp.fkb.left MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: LEFT MDFNST_STRING keyboard 276 0 nes.input.fcexp.fkb.left_bracket MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: [ MDFNST_STRING keyboard 91 0 nes.input.fcexp.fkb.left_shift MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: Left SHIFT MDFNST_STRING keyboard 304 0 nes.input.fcexp.fkb.m MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: M MDFNST_STRING keyboard 109 0 nes.input.fcexp.fkb.minus MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: - MDFNST_STRING keyboard 45 0 nes.input.fcexp.fkb.n MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: N MDFNST_STRING keyboard 110 0 nes.input.fcexp.fkb.o MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: O MDFNST_STRING keyboard 111 0 nes.input.fcexp.fkb.p MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: P MDFNST_STRING keyboard 112 0 nes.input.fcexp.fkb.period MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: . MDFNST_STRING keyboard 46 0 nes.input.fcexp.fkb.q MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: Q MDFNST_STRING keyboard 113 0 nes.input.fcexp.fkb.r MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: R MDFNST_STRING keyboard 114 0 nes.input.fcexp.fkb.return MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: RETURN MDFNST_STRING keyboard 13 0 nes.input.fcexp.fkb.right MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: RIGHT MDFNST_STRING keyboard 275 0 nes.input.fcexp.fkb.right_bracket MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: ] MDFNST_STRING keyboard 93 0 nes.input.fcexp.fkb.right_shift MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: Right SHIFT MDFNST_STRING keyboard 303 0 nes.input.fcexp.fkb.s MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: S MDFNST_STRING keyboard 115 0 nes.input.fcexp.fkb.semicolon MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: ; MDFNST_STRING keyboard 59 0 nes.input.fcexp.fkb.slash MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: / MDFNST_STRING keyboard 47 0 nes.input.fcexp.fkb.space MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: SPACE MDFNST_STRING keyboard 32 0 nes.input.fcexp.fkb.stop MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: STOP MDFNST_STRING keyboard 8 0 nes.input.fcexp.fkb.t MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: T MDFNST_STRING keyboard 116 0 nes.input.fcexp.fkb.u MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: U MDFNST_STRING keyboard 117 0 nes.input.fcexp.fkb.up MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: UP MDFNST_STRING keyboard 273 0 nes.input.fcexp.fkb.v MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: V MDFNST_STRING keyboard 118 0 nes.input.fcexp.fkb.w MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: W MDFNST_STRING keyboard 119 0 nes.input.fcexp.fkb.x MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: X MDFNST_STRING keyboard 120 0 nes.input.fcexp.fkb.y MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: Y MDFNST_STRING keyboard 121 0 nes.input.fcexp.fkb.z MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Keyboard: Z MDFNST_STRING keyboard 122 0 nes.input.fcexp.ftrainera.1 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 1 MDFNST_STRING keyboard 111 0 nes.input.fcexp.ftrainera.10 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 10 MDFNST_STRING keyboard 44 0 nes.input.fcexp.ftrainera.11 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 11 MDFNST_STRING keyboard 46 0 nes.input.fcexp.ftrainera.12 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 12 MDFNST_STRING keyboard 47 0 nes.input.fcexp.ftrainera.2 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 2 MDFNST_STRING keyboard 112 0 nes.input.fcexp.ftrainera.3 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 3 MDFNST_STRING keyboard 91 0 nes.input.fcexp.ftrainera.4 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 4 MDFNST_STRING keyboard 93 0 nes.input.fcexp.ftrainera.5 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 5 MDFNST_STRING keyboard 107 0 nes.input.fcexp.ftrainera.6 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 6 MDFNST_STRING keyboard 108 0 nes.input.fcexp.ftrainera.7 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 7 MDFNST_STRING keyboard 59 0 nes.input.fcexp.ftrainera.8 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 8 MDFNST_STRING keyboard 39 0 nes.input.fcexp.ftrainera.9 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side A: 9 MDFNST_STRING keyboard 109 0 nes.input.fcexp.ftrainerb.1 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 1 MDFNST_STRING keyboard 111 0 nes.input.fcexp.ftrainerb.10 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 10 MDFNST_STRING keyboard 44 0 nes.input.fcexp.ftrainerb.11 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 11 MDFNST_STRING keyboard 46 0 nes.input.fcexp.ftrainerb.12 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 12 MDFNST_STRING keyboard 47 0 nes.input.fcexp.ftrainerb.2 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 2 MDFNST_STRING keyboard 112 0 nes.input.fcexp.ftrainerb.3 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 3 MDFNST_STRING keyboard 91 0 nes.input.fcexp.ftrainerb.4 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 4 MDFNST_STRING keyboard 93 0 nes.input.fcexp.ftrainerb.5 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 5 MDFNST_STRING keyboard 107 0 nes.input.fcexp.ftrainerb.6 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 6 MDFNST_STRING keyboard 108 0 nes.input.fcexp.ftrainerb.7 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 7 MDFNST_STRING keyboard 59 0 nes.input.fcexp.ftrainerb.8 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 8 MDFNST_STRING keyboard 39 0 nes.input.fcexp.ftrainerb.9 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Family Trainer Side B: 9 MDFNST_STRING keyboard 109 0 nes.input.fcexp.hypershot.i_jump MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Hypershot Paddles: I, JUMP MDFNST_STRING keyboard 119 0 nes.input.fcexp.hypershot.i_run MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Hypershot Paddles: I, RUN MDFNST_STRING keyboard 113 0 nes.input.fcexp.hypershot.ii_jump MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Hypershot Paddles: II, JUMP MDFNST_STRING keyboard 114 0 nes.input.fcexp.hypershot.ii_run MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Hypershot Paddles: II, RUN MDFNST_STRING keyboard 101 0 nes.input.fcexp.hypershot.rapid_i_jump MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Hypershot Paddles: Rapid I, JUMP MDFNST_STRING 0 nes.input.fcexp.hypershot.rapid_i_run MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Hypershot Paddles: Rapid I, RUN MDFNST_STRING 0 nes.input.fcexp.hypershot.rapid_ii_jump MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Hypershot Paddles: Rapid II, JUMP MDFNST_STRING 0 nes.input.fcexp.hypershot.rapid_ii_run MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Hypershot Paddles: Rapid II, RUN MDFNST_STRING 0 nes.input.fcexp.mahjong.1 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 1 MDFNST_STRING keyboard 113 0 nes.input.fcexp.mahjong.10 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 10 MDFNST_STRING keyboard 103 0 nes.input.fcexp.mahjong.11 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 11 MDFNST_STRING keyboard 104 0 nes.input.fcexp.mahjong.12 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 12 MDFNST_STRING keyboard 106 0 nes.input.fcexp.mahjong.13 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 13 MDFNST_STRING keyboard 107 0 nes.input.fcexp.mahjong.14 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 14 MDFNST_STRING keyboard 108 0 nes.input.fcexp.mahjong.15 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 15 MDFNST_STRING keyboard 122 0 nes.input.fcexp.mahjong.16 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 16 MDFNST_STRING keyboard 120 0 nes.input.fcexp.mahjong.17 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 17 MDFNST_STRING keyboard 99 0 nes.input.fcexp.mahjong.18 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 18 MDFNST_STRING keyboard 118 0 nes.input.fcexp.mahjong.19 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 19 MDFNST_STRING keyboard 98 0 nes.input.fcexp.mahjong.2 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 2 MDFNST_STRING keyboard 119 0 nes.input.fcexp.mahjong.20 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 20 MDFNST_STRING keyboard 110 0 nes.input.fcexp.mahjong.21 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 21 MDFNST_STRING keyboard 109 0 nes.input.fcexp.mahjong.3 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 3 MDFNST_STRING keyboard 101 0 nes.input.fcexp.mahjong.4 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 4 MDFNST_STRING keyboard 114 0 nes.input.fcexp.mahjong.5 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 5 MDFNST_STRING keyboard 116 0 nes.input.fcexp.mahjong.6 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 6 MDFNST_STRING keyboard 97 0 nes.input.fcexp.mahjong.7 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 7 MDFNST_STRING keyboard 115 0 nes.input.fcexp.mahjong.8 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 8 MDFNST_STRING keyboard 100 0 nes.input.fcexp.mahjong.9 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Mahjong Controller: 9 MDFNST_STRING keyboard 102 0 nes.input.fcexp.oekakids.button MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Oeka Kids Tablet: Button MDFNST_STRING mouse 0 0 nes.input.fcexp.partytap.buzzer_1 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Party Tap: Buzzer 1 MDFNST_STRING keyboard 113 0 nes.input.fcexp.partytap.buzzer_2 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Party Tap: Buzzer 2 MDFNST_STRING keyboard 119 0 nes.input.fcexp.partytap.buzzer_3 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Party Tap: Buzzer 3 MDFNST_STRING keyboard 101 0 nes.input.fcexp.partytap.buzzer_4 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Party Tap: Buzzer 4 MDFNST_STRING keyboard 114 0 nes.input.fcexp.partytap.buzzer_5 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Party Tap: Buzzer 5 MDFNST_STRING keyboard 116 0 nes.input.fcexp.partytap.buzzer_6 MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Party Tap: Buzzer 6 MDFNST_STRING keyboard 121 0 nes.input.fcexp.shadow.away_trigger MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Space Shadow Gun: Away Trigger MDFNST_STRING 0 nes.input.fcexp.shadow.trigger MDFNSF_SUPPRESS_DOC nes, Famicom Expansion Port, Space Shadow Gun: Trigger MDFNST_STRING 0 nes.input.port1 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1 MDFNST_ENUM gamepad 6 none none gamepad Gamepad zapper Zapper powerpada Power Pad Side A powerpadb Power Pad Side B arkanoid Arkanoid Paddle nes.input.port1.arkanoid.button MDFNSF_SUPPRESS_DOC nes, Port 1, Arkanoid Paddle: Button MDFNST_STRING mouse 0 0 nes.input.port1.gamepad.a MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: A MDFNST_STRING keyboard 259 0 nes.input.port1.gamepad.b MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: B MDFNST_STRING keyboard 258 0 nes.input.port1.gamepad.down MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 nes.input.port1.gamepad.left MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 nes.input.port1.gamepad.rapid_a MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: Rapid A MDFNST_STRING 0 nes.input.port1.gamepad.rapid_b MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: Rapid B MDFNST_STRING 0 nes.input.port1.gamepad.right MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 nes.input.port1.gamepad.select MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: SELECT MDFNST_STRING keyboard 9 0 nes.input.port1.gamepad.start MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: START MDFNST_STRING keyboard 13 0 nes.input.port1.gamepad.up MDFNSF_SUPPRESS_DOC nes, Port 1, Gamepad: UP â MDFNST_STRING keyboard 119 0 nes.input.port1.powerpada.1 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 1 MDFNST_STRING keyboard 111 0 nes.input.port1.powerpada.10 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 10 MDFNST_STRING keyboard 44 0 nes.input.port1.powerpada.11 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 11 MDFNST_STRING keyboard 46 0 nes.input.port1.powerpada.12 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 12 MDFNST_STRING keyboard 47 0 nes.input.port1.powerpada.2 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 2 MDFNST_STRING keyboard 112 0 nes.input.port1.powerpada.3 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 3 MDFNST_STRING keyboard 91 0 nes.input.port1.powerpada.4 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 4 MDFNST_STRING keyboard 93 0 nes.input.port1.powerpada.5 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 5 MDFNST_STRING keyboard 107 0 nes.input.port1.powerpada.6 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 6 MDFNST_STRING keyboard 108 0 nes.input.port1.powerpada.7 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 7 MDFNST_STRING keyboard 59 0 nes.input.port1.powerpada.8 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 8 MDFNST_STRING keyboard 39 0 nes.input.port1.powerpada.9 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side A: 9 MDFNST_STRING keyboard 109 0 nes.input.port1.powerpadb.1 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 1 MDFNST_STRING 0 nes.input.port1.powerpadb.10 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 10 MDFNST_STRING 0 nes.input.port1.powerpadb.11 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 11 MDFNST_STRING 0 nes.input.port1.powerpadb.12 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 12 MDFNST_STRING 0 nes.input.port1.powerpadb.2 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 2 MDFNST_STRING 0 nes.input.port1.powerpadb.3 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 3 MDFNST_STRING 0 nes.input.port1.powerpadb.4 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 4 MDFNST_STRING 0 nes.input.port1.powerpadb.5 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 5 MDFNST_STRING 0 nes.input.port1.powerpadb.6 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 6 MDFNST_STRING 0 nes.input.port1.powerpadb.7 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 7 MDFNST_STRING 0 nes.input.port1.powerpadb.8 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 8 MDFNST_STRING 0 nes.input.port1.powerpadb.9 MDFNSF_SUPPRESS_DOC nes, Port 1, Power Pad Side B: 9 MDFNST_STRING 0 nes.input.port1.zapper.away_trigger MDFNSF_SUPPRESS_DOC nes, Port 1, Zapper: Away Trigger MDFNST_STRING mouse 2 0 nes.input.port1.zapper.trigger MDFNSF_SUPPRESS_DOC nes, Port 1, Zapper: Trigger MDFNST_STRING mouse 0 0 nes.input.port2 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2 MDFNST_ENUM gamepad 6 none none gamepad Gamepad zapper Zapper powerpada Power Pad Side A powerpadb Power Pad Side B arkanoid Arkanoid Paddle nes.input.port2.arkanoid.button MDFNSF_SUPPRESS_DOC nes, Port 2, Arkanoid Paddle: Button MDFNST_STRING mouse 0 0 nes.input.port2.gamepad.a MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: A MDFNST_STRING 0 nes.input.port2.gamepad.b MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: B MDFNST_STRING 0 nes.input.port2.gamepad.down MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: DOWN â MDFNST_STRING 0 nes.input.port2.gamepad.left MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: LEFT â MDFNST_STRING 0 nes.input.port2.gamepad.rapid_a MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: Rapid A MDFNST_STRING 0 nes.input.port2.gamepad.rapid_b MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: Rapid B MDFNST_STRING 0 nes.input.port2.gamepad.right MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: RIGHT â MDFNST_STRING 0 nes.input.port2.gamepad.select MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: SELECT MDFNST_STRING 0 nes.input.port2.gamepad.start MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: START MDFNST_STRING 0 nes.input.port2.gamepad.up MDFNSF_SUPPRESS_DOC nes, Port 2, Gamepad: UP â MDFNST_STRING 0 nes.input.port2.powerpada.1 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 1 MDFNST_STRING keyboard 111 0 nes.input.port2.powerpada.10 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 10 MDFNST_STRING keyboard 44 0 nes.input.port2.powerpada.11 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 11 MDFNST_STRING keyboard 46 0 nes.input.port2.powerpada.12 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 12 MDFNST_STRING keyboard 47 0 nes.input.port2.powerpada.2 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 2 MDFNST_STRING keyboard 112 0 nes.input.port2.powerpada.3 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 3 MDFNST_STRING keyboard 91 0 nes.input.port2.powerpada.4 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 4 MDFNST_STRING keyboard 93 0 nes.input.port2.powerpada.5 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 5 MDFNST_STRING keyboard 107 0 nes.input.port2.powerpada.6 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 6 MDFNST_STRING keyboard 108 0 nes.input.port2.powerpada.7 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 7 MDFNST_STRING keyboard 59 0 nes.input.port2.powerpada.8 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 8 MDFNST_STRING keyboard 39 0 nes.input.port2.powerpada.9 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side A: 9 MDFNST_STRING keyboard 109 0 nes.input.port2.powerpadb.1 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 1 MDFNST_STRING 0 nes.input.port2.powerpadb.10 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 10 MDFNST_STRING 0 nes.input.port2.powerpadb.11 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 11 MDFNST_STRING 0 nes.input.port2.powerpadb.12 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 12 MDFNST_STRING 0 nes.input.port2.powerpadb.2 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 2 MDFNST_STRING 0 nes.input.port2.powerpadb.3 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 3 MDFNST_STRING 0 nes.input.port2.powerpadb.4 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 4 MDFNST_STRING 0 nes.input.port2.powerpadb.5 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 5 MDFNST_STRING 0 nes.input.port2.powerpadb.6 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 6 MDFNST_STRING 0 nes.input.port2.powerpadb.7 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 7 MDFNST_STRING 0 nes.input.port2.powerpadb.8 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 8 MDFNST_STRING 0 nes.input.port2.powerpadb.9 MDFNSF_SUPPRESS_DOC nes, Port 2, Power Pad Side B: 9 MDFNST_STRING 0 nes.input.port2.zapper.away_trigger MDFNSF_SUPPRESS_DOC nes, Port 2, Zapper: Away Trigger MDFNST_STRING mouse 2 0 nes.input.port2.zapper.trigger MDFNSF_SUPPRESS_DOC nes, Port 2, Zapper: Trigger MDFNST_STRING mouse 0 0 nes.input.port3 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 3 MDFNST_ENUM gamepad 2 none none gamepad Gamepad nes.input.port3.gamepad.a MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: A MDFNST_STRING 0 nes.input.port3.gamepad.b MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: B MDFNST_STRING 0 nes.input.port3.gamepad.down MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: DOWN â MDFNST_STRING 0 nes.input.port3.gamepad.left MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: LEFT â MDFNST_STRING 0 nes.input.port3.gamepad.rapid_a MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: Rapid A MDFNST_STRING 0 nes.input.port3.gamepad.rapid_b MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: Rapid B MDFNST_STRING 0 nes.input.port3.gamepad.right MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: RIGHT â MDFNST_STRING 0 nes.input.port3.gamepad.select MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: SELECT MDFNST_STRING 0 nes.input.port3.gamepad.start MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: START MDFNST_STRING 0 nes.input.port3.gamepad.up MDFNSF_SUPPRESS_DOC nes, Port 3, Gamepad: UP â MDFNST_STRING 0 nes.input.port4 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 4 MDFNST_ENUM gamepad 2 none none gamepad Gamepad nes.input.port4.gamepad.a MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: A MDFNST_STRING 0 nes.input.port4.gamepad.b MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: B MDFNST_STRING 0 nes.input.port4.gamepad.down MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: DOWN â MDFNST_STRING 0 nes.input.port4.gamepad.left MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: LEFT â MDFNST_STRING 0 nes.input.port4.gamepad.rapid_a MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: Rapid A MDFNST_STRING 0 nes.input.port4.gamepad.rapid_b MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: Rapid B MDFNST_STRING 0 nes.input.port4.gamepad.right MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: RIGHT â MDFNST_STRING 0 nes.input.port4.gamepad.select MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: SELECT MDFNST_STRING 0 nes.input.port4.gamepad.start MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: START MDFNST_STRING 0 nes.input.port4.gamepad.up MDFNSF_SUPPRESS_DOC nes, Port 4, Gamepad: UP â MDFNST_STRING 0 nes.n106bs Enable less-accurate, but better sounding, Namco 106(mapper 19) sound emulation. MDFNST_BOOL 0 0 nes.no8lim Remove 8-sprites-per-scanline hardware limit. WARNING: Enabling this option will cause graphical glitches in some games, including \"Solstice\". MDFNST_BOOL 0 0 nes.nofs MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Disable four-score emulation. MDFNST_BOOL 0 0 nes.ntsc.brightness NTSC composite blitter brightness. MDFNST_FLOAT 0 -1 1 0 nes.ntsc.contrast NTSC composite blitter contrast. MDFNST_FLOAT 0 -1 1 0 nes.ntsc.hue NTSC composite blitter hue. MDFNST_FLOAT 0 -1 1 0 nes.ntsc.matrix Enable NTSC custom decoder matrix. MDFNST_BOOL 0 0 nes.ntsc.matrix.0 NTSC custom decoder matrix element 0(red, value * V). MDFNST_FLOAT 1.539 -2 2 0 nes.ntsc.matrix.1 NTSC custom decoder matrix element 1(red, value * U). MDFNST_FLOAT -0.622 -2 2 0 nes.ntsc.matrix.2 NTSC custom decoder matrix element 2(green, value * V). MDFNST_FLOAT -0.571 -2 2 0 nes.ntsc.matrix.3 NTSC custom decoder matrix element 3(green, value * U). MDFNST_FLOAT -0.185 -2 2 0 nes.ntsc.matrix.4 NTSC custom decoder matrix element 4(blue, value * V). MDFNST_FLOAT 0.000 -2 2 0 nes.ntsc.matrix.5 NTSC custom decoder matrix element 5(blue, value * U. MDFNST_FLOAT 2.000 -2 2 0 nes.ntsc.mergefields Merge fields to partially work around !=60.1Hz refresh rates. MDFNST_BOOL 0 0 nes.ntsc.preset Video quality/type preset. MDFNST_ENUM none 6 disabled Disabled none composite Composite Video svideo S-Video rgb RGB monochrome Monochrome nes.ntsc.saturation NTSC composite blitter saturation. MDFNST_FLOAT 0 -1 1 0 nes.ntsc.sharpness NTSC composite blitter sharpness. MDFNST_FLOAT 0 -1 1 0 nes.ntscblitter Enable NTSC color generation and blitter. NOTE: If your refresh rate isn\'t very close to 60.1Hz(+-0.1), you will need to set the nes.ntsc.mergefields setting to \"1\" to avoid excessive flickering. MDFNST_BOOL 0 0 nes.pal MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable PAL(50Hz) NES emulation. MDFNST_BOOL 0 0 nes.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". nes.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 nes.slend Last displayed scanlines in NTSC mode. MDFNST_UINT 231 0 239 0 nes.slendp Last displayedscanlines in PAL mode. MDFNST_UINT 239 0 239 0 nes.slstart First displayed scanline in NTSC mode. MDFNST_UINT 8 0 239 0 nes.slstartp First displayed scanline in PAL mode. MDFNST_UINT 0 0 239 0 nes.sound_rate_error Output rate tolerance. MDFNST_FLOAT 0.00004 0.0000001 0.01 0 nes.soundq Sound quality. MDFNST_INT 0 -2 3 0 nes.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only nes.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. nes.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 nes.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 nes.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 nes.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. nes.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 nes.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 nes.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 nes.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 nes.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 nes.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 netplay.gamekey Key to hash with the MD5 hash of the game. MDFNST_STRING 0 netplay.host Server hostname. MDFNST_STRING netplay.fobby.net 0 netplay.localplayers Local player count. Number of local players for network play. This number is advisory to the server, and the server may assign fewer players if the number of players requested is higher than the number of controllers currently available. MDFNST_UINT 1 0 16 0 netplay.nick Nickname. Nickname to use for network play chat. MDFNST_STRING 0 netplay.password Server password. Password to connect to the netplay server. MDFNST_STRING 0 netplay.port Server port. MDFNST_UINT 4046 1 65535 0 netplay.smallfont Use small(tiny!) font for netplay chat console. MDFNST_BOOL 0 0 ngp.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 ngp.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 ngp.input.builtin.gamepad.a MDFNSF_SUPPRESS_DOC ngp, Built-In, Gamepad: A MDFNST_STRING keyboard 258 0 ngp.input.builtin.gamepad.b MDFNSF_SUPPRESS_DOC ngp, Built-In, Gamepad: B MDFNST_STRING keyboard 259 0 ngp.input.builtin.gamepad.down MDFNSF_SUPPRESS_DOC ngp, Built-In, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 ngp.input.builtin.gamepad.left MDFNSF_SUPPRESS_DOC ngp, Built-In, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 ngp.input.builtin.gamepad.option MDFNSF_SUPPRESS_DOC ngp, Built-In, Gamepad: OPTION MDFNST_STRING keyboard 13 0 ngp.input.builtin.gamepad.rapid_a MDFNSF_SUPPRESS_DOC ngp, Built-In, Gamepad: Rapid A MDFNST_STRING 0 ngp.input.builtin.gamepad.rapid_b MDFNSF_SUPPRESS_DOC ngp, Built-In, Gamepad: Rapid B MDFNST_STRING 0 ngp.input.builtin.gamepad.right MDFNSF_SUPPRESS_DOC ngp, Built-In, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 ngp.input.builtin.gamepad.up MDFNSF_SUPPRESS_DOC ngp, Built-In, Gamepad: UP â MDFNST_STRING keyboard 119 0 ngp.language MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Language games should display text in. MDFNST_ENUM english 4 japanese Japanese 0 english English 1 ngp.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". ngp.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 ngp.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only ngp.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. ngp.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 ngp.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 ngp.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 ngp.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. ngp.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 ngp.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 4.000000 0.01 256 0 ngp.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 ngp.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 ngp.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 4.000000 0.01 256 0 ngp.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 nothrottle Disable speed throttling when sound is disabled. MDFNST_BOOL 0 0 osd.alpha_blend Enable alpha blending for OSD elements. MDFNST_BOOL 1 0 osd.state_display_time The length of time, in milliseconds, to display the save state or the movie selector after selecting a state or movie. MDFNST_UINT 2000 0 15000 0 pce.adpcmlp Enable lowpass filter with rolloff dependent on playback-frequency. This makes ADPCM voices sound less \"harsh\", however, the downside is that it will cause many ADPCM sound effects to sound a bit muffled. MDFNST_BOOL 0 0 pce.adpcmvolume ADPCM volume. MDFNST_UINT 100 0 200 0 pce.arcadecard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable Arcade Card emulation. Leaving this option enabled is recommended, unless you want to see special warning screens on ACD games, or you prefer the non-enhanced modes of ACD-enhanced SCD games. Additionally, you may want to disable it you you wish to use state rewinding with a SCD ACD-enhanced game on a slow CPU, as the extra 2MiB of RAM the Arcade Card offers is difficult to compress in real-time. MDFNST_BOOL 1 0 pce.cdbios MDFNSF_EMU_STATE Path to the CD BIOS MDFNST_STRING syscard3.pce 0 pce.cddavolume CD-DA volume. MDFNST_UINT 100 0 200 0 pce.cdpsgvolume PSG volume when playing a CD game. MDFNST_UINT 100 0 200 0 pce.debugger.disfontsize MDFNSF_COMMON_TEMPLATE Disassembly font size. Note: Setting the font size to larger than the default may cause text overlap in the debugger. MDFNST_ENUM small 4 xsmall 4x5 small 5x7 medium 6x13 large 9x18 pce.debugger.memcharenc MDFNSF_COMMON_TEMPLATE Character encoding for the debugger\'s memory editor. MDFNST_STRING shift_jis 0 pce.disable_bram_cd MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Disable BRAM(saved game memory) for CD games. It is intended for viewing CD games\' error screens that may be different from simple BRAM full and uninitialized BRAM error screens, though it can cause the game to crash outright. MDFNST_BOOL 0 0 pce.disable_bram_hucard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Disable BRAM(saved game memory) for HuCard games. It is intended for changing the behavior(passwords vs save games) of some HuCard games. MDFNST_BOOL 0 0 pce.disable_softreset If set, when RUN+SEL are pressed simultaneously, disable both buttons temporarily. MDFNST_BOOL 0 0 pce.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 pce.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 pce.forcesgx MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Force SuperGrafx emulation. Enabling this option is not necessary to run unrecognized PCE ROM images in SuperGrafx mode, and enabling it is discouraged; ROM images with a file extension of \".sgx\" will automatically enable SuperGrafx emulation. MDFNST_BOOL 0 0 pce.gecdbios MDFNSF_EMU_STATE Path to the GE CD BIOS Games Express CD Card BIOS (Unlicensed) MDFNST_STRING gecard.pce 0 pce.h_overscan Show horizontal overscan area. MDFNST_BOOL 0 0 pce.input.multitap MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable multitap(TurboTap) emulation. MDFNST_BOOL 1 0 pce.input.port1 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1 MDFNST_ENUM gamepad 4 none none gamepad Gamepad mouse Mouse tsushinkb Tsushin Keyboard pce.input.port1.gamepad.down MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 pce.input.port1.gamepad.i MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: I MDFNST_STRING keyboard 259 0 pce.input.port1.gamepad.ii MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: II MDFNST_STRING keyboard 258 0 pce.input.port1.gamepad.iii MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: III MDFNST_STRING keyboard 257 0 pce.input.port1.gamepad.iv MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: IV MDFNST_STRING keyboard 260 0 pce.input.port1.gamepad.left MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 pce.input.port1.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: 2/6 Mode Select MDFNST_STRING keyboard 109 0 pce.input.port1.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: Rapid I MDFNST_STRING 0 pce.input.port1.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: Rapid II MDFNST_STRING 0 pce.input.port1.gamepad.right MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 pce.input.port1.gamepad.run MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: RUN MDFNST_STRING keyboard 13 0 pce.input.port1.gamepad.select MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: SELECT MDFNST_STRING keyboard 9 0 pce.input.port1.gamepad.up MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: UP â MDFNST_STRING keyboard 119 0 pce.input.port1.gamepad.v MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: V MDFNST_STRING keyboard 261 0 pce.input.port1.gamepad.vi MDFNSF_SUPPRESS_DOC pce, Port 1, Gamepad: VI MDFNST_STRING keyboard 262 0 pce.input.port1.mouse.left MDFNSF_SUPPRESS_DOC pce, Port 1, Mouse: Left Button MDFNST_STRING mouse 0 0 pce.input.port1.mouse.right MDFNSF_SUPPRESS_DOC pce, Port 1, Mouse: Right Button MDFNST_STRING mouse 2 0 pce.input.port1.mouse.run MDFNSF_SUPPRESS_DOC pce, Port 1, Mouse: RUN MDFNST_STRING keyboard 13 0 pce.input.port1.mouse.select MDFNSF_SUPPRESS_DOC pce, Port 1, Mouse: SELECT MDFNST_STRING keyboard 9 0 pce.input.port1.tsushinkb.0 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 0 MDFNST_STRING keyboard 48 0 pce.input.port1.tsushinkb.1 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 1 MDFNST_STRING keyboard 49 0 pce.input.port1.tsushinkb.2 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 2 MDFNST_STRING keyboard 50 0 pce.input.port1.tsushinkb.3 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 3 MDFNST_STRING keyboard 51 0 pce.input.port1.tsushinkb.4 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 4 MDFNST_STRING keyboard 52 0 pce.input.port1.tsushinkb.5 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 5 MDFNST_STRING keyboard 53 0 pce.input.port1.tsushinkb.6 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 6 MDFNST_STRING keyboard 54 0 pce.input.port1.tsushinkb.7 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 7 MDFNST_STRING keyboard 55 0 pce.input.port1.tsushinkb.8 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 8 MDFNST_STRING keyboard 56 0 pce.input.port1.tsushinkb.9 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: 9 MDFNST_STRING keyboard 57 0 pce.input.port1.tsushinkb.a MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: a MDFNST_STRING keyboard 97 0 pce.input.port1.tsushinkb.at MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: @ MDFNST_STRING keyboard 96 0 pce.input.port1.tsushinkb.b MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: b MDFNST_STRING keyboard 98 0 pce.input.port1.tsushinkb.backspace MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: backspace MDFNST_STRING keyboard 8 0 pce.input.port1.tsushinkb.c MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: c MDFNST_STRING keyboard 99 0 pce.input.port1.tsushinkb.caps_lock MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Caps Lock MDFNST_STRING keyboard 301 0 pce.input.port1.tsushinkb.caret MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: ^ MDFNST_STRING keyboard 61 0 pce.input.port1.tsushinkb.clear MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: clear MDFNST_STRING keyboard 278 0 pce.input.port1.tsushinkb.colon MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: : MDFNST_STRING keyboard 39 0 pce.input.port1.tsushinkb.comma MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: , MDFNST_STRING keyboard 44 0 pce.input.port1.tsushinkb.convert MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: å¤æ MDFNST_STRING keyboard 307 0 pce.input.port1.tsushinkb.copy MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Copy MDFNST_STRING keyboard 316 0 pce.input.port1.tsushinkb.ctrl MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: CTRL/Control MDFNST_STRING keyboard 306 0 pce.input.port1.tsushinkb.d MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: d MDFNST_STRING keyboard 100 0 pce.input.port1.tsushinkb.delete MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Delete MDFNST_STRING keyboard 127 0 pce.input.port1.tsushinkb.down MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: down MDFNST_STRING keyboard 274 0 pce.input.port1.tsushinkb.e MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: e MDFNST_STRING keyboard 101 0 pce.input.port1.tsushinkb.escape MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Escape MDFNST_STRING keyboard 27 0 pce.input.port1.tsushinkb.f MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: f MDFNST_STRING keyboard 102 0 pce.input.port1.tsushinkb.f1 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: F1 MDFNST_STRING keyboard 282 0 pce.input.port1.tsushinkb.f10 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: F10 MDFNST_STRING keyboard 291 0 pce.input.port1.tsushinkb.f2 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: F2 MDFNST_STRING keyboard 283 0 pce.input.port1.tsushinkb.f3 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: F3 MDFNST_STRING keyboard 284 0 pce.input.port1.tsushinkb.f4 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: F4 MDFNST_STRING keyboard 285 0 pce.input.port1.tsushinkb.f5 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: F5 MDFNST_STRING keyboard 286 0 pce.input.port1.tsushinkb.f6 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: f6 MDFNST_STRING keyboard 287 0 pce.input.port1.tsushinkb.f7 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: f7 MDFNST_STRING keyboard 288 0 pce.input.port1.tsushinkb.f8 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: f8 MDFNST_STRING keyboard 289 0 pce.input.port1.tsushinkb.f9 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: f9 MDFNST_STRING keyboard 290 0 pce.input.port1.tsushinkb.g MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: g MDFNST_STRING keyboard 103 0 pce.input.port1.tsushinkb.grph MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: GRPH MDFNST_STRING keyboard 0 0 pce.input.port1.tsushinkb.h MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: h MDFNST_STRING keyboard 104 0 pce.input.port1.tsushinkb.help MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Help MDFNST_STRING keyboard 279 0 pce.input.port1.tsushinkb.i MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: i MDFNST_STRING keyboard 105 0 pce.input.port1.tsushinkb.insert MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: insert MDFNST_STRING keyboard 277 0 pce.input.port1.tsushinkb.j MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: j MDFNST_STRING keyboard 106 0 pce.input.port1.tsushinkb.k MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: k MDFNST_STRING keyboard 107 0 pce.input.port1.tsushinkb.kana MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: ã«ã MDFNST_STRING keyboard 311 0 pce.input.port1.tsushinkb.kp_0 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 0 MDFNST_STRING keyboard 256 0 pce.input.port1.tsushinkb.kp_1 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 1 MDFNST_STRING keyboard 257 0 pce.input.port1.tsushinkb.kp_2 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 2 MDFNST_STRING keyboard 258 0 pce.input.port1.tsushinkb.kp_3 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 3 MDFNST_STRING keyboard 259 0 pce.input.port1.tsushinkb.kp_4 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 4 MDFNST_STRING keyboard 260 0 pce.input.port1.tsushinkb.kp_5 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 5 MDFNST_STRING keyboard 261 0 pce.input.port1.tsushinkb.kp_6 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 6 MDFNST_STRING keyboard 262 0 pce.input.port1.tsushinkb.kp_7 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 7 MDFNST_STRING keyboard 263 0 pce.input.port1.tsushinkb.kp_8 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 8 MDFNST_STRING keyboard 264 0 pce.input.port1.tsushinkb.kp_9 MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad 9 MDFNST_STRING keyboard 265 0 pce.input.port1.tsushinkb.kp_comma MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad , MDFNST_STRING keyboard 0 0 pce.input.port1.tsushinkb.kp_divide MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad Divide MDFNST_STRING keyboard 267 0 pce.input.port1.tsushinkb.kp_enter MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad Enter MDFNST_STRING keyboard 271 0 pce.input.port1.tsushinkb.kp_equals MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad = MDFNST_STRING keyboard 272 0 pce.input.port1.tsushinkb.kp_minus MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad Minus MDFNST_STRING keyboard 269 0 pce.input.port1.tsushinkb.kp_multiply MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad * MDFNST_STRING keyboard 268 0 pce.input.port1.tsushinkb.kp_period MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad . MDFNST_STRING keyboard 266 0 pce.input.port1.tsushinkb.kp_plus MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Keypad + MDFNST_STRING keyboard 270 0 pce.input.port1.tsushinkb.l MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: l MDFNST_STRING keyboard 108 0 pce.input.port1.tsushinkb.left MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: left MDFNST_STRING keyboard 276 0 pce.input.port1.tsushinkb.left_bracket MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: [ MDFNST_STRING keyboard 91 0 pce.input.port1.tsushinkb.left_shift MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Left Shift MDFNST_STRING keyboard 304 0 pce.input.port1.tsushinkb.m MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: m MDFNST_STRING keyboard 109 0 pce.input.port1.tsushinkb.minus MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Minus MDFNST_STRING keyboard 45 0 pce.input.port1.tsushinkb.n MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: n MDFNST_STRING keyboard 110 0 pce.input.port1.tsushinkb.nonconvert MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: æ±ºå® MDFNST_STRING keyboard 308 0 pce.input.port1.tsushinkb.o MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: o MDFNST_STRING keyboard 111 0 pce.input.port1.tsushinkb.p MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: p MDFNST_STRING keyboard 112 0 pce.input.port1.tsushinkb.pc MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: PC MDFNST_STRING keyboard 312 0 pce.input.port1.tsushinkb.period MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: . MDFNST_STRING keyboard 46 0 pce.input.port1.tsushinkb.q MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: q MDFNST_STRING keyboard 113 0 pce.input.port1.tsushinkb.r MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: r MDFNST_STRING keyboard 114 0 pce.input.port1.tsushinkb.return MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: return MDFNST_STRING keyboard 13 0 pce.input.port1.tsushinkb.right MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: right MDFNST_STRING keyboard 275 0 pce.input.port1.tsushinkb.right_bracket MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: ] MDFNST_STRING keyboard 93 0 pce.input.port1.tsushinkb.right_shift MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Right Shift MDFNST_STRING keyboard 303 0 pce.input.port1.tsushinkb.roll_down MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: ROLL DOWN MDFNST_STRING keyboard 281 0 pce.input.port1.tsushinkb.roll_up MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: ROLL UP MDFNST_STRING keyboard 280 0 pce.input.port1.tsushinkb.s MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: s MDFNST_STRING keyboard 115 0 pce.input.port1.tsushinkb.semicolon MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: ; MDFNST_STRING keyboard 59 0 pce.input.port1.tsushinkb.slash MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: / MDFNST_STRING keyboard 47 0 pce.input.port1.tsushinkb.space MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: space MDFNST_STRING keyboard 32 0 pce.input.port1.tsushinkb.stop MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: STOP MDFNST_STRING keyboard 318 0 pce.input.port1.tsushinkb.t MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: t MDFNST_STRING keyboard 116 0 pce.input.port1.tsushinkb.tab MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Tab MDFNST_STRING keyboard 9 0 pce.input.port1.tsushinkb.u MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: u MDFNST_STRING keyboard 117 0 pce.input.port1.tsushinkb.underscore MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Underscore MDFNST_STRING keyboard 0 0 pce.input.port1.tsushinkb.up MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: up MDFNST_STRING keyboard 273 0 pce.input.port1.tsushinkb.v MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: v MDFNST_STRING keyboard 118 0 pce.input.port1.tsushinkb.w MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: w MDFNST_STRING keyboard 119 0 pce.input.port1.tsushinkb.width MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: å¤æ MDFNST_STRING keyboard 305 0 pce.input.port1.tsushinkb.x MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: x MDFNST_STRING keyboard 120 0 pce.input.port1.tsushinkb.y MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: y MDFNST_STRING keyboard 121 0 pce.input.port1.tsushinkb.yen MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: Yen MDFNST_STRING keyboard 43 0 pce.input.port1.tsushinkb.z MDFNSF_SUPPRESS_DOC pce, Port 1, Tsushin Keyboard: z MDFNST_STRING keyboard 122 0 pce.input.port2 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pce.input.port2.gamepad.down MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: DOWN â MDFNST_STRING 0 pce.input.port2.gamepad.i MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: I MDFNST_STRING 0 pce.input.port2.gamepad.ii MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: II MDFNST_STRING 0 pce.input.port2.gamepad.iii MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: III MDFNST_STRING 0 pce.input.port2.gamepad.iv MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: IV MDFNST_STRING 0 pce.input.port2.gamepad.left MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: LEFT â MDFNST_STRING 0 pce.input.port2.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: 2/6 Mode Select MDFNST_STRING 0 pce.input.port2.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: Rapid I MDFNST_STRING 0 pce.input.port2.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: Rapid II MDFNST_STRING 0 pce.input.port2.gamepad.right MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: RIGHT â MDFNST_STRING 0 pce.input.port2.gamepad.run MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: RUN MDFNST_STRING 0 pce.input.port2.gamepad.select MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: SELECT MDFNST_STRING 0 pce.input.port2.gamepad.up MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: UP â MDFNST_STRING 0 pce.input.port2.gamepad.v MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: V MDFNST_STRING 0 pce.input.port2.gamepad.vi MDFNSF_SUPPRESS_DOC pce, Port 2, Gamepad: VI MDFNST_STRING 0 pce.input.port2.mouse.left MDFNSF_SUPPRESS_DOC pce, Port 2, Mouse: Left Button MDFNST_STRING mouse 0 0 pce.input.port2.mouse.right MDFNSF_SUPPRESS_DOC pce, Port 2, Mouse: Right Button MDFNST_STRING mouse 2 0 pce.input.port2.mouse.run MDFNSF_SUPPRESS_DOC pce, Port 2, Mouse: RUN MDFNST_STRING keyboard 13 0 pce.input.port2.mouse.select MDFNSF_SUPPRESS_DOC pce, Port 2, Mouse: SELECT MDFNST_STRING keyboard 9 0 pce.input.port3 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 3 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pce.input.port3.gamepad.down MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: DOWN â MDFNST_STRING 0 pce.input.port3.gamepad.i MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: I MDFNST_STRING 0 pce.input.port3.gamepad.ii MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: II MDFNST_STRING 0 pce.input.port3.gamepad.iii MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: III MDFNST_STRING 0 pce.input.port3.gamepad.iv MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: IV MDFNST_STRING 0 pce.input.port3.gamepad.left MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: LEFT â MDFNST_STRING 0 pce.input.port3.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: 2/6 Mode Select MDFNST_STRING 0 pce.input.port3.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: Rapid I MDFNST_STRING 0 pce.input.port3.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: Rapid II MDFNST_STRING 0 pce.input.port3.gamepad.right MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: RIGHT â MDFNST_STRING 0 pce.input.port3.gamepad.run MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: RUN MDFNST_STRING 0 pce.input.port3.gamepad.select MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: SELECT MDFNST_STRING 0 pce.input.port3.gamepad.up MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: UP â MDFNST_STRING 0 pce.input.port3.gamepad.v MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: V MDFNST_STRING 0 pce.input.port3.gamepad.vi MDFNSF_SUPPRESS_DOC pce, Port 3, Gamepad: VI MDFNST_STRING 0 pce.input.port3.mouse.left MDFNSF_SUPPRESS_DOC pce, Port 3, Mouse: Left Button MDFNST_STRING mouse 0 0 pce.input.port3.mouse.right MDFNSF_SUPPRESS_DOC pce, Port 3, Mouse: Right Button MDFNST_STRING mouse 2 0 pce.input.port3.mouse.run MDFNSF_SUPPRESS_DOC pce, Port 3, Mouse: RUN MDFNST_STRING keyboard 13 0 pce.input.port3.mouse.select MDFNSF_SUPPRESS_DOC pce, Port 3, Mouse: SELECT MDFNST_STRING keyboard 9 0 pce.input.port4 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 4 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pce.input.port4.gamepad.down MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: DOWN â MDFNST_STRING 0 pce.input.port4.gamepad.i MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: I MDFNST_STRING 0 pce.input.port4.gamepad.ii MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: II MDFNST_STRING 0 pce.input.port4.gamepad.iii MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: III MDFNST_STRING 0 pce.input.port4.gamepad.iv MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: IV MDFNST_STRING 0 pce.input.port4.gamepad.left MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: LEFT â MDFNST_STRING 0 pce.input.port4.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: 2/6 Mode Select MDFNST_STRING 0 pce.input.port4.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: Rapid I MDFNST_STRING 0 pce.input.port4.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: Rapid II MDFNST_STRING 0 pce.input.port4.gamepad.right MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: RIGHT â MDFNST_STRING 0 pce.input.port4.gamepad.run MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: RUN MDFNST_STRING 0 pce.input.port4.gamepad.select MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: SELECT MDFNST_STRING 0 pce.input.port4.gamepad.up MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: UP â MDFNST_STRING 0 pce.input.port4.gamepad.v MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: V MDFNST_STRING 0 pce.input.port4.gamepad.vi MDFNSF_SUPPRESS_DOC pce, Port 4, Gamepad: VI MDFNST_STRING 0 pce.input.port4.mouse.left MDFNSF_SUPPRESS_DOC pce, Port 4, Mouse: Left Button MDFNST_STRING mouse 0 0 pce.input.port4.mouse.right MDFNSF_SUPPRESS_DOC pce, Port 4, Mouse: Right Button MDFNST_STRING mouse 2 0 pce.input.port4.mouse.run MDFNSF_SUPPRESS_DOC pce, Port 4, Mouse: RUN MDFNST_STRING keyboard 13 0 pce.input.port4.mouse.select MDFNSF_SUPPRESS_DOC pce, Port 4, Mouse: SELECT MDFNST_STRING keyboard 9 0 pce.input.port5 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 5 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pce.input.port5.gamepad.down MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: DOWN â MDFNST_STRING 0 pce.input.port5.gamepad.i MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: I MDFNST_STRING 0 pce.input.port5.gamepad.ii MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: II MDFNST_STRING 0 pce.input.port5.gamepad.iii MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: III MDFNST_STRING 0 pce.input.port5.gamepad.iv MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: IV MDFNST_STRING 0 pce.input.port5.gamepad.left MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: LEFT â MDFNST_STRING 0 pce.input.port5.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: 2/6 Mode Select MDFNST_STRING 0 pce.input.port5.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: Rapid I MDFNST_STRING 0 pce.input.port5.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: Rapid II MDFNST_STRING 0 pce.input.port5.gamepad.right MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: RIGHT â MDFNST_STRING 0 pce.input.port5.gamepad.run MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: RUN MDFNST_STRING 0 pce.input.port5.gamepad.select MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: SELECT MDFNST_STRING 0 pce.input.port5.gamepad.up MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: UP â MDFNST_STRING 0 pce.input.port5.gamepad.v MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: V MDFNST_STRING 0 pce.input.port5.gamepad.vi MDFNSF_SUPPRESS_DOC pce, Port 5, Gamepad: VI MDFNST_STRING 0 pce.input.port5.mouse.left MDFNSF_SUPPRESS_DOC pce, Port 5, Mouse: Left Button MDFNST_STRING mouse 0 0 pce.input.port5.mouse.right MDFNSF_SUPPRESS_DOC pce, Port 5, Mouse: Right Button MDFNST_STRING mouse 2 0 pce.input.port5.mouse.run MDFNSF_SUPPRESS_DOC pce, Port 5, Mouse: RUN MDFNST_STRING keyboard 13 0 pce.input.port5.mouse.select MDFNSF_SUPPRESS_DOC pce, Port 5, Mouse: SELECT MDFNST_STRING keyboard 9 0 pce.mouse_sensitivity Emulated mouse sensitivity. MDFNST_FLOAT 0.50 0 pce.nospritelimit Remove 16-sprites-per-scanline hardware limit. WARNING: Enabling this option may cause undesirable graphics glitching on some games(such as \"Bloody Wolf\"). MDFNST_BOOL 0 0 pce.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". pce.psgrevision Select PSG revision. WARNING: HES playback will always use the \"huc6280a\" revision if this setting is set to \"match\", since HES playback is always done with SuperGrafx emulation enabled. MDFNST_ENUM huc6280a 4 huc6280 HuC6280 HuC6280 as found in the original PC Engine. huc6280a HuC6280A HuC6280A as found in the SuperGrafx and CoreGrafx I. Provides proper channel amplitude centering, but may cause clicking in a few games designed with the original HuC6280\'s sound characteristics in mind. enhanced Enhanced Emulator-only pseudo-revision, designed to reduce clicking and audio artifacts in games designed for either real revision. match Match emulation mode. Selects \"huc6280\" for non-SuperGrafx mode, and \"huc6280a\" for SuperGrafx(full) mode. pce.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 pce.slend Last rendered scanline. MDFNST_UINT 235 0 239 0 pce.slstart First rendered scanline. MDFNST_UINT 4 0 239 0 pce.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only pce.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. pce.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 pce.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 pce.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 pce.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 1 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. pce.vramsize Size of emulated VRAM per VDC in 16-bit words. DO NOT CHANGE THIS UNLESS YOU KNOW WTF YOU ARE DOING. MDFNST_UINT 32768 32768 65536 0 pce.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 pce.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 pce.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 pce.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 pce.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 pce.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 pce_fast.adpcmlp Enable lowpass filter dependent on playback-frequency. MDFNST_BOOL 0 0 pce_fast.adpcmvolume ADPCM volume. MDFNST_UINT 100 0 200 0 pce_fast.arcadecard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable Arcade Card emulation. MDFNST_BOOL 1 0 pce_fast.cdbios MDFNSF_EMU_STATE Path to the CD BIOS MDFNST_STRING syscard3.pce 0 pce_fast.cddavolume CD-DA volume. MDFNST_UINT 100 0 200 0 pce_fast.cdpsgvolume PSG volume when playing a CD game. MDFNST_UINT 100 0 200 0 pce_fast.cdspeed MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE CD-ROM data transfer speed multiplier. MDFNST_UINT 1 1 100 0 pce_fast.correct_aspect MDFNSF_CAT_VIDEO Correct the aspect ratio. MDFNST_BOOL 1 0 pce_fast.disable_softreset If set, when RUN+SEL are pressed simultaneously, disable both buttons temporarily. MDFNST_BOOL 0 0 pce_fast.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 pce_fast.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 pce_fast.forcesgx MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Force SuperGrafx emulation. MDFNST_BOOL 0 0 pce_fast.input.port1 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pce_fast.input.port1.gamepad.down MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: DOWN â MDFNST_STRING 0 pce_fast.input.port1.gamepad.i MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: I MDFNST_STRING 0 pce_fast.input.port1.gamepad.ii MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: II MDFNST_STRING 0 pce_fast.input.port1.gamepad.iii MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: III MDFNST_STRING 0 pce_fast.input.port1.gamepad.iv MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: IV MDFNST_STRING 0 pce_fast.input.port1.gamepad.left MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: LEFT â MDFNST_STRING 0 pce_fast.input.port1.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: 2/6 Mode Select MDFNST_STRING 0 pce_fast.input.port1.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: Rapid I MDFNST_STRING 0 pce_fast.input.port1.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: Rapid II MDFNST_STRING 0 pce_fast.input.port1.gamepad.right MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: RIGHT â MDFNST_STRING 0 pce_fast.input.port1.gamepad.run MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: RUN MDFNST_STRING 0 pce_fast.input.port1.gamepad.select MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: SELECT MDFNST_STRING 0 pce_fast.input.port1.gamepad.up MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: UP â MDFNST_STRING 0 pce_fast.input.port1.gamepad.v MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: V MDFNST_STRING 0 pce_fast.input.port1.gamepad.vi MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Gamepad: VI MDFNST_STRING 0 pce_fast.input.port1.mouse.left MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Mouse: Left Button MDFNST_STRING 0 pce_fast.input.port1.mouse.right MDFNSF_SUPPRESS_DOC pce_fast, Port 1, Mouse: Right Button MDFNST_STRING 0 pce_fast.input.port2 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pce_fast.input.port2.gamepad.down MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: DOWN â MDFNST_STRING 0 pce_fast.input.port2.gamepad.i MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: I MDFNST_STRING 0 pce_fast.input.port2.gamepad.ii MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: II MDFNST_STRING 0 pce_fast.input.port2.gamepad.iii MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: III MDFNST_STRING 0 pce_fast.input.port2.gamepad.iv MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: IV MDFNST_STRING 0 pce_fast.input.port2.gamepad.left MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: LEFT â MDFNST_STRING 0 pce_fast.input.port2.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: 2/6 Mode Select MDFNST_STRING 0 pce_fast.input.port2.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: Rapid I MDFNST_STRING 0 pce_fast.input.port2.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: Rapid II MDFNST_STRING 0 pce_fast.input.port2.gamepad.right MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: RIGHT â MDFNST_STRING 0 pce_fast.input.port2.gamepad.run MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: RUN MDFNST_STRING 0 pce_fast.input.port2.gamepad.select MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: SELECT MDFNST_STRING 0 pce_fast.input.port2.gamepad.up MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: UP â MDFNST_STRING 0 pce_fast.input.port2.gamepad.v MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: V MDFNST_STRING 0 pce_fast.input.port2.gamepad.vi MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Gamepad: VI MDFNST_STRING 0 pce_fast.input.port2.mouse.left MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Mouse: Left Button MDFNST_STRING 0 pce_fast.input.port2.mouse.right MDFNSF_SUPPRESS_DOC pce_fast, Port 2, Mouse: Right Button MDFNST_STRING 0 pce_fast.input.port3 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 3 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pce_fast.input.port3.gamepad.down MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: DOWN â MDFNST_STRING 0 pce_fast.input.port3.gamepad.i MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: I MDFNST_STRING 0 pce_fast.input.port3.gamepad.ii MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: II MDFNST_STRING 0 pce_fast.input.port3.gamepad.iii MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: III MDFNST_STRING 0 pce_fast.input.port3.gamepad.iv MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: IV MDFNST_STRING 0 pce_fast.input.port3.gamepad.left MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: LEFT â MDFNST_STRING 0 pce_fast.input.port3.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: 2/6 Mode Select MDFNST_STRING 0 pce_fast.input.port3.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: Rapid I MDFNST_STRING 0 pce_fast.input.port3.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: Rapid II MDFNST_STRING 0 pce_fast.input.port3.gamepad.right MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: RIGHT â MDFNST_STRING 0 pce_fast.input.port3.gamepad.run MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: RUN MDFNST_STRING 0 pce_fast.input.port3.gamepad.select MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: SELECT MDFNST_STRING 0 pce_fast.input.port3.gamepad.up MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: UP â MDFNST_STRING 0 pce_fast.input.port3.gamepad.v MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: V MDFNST_STRING 0 pce_fast.input.port3.gamepad.vi MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Gamepad: VI MDFNST_STRING 0 pce_fast.input.port3.mouse.left MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Mouse: Left Button MDFNST_STRING 0 pce_fast.input.port3.mouse.right MDFNSF_SUPPRESS_DOC pce_fast, Port 3, Mouse: Right Button MDFNST_STRING 0 pce_fast.input.port4 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 4 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pce_fast.input.port4.gamepad.down MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: DOWN â MDFNST_STRING 0 pce_fast.input.port4.gamepad.i MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: I MDFNST_STRING 0 pce_fast.input.port4.gamepad.ii MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: II MDFNST_STRING 0 pce_fast.input.port4.gamepad.iii MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: III MDFNST_STRING 0 pce_fast.input.port4.gamepad.iv MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: IV MDFNST_STRING 0 pce_fast.input.port4.gamepad.left MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: LEFT â MDFNST_STRING 0 pce_fast.input.port4.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: 2/6 Mode Select MDFNST_STRING 0 pce_fast.input.port4.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: Rapid I MDFNST_STRING 0 pce_fast.input.port4.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: Rapid II MDFNST_STRING 0 pce_fast.input.port4.gamepad.right MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: RIGHT â MDFNST_STRING 0 pce_fast.input.port4.gamepad.run MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: RUN MDFNST_STRING 0 pce_fast.input.port4.gamepad.select MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: SELECT MDFNST_STRING 0 pce_fast.input.port4.gamepad.up MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: UP â MDFNST_STRING 0 pce_fast.input.port4.gamepad.v MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: V MDFNST_STRING 0 pce_fast.input.port4.gamepad.vi MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Gamepad: VI MDFNST_STRING 0 pce_fast.input.port4.mouse.left MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Mouse: Left Button MDFNST_STRING 0 pce_fast.input.port4.mouse.right MDFNSF_SUPPRESS_DOC pce_fast, Port 4, Mouse: Right Button MDFNST_STRING 0 pce_fast.input.port5 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 5 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pce_fast.input.port5.gamepad.down MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: DOWN â MDFNST_STRING 0 pce_fast.input.port5.gamepad.i MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: I MDFNST_STRING 0 pce_fast.input.port5.gamepad.ii MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: II MDFNST_STRING 0 pce_fast.input.port5.gamepad.iii MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: III MDFNST_STRING 0 pce_fast.input.port5.gamepad.iv MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: IV MDFNST_STRING 0 pce_fast.input.port5.gamepad.left MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: LEFT â MDFNST_STRING 0 pce_fast.input.port5.gamepad.mode_select MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: 2/6 Mode Select MDFNST_STRING 0 pce_fast.input.port5.gamepad.rapid_i MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: Rapid I MDFNST_STRING 0 pce_fast.input.port5.gamepad.rapid_ii MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: Rapid II MDFNST_STRING 0 pce_fast.input.port5.gamepad.right MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: RIGHT â MDFNST_STRING 0 pce_fast.input.port5.gamepad.run MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: RUN MDFNST_STRING 0 pce_fast.input.port5.gamepad.select MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: SELECT MDFNST_STRING 0 pce_fast.input.port5.gamepad.up MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: UP â MDFNST_STRING 0 pce_fast.input.port5.gamepad.v MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: V MDFNST_STRING 0 pce_fast.input.port5.gamepad.vi MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Gamepad: VI MDFNST_STRING 0 pce_fast.input.port5.mouse.left MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Mouse: Left Button MDFNST_STRING 0 pce_fast.input.port5.mouse.right MDFNSF_SUPPRESS_DOC pce_fast, Port 5, Mouse: Right Button MDFNST_STRING 0 pce_fast.mouse_sensitivity Mouse sensitivity. MDFNST_FLOAT 0.50 0 pce_fast.nospritelimit Remove 16-sprites-per-scanline hardware limit. MDFNST_BOOL 0 0 pce_fast.ocmultiplier MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE CPU overclock multiplier. MDFNST_UINT 1 1 100 0 pce_fast.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". pce_fast.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 pce_fast.slend Last rendered scanline. MDFNST_UINT 235 0 239 0 pce_fast.slstart First rendered scanline. MDFNST_UINT 4 0 239 0 pce_fast.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only pce_fast.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. pce_fast.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 pce_fast.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 pce_fast.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 pce_fast.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 1 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. pce_fast.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 pce_fast.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 pce_fast.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 pce_fast.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 pce_fast.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 pce_fast.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 pcfx.adpcm.emulate_buggy_codec Hack that emulates the codec a buggy ADPCM encoder used for some games\' ADPCM. MDFNST_BOOL 0 0 pcfx.adpcm.suppress_channel_reset_clicks Hack to suppress clicks caused by forced channel resets. MDFNST_BOOL 1 0 pcfx.bios MDFNSF_EMU_STATE Path to the ROM BIOS MDFNST_STRING pcfx.rom 0 pcfx.cdspeed MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulated CD-ROM speed. Setting the value higher than 2, the default, will decrease loading times in most games by some degree. MDFNST_UINT 2 2 10 0 pcfx.cpu_emulation MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE CPU emulation mode. MDFNST_ENUM auto 3 fast Fast Mode Fast mode trades timing accuracy, cache emulation, and executing from hardware registers and RAM not intended for code use for performance. accurate Accurate Mode Increased timing accuracy, though not perfect, along with cache emulation, at the cost of decreased performance. Additionally, even the pipeline isn\'t correctly and fully emulated in this mode. auto Auto Mode Selects \"fast\" or \"accurate\" automatically based on an internal database. If the CD image is not recognized, defaults to \"fast\". pcfx.debugger.disfontsize MDFNSF_COMMON_TEMPLATE Disassembly font size. Note: Setting the font size to larger than the default may cause text overlap in the debugger. MDFNST_ENUM small 4 xsmall 4x5 small 5x7 medium 6x13 large 9x18 pcfx.debugger.memcharenc MDFNSF_COMMON_TEMPLATE Character encoding for the debugger\'s memory editor. MDFNST_STRING shift_jis 0 pcfx.disable_bram MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Disable internal and external BRAM. It is intended for viewing games\' error screens that may be different from simple BRAM full and uninitialized BRAM error screens, though it can cause the game to crash outright. MDFNST_BOOL 0 0 pcfx.disable_softreset When RUN+SEL are pressed simultaneously, disable both buttons temporarily. MDFNST_BOOL 0 0 pcfx.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 pcfx.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 pcfx.fxscsi MDFNSF_EMU_STATE Path to the FX-SCSI ROM Intended for developers only. MDFNST_STRING 0 0 pcfx.high_dotclock_width Emulated width for 7.16MHz dot-clock mode. Lower values are faster, but will cause some degree of pixel distortion. MDFNST_ENUM 1024 3 256 256 pixels This value will cause heavy pixel distortion. 341 341 pixels This value will cause moderate pixel distortion. 1024 1024 pixels This value will cause no pixel distortion as long as interpolation is enabled on the video output device and the resolution is sufficiently high, but it will use a lot of CPU time. pcfx.input.port1 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pcfx.input.port1.gamepad.down MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 pcfx.input.port1.gamepad.i MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: I MDFNST_STRING keyboard 259 0 pcfx.input.port1.gamepad.ii MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: II MDFNST_STRING keyboard 258 0 pcfx.input.port1.gamepad.iii MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: III MDFNST_STRING keyboard 257 0 pcfx.input.port1.gamepad.iv MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: IV MDFNST_STRING keyboard 260 0 pcfx.input.port1.gamepad.left MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 pcfx.input.port1.gamepad.mode1 MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: MODE 1 (Switch) MDFNST_STRING keyboard 264 0 pcfx.input.port1.gamepad.mode2 MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: MODE 2 (Switch) MDFNST_STRING keyboard 265 0 pcfx.input.port1.gamepad.right MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 pcfx.input.port1.gamepad.run MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: RUN MDFNST_STRING keyboard 13 0 pcfx.input.port1.gamepad.select MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: SELECT MDFNST_STRING keyboard 9 0 pcfx.input.port1.gamepad.up MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: UP â MDFNST_STRING keyboard 119 0 pcfx.input.port1.gamepad.v MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: V MDFNST_STRING keyboard 261 0 pcfx.input.port1.gamepad.vi MDFNSF_SUPPRESS_DOC pcfx, Port 1, Gamepad: VI MDFNST_STRING keyboard 262 0 pcfx.input.port1.mouse.left MDFNSF_SUPPRESS_DOC pcfx, Port 1, Mouse: Left Button MDFNST_STRING mouse 0 0 pcfx.input.port1.mouse.right MDFNSF_SUPPRESS_DOC pcfx, Port 1, Mouse: Right Button MDFNST_STRING mouse 2 0 pcfx.input.port1.multitap MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable multitap on PC-FX port 1. EXPERIMENTAL emulation of the unreleased multitap. Enables ports 3 4 5. MDFNST_BOOL 0 0 pcfx.input.port2 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pcfx.input.port2.gamepad.down MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: DOWN â MDFNST_STRING 0 pcfx.input.port2.gamepad.i MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: I MDFNST_STRING 0 pcfx.input.port2.gamepad.ii MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: II MDFNST_STRING 0 pcfx.input.port2.gamepad.iii MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: III MDFNST_STRING 0 pcfx.input.port2.gamepad.iv MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: IV MDFNST_STRING 0 pcfx.input.port2.gamepad.left MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: LEFT â MDFNST_STRING 0 pcfx.input.port2.gamepad.mode1 MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: MODE 1 (Switch) MDFNST_STRING 0 pcfx.input.port2.gamepad.mode2 MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: MODE 2 (Switch) MDFNST_STRING 0 pcfx.input.port2.gamepad.right MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: RIGHT â MDFNST_STRING 0 pcfx.input.port2.gamepad.run MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: RUN MDFNST_STRING 0 pcfx.input.port2.gamepad.select MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: SELECT MDFNST_STRING 0 pcfx.input.port2.gamepad.up MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: UP â MDFNST_STRING 0 pcfx.input.port2.gamepad.v MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: V MDFNST_STRING 0 pcfx.input.port2.gamepad.vi MDFNSF_SUPPRESS_DOC pcfx, Port 2, Gamepad: VI MDFNST_STRING 0 pcfx.input.port2.mouse.left MDFNSF_SUPPRESS_DOC pcfx, Port 2, Mouse: Left Button MDFNST_STRING mouse 0 0 pcfx.input.port2.mouse.right MDFNSF_SUPPRESS_DOC pcfx, Port 2, Mouse: Right Button MDFNST_STRING mouse 2 0 pcfx.input.port2.multitap MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable multitap on PC-FX port 2. EXPERIMENTAL emulation of the unreleased multitap. Enables ports 6 7 8. MDFNST_BOOL 0 0 pcfx.input.port3 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 3 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pcfx.input.port3.gamepad.down MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: DOWN â MDFNST_STRING 0 pcfx.input.port3.gamepad.i MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: I MDFNST_STRING 0 pcfx.input.port3.gamepad.ii MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: II MDFNST_STRING 0 pcfx.input.port3.gamepad.iii MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: III MDFNST_STRING 0 pcfx.input.port3.gamepad.iv MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: IV MDFNST_STRING 0 pcfx.input.port3.gamepad.left MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: LEFT â MDFNST_STRING 0 pcfx.input.port3.gamepad.mode1 MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: MODE 1 (Switch) MDFNST_STRING 0 pcfx.input.port3.gamepad.mode2 MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: MODE 2 (Switch) MDFNST_STRING 0 pcfx.input.port3.gamepad.right MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: RIGHT â MDFNST_STRING 0 pcfx.input.port3.gamepad.run MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: RUN MDFNST_STRING 0 pcfx.input.port3.gamepad.select MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: SELECT MDFNST_STRING 0 pcfx.input.port3.gamepad.up MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: UP â MDFNST_STRING 0 pcfx.input.port3.gamepad.v MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: V MDFNST_STRING 0 pcfx.input.port3.gamepad.vi MDFNSF_SUPPRESS_DOC pcfx, Port 3, Gamepad: VI MDFNST_STRING 0 pcfx.input.port3.mouse.left MDFNSF_SUPPRESS_DOC pcfx, Port 3, Mouse: Left Button MDFNST_STRING 0 pcfx.input.port3.mouse.right MDFNSF_SUPPRESS_DOC pcfx, Port 3, Mouse: Right Button MDFNST_STRING 0 pcfx.input.port4 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 4 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pcfx.input.port4.gamepad.down MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: DOWN â MDFNST_STRING 0 pcfx.input.port4.gamepad.i MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: I MDFNST_STRING 0 pcfx.input.port4.gamepad.ii MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: II MDFNST_STRING 0 pcfx.input.port4.gamepad.iii MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: III MDFNST_STRING 0 pcfx.input.port4.gamepad.iv MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: IV MDFNST_STRING 0 pcfx.input.port4.gamepad.left MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: LEFT â MDFNST_STRING 0 pcfx.input.port4.gamepad.mode1 MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: MODE 1 (Switch) MDFNST_STRING 0 pcfx.input.port4.gamepad.mode2 MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: MODE 2 (Switch) MDFNST_STRING 0 pcfx.input.port4.gamepad.right MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: RIGHT â MDFNST_STRING 0 pcfx.input.port4.gamepad.run MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: RUN MDFNST_STRING 0 pcfx.input.port4.gamepad.select MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: SELECT MDFNST_STRING 0 pcfx.input.port4.gamepad.up MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: UP â MDFNST_STRING 0 pcfx.input.port4.gamepad.v MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: V MDFNST_STRING 0 pcfx.input.port4.gamepad.vi MDFNSF_SUPPRESS_DOC pcfx, Port 4, Gamepad: VI MDFNST_STRING 0 pcfx.input.port4.mouse.left MDFNSF_SUPPRESS_DOC pcfx, Port 4, Mouse: Left Button MDFNST_STRING 0 pcfx.input.port4.mouse.right MDFNSF_SUPPRESS_DOC pcfx, Port 4, Mouse: Right Button MDFNST_STRING 0 pcfx.input.port5 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 5 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pcfx.input.port5.gamepad.down MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: DOWN â MDFNST_STRING 0 pcfx.input.port5.gamepad.i MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: I MDFNST_STRING 0 pcfx.input.port5.gamepad.ii MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: II MDFNST_STRING 0 pcfx.input.port5.gamepad.iii MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: III MDFNST_STRING 0 pcfx.input.port5.gamepad.iv MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: IV MDFNST_STRING 0 pcfx.input.port5.gamepad.left MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: LEFT â MDFNST_STRING 0 pcfx.input.port5.gamepad.mode1 MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: MODE 1 (Switch) MDFNST_STRING 0 pcfx.input.port5.gamepad.mode2 MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: MODE 2 (Switch) MDFNST_STRING 0 pcfx.input.port5.gamepad.right MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: RIGHT â MDFNST_STRING 0 pcfx.input.port5.gamepad.run MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: RUN MDFNST_STRING 0 pcfx.input.port5.gamepad.select MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: SELECT MDFNST_STRING 0 pcfx.input.port5.gamepad.up MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: UP â MDFNST_STRING 0 pcfx.input.port5.gamepad.v MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: V MDFNST_STRING 0 pcfx.input.port5.gamepad.vi MDFNSF_SUPPRESS_DOC pcfx, Port 5, Gamepad: VI MDFNST_STRING 0 pcfx.input.port5.mouse.left MDFNSF_SUPPRESS_DOC pcfx, Port 5, Mouse: Left Button MDFNST_STRING 0 pcfx.input.port5.mouse.right MDFNSF_SUPPRESS_DOC pcfx, Port 5, Mouse: Right Button MDFNST_STRING 0 pcfx.input.port6 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 6 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pcfx.input.port6.gamepad.down MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: DOWN â MDFNST_STRING 0 pcfx.input.port6.gamepad.i MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: I MDFNST_STRING 0 pcfx.input.port6.gamepad.ii MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: II MDFNST_STRING 0 pcfx.input.port6.gamepad.iii MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: III MDFNST_STRING 0 pcfx.input.port6.gamepad.iv MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: IV MDFNST_STRING 0 pcfx.input.port6.gamepad.left MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: LEFT â MDFNST_STRING 0 pcfx.input.port6.gamepad.mode1 MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: MODE 1 (Switch) MDFNST_STRING 0 pcfx.input.port6.gamepad.mode2 MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: MODE 2 (Switch) MDFNST_STRING 0 pcfx.input.port6.gamepad.right MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: RIGHT â MDFNST_STRING 0 pcfx.input.port6.gamepad.run MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: RUN MDFNST_STRING 0 pcfx.input.port6.gamepad.select MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: SELECT MDFNST_STRING 0 pcfx.input.port6.gamepad.up MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: UP â MDFNST_STRING 0 pcfx.input.port6.gamepad.v MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: V MDFNST_STRING 0 pcfx.input.port6.gamepad.vi MDFNSF_SUPPRESS_DOC pcfx, Port 6, Gamepad: VI MDFNST_STRING 0 pcfx.input.port6.mouse.left MDFNSF_SUPPRESS_DOC pcfx, Port 6, Mouse: Left Button MDFNST_STRING 0 pcfx.input.port6.mouse.right MDFNSF_SUPPRESS_DOC pcfx, Port 6, Mouse: Right Button MDFNST_STRING 0 pcfx.input.port7 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 7 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pcfx.input.port7.gamepad.down MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: DOWN â MDFNST_STRING 0 pcfx.input.port7.gamepad.i MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: I MDFNST_STRING 0 pcfx.input.port7.gamepad.ii MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: II MDFNST_STRING 0 pcfx.input.port7.gamepad.iii MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: III MDFNST_STRING 0 pcfx.input.port7.gamepad.iv MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: IV MDFNST_STRING 0 pcfx.input.port7.gamepad.left MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: LEFT â MDFNST_STRING 0 pcfx.input.port7.gamepad.mode1 MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: MODE 1 (Switch) MDFNST_STRING 0 pcfx.input.port7.gamepad.mode2 MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: MODE 2 (Switch) MDFNST_STRING 0 pcfx.input.port7.gamepad.right MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: RIGHT â MDFNST_STRING 0 pcfx.input.port7.gamepad.run MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: RUN MDFNST_STRING 0 pcfx.input.port7.gamepad.select MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: SELECT MDFNST_STRING 0 pcfx.input.port7.gamepad.up MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: UP â MDFNST_STRING 0 pcfx.input.port7.gamepad.v MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: V MDFNST_STRING 0 pcfx.input.port7.gamepad.vi MDFNSF_SUPPRESS_DOC pcfx, Port 7, Gamepad: VI MDFNST_STRING 0 pcfx.input.port7.mouse.left MDFNSF_SUPPRESS_DOC pcfx, Port 7, Mouse: Left Button MDFNST_STRING 0 pcfx.input.port7.mouse.right MDFNSF_SUPPRESS_DOC pcfx, Port 7, Mouse: Right Button MDFNST_STRING 0 pcfx.input.port8 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 8 MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse pcfx.input.port8.gamepad.down MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: DOWN â MDFNST_STRING 0 pcfx.input.port8.gamepad.i MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: I MDFNST_STRING 0 pcfx.input.port8.gamepad.ii MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: II MDFNST_STRING 0 pcfx.input.port8.gamepad.iii MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: III MDFNST_STRING 0 pcfx.input.port8.gamepad.iv MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: IV MDFNST_STRING 0 pcfx.input.port8.gamepad.left MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: LEFT â MDFNST_STRING 0 pcfx.input.port8.gamepad.mode1 MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: MODE 1 (Switch) MDFNST_STRING 0 pcfx.input.port8.gamepad.mode2 MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: MODE 2 (Switch) MDFNST_STRING 0 pcfx.input.port8.gamepad.right MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: RIGHT â MDFNST_STRING 0 pcfx.input.port8.gamepad.run MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: RUN MDFNST_STRING 0 pcfx.input.port8.gamepad.select MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: SELECT MDFNST_STRING 0 pcfx.input.port8.gamepad.up MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: UP â MDFNST_STRING 0 pcfx.input.port8.gamepad.v MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: V MDFNST_STRING 0 pcfx.input.port8.gamepad.vi MDFNSF_SUPPRESS_DOC pcfx, Port 8, Gamepad: VI MDFNST_STRING 0 pcfx.input.port8.mouse.left MDFNSF_SUPPRESS_DOC pcfx, Port 8, Mouse: Left Button MDFNST_STRING 0 pcfx.input.port8.mouse.right MDFNSF_SUPPRESS_DOC pcfx, Port 8, Mouse: Right Button MDFNST_STRING 0 pcfx.mouse_sensitivity Mouse sensitivity. MDFNST_FLOAT 1.25 0 pcfx.nospritelimit Remove 16-sprites-per-scanline hardware limit. MDFNST_BOOL 0 0 pcfx.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". pcfx.rainbow.chromaip Enable bilinear interpolation on the chroma channel of RAINBOW YUV output. MDFNST_BOOL 1 0 pcfx.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 pcfx.slend Last rendered scanline. MDFNST_UINT 235 0 239 0 pcfx.slstart First rendered scanline. MDFNST_UINT 4 0 239 0 pcfx.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only pcfx.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. pcfx.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 pcfx.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 pcfx.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 pcfx.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 1 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. pcfx.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 pcfx.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 pcfx.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 pcfx.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 pcfx.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 pcfx.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 player.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". player.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 player.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only player.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. player.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. player.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 player.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 2.000000 0.01 256 0 player.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 player.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 player.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 2.000000 0.01 256 0 player.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 psx.bios_eu MDFNSF_EMU_STATE Path to the Europe SCPH-5502 ROM BIOS MDFNST_STRING scph5502.bin 0 psx.bios_jp MDFNSF_EMU_STATE Path to the Japan SCPH-5500 ROM BIOS MDFNST_STRING scph5500.bin 0 psx.bios_na MDFNSF_EMU_STATE Path to the North America SCPH-5501 ROM BIOS SHA1 0555c6fae8906f3f09baf5988f00e55f88e9f30b MDFNST_STRING scph5501.bin 0 psx.debugger.disfontsize MDFNSF_COMMON_TEMPLATE Disassembly font size. Note: Setting the font size to larger than the default may cause text overlap in the debugger. MDFNST_ENUM small 4 xsmall 4x5 small 5x7 medium 6x13 large 9x18 psx.debugger.memcharenc MDFNSF_COMMON_TEMPLATE Character encoding for the debugger\'s memory editor. MDFNST_STRING shift_jis 0 psx.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 psx.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 psx.input.analog_mode_ct MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable analog mode combo-button alternate toggle. When enabled, instead of the configured Analog mode toggle button for the emulated DualShock, use a combination of buttons to toggle it instead. When Select, Start, and all four shoulder buttons are held down for about 1 second, the mode will toggle. MDFNST_BOOL 0 0 psx.input.mouse_sensitivity Emulated mouse sensitivity. MDFNST_FLOAT 1.00 0 psx.input.port1 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1/1A MDFNST_ENUM gamepad 10 none none gamepad Digital Gamepad PlayStation digital gamepad; SCPH-1080. dualshock DualShock DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. dualanalog Dual Analog Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. analogjoy Analog Joystick Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. mouse Mouse negcon neGcon Namco\'s unconventional twisty racing-game-oriented gamepad; NPC-101. guncon GunCon Namco\'s light gun; NPC-103. justifier Konami Justifier Konami\'s light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the \"GunCon\", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. dancepad Dance Pad Dingo Dingo Rodeo! psx.input.port1.analogjoy.circle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Right stick, R-thumb MDFNST_STRING 0 psx.input.port1.analogjoy.cross MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Right stick, L-thumb MDFNST_STRING 0 psx.input.port1.analogjoy.down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Thumbstick DOWN â MDFNST_STRING 0 psx.input.port1.analogjoy.l1 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Left stick, L-thumb MDFNST_STRING 0 psx.input.port1.analogjoy.l2 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Left stick, Trigger MDFNST_STRING 0 psx.input.port1.analogjoy.left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Thumbstick LEFT â MDFNST_STRING 0 psx.input.port1.analogjoy.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Left Stick, BACK â MDFNST_STRING 0 psx.input.port1.analogjoy.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Left Stick, LEFT â MDFNST_STRING 0 psx.input.port1.analogjoy.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Left Stick, RIGHT â MDFNST_STRING 0 psx.input.port1.analogjoy.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Left Stick, FORE â MDFNST_STRING 0 psx.input.port1.analogjoy.r1 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Left stick, R-thumb MDFNST_STRING 0 psx.input.port1.analogjoy.r2 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Left stick, Pinky MDFNST_STRING 0 psx.input.port1.analogjoy.right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Thumbstick RIGHT â MDFNST_STRING 0 psx.input.port1.analogjoy.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Right Stick, BACK â MDFNST_STRING 0 psx.input.port1.analogjoy.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Right Stick, LEFT â MDFNST_STRING 0 psx.input.port1.analogjoy.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Right Stick, RIGHT â MDFNST_STRING 0 psx.input.port1.analogjoy.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Right Stick, FORE â MDFNST_STRING 0 psx.input.port1.analogjoy.select MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: SELECT MDFNST_STRING 0 psx.input.port1.analogjoy.square MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Right stick, Trigger MDFNST_STRING 0 psx.input.port1.analogjoy.start MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: START MDFNST_STRING 0 psx.input.port1.analogjoy.triangle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Right stick, Pinky MDFNST_STRING 0 psx.input.port1.analogjoy.up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Analog Joystick: Thumbstick UP â MDFNST_STRING 0 psx.input.port1.dancepad.circle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: â (upper right) MDFNST_STRING keyboard 265 0 psx.input.port1.dancepad.cross MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: x (upper left) MDFNST_STRING keyboard 263 0 psx.input.port1.dancepad.down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: DOWN â MDFNST_STRING keyboard 258 0 psx.input.port1.dancepad.left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: LEFT â MDFNST_STRING keyboard 260 0 psx.input.port1.dancepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: Rapid â (upper right) MDFNST_STRING 0 psx.input.port1.dancepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: Rapid x (upper left) MDFNST_STRING 0 psx.input.port1.dancepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: Rapid â¡ (lower right) MDFNST_STRING 0 psx.input.port1.dancepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: Rapid â³ (lower left) MDFNST_STRING 0 psx.input.port1.dancepad.right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: RIGHT â MDFNST_STRING keyboard 262 0 psx.input.port1.dancepad.select MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: SELECT MDFNST_STRING keyboard 267 0 psx.input.port1.dancepad.square MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: â¡ (lower right) MDFNST_STRING keyboard 259 0 psx.input.port1.dancepad.start MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: START MDFNST_STRING keyboard 268 0 psx.input.port1.dancepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: â³ (lower left) MDFNST_STRING keyboard 257 0 psx.input.port1.dancepad.up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dance Pad: UP â MDFNST_STRING keyboard 264 0 psx.input.port1.dualanalog.circle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: â (right) MDFNST_STRING 0 psx.input.port1.dualanalog.cross MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: x (lower) MDFNST_STRING 0 psx.input.port1.dualanalog.down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: D-Pad DOWN â MDFNST_STRING 0 psx.input.port1.dualanalog.l1 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port1.dualanalog.l2 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port1.dualanalog.l3 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port1.dualanalog.left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: D-Pad LEFT â MDFNST_STRING 0 psx.input.port1.dualanalog.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Left Stick DOWN â MDFNST_STRING 0 psx.input.port1.dualanalog.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Left Stick LEFT â MDFNST_STRING 0 psx.input.port1.dualanalog.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port1.dualanalog.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Left Stick UP â MDFNST_STRING 0 psx.input.port1.dualanalog.r1 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port1.dualanalog.r2 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port1.dualanalog.r3 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port1.dualanalog.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Rapid â (right) MDFNST_STRING 0 psx.input.port1.dualanalog.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Rapid x (lower) MDFNST_STRING 0 psx.input.port1.dualanalog.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port1.dualanalog.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port1.dualanalog.right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port1.dualanalog.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Right Stick DOWN â MDFNST_STRING 0 psx.input.port1.dualanalog.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Right Stick LEFT â MDFNST_STRING 0 psx.input.port1.dualanalog.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port1.dualanalog.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: Right Stick UP â MDFNST_STRING 0 psx.input.port1.dualanalog.select MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: SELECT MDFNST_STRING 0 psx.input.port1.dualanalog.square MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: â¡ (left) MDFNST_STRING 0 psx.input.port1.dualanalog.start MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: START MDFNST_STRING 0 psx.input.port1.dualanalog.triangle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: â³ (upper) MDFNST_STRING 0 psx.input.port1.dualanalog.up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Dual Analog: D-Pad UP â MDFNST_STRING 0 psx.input.port1.dualshock.analog MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Analog(mode toggle) MDFNST_STRING 0 psx.input.port1.dualshock.circle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: â (right) MDFNST_STRING 0 psx.input.port1.dualshock.cross MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: x (lower) MDFNST_STRING 0 psx.input.port1.dualshock.down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: D-Pad DOWN â MDFNST_STRING 0 psx.input.port1.dualshock.l1 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port1.dualshock.l2 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port1.dualshock.l3 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port1.dualshock.left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: D-Pad LEFT â MDFNST_STRING 0 psx.input.port1.dualshock.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Left Stick DOWN â MDFNST_STRING 0 psx.input.port1.dualshock.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Left Stick LEFT â MDFNST_STRING 0 psx.input.port1.dualshock.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port1.dualshock.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Left Stick UP â MDFNST_STRING 0 psx.input.port1.dualshock.r1 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port1.dualshock.r2 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port1.dualshock.r3 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port1.dualshock.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Rapid â (right) MDFNST_STRING 0 psx.input.port1.dualshock.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Rapid x (lower) MDFNST_STRING 0 psx.input.port1.dualshock.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port1.dualshock.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port1.dualshock.right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port1.dualshock.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Right Stick DOWN â MDFNST_STRING 0 psx.input.port1.dualshock.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Right Stick LEFT â MDFNST_STRING 0 psx.input.port1.dualshock.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port1.dualshock.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: Right Stick UP â MDFNST_STRING 0 psx.input.port1.dualshock.select MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: SELECT MDFNST_STRING 0 psx.input.port1.dualshock.square MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: â¡ (left) MDFNST_STRING 0 psx.input.port1.dualshock.start MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: START MDFNST_STRING 0 psx.input.port1.dualshock.triangle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: â³ (upper) MDFNST_STRING 0 psx.input.port1.dualshock.up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, DualShock: D-Pad UP â MDFNST_STRING 0 psx.input.port1.gamepad.circle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: â (right) MDFNST_STRING keyboard 262 0 psx.input.port1.gamepad.cross MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: x (lower) MDFNST_STRING keyboard 258 0 psx.input.port1.gamepad.down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: DOWN â MDFNST_STRING keyboard 115 0 psx.input.port1.gamepad.l1 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: L1 (front left shoulder) MDFNST_STRING keyboard 257 0 psx.input.port1.gamepad.l2 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: L2 (rear left shoulder) MDFNST_STRING keyboard 263 0 psx.input.port1.gamepad.left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: LEFT â MDFNST_STRING keyboard 97 0 psx.input.port1.gamepad.r1 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: R1 (front right shoulder) MDFNST_STRING keyboard 259 0 psx.input.port1.gamepad.r2 MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: R2 (rear right shoulder) MDFNST_STRING keyboard 265 0 psx.input.port1.gamepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: Rapid â (right) MDFNST_STRING 0 psx.input.port1.gamepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: Rapid x (lower) MDFNST_STRING 0 psx.input.port1.gamepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port1.gamepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port1.gamepad.right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 psx.input.port1.gamepad.select MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: SELECT MDFNST_STRING keyboard 9 0 psx.input.port1.gamepad.square MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: â¡ (left) MDFNST_STRING keyboard 260 0 psx.input.port1.gamepad.start MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: START MDFNST_STRING keyboard 13 0 psx.input.port1.gamepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: â³ (upper) MDFNST_STRING keyboard 264 0 psx.input.port1.gamepad.up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Digital Gamepad: UP â MDFNST_STRING keyboard 119 0 psx.input.port1.gun_chairs Crosshairs color for lightgun on port 1/1A. A value of 0x1000000 disables crosshair drawing. MDFNST_UINT 0xFF0000 0x000000 0x1000000 0 psx.input.port1.guncon.a MDFNSF_SUPPRESS_DOC psx, Port 1/1A, GunCon: A MDFNST_STRING mouse 2 0 psx.input.port1.guncon.b MDFNSF_SUPPRESS_DOC psx, Port 1/1A, GunCon: B MDFNST_STRING mouse 1 0 psx.input.port1.guncon.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 1/1A, GunCon: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port1.guncon.trigger MDFNSF_SUPPRESS_DOC psx, Port 1/1A, GunCon: Trigger MDFNST_STRING mouse 0 0 psx.input.port1.justifier.o MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Konami Justifier: O MDFNST_STRING mouse 2 0 psx.input.port1.justifier.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Konami Justifier: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port1.justifier.start MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Konami Justifier: Start MDFNST_STRING mouse 1 0 psx.input.port1.justifier.trigger MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Konami Justifier: Trigger MDFNST_STRING mouse 0 0 psx.input.port1.memcard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulate memcard on port 1/1A. MDFNST_BOOL 1 0 psx.input.port1.mouse.left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Mouse: Left Button MDFNST_STRING mouse 0 0 psx.input.port1.mouse.right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, Mouse: Right Button MDFNST_STRING mouse 2 0 psx.input.port1.multitap MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable multitap on PSX port 1. Makes ports 1B-1D available. MDFNST_BOOL 0 0 psx.input.port1.negcon.a MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: A MDFNST_STRING 0 psx.input.port1.negcon.b MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: B MDFNST_STRING 0 psx.input.port1.negcon.down MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: D-Pad DOWN â MDFNST_STRING 0 psx.input.port1.negcon.i MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: I (Analog) MDFNST_STRING 0 psx.input.port1.negcon.ii MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: II (Analog) MDFNST_STRING 0 psx.input.port1.negcon.l MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: Left Shoulder (Analog) MDFNST_STRING 0 psx.input.port1.negcon.left MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: D-Pad LEFT â MDFNST_STRING 0 psx.input.port1.negcon.r MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: Right Shoulder MDFNST_STRING 0 psx.input.port1.negcon.right MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port1.negcon.start MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: START MDFNST_STRING 0 psx.input.port1.negcon.twist_ccwise MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: Twist â|â (Analog, Turn Left) MDFNST_STRING 0 psx.input.port1.negcon.twist_cwise MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: Twist â|â (Analog, Turn Right) MDFNST_STRING 0 psx.input.port1.negcon.up MDFNSF_SUPPRESS_DOC psx, Port 1/1A, neGcon: D-Pad UP â MDFNST_STRING 0 psx.input.port2 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2/2A MDFNST_ENUM gamepad 10 none none gamepad Digital Gamepad PlayStation digital gamepad; SCPH-1080. dualshock DualShock DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. dualanalog Dual Analog Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. analogjoy Analog Joystick Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. mouse Mouse negcon neGcon Namco\'s unconventional twisty racing-game-oriented gamepad; NPC-101. guncon GunCon Namco\'s light gun; NPC-103. justifier Konami Justifier Konami\'s light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the \"GunCon\", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. dancepad Dance Pad Dingo Dingo Rodeo! psx.input.port2.analogjoy.circle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Right stick, R-thumb MDFNST_STRING 0 psx.input.port2.analogjoy.cross MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Right stick, L-thumb MDFNST_STRING 0 psx.input.port2.analogjoy.down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Thumbstick DOWN â MDFNST_STRING 0 psx.input.port2.analogjoy.l1 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Left stick, L-thumb MDFNST_STRING 0 psx.input.port2.analogjoy.l2 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Left stick, Trigger MDFNST_STRING 0 psx.input.port2.analogjoy.left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Thumbstick LEFT â MDFNST_STRING 0 psx.input.port2.analogjoy.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Left Stick, BACK â MDFNST_STRING 0 psx.input.port2.analogjoy.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Left Stick, LEFT â MDFNST_STRING 0 psx.input.port2.analogjoy.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Left Stick, RIGHT â MDFNST_STRING 0 psx.input.port2.analogjoy.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Left Stick, FORE â MDFNST_STRING 0 psx.input.port2.analogjoy.r1 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Left stick, R-thumb MDFNST_STRING 0 psx.input.port2.analogjoy.r2 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Left stick, Pinky MDFNST_STRING 0 psx.input.port2.analogjoy.right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Thumbstick RIGHT â MDFNST_STRING 0 psx.input.port2.analogjoy.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Right Stick, BACK â MDFNST_STRING 0 psx.input.port2.analogjoy.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Right Stick, LEFT â MDFNST_STRING 0 psx.input.port2.analogjoy.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Right Stick, RIGHT â MDFNST_STRING 0 psx.input.port2.analogjoy.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Right Stick, FORE â MDFNST_STRING 0 psx.input.port2.analogjoy.select MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: SELECT MDFNST_STRING 0 psx.input.port2.analogjoy.square MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Right stick, Trigger MDFNST_STRING 0 psx.input.port2.analogjoy.start MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: START MDFNST_STRING 0 psx.input.port2.analogjoy.triangle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Right stick, Pinky MDFNST_STRING 0 psx.input.port2.analogjoy.up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Analog Joystick: Thumbstick UP â MDFNST_STRING 0 psx.input.port2.dancepad.circle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: â (upper right) MDFNST_STRING 0 psx.input.port2.dancepad.cross MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: x (upper left) MDFNST_STRING 0 psx.input.port2.dancepad.down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: DOWN â MDFNST_STRING 0 psx.input.port2.dancepad.left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: LEFT â MDFNST_STRING 0 psx.input.port2.dancepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: Rapid â (upper right) MDFNST_STRING 0 psx.input.port2.dancepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: Rapid x (upper left) MDFNST_STRING 0 psx.input.port2.dancepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: Rapid â¡ (lower right) MDFNST_STRING 0 psx.input.port2.dancepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: Rapid â³ (lower left) MDFNST_STRING 0 psx.input.port2.dancepad.right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: RIGHT â MDFNST_STRING 0 psx.input.port2.dancepad.select MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: SELECT MDFNST_STRING 0 psx.input.port2.dancepad.square MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: â¡ (lower right) MDFNST_STRING 0 psx.input.port2.dancepad.start MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: START MDFNST_STRING 0 psx.input.port2.dancepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: â³ (lower left) MDFNST_STRING 0 psx.input.port2.dancepad.up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dance Pad: UP â MDFNST_STRING 0 psx.input.port2.dualanalog.circle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: â (right) MDFNST_STRING 0 psx.input.port2.dualanalog.cross MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: x (lower) MDFNST_STRING 0 psx.input.port2.dualanalog.down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: D-Pad DOWN â MDFNST_STRING 0 psx.input.port2.dualanalog.l1 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port2.dualanalog.l2 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port2.dualanalog.l3 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port2.dualanalog.left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: D-Pad LEFT â MDFNST_STRING 0 psx.input.port2.dualanalog.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Left Stick DOWN â MDFNST_STRING 0 psx.input.port2.dualanalog.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Left Stick LEFT â MDFNST_STRING 0 psx.input.port2.dualanalog.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port2.dualanalog.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Left Stick UP â MDFNST_STRING 0 psx.input.port2.dualanalog.r1 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port2.dualanalog.r2 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port2.dualanalog.r3 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port2.dualanalog.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Rapid â (right) MDFNST_STRING 0 psx.input.port2.dualanalog.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Rapid x (lower) MDFNST_STRING 0 psx.input.port2.dualanalog.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port2.dualanalog.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port2.dualanalog.right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port2.dualanalog.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Right Stick DOWN â MDFNST_STRING 0 psx.input.port2.dualanalog.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Right Stick LEFT â MDFNST_STRING 0 psx.input.port2.dualanalog.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port2.dualanalog.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: Right Stick UP â MDFNST_STRING 0 psx.input.port2.dualanalog.select MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: SELECT MDFNST_STRING 0 psx.input.port2.dualanalog.square MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: â¡ (left) MDFNST_STRING 0 psx.input.port2.dualanalog.start MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: START MDFNST_STRING 0 psx.input.port2.dualanalog.triangle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: â³ (upper) MDFNST_STRING 0 psx.input.port2.dualanalog.up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Dual Analog: D-Pad UP â MDFNST_STRING 0 psx.input.port2.dualshock.analog MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Analog(mode toggle) MDFNST_STRING 0 psx.input.port2.dualshock.circle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: â (right) MDFNST_STRING 0 psx.input.port2.dualshock.cross MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: x (lower) MDFNST_STRING 0 psx.input.port2.dualshock.down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: D-Pad DOWN â MDFNST_STRING 0 psx.input.port2.dualshock.l1 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port2.dualshock.l2 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port2.dualshock.l3 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port2.dualshock.left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: D-Pad LEFT â MDFNST_STRING 0 psx.input.port2.dualshock.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Left Stick DOWN â MDFNST_STRING 0 psx.input.port2.dualshock.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Left Stick LEFT â MDFNST_STRING 0 psx.input.port2.dualshock.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port2.dualshock.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Left Stick UP â MDFNST_STRING 0 psx.input.port2.dualshock.r1 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port2.dualshock.r2 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port2.dualshock.r3 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port2.dualshock.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Rapid â (right) MDFNST_STRING 0 psx.input.port2.dualshock.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Rapid x (lower) MDFNST_STRING 0 psx.input.port2.dualshock.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port2.dualshock.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port2.dualshock.right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port2.dualshock.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Right Stick DOWN â MDFNST_STRING 0 psx.input.port2.dualshock.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Right Stick LEFT â MDFNST_STRING 0 psx.input.port2.dualshock.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port2.dualshock.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: Right Stick UP â MDFNST_STRING 0 psx.input.port2.dualshock.select MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: SELECT MDFNST_STRING 0 psx.input.port2.dualshock.square MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: â¡ (left) MDFNST_STRING 0 psx.input.port2.dualshock.start MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: START MDFNST_STRING 0 psx.input.port2.dualshock.triangle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: â³ (upper) MDFNST_STRING 0 psx.input.port2.dualshock.up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, DualShock: D-Pad UP â MDFNST_STRING 0 psx.input.port2.gamepad.circle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: â (right) MDFNST_STRING 0 psx.input.port2.gamepad.cross MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: x (lower) MDFNST_STRING 0 psx.input.port2.gamepad.down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: DOWN â MDFNST_STRING 0 psx.input.port2.gamepad.l1 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port2.gamepad.l2 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port2.gamepad.left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: LEFT â MDFNST_STRING 0 psx.input.port2.gamepad.r1 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port2.gamepad.r2 MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port2.gamepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: Rapid â (right) MDFNST_STRING 0 psx.input.port2.gamepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: Rapid x (lower) MDFNST_STRING 0 psx.input.port2.gamepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port2.gamepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port2.gamepad.right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: RIGHT â MDFNST_STRING 0 psx.input.port2.gamepad.select MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: SELECT MDFNST_STRING 0 psx.input.port2.gamepad.square MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: â¡ (left) MDFNST_STRING 0 psx.input.port2.gamepad.start MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: START MDFNST_STRING 0 psx.input.port2.gamepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: â³ (upper) MDFNST_STRING 0 psx.input.port2.gamepad.up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Digital Gamepad: UP â MDFNST_STRING 0 psx.input.port2.gun_chairs Crosshairs color for lightgun on port 2/2A. A value of 0x1000000 disables crosshair drawing. MDFNST_UINT 0x00FF00 0x000000 0x1000000 0 psx.input.port2.guncon.a MDFNSF_SUPPRESS_DOC psx, Port 2/2A, GunCon: A MDFNST_STRING mouse 2 0 psx.input.port2.guncon.b MDFNSF_SUPPRESS_DOC psx, Port 2/2A, GunCon: B MDFNST_STRING mouse 1 0 psx.input.port2.guncon.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 2/2A, GunCon: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port2.guncon.trigger MDFNSF_SUPPRESS_DOC psx, Port 2/2A, GunCon: Trigger MDFNST_STRING mouse 0 0 psx.input.port2.justifier.o MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Konami Justifier: O MDFNST_STRING mouse 2 0 psx.input.port2.justifier.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Konami Justifier: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port2.justifier.start MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Konami Justifier: Start MDFNST_STRING mouse 1 0 psx.input.port2.justifier.trigger MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Konami Justifier: Trigger MDFNST_STRING mouse 0 0 psx.input.port2.memcard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulate memcard on port 2/2A. MDFNST_BOOL 1 0 psx.input.port2.mouse.left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Mouse: Left Button MDFNST_STRING mouse 0 0 psx.input.port2.mouse.right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, Mouse: Right Button MDFNST_STRING mouse 2 0 psx.input.port2.multitap MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable multitap on PSX port 2. Makes ports 2B-2D available. MDFNST_BOOL 0 0 psx.input.port2.negcon.a MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: A MDFNST_STRING 0 psx.input.port2.negcon.b MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: B MDFNST_STRING 0 psx.input.port2.negcon.down MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: D-Pad DOWN â MDFNST_STRING 0 psx.input.port2.negcon.i MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: I (Analog) MDFNST_STRING 0 psx.input.port2.negcon.ii MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: II (Analog) MDFNST_STRING 0 psx.input.port2.negcon.l MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: Left Shoulder (Analog) MDFNST_STRING 0 psx.input.port2.negcon.left MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: D-Pad LEFT â MDFNST_STRING 0 psx.input.port2.negcon.r MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: Right Shoulder MDFNST_STRING 0 psx.input.port2.negcon.right MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port2.negcon.start MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: START MDFNST_STRING 0 psx.input.port2.negcon.twist_ccwise MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: Twist â|â (Analog, Turn Left) MDFNST_STRING 0 psx.input.port2.negcon.twist_cwise MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: Twist â|â (Analog, Turn Right) MDFNST_STRING 0 psx.input.port2.negcon.up MDFNSF_SUPPRESS_DOC psx, Port 2/2A, neGcon: D-Pad UP â MDFNST_STRING 0 psx.input.port3 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1B MDFNST_ENUM gamepad 10 none none gamepad Digital Gamepad PlayStation digital gamepad; SCPH-1080. dualshock DualShock DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. dualanalog Dual Analog Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. analogjoy Analog Joystick Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. mouse Mouse negcon neGcon Namco\'s unconventional twisty racing-game-oriented gamepad; NPC-101. guncon GunCon Namco\'s light gun; NPC-103. justifier Konami Justifier Konami\'s light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the \"GunCon\", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. dancepad Dance Pad Dingo Dingo Rodeo! psx.input.port3.analogjoy.circle MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Right stick, R-thumb MDFNST_STRING 0 psx.input.port3.analogjoy.cross MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Right stick, L-thumb MDFNST_STRING 0 psx.input.port3.analogjoy.down MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Thumbstick DOWN â MDFNST_STRING 0 psx.input.port3.analogjoy.l1 MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Left stick, L-thumb MDFNST_STRING 0 psx.input.port3.analogjoy.l2 MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Left stick, Trigger MDFNST_STRING 0 psx.input.port3.analogjoy.left MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Thumbstick LEFT â MDFNST_STRING 0 psx.input.port3.analogjoy.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Left Stick, BACK â MDFNST_STRING 0 psx.input.port3.analogjoy.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Left Stick, LEFT â MDFNST_STRING 0 psx.input.port3.analogjoy.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Left Stick, RIGHT â MDFNST_STRING 0 psx.input.port3.analogjoy.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Left Stick, FORE â MDFNST_STRING 0 psx.input.port3.analogjoy.r1 MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Left stick, R-thumb MDFNST_STRING 0 psx.input.port3.analogjoy.r2 MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Left stick, Pinky MDFNST_STRING 0 psx.input.port3.analogjoy.right MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Thumbstick RIGHT â MDFNST_STRING 0 psx.input.port3.analogjoy.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Right Stick, BACK â MDFNST_STRING 0 psx.input.port3.analogjoy.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Right Stick, LEFT â MDFNST_STRING 0 psx.input.port3.analogjoy.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Right Stick, RIGHT â MDFNST_STRING 0 psx.input.port3.analogjoy.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Right Stick, FORE â MDFNST_STRING 0 psx.input.port3.analogjoy.select MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: SELECT MDFNST_STRING 0 psx.input.port3.analogjoy.square MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Right stick, Trigger MDFNST_STRING 0 psx.input.port3.analogjoy.start MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: START MDFNST_STRING 0 psx.input.port3.analogjoy.triangle MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Right stick, Pinky MDFNST_STRING 0 psx.input.port3.analogjoy.up MDFNSF_SUPPRESS_DOC psx, Port 1B, Analog Joystick: Thumbstick UP â MDFNST_STRING 0 psx.input.port3.dancepad.circle MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: â (upper right) MDFNST_STRING 0 psx.input.port3.dancepad.cross MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: x (upper left) MDFNST_STRING 0 psx.input.port3.dancepad.down MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: DOWN â MDFNST_STRING 0 psx.input.port3.dancepad.left MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: LEFT â MDFNST_STRING 0 psx.input.port3.dancepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: Rapid â (upper right) MDFNST_STRING 0 psx.input.port3.dancepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: Rapid x (upper left) MDFNST_STRING 0 psx.input.port3.dancepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: Rapid â¡ (lower right) MDFNST_STRING 0 psx.input.port3.dancepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: Rapid â³ (lower left) MDFNST_STRING 0 psx.input.port3.dancepad.right MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: RIGHT â MDFNST_STRING 0 psx.input.port3.dancepad.select MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: SELECT MDFNST_STRING 0 psx.input.port3.dancepad.square MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: â¡ (lower right) MDFNST_STRING 0 psx.input.port3.dancepad.start MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: START MDFNST_STRING 0 psx.input.port3.dancepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: â³ (lower left) MDFNST_STRING 0 psx.input.port3.dancepad.up MDFNSF_SUPPRESS_DOC psx, Port 1B, Dance Pad: UP â MDFNST_STRING 0 psx.input.port3.dualanalog.circle MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: â (right) MDFNST_STRING 0 psx.input.port3.dualanalog.cross MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: x (lower) MDFNST_STRING 0 psx.input.port3.dualanalog.down MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: D-Pad DOWN â MDFNST_STRING 0 psx.input.port3.dualanalog.l1 MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port3.dualanalog.l2 MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port3.dualanalog.l3 MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port3.dualanalog.left MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: D-Pad LEFT â MDFNST_STRING 0 psx.input.port3.dualanalog.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Left Stick DOWN â MDFNST_STRING 0 psx.input.port3.dualanalog.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Left Stick LEFT â MDFNST_STRING 0 psx.input.port3.dualanalog.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port3.dualanalog.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Left Stick UP â MDFNST_STRING 0 psx.input.port3.dualanalog.r1 MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port3.dualanalog.r2 MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port3.dualanalog.r3 MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port3.dualanalog.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Rapid â (right) MDFNST_STRING 0 psx.input.port3.dualanalog.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Rapid x (lower) MDFNST_STRING 0 psx.input.port3.dualanalog.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port3.dualanalog.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port3.dualanalog.right MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port3.dualanalog.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Right Stick DOWN â MDFNST_STRING 0 psx.input.port3.dualanalog.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Right Stick LEFT â MDFNST_STRING 0 psx.input.port3.dualanalog.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port3.dualanalog.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: Right Stick UP â MDFNST_STRING 0 psx.input.port3.dualanalog.select MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: SELECT MDFNST_STRING 0 psx.input.port3.dualanalog.square MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: â¡ (left) MDFNST_STRING 0 psx.input.port3.dualanalog.start MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: START MDFNST_STRING 0 psx.input.port3.dualanalog.triangle MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: â³ (upper) MDFNST_STRING 0 psx.input.port3.dualanalog.up MDFNSF_SUPPRESS_DOC psx, Port 1B, Dual Analog: D-Pad UP â MDFNST_STRING 0 psx.input.port3.dualshock.analog MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Analog(mode toggle) MDFNST_STRING 0 psx.input.port3.dualshock.circle MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: â (right) MDFNST_STRING 0 psx.input.port3.dualshock.cross MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: x (lower) MDFNST_STRING 0 psx.input.port3.dualshock.down MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: D-Pad DOWN â MDFNST_STRING 0 psx.input.port3.dualshock.l1 MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port3.dualshock.l2 MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port3.dualshock.l3 MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port3.dualshock.left MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: D-Pad LEFT â MDFNST_STRING 0 psx.input.port3.dualshock.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Left Stick DOWN â MDFNST_STRING 0 psx.input.port3.dualshock.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Left Stick LEFT â MDFNST_STRING 0 psx.input.port3.dualshock.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port3.dualshock.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Left Stick UP â MDFNST_STRING 0 psx.input.port3.dualshock.r1 MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port3.dualshock.r2 MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port3.dualshock.r3 MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port3.dualshock.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Rapid â (right) MDFNST_STRING 0 psx.input.port3.dualshock.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Rapid x (lower) MDFNST_STRING 0 psx.input.port3.dualshock.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port3.dualshock.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port3.dualshock.right MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port3.dualshock.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Right Stick DOWN â MDFNST_STRING 0 psx.input.port3.dualshock.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Right Stick LEFT â MDFNST_STRING 0 psx.input.port3.dualshock.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port3.dualshock.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: Right Stick UP â MDFNST_STRING 0 psx.input.port3.dualshock.select MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: SELECT MDFNST_STRING 0 psx.input.port3.dualshock.square MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: â¡ (left) MDFNST_STRING 0 psx.input.port3.dualshock.start MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: START MDFNST_STRING 0 psx.input.port3.dualshock.triangle MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: â³ (upper) MDFNST_STRING 0 psx.input.port3.dualshock.up MDFNSF_SUPPRESS_DOC psx, Port 1B, DualShock: D-Pad UP â MDFNST_STRING 0 psx.input.port3.gamepad.circle MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: â (right) MDFNST_STRING 0 psx.input.port3.gamepad.cross MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: x (lower) MDFNST_STRING 0 psx.input.port3.gamepad.down MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: DOWN â MDFNST_STRING 0 psx.input.port3.gamepad.l1 MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port3.gamepad.l2 MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port3.gamepad.left MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: LEFT â MDFNST_STRING 0 psx.input.port3.gamepad.r1 MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port3.gamepad.r2 MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port3.gamepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: Rapid â (right) MDFNST_STRING 0 psx.input.port3.gamepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: Rapid x (lower) MDFNST_STRING 0 psx.input.port3.gamepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port3.gamepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port3.gamepad.right MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: RIGHT â MDFNST_STRING 0 psx.input.port3.gamepad.select MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: SELECT MDFNST_STRING 0 psx.input.port3.gamepad.square MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: â¡ (left) MDFNST_STRING 0 psx.input.port3.gamepad.start MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: START MDFNST_STRING 0 psx.input.port3.gamepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: â³ (upper) MDFNST_STRING 0 psx.input.port3.gamepad.up MDFNSF_SUPPRESS_DOC psx, Port 1B, Digital Gamepad: UP â MDFNST_STRING 0 psx.input.port3.gun_chairs Crosshairs color for lightgun on port 1B. A value of 0x1000000 disables crosshair drawing. MDFNST_UINT 0xFF00FF 0x000000 0x1000000 0 psx.input.port3.guncon.a MDFNSF_SUPPRESS_DOC psx, Port 1B, GunCon: A MDFNST_STRING mouse 2 0 psx.input.port3.guncon.b MDFNSF_SUPPRESS_DOC psx, Port 1B, GunCon: B MDFNST_STRING mouse 1 0 psx.input.port3.guncon.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 1B, GunCon: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port3.guncon.trigger MDFNSF_SUPPRESS_DOC psx, Port 1B, GunCon: Trigger MDFNST_STRING mouse 0 0 psx.input.port3.justifier.o MDFNSF_SUPPRESS_DOC psx, Port 1B, Konami Justifier: O MDFNST_STRING 0 psx.input.port3.justifier.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 1B, Konami Justifier: Offscreen Shot(Simulated) MDFNST_STRING 0 psx.input.port3.justifier.start MDFNSF_SUPPRESS_DOC psx, Port 1B, Konami Justifier: Start MDFNST_STRING 0 psx.input.port3.justifier.trigger MDFNSF_SUPPRESS_DOC psx, Port 1B, Konami Justifier: Trigger MDFNST_STRING 0 psx.input.port3.memcard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulate memcard on port 1B. MDFNST_BOOL 1 0 psx.input.port3.mouse.left MDFNSF_SUPPRESS_DOC psx, Port 1B, Mouse: Left Button MDFNST_STRING mouse 0 0 psx.input.port3.mouse.right MDFNSF_SUPPRESS_DOC psx, Port 1B, Mouse: Right Button MDFNST_STRING mouse 2 0 psx.input.port3.negcon.a MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: A MDFNST_STRING 0 psx.input.port3.negcon.b MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: B MDFNST_STRING 0 psx.input.port3.negcon.down MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: D-Pad DOWN â MDFNST_STRING 0 psx.input.port3.negcon.i MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: I (Analog) MDFNST_STRING 0 psx.input.port3.negcon.ii MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: II (Analog) MDFNST_STRING 0 psx.input.port3.negcon.l MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: Left Shoulder (Analog) MDFNST_STRING 0 psx.input.port3.negcon.left MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: D-Pad LEFT â MDFNST_STRING 0 psx.input.port3.negcon.r MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: Right Shoulder MDFNST_STRING 0 psx.input.port3.negcon.right MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port3.negcon.start MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: START MDFNST_STRING 0 psx.input.port3.negcon.twist_ccwise MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: Twist â|â (Analog, Turn Left) MDFNST_STRING 0 psx.input.port3.negcon.twist_cwise MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: Twist â|â (Analog, Turn Right) MDFNST_STRING 0 psx.input.port3.negcon.up MDFNSF_SUPPRESS_DOC psx, Port 1B, neGcon: D-Pad UP â MDFNST_STRING 0 psx.input.port4 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1C MDFNST_ENUM gamepad 10 none none gamepad Digital Gamepad PlayStation digital gamepad; SCPH-1080. dualshock DualShock DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. dualanalog Dual Analog Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. analogjoy Analog Joystick Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. mouse Mouse negcon neGcon Namco\'s unconventional twisty racing-game-oriented gamepad; NPC-101. guncon GunCon Namco\'s light gun; NPC-103. justifier Konami Justifier Konami\'s light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the \"GunCon\", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. dancepad Dance Pad Dingo Dingo Rodeo! psx.input.port4.analogjoy.circle MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Right stick, R-thumb MDFNST_STRING 0 psx.input.port4.analogjoy.cross MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Right stick, L-thumb MDFNST_STRING 0 psx.input.port4.analogjoy.down MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Thumbstick DOWN â MDFNST_STRING 0 psx.input.port4.analogjoy.l1 MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Left stick, L-thumb MDFNST_STRING 0 psx.input.port4.analogjoy.l2 MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Left stick, Trigger MDFNST_STRING 0 psx.input.port4.analogjoy.left MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Thumbstick LEFT â MDFNST_STRING 0 psx.input.port4.analogjoy.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Left Stick, BACK â MDFNST_STRING 0 psx.input.port4.analogjoy.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Left Stick, LEFT â MDFNST_STRING 0 psx.input.port4.analogjoy.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Left Stick, RIGHT â MDFNST_STRING 0 psx.input.port4.analogjoy.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Left Stick, FORE â MDFNST_STRING 0 psx.input.port4.analogjoy.r1 MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Left stick, R-thumb MDFNST_STRING 0 psx.input.port4.analogjoy.r2 MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Left stick, Pinky MDFNST_STRING 0 psx.input.port4.analogjoy.right MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Thumbstick RIGHT â MDFNST_STRING 0 psx.input.port4.analogjoy.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Right Stick, BACK â MDFNST_STRING 0 psx.input.port4.analogjoy.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Right Stick, LEFT â MDFNST_STRING 0 psx.input.port4.analogjoy.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Right Stick, RIGHT â MDFNST_STRING 0 psx.input.port4.analogjoy.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Right Stick, FORE â MDFNST_STRING 0 psx.input.port4.analogjoy.select MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: SELECT MDFNST_STRING 0 psx.input.port4.analogjoy.square MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Right stick, Trigger MDFNST_STRING 0 psx.input.port4.analogjoy.start MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: START MDFNST_STRING 0 psx.input.port4.analogjoy.triangle MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Right stick, Pinky MDFNST_STRING 0 psx.input.port4.analogjoy.up MDFNSF_SUPPRESS_DOC psx, Port 1C, Analog Joystick: Thumbstick UP â MDFNST_STRING 0 psx.input.port4.dancepad.circle MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: â (upper right) MDFNST_STRING 0 psx.input.port4.dancepad.cross MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: x (upper left) MDFNST_STRING 0 psx.input.port4.dancepad.down MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: DOWN â MDFNST_STRING 0 psx.input.port4.dancepad.left MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: LEFT â MDFNST_STRING 0 psx.input.port4.dancepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: Rapid â (upper right) MDFNST_STRING 0 psx.input.port4.dancepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: Rapid x (upper left) MDFNST_STRING 0 psx.input.port4.dancepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: Rapid â¡ (lower right) MDFNST_STRING 0 psx.input.port4.dancepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: Rapid â³ (lower left) MDFNST_STRING 0 psx.input.port4.dancepad.right MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: RIGHT â MDFNST_STRING 0 psx.input.port4.dancepad.select MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: SELECT MDFNST_STRING 0 psx.input.port4.dancepad.square MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: â¡ (lower right) MDFNST_STRING 0 psx.input.port4.dancepad.start MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: START MDFNST_STRING 0 psx.input.port4.dancepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: â³ (lower left) MDFNST_STRING 0 psx.input.port4.dancepad.up MDFNSF_SUPPRESS_DOC psx, Port 1C, Dance Pad: UP â MDFNST_STRING 0 psx.input.port4.dualanalog.circle MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: â (right) MDFNST_STRING 0 psx.input.port4.dualanalog.cross MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: x (lower) MDFNST_STRING 0 psx.input.port4.dualanalog.down MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: D-Pad DOWN â MDFNST_STRING 0 psx.input.port4.dualanalog.l1 MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port4.dualanalog.l2 MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port4.dualanalog.l3 MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port4.dualanalog.left MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: D-Pad LEFT â MDFNST_STRING 0 psx.input.port4.dualanalog.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Left Stick DOWN â MDFNST_STRING 0 psx.input.port4.dualanalog.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Left Stick LEFT â MDFNST_STRING 0 psx.input.port4.dualanalog.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port4.dualanalog.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Left Stick UP â MDFNST_STRING 0 psx.input.port4.dualanalog.r1 MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port4.dualanalog.r2 MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port4.dualanalog.r3 MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port4.dualanalog.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Rapid â (right) MDFNST_STRING 0 psx.input.port4.dualanalog.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Rapid x (lower) MDFNST_STRING 0 psx.input.port4.dualanalog.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port4.dualanalog.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port4.dualanalog.right MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port4.dualanalog.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Right Stick DOWN â MDFNST_STRING 0 psx.input.port4.dualanalog.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Right Stick LEFT â MDFNST_STRING 0 psx.input.port4.dualanalog.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port4.dualanalog.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: Right Stick UP â MDFNST_STRING 0 psx.input.port4.dualanalog.select MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: SELECT MDFNST_STRING 0 psx.input.port4.dualanalog.square MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: â¡ (left) MDFNST_STRING 0 psx.input.port4.dualanalog.start MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: START MDFNST_STRING 0 psx.input.port4.dualanalog.triangle MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: â³ (upper) MDFNST_STRING 0 psx.input.port4.dualanalog.up MDFNSF_SUPPRESS_DOC psx, Port 1C, Dual Analog: D-Pad UP â MDFNST_STRING 0 psx.input.port4.dualshock.analog MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Analog(mode toggle) MDFNST_STRING 0 psx.input.port4.dualshock.circle MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: â (right) MDFNST_STRING 0 psx.input.port4.dualshock.cross MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: x (lower) MDFNST_STRING 0 psx.input.port4.dualshock.down MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: D-Pad DOWN â MDFNST_STRING 0 psx.input.port4.dualshock.l1 MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port4.dualshock.l2 MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port4.dualshock.l3 MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port4.dualshock.left MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: D-Pad LEFT â MDFNST_STRING 0 psx.input.port4.dualshock.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Left Stick DOWN â MDFNST_STRING 0 psx.input.port4.dualshock.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Left Stick LEFT â MDFNST_STRING 0 psx.input.port4.dualshock.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port4.dualshock.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Left Stick UP â MDFNST_STRING 0 psx.input.port4.dualshock.r1 MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port4.dualshock.r2 MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port4.dualshock.r3 MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port4.dualshock.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Rapid â (right) MDFNST_STRING 0 psx.input.port4.dualshock.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Rapid x (lower) MDFNST_STRING 0 psx.input.port4.dualshock.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port4.dualshock.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port4.dualshock.right MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port4.dualshock.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Right Stick DOWN â MDFNST_STRING 0 psx.input.port4.dualshock.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Right Stick LEFT â MDFNST_STRING 0 psx.input.port4.dualshock.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port4.dualshock.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: Right Stick UP â MDFNST_STRING 0 psx.input.port4.dualshock.select MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: SELECT MDFNST_STRING 0 psx.input.port4.dualshock.square MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: â¡ (left) MDFNST_STRING 0 psx.input.port4.dualshock.start MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: START MDFNST_STRING 0 psx.input.port4.dualshock.triangle MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: â³ (upper) MDFNST_STRING 0 psx.input.port4.dualshock.up MDFNSF_SUPPRESS_DOC psx, Port 1C, DualShock: D-Pad UP â MDFNST_STRING 0 psx.input.port4.gamepad.circle MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: â (right) MDFNST_STRING 0 psx.input.port4.gamepad.cross MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: x (lower) MDFNST_STRING 0 psx.input.port4.gamepad.down MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: DOWN â MDFNST_STRING 0 psx.input.port4.gamepad.l1 MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port4.gamepad.l2 MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port4.gamepad.left MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: LEFT â MDFNST_STRING 0 psx.input.port4.gamepad.r1 MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port4.gamepad.r2 MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port4.gamepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: Rapid â (right) MDFNST_STRING 0 psx.input.port4.gamepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: Rapid x (lower) MDFNST_STRING 0 psx.input.port4.gamepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port4.gamepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port4.gamepad.right MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: RIGHT â MDFNST_STRING 0 psx.input.port4.gamepad.select MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: SELECT MDFNST_STRING 0 psx.input.port4.gamepad.square MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: â¡ (left) MDFNST_STRING 0 psx.input.port4.gamepad.start MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: START MDFNST_STRING 0 psx.input.port4.gamepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: â³ (upper) MDFNST_STRING 0 psx.input.port4.gamepad.up MDFNSF_SUPPRESS_DOC psx, Port 1C, Digital Gamepad: UP â MDFNST_STRING 0 psx.input.port4.gun_chairs Crosshairs color for lightgun on port 1C. A value of 0x1000000 disables crosshair drawing. MDFNST_UINT 0xFF8000 0x000000 0x1000000 0 psx.input.port4.guncon.a MDFNSF_SUPPRESS_DOC psx, Port 1C, GunCon: A MDFNST_STRING mouse 2 0 psx.input.port4.guncon.b MDFNSF_SUPPRESS_DOC psx, Port 1C, GunCon: B MDFNST_STRING mouse 1 0 psx.input.port4.guncon.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 1C, GunCon: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port4.guncon.trigger MDFNSF_SUPPRESS_DOC psx, Port 1C, GunCon: Trigger MDFNST_STRING mouse 0 0 psx.input.port4.justifier.o MDFNSF_SUPPRESS_DOC psx, Port 1C, Konami Justifier: O MDFNST_STRING 0 psx.input.port4.justifier.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 1C, Konami Justifier: Offscreen Shot(Simulated) MDFNST_STRING 0 psx.input.port4.justifier.start MDFNSF_SUPPRESS_DOC psx, Port 1C, Konami Justifier: Start MDFNST_STRING 0 psx.input.port4.justifier.trigger MDFNSF_SUPPRESS_DOC psx, Port 1C, Konami Justifier: Trigger MDFNST_STRING 0 psx.input.port4.memcard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulate memcard on port 1C. MDFNST_BOOL 1 0 psx.input.port4.mouse.left MDFNSF_SUPPRESS_DOC psx, Port 1C, Mouse: Left Button MDFNST_STRING mouse 0 0 psx.input.port4.mouse.right MDFNSF_SUPPRESS_DOC psx, Port 1C, Mouse: Right Button MDFNST_STRING mouse 2 0 psx.input.port4.negcon.a MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: A MDFNST_STRING 0 psx.input.port4.negcon.b MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: B MDFNST_STRING 0 psx.input.port4.negcon.down MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: D-Pad DOWN â MDFNST_STRING 0 psx.input.port4.negcon.i MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: I (Analog) MDFNST_STRING 0 psx.input.port4.negcon.ii MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: II (Analog) MDFNST_STRING 0 psx.input.port4.negcon.l MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: Left Shoulder (Analog) MDFNST_STRING 0 psx.input.port4.negcon.left MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: D-Pad LEFT â MDFNST_STRING 0 psx.input.port4.negcon.r MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: Right Shoulder MDFNST_STRING 0 psx.input.port4.negcon.right MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port4.negcon.start MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: START MDFNST_STRING 0 psx.input.port4.negcon.twist_ccwise MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: Twist â|â (Analog, Turn Left) MDFNST_STRING 0 psx.input.port4.negcon.twist_cwise MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: Twist â|â (Analog, Turn Right) MDFNST_STRING 0 psx.input.port4.negcon.up MDFNSF_SUPPRESS_DOC psx, Port 1C, neGcon: D-Pad UP â MDFNST_STRING 0 psx.input.port5 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1D MDFNST_ENUM gamepad 10 none none gamepad Digital Gamepad PlayStation digital gamepad; SCPH-1080. dualshock DualShock DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. dualanalog Dual Analog Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. analogjoy Analog Joystick Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. mouse Mouse negcon neGcon Namco\'s unconventional twisty racing-game-oriented gamepad; NPC-101. guncon GunCon Namco\'s light gun; NPC-103. justifier Konami Justifier Konami\'s light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the \"GunCon\", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. dancepad Dance Pad Dingo Dingo Rodeo! psx.input.port5.analogjoy.circle MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Right stick, R-thumb MDFNST_STRING 0 psx.input.port5.analogjoy.cross MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Right stick, L-thumb MDFNST_STRING 0 psx.input.port5.analogjoy.down MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Thumbstick DOWN â MDFNST_STRING 0 psx.input.port5.analogjoy.l1 MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Left stick, L-thumb MDFNST_STRING 0 psx.input.port5.analogjoy.l2 MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Left stick, Trigger MDFNST_STRING 0 psx.input.port5.analogjoy.left MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Thumbstick LEFT â MDFNST_STRING 0 psx.input.port5.analogjoy.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Left Stick, BACK â MDFNST_STRING 0 psx.input.port5.analogjoy.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Left Stick, LEFT â MDFNST_STRING 0 psx.input.port5.analogjoy.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Left Stick, RIGHT â MDFNST_STRING 0 psx.input.port5.analogjoy.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Left Stick, FORE â MDFNST_STRING 0 psx.input.port5.analogjoy.r1 MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Left stick, R-thumb MDFNST_STRING 0 psx.input.port5.analogjoy.r2 MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Left stick, Pinky MDFNST_STRING 0 psx.input.port5.analogjoy.right MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Thumbstick RIGHT â MDFNST_STRING 0 psx.input.port5.analogjoy.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Right Stick, BACK â MDFNST_STRING 0 psx.input.port5.analogjoy.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Right Stick, LEFT â MDFNST_STRING 0 psx.input.port5.analogjoy.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Right Stick, RIGHT â MDFNST_STRING 0 psx.input.port5.analogjoy.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Right Stick, FORE â MDFNST_STRING 0 psx.input.port5.analogjoy.select MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: SELECT MDFNST_STRING 0 psx.input.port5.analogjoy.square MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Right stick, Trigger MDFNST_STRING 0 psx.input.port5.analogjoy.start MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: START MDFNST_STRING 0 psx.input.port5.analogjoy.triangle MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Right stick, Pinky MDFNST_STRING 0 psx.input.port5.analogjoy.up MDFNSF_SUPPRESS_DOC psx, Port 1D, Analog Joystick: Thumbstick UP â MDFNST_STRING 0 psx.input.port5.dancepad.circle MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: â (upper right) MDFNST_STRING 0 psx.input.port5.dancepad.cross MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: x (upper left) MDFNST_STRING 0 psx.input.port5.dancepad.down MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: DOWN â MDFNST_STRING 0 psx.input.port5.dancepad.left MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: LEFT â MDFNST_STRING 0 psx.input.port5.dancepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: Rapid â (upper right) MDFNST_STRING 0 psx.input.port5.dancepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: Rapid x (upper left) MDFNST_STRING 0 psx.input.port5.dancepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: Rapid â¡ (lower right) MDFNST_STRING 0 psx.input.port5.dancepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: Rapid â³ (lower left) MDFNST_STRING 0 psx.input.port5.dancepad.right MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: RIGHT â MDFNST_STRING 0 psx.input.port5.dancepad.select MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: SELECT MDFNST_STRING 0 psx.input.port5.dancepad.square MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: â¡ (lower right) MDFNST_STRING 0 psx.input.port5.dancepad.start MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: START MDFNST_STRING 0 psx.input.port5.dancepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: â³ (lower left) MDFNST_STRING 0 psx.input.port5.dancepad.up MDFNSF_SUPPRESS_DOC psx, Port 1D, Dance Pad: UP â MDFNST_STRING 0 psx.input.port5.dualanalog.circle MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: â (right) MDFNST_STRING 0 psx.input.port5.dualanalog.cross MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: x (lower) MDFNST_STRING 0 psx.input.port5.dualanalog.down MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: D-Pad DOWN â MDFNST_STRING 0 psx.input.port5.dualanalog.l1 MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port5.dualanalog.l2 MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port5.dualanalog.l3 MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port5.dualanalog.left MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: D-Pad LEFT â MDFNST_STRING 0 psx.input.port5.dualanalog.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Left Stick DOWN â MDFNST_STRING 0 psx.input.port5.dualanalog.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Left Stick LEFT â MDFNST_STRING 0 psx.input.port5.dualanalog.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port5.dualanalog.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Left Stick UP â MDFNST_STRING 0 psx.input.port5.dualanalog.r1 MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port5.dualanalog.r2 MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port5.dualanalog.r3 MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port5.dualanalog.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Rapid â (right) MDFNST_STRING 0 psx.input.port5.dualanalog.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Rapid x (lower) MDFNST_STRING 0 psx.input.port5.dualanalog.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port5.dualanalog.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port5.dualanalog.right MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port5.dualanalog.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Right Stick DOWN â MDFNST_STRING 0 psx.input.port5.dualanalog.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Right Stick LEFT â MDFNST_STRING 0 psx.input.port5.dualanalog.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port5.dualanalog.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: Right Stick UP â MDFNST_STRING 0 psx.input.port5.dualanalog.select MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: SELECT MDFNST_STRING 0 psx.input.port5.dualanalog.square MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: â¡ (left) MDFNST_STRING 0 psx.input.port5.dualanalog.start MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: START MDFNST_STRING 0 psx.input.port5.dualanalog.triangle MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: â³ (upper) MDFNST_STRING 0 psx.input.port5.dualanalog.up MDFNSF_SUPPRESS_DOC psx, Port 1D, Dual Analog: D-Pad UP â MDFNST_STRING 0 psx.input.port5.dualshock.analog MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Analog(mode toggle) MDFNST_STRING 0 psx.input.port5.dualshock.circle MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: â (right) MDFNST_STRING 0 psx.input.port5.dualshock.cross MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: x (lower) MDFNST_STRING 0 psx.input.port5.dualshock.down MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: D-Pad DOWN â MDFNST_STRING 0 psx.input.port5.dualshock.l1 MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port5.dualshock.l2 MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port5.dualshock.l3 MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port5.dualshock.left MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: D-Pad LEFT â MDFNST_STRING 0 psx.input.port5.dualshock.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Left Stick DOWN â MDFNST_STRING 0 psx.input.port5.dualshock.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Left Stick LEFT â MDFNST_STRING 0 psx.input.port5.dualshock.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port5.dualshock.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Left Stick UP â MDFNST_STRING 0 psx.input.port5.dualshock.r1 MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port5.dualshock.r2 MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port5.dualshock.r3 MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port5.dualshock.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Rapid â (right) MDFNST_STRING 0 psx.input.port5.dualshock.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Rapid x (lower) MDFNST_STRING 0 psx.input.port5.dualshock.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port5.dualshock.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port5.dualshock.right MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port5.dualshock.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Right Stick DOWN â MDFNST_STRING 0 psx.input.port5.dualshock.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Right Stick LEFT â MDFNST_STRING 0 psx.input.port5.dualshock.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port5.dualshock.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: Right Stick UP â MDFNST_STRING 0 psx.input.port5.dualshock.select MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: SELECT MDFNST_STRING 0 psx.input.port5.dualshock.square MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: â¡ (left) MDFNST_STRING 0 psx.input.port5.dualshock.start MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: START MDFNST_STRING 0 psx.input.port5.dualshock.triangle MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: â³ (upper) MDFNST_STRING 0 psx.input.port5.dualshock.up MDFNSF_SUPPRESS_DOC psx, Port 1D, DualShock: D-Pad UP â MDFNST_STRING 0 psx.input.port5.gamepad.circle MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: â (right) MDFNST_STRING 0 psx.input.port5.gamepad.cross MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: x (lower) MDFNST_STRING 0 psx.input.port5.gamepad.down MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: DOWN â MDFNST_STRING 0 psx.input.port5.gamepad.l1 MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port5.gamepad.l2 MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port5.gamepad.left MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: LEFT â MDFNST_STRING 0 psx.input.port5.gamepad.r1 MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port5.gamepad.r2 MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port5.gamepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: Rapid â (right) MDFNST_STRING 0 psx.input.port5.gamepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: Rapid x (lower) MDFNST_STRING 0 psx.input.port5.gamepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port5.gamepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port5.gamepad.right MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: RIGHT â MDFNST_STRING 0 psx.input.port5.gamepad.select MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: SELECT MDFNST_STRING 0 psx.input.port5.gamepad.square MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: â¡ (left) MDFNST_STRING 0 psx.input.port5.gamepad.start MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: START MDFNST_STRING 0 psx.input.port5.gamepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: â³ (upper) MDFNST_STRING 0 psx.input.port5.gamepad.up MDFNSF_SUPPRESS_DOC psx, Port 1D, Digital Gamepad: UP â MDFNST_STRING 0 psx.input.port5.gun_chairs Crosshairs color for lightgun on port 1D. A value of 0x1000000 disables crosshair drawing. MDFNST_UINT 0xFFFF00 0x000000 0x1000000 0 psx.input.port5.guncon.a MDFNSF_SUPPRESS_DOC psx, Port 1D, GunCon: A MDFNST_STRING mouse 2 0 psx.input.port5.guncon.b MDFNSF_SUPPRESS_DOC psx, Port 1D, GunCon: B MDFNST_STRING mouse 1 0 psx.input.port5.guncon.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 1D, GunCon: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port5.guncon.trigger MDFNSF_SUPPRESS_DOC psx, Port 1D, GunCon: Trigger MDFNST_STRING mouse 0 0 psx.input.port5.justifier.o MDFNSF_SUPPRESS_DOC psx, Port 1D, Konami Justifier: O MDFNST_STRING 0 psx.input.port5.justifier.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 1D, Konami Justifier: Offscreen Shot(Simulated) MDFNST_STRING 0 psx.input.port5.justifier.start MDFNSF_SUPPRESS_DOC psx, Port 1D, Konami Justifier: Start MDFNST_STRING 0 psx.input.port5.justifier.trigger MDFNSF_SUPPRESS_DOC psx, Port 1D, Konami Justifier: Trigger MDFNST_STRING 0 psx.input.port5.memcard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulate memcard on port 1D. MDFNST_BOOL 1 0 psx.input.port5.mouse.left MDFNSF_SUPPRESS_DOC psx, Port 1D, Mouse: Left Button MDFNST_STRING mouse 0 0 psx.input.port5.mouse.right MDFNSF_SUPPRESS_DOC psx, Port 1D, Mouse: Right Button MDFNST_STRING mouse 2 0 psx.input.port5.negcon.a MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: A MDFNST_STRING 0 psx.input.port5.negcon.b MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: B MDFNST_STRING 0 psx.input.port5.negcon.down MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: D-Pad DOWN â MDFNST_STRING 0 psx.input.port5.negcon.i MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: I (Analog) MDFNST_STRING 0 psx.input.port5.negcon.ii MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: II (Analog) MDFNST_STRING 0 psx.input.port5.negcon.l MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: Left Shoulder (Analog) MDFNST_STRING 0 psx.input.port5.negcon.left MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: D-Pad LEFT â MDFNST_STRING 0 psx.input.port5.negcon.r MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: Right Shoulder MDFNST_STRING 0 psx.input.port5.negcon.right MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port5.negcon.start MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: START MDFNST_STRING 0 psx.input.port5.negcon.twist_ccwise MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: Twist â|â (Analog, Turn Left) MDFNST_STRING 0 psx.input.port5.negcon.twist_cwise MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: Twist â|â (Analog, Turn Right) MDFNST_STRING 0 psx.input.port5.negcon.up MDFNSF_SUPPRESS_DOC psx, Port 1D, neGcon: D-Pad UP â MDFNST_STRING 0 psx.input.port6 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2B MDFNST_ENUM gamepad 10 none none gamepad Digital Gamepad PlayStation digital gamepad; SCPH-1080. dualshock DualShock DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. dualanalog Dual Analog Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. analogjoy Analog Joystick Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. mouse Mouse negcon neGcon Namco\'s unconventional twisty racing-game-oriented gamepad; NPC-101. guncon GunCon Namco\'s light gun; NPC-103. justifier Konami Justifier Konami\'s light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the \"GunCon\", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. dancepad Dance Pad Dingo Dingo Rodeo! psx.input.port6.analogjoy.circle MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Right stick, R-thumb MDFNST_STRING 0 psx.input.port6.analogjoy.cross MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Right stick, L-thumb MDFNST_STRING 0 psx.input.port6.analogjoy.down MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Thumbstick DOWN â MDFNST_STRING 0 psx.input.port6.analogjoy.l1 MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Left stick, L-thumb MDFNST_STRING 0 psx.input.port6.analogjoy.l2 MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Left stick, Trigger MDFNST_STRING 0 psx.input.port6.analogjoy.left MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Thumbstick LEFT â MDFNST_STRING 0 psx.input.port6.analogjoy.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Left Stick, BACK â MDFNST_STRING 0 psx.input.port6.analogjoy.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Left Stick, LEFT â MDFNST_STRING 0 psx.input.port6.analogjoy.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Left Stick, RIGHT â MDFNST_STRING 0 psx.input.port6.analogjoy.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Left Stick, FORE â MDFNST_STRING 0 psx.input.port6.analogjoy.r1 MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Left stick, R-thumb MDFNST_STRING 0 psx.input.port6.analogjoy.r2 MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Left stick, Pinky MDFNST_STRING 0 psx.input.port6.analogjoy.right MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Thumbstick RIGHT â MDFNST_STRING 0 psx.input.port6.analogjoy.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Right Stick, BACK â MDFNST_STRING 0 psx.input.port6.analogjoy.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Right Stick, LEFT â MDFNST_STRING 0 psx.input.port6.analogjoy.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Right Stick, RIGHT â MDFNST_STRING 0 psx.input.port6.analogjoy.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Right Stick, FORE â MDFNST_STRING 0 psx.input.port6.analogjoy.select MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: SELECT MDFNST_STRING 0 psx.input.port6.analogjoy.square MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Right stick, Trigger MDFNST_STRING 0 psx.input.port6.analogjoy.start MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: START MDFNST_STRING 0 psx.input.port6.analogjoy.triangle MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Right stick, Pinky MDFNST_STRING 0 psx.input.port6.analogjoy.up MDFNSF_SUPPRESS_DOC psx, Port 2B, Analog Joystick: Thumbstick UP â MDFNST_STRING 0 psx.input.port6.dancepad.circle MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: â (upper right) MDFNST_STRING 0 psx.input.port6.dancepad.cross MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: x (upper left) MDFNST_STRING 0 psx.input.port6.dancepad.down MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: DOWN â MDFNST_STRING 0 psx.input.port6.dancepad.left MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: LEFT â MDFNST_STRING 0 psx.input.port6.dancepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: Rapid â (upper right) MDFNST_STRING 0 psx.input.port6.dancepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: Rapid x (upper left) MDFNST_STRING 0 psx.input.port6.dancepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: Rapid â¡ (lower right) MDFNST_STRING 0 psx.input.port6.dancepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: Rapid â³ (lower left) MDFNST_STRING 0 psx.input.port6.dancepad.right MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: RIGHT â MDFNST_STRING 0 psx.input.port6.dancepad.select MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: SELECT MDFNST_STRING 0 psx.input.port6.dancepad.square MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: â¡ (lower right) MDFNST_STRING 0 psx.input.port6.dancepad.start MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: START MDFNST_STRING 0 psx.input.port6.dancepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: â³ (lower left) MDFNST_STRING 0 psx.input.port6.dancepad.up MDFNSF_SUPPRESS_DOC psx, Port 2B, Dance Pad: UP â MDFNST_STRING 0 psx.input.port6.dualanalog.circle MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: â (right) MDFNST_STRING 0 psx.input.port6.dualanalog.cross MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: x (lower) MDFNST_STRING 0 psx.input.port6.dualanalog.down MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: D-Pad DOWN â MDFNST_STRING 0 psx.input.port6.dualanalog.l1 MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port6.dualanalog.l2 MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port6.dualanalog.l3 MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port6.dualanalog.left MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: D-Pad LEFT â MDFNST_STRING 0 psx.input.port6.dualanalog.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Left Stick DOWN â MDFNST_STRING 0 psx.input.port6.dualanalog.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Left Stick LEFT â MDFNST_STRING 0 psx.input.port6.dualanalog.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port6.dualanalog.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Left Stick UP â MDFNST_STRING 0 psx.input.port6.dualanalog.r1 MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port6.dualanalog.r2 MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port6.dualanalog.r3 MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port6.dualanalog.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Rapid â (right) MDFNST_STRING 0 psx.input.port6.dualanalog.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Rapid x (lower) MDFNST_STRING 0 psx.input.port6.dualanalog.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port6.dualanalog.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port6.dualanalog.right MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port6.dualanalog.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Right Stick DOWN â MDFNST_STRING 0 psx.input.port6.dualanalog.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Right Stick LEFT â MDFNST_STRING 0 psx.input.port6.dualanalog.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port6.dualanalog.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: Right Stick UP â MDFNST_STRING 0 psx.input.port6.dualanalog.select MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: SELECT MDFNST_STRING 0 psx.input.port6.dualanalog.square MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: â¡ (left) MDFNST_STRING 0 psx.input.port6.dualanalog.start MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: START MDFNST_STRING 0 psx.input.port6.dualanalog.triangle MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: â³ (upper) MDFNST_STRING 0 psx.input.port6.dualanalog.up MDFNSF_SUPPRESS_DOC psx, Port 2B, Dual Analog: D-Pad UP â MDFNST_STRING 0 psx.input.port6.dualshock.analog MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Analog(mode toggle) MDFNST_STRING 0 psx.input.port6.dualshock.circle MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: â (right) MDFNST_STRING 0 psx.input.port6.dualshock.cross MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: x (lower) MDFNST_STRING 0 psx.input.port6.dualshock.down MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: D-Pad DOWN â MDFNST_STRING 0 psx.input.port6.dualshock.l1 MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port6.dualshock.l2 MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port6.dualshock.l3 MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port6.dualshock.left MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: D-Pad LEFT â MDFNST_STRING 0 psx.input.port6.dualshock.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Left Stick DOWN â MDFNST_STRING 0 psx.input.port6.dualshock.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Left Stick LEFT â MDFNST_STRING 0 psx.input.port6.dualshock.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port6.dualshock.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Left Stick UP â MDFNST_STRING 0 psx.input.port6.dualshock.r1 MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port6.dualshock.r2 MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port6.dualshock.r3 MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port6.dualshock.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Rapid â (right) MDFNST_STRING 0 psx.input.port6.dualshock.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Rapid x (lower) MDFNST_STRING 0 psx.input.port6.dualshock.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port6.dualshock.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port6.dualshock.right MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port6.dualshock.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Right Stick DOWN â MDFNST_STRING 0 psx.input.port6.dualshock.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Right Stick LEFT â MDFNST_STRING 0 psx.input.port6.dualshock.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port6.dualshock.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: Right Stick UP â MDFNST_STRING 0 psx.input.port6.dualshock.select MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: SELECT MDFNST_STRING 0 psx.input.port6.dualshock.square MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: â¡ (left) MDFNST_STRING 0 psx.input.port6.dualshock.start MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: START MDFNST_STRING 0 psx.input.port6.dualshock.triangle MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: â³ (upper) MDFNST_STRING 0 psx.input.port6.dualshock.up MDFNSF_SUPPRESS_DOC psx, Port 2B, DualShock: D-Pad UP â MDFNST_STRING 0 psx.input.port6.gamepad.circle MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: â (right) MDFNST_STRING 0 psx.input.port6.gamepad.cross MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: x (lower) MDFNST_STRING 0 psx.input.port6.gamepad.down MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: DOWN â MDFNST_STRING 0 psx.input.port6.gamepad.l1 MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port6.gamepad.l2 MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port6.gamepad.left MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: LEFT â MDFNST_STRING 0 psx.input.port6.gamepad.r1 MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port6.gamepad.r2 MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port6.gamepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: Rapid â (right) MDFNST_STRING 0 psx.input.port6.gamepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: Rapid x (lower) MDFNST_STRING 0 psx.input.port6.gamepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port6.gamepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port6.gamepad.right MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: RIGHT â MDFNST_STRING 0 psx.input.port6.gamepad.select MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: SELECT MDFNST_STRING 0 psx.input.port6.gamepad.square MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: â¡ (left) MDFNST_STRING 0 psx.input.port6.gamepad.start MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: START MDFNST_STRING 0 psx.input.port6.gamepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: â³ (upper) MDFNST_STRING 0 psx.input.port6.gamepad.up MDFNSF_SUPPRESS_DOC psx, Port 2B, Digital Gamepad: UP â MDFNST_STRING 0 psx.input.port6.gun_chairs Crosshairs color for lightgun on port 2B. A value of 0x1000000 disables crosshair drawing. MDFNST_UINT 0x00FFFF 0x000000 0x1000000 0 psx.input.port6.guncon.a MDFNSF_SUPPRESS_DOC psx, Port 2B, GunCon: A MDFNST_STRING mouse 2 0 psx.input.port6.guncon.b MDFNSF_SUPPRESS_DOC psx, Port 2B, GunCon: B MDFNST_STRING mouse 1 0 psx.input.port6.guncon.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 2B, GunCon: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port6.guncon.trigger MDFNSF_SUPPRESS_DOC psx, Port 2B, GunCon: Trigger MDFNST_STRING mouse 0 0 psx.input.port6.justifier.o MDFNSF_SUPPRESS_DOC psx, Port 2B, Konami Justifier: O MDFNST_STRING 0 psx.input.port6.justifier.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 2B, Konami Justifier: Offscreen Shot(Simulated) MDFNST_STRING 0 psx.input.port6.justifier.start MDFNSF_SUPPRESS_DOC psx, Port 2B, Konami Justifier: Start MDFNST_STRING 0 psx.input.port6.justifier.trigger MDFNSF_SUPPRESS_DOC psx, Port 2B, Konami Justifier: Trigger MDFNST_STRING 0 psx.input.port6.memcard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulate memcard on port 2B. MDFNST_BOOL 1 0 psx.input.port6.mouse.left MDFNSF_SUPPRESS_DOC psx, Port 2B, Mouse: Left Button MDFNST_STRING mouse 0 0 psx.input.port6.mouse.right MDFNSF_SUPPRESS_DOC psx, Port 2B, Mouse: Right Button MDFNST_STRING mouse 2 0 psx.input.port6.negcon.a MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: A MDFNST_STRING 0 psx.input.port6.negcon.b MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: B MDFNST_STRING 0 psx.input.port6.negcon.down MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: D-Pad DOWN â MDFNST_STRING 0 psx.input.port6.negcon.i MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: I (Analog) MDFNST_STRING 0 psx.input.port6.negcon.ii MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: II (Analog) MDFNST_STRING 0 psx.input.port6.negcon.l MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: Left Shoulder (Analog) MDFNST_STRING 0 psx.input.port6.negcon.left MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: D-Pad LEFT â MDFNST_STRING 0 psx.input.port6.negcon.r MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: Right Shoulder MDFNST_STRING 0 psx.input.port6.negcon.right MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port6.negcon.start MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: START MDFNST_STRING 0 psx.input.port6.negcon.twist_ccwise MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: Twist â|â (Analog, Turn Left) MDFNST_STRING 0 psx.input.port6.negcon.twist_cwise MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: Twist â|â (Analog, Turn Right) MDFNST_STRING 0 psx.input.port6.negcon.up MDFNSF_SUPPRESS_DOC psx, Port 2B, neGcon: D-Pad UP â MDFNST_STRING 0 psx.input.port7 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2C MDFNST_ENUM gamepad 10 none none gamepad Digital Gamepad PlayStation digital gamepad; SCPH-1080. dualshock DualShock DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. dualanalog Dual Analog Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. analogjoy Analog Joystick Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. mouse Mouse negcon neGcon Namco\'s unconventional twisty racing-game-oriented gamepad; NPC-101. guncon GunCon Namco\'s light gun; NPC-103. justifier Konami Justifier Konami\'s light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the \"GunCon\", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. dancepad Dance Pad Dingo Dingo Rodeo! psx.input.port7.analogjoy.circle MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Right stick, R-thumb MDFNST_STRING 0 psx.input.port7.analogjoy.cross MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Right stick, L-thumb MDFNST_STRING 0 psx.input.port7.analogjoy.down MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Thumbstick DOWN â MDFNST_STRING 0 psx.input.port7.analogjoy.l1 MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Left stick, L-thumb MDFNST_STRING 0 psx.input.port7.analogjoy.l2 MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Left stick, Trigger MDFNST_STRING 0 psx.input.port7.analogjoy.left MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Thumbstick LEFT â MDFNST_STRING 0 psx.input.port7.analogjoy.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Left Stick, BACK â MDFNST_STRING 0 psx.input.port7.analogjoy.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Left Stick, LEFT â MDFNST_STRING 0 psx.input.port7.analogjoy.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Left Stick, RIGHT â MDFNST_STRING 0 psx.input.port7.analogjoy.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Left Stick, FORE â MDFNST_STRING 0 psx.input.port7.analogjoy.r1 MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Left stick, R-thumb MDFNST_STRING 0 psx.input.port7.analogjoy.r2 MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Left stick, Pinky MDFNST_STRING 0 psx.input.port7.analogjoy.right MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Thumbstick RIGHT â MDFNST_STRING 0 psx.input.port7.analogjoy.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Right Stick, BACK â MDFNST_STRING 0 psx.input.port7.analogjoy.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Right Stick, LEFT â MDFNST_STRING 0 psx.input.port7.analogjoy.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Right Stick, RIGHT â MDFNST_STRING 0 psx.input.port7.analogjoy.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Right Stick, FORE â MDFNST_STRING 0 psx.input.port7.analogjoy.select MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: SELECT MDFNST_STRING 0 psx.input.port7.analogjoy.square MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Right stick, Trigger MDFNST_STRING 0 psx.input.port7.analogjoy.start MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: START MDFNST_STRING 0 psx.input.port7.analogjoy.triangle MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Right stick, Pinky MDFNST_STRING 0 psx.input.port7.analogjoy.up MDFNSF_SUPPRESS_DOC psx, Port 2C, Analog Joystick: Thumbstick UP â MDFNST_STRING 0 psx.input.port7.dancepad.circle MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: â (upper right) MDFNST_STRING 0 psx.input.port7.dancepad.cross MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: x (upper left) MDFNST_STRING 0 psx.input.port7.dancepad.down MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: DOWN â MDFNST_STRING 0 psx.input.port7.dancepad.left MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: LEFT â MDFNST_STRING 0 psx.input.port7.dancepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: Rapid â (upper right) MDFNST_STRING 0 psx.input.port7.dancepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: Rapid x (upper left) MDFNST_STRING 0 psx.input.port7.dancepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: Rapid â¡ (lower right) MDFNST_STRING 0 psx.input.port7.dancepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: Rapid â³ (lower left) MDFNST_STRING 0 psx.input.port7.dancepad.right MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: RIGHT â MDFNST_STRING 0 psx.input.port7.dancepad.select MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: SELECT MDFNST_STRING 0 psx.input.port7.dancepad.square MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: â¡ (lower right) MDFNST_STRING 0 psx.input.port7.dancepad.start MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: START MDFNST_STRING 0 psx.input.port7.dancepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: â³ (lower left) MDFNST_STRING 0 psx.input.port7.dancepad.up MDFNSF_SUPPRESS_DOC psx, Port 2C, Dance Pad: UP â MDFNST_STRING 0 psx.input.port7.dualanalog.circle MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: â (right) MDFNST_STRING 0 psx.input.port7.dualanalog.cross MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: x (lower) MDFNST_STRING 0 psx.input.port7.dualanalog.down MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: D-Pad DOWN â MDFNST_STRING 0 psx.input.port7.dualanalog.l1 MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port7.dualanalog.l2 MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port7.dualanalog.l3 MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port7.dualanalog.left MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: D-Pad LEFT â MDFNST_STRING 0 psx.input.port7.dualanalog.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Left Stick DOWN â MDFNST_STRING 0 psx.input.port7.dualanalog.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Left Stick LEFT â MDFNST_STRING 0 psx.input.port7.dualanalog.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port7.dualanalog.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Left Stick UP â MDFNST_STRING 0 psx.input.port7.dualanalog.r1 MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port7.dualanalog.r2 MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port7.dualanalog.r3 MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port7.dualanalog.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Rapid â (right) MDFNST_STRING 0 psx.input.port7.dualanalog.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Rapid x (lower) MDFNST_STRING 0 psx.input.port7.dualanalog.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port7.dualanalog.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port7.dualanalog.right MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port7.dualanalog.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Right Stick DOWN â MDFNST_STRING 0 psx.input.port7.dualanalog.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Right Stick LEFT â MDFNST_STRING 0 psx.input.port7.dualanalog.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port7.dualanalog.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: Right Stick UP â MDFNST_STRING 0 psx.input.port7.dualanalog.select MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: SELECT MDFNST_STRING 0 psx.input.port7.dualanalog.square MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: â¡ (left) MDFNST_STRING 0 psx.input.port7.dualanalog.start MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: START MDFNST_STRING 0 psx.input.port7.dualanalog.triangle MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: â³ (upper) MDFNST_STRING 0 psx.input.port7.dualanalog.up MDFNSF_SUPPRESS_DOC psx, Port 2C, Dual Analog: D-Pad UP â MDFNST_STRING 0 psx.input.port7.dualshock.analog MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Analog(mode toggle) MDFNST_STRING 0 psx.input.port7.dualshock.circle MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: â (right) MDFNST_STRING 0 psx.input.port7.dualshock.cross MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: x (lower) MDFNST_STRING 0 psx.input.port7.dualshock.down MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: D-Pad DOWN â MDFNST_STRING 0 psx.input.port7.dualshock.l1 MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port7.dualshock.l2 MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port7.dualshock.l3 MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port7.dualshock.left MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: D-Pad LEFT â MDFNST_STRING 0 psx.input.port7.dualshock.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Left Stick DOWN â MDFNST_STRING 0 psx.input.port7.dualshock.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Left Stick LEFT â MDFNST_STRING 0 psx.input.port7.dualshock.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port7.dualshock.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Left Stick UP â MDFNST_STRING 0 psx.input.port7.dualshock.r1 MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port7.dualshock.r2 MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port7.dualshock.r3 MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port7.dualshock.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Rapid â (right) MDFNST_STRING 0 psx.input.port7.dualshock.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Rapid x (lower) MDFNST_STRING 0 psx.input.port7.dualshock.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port7.dualshock.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port7.dualshock.right MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port7.dualshock.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Right Stick DOWN â MDFNST_STRING 0 psx.input.port7.dualshock.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Right Stick LEFT â MDFNST_STRING 0 psx.input.port7.dualshock.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port7.dualshock.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: Right Stick UP â MDFNST_STRING 0 psx.input.port7.dualshock.select MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: SELECT MDFNST_STRING 0 psx.input.port7.dualshock.square MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: â¡ (left) MDFNST_STRING 0 psx.input.port7.dualshock.start MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: START MDFNST_STRING 0 psx.input.port7.dualshock.triangle MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: â³ (upper) MDFNST_STRING 0 psx.input.port7.dualshock.up MDFNSF_SUPPRESS_DOC psx, Port 2C, DualShock: D-Pad UP â MDFNST_STRING 0 psx.input.port7.gamepad.circle MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: â (right) MDFNST_STRING 0 psx.input.port7.gamepad.cross MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: x (lower) MDFNST_STRING 0 psx.input.port7.gamepad.down MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: DOWN â MDFNST_STRING 0 psx.input.port7.gamepad.l1 MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port7.gamepad.l2 MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port7.gamepad.left MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: LEFT â MDFNST_STRING 0 psx.input.port7.gamepad.r1 MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port7.gamepad.r2 MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port7.gamepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: Rapid â (right) MDFNST_STRING 0 psx.input.port7.gamepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: Rapid x (lower) MDFNST_STRING 0 psx.input.port7.gamepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port7.gamepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port7.gamepad.right MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: RIGHT â MDFNST_STRING 0 psx.input.port7.gamepad.select MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: SELECT MDFNST_STRING 0 psx.input.port7.gamepad.square MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: â¡ (left) MDFNST_STRING 0 psx.input.port7.gamepad.start MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: START MDFNST_STRING 0 psx.input.port7.gamepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: â³ (upper) MDFNST_STRING 0 psx.input.port7.gamepad.up MDFNSF_SUPPRESS_DOC psx, Port 2C, Digital Gamepad: UP â MDFNST_STRING 0 psx.input.port7.gun_chairs Crosshairs color for lightgun on port 2C. A value of 0x1000000 disables crosshair drawing. MDFNST_UINT 0x0080FF 0x000000 0x1000000 0 psx.input.port7.guncon.a MDFNSF_SUPPRESS_DOC psx, Port 2C, GunCon: A MDFNST_STRING mouse 2 0 psx.input.port7.guncon.b MDFNSF_SUPPRESS_DOC psx, Port 2C, GunCon: B MDFNST_STRING mouse 1 0 psx.input.port7.guncon.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 2C, GunCon: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port7.guncon.trigger MDFNSF_SUPPRESS_DOC psx, Port 2C, GunCon: Trigger MDFNST_STRING mouse 0 0 psx.input.port7.justifier.o MDFNSF_SUPPRESS_DOC psx, Port 2C, Konami Justifier: O MDFNST_STRING 0 psx.input.port7.justifier.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 2C, Konami Justifier: Offscreen Shot(Simulated) MDFNST_STRING 0 psx.input.port7.justifier.start MDFNSF_SUPPRESS_DOC psx, Port 2C, Konami Justifier: Start MDFNST_STRING 0 psx.input.port7.justifier.trigger MDFNSF_SUPPRESS_DOC psx, Port 2C, Konami Justifier: Trigger MDFNST_STRING 0 psx.input.port7.memcard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulate memcard on port 2C. MDFNST_BOOL 1 0 psx.input.port7.mouse.left MDFNSF_SUPPRESS_DOC psx, Port 2C, Mouse: Left Button MDFNST_STRING mouse 0 0 psx.input.port7.mouse.right MDFNSF_SUPPRESS_DOC psx, Port 2C, Mouse: Right Button MDFNST_STRING mouse 2 0 psx.input.port7.negcon.a MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: A MDFNST_STRING 0 psx.input.port7.negcon.b MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: B MDFNST_STRING 0 psx.input.port7.negcon.down MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: D-Pad DOWN â MDFNST_STRING 0 psx.input.port7.negcon.i MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: I (Analog) MDFNST_STRING 0 psx.input.port7.negcon.ii MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: II (Analog) MDFNST_STRING 0 psx.input.port7.negcon.l MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: Left Shoulder (Analog) MDFNST_STRING 0 psx.input.port7.negcon.left MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: D-Pad LEFT â MDFNST_STRING 0 psx.input.port7.negcon.r MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: Right Shoulder MDFNST_STRING 0 psx.input.port7.negcon.right MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port7.negcon.start MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: START MDFNST_STRING 0 psx.input.port7.negcon.twist_ccwise MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: Twist â|â (Analog, Turn Left) MDFNST_STRING 0 psx.input.port7.negcon.twist_cwise MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: Twist â|â (Analog, Turn Right) MDFNST_STRING 0 psx.input.port7.negcon.up MDFNSF_SUPPRESS_DOC psx, Port 2C, neGcon: D-Pad UP â MDFNST_STRING 0 psx.input.port8 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2D MDFNST_ENUM gamepad 10 none none gamepad Digital Gamepad PlayStation digital gamepad; SCPH-1080. dualshock DualShock DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. dualanalog Dual Analog Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble. analogjoy Analog Joystick Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode. mouse Mouse negcon neGcon Namco\'s unconventional twisty racing-game-oriented gamepad; NPC-101. guncon GunCon Namco\'s light gun; NPC-103. justifier Konami Justifier Konami\'s light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the \"GunCon\", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D. dancepad Dance Pad Dingo Dingo Rodeo! psx.input.port8.analogjoy.circle MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Right stick, R-thumb MDFNST_STRING 0 psx.input.port8.analogjoy.cross MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Right stick, L-thumb MDFNST_STRING 0 psx.input.port8.analogjoy.down MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Thumbstick DOWN â MDFNST_STRING 0 psx.input.port8.analogjoy.l1 MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Left stick, L-thumb MDFNST_STRING 0 psx.input.port8.analogjoy.l2 MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Left stick, Trigger MDFNST_STRING 0 psx.input.port8.analogjoy.left MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Thumbstick LEFT â MDFNST_STRING 0 psx.input.port8.analogjoy.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Left Stick, BACK â MDFNST_STRING 0 psx.input.port8.analogjoy.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Left Stick, LEFT â MDFNST_STRING 0 psx.input.port8.analogjoy.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Left Stick, RIGHT â MDFNST_STRING 0 psx.input.port8.analogjoy.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Left Stick, FORE â MDFNST_STRING 0 psx.input.port8.analogjoy.r1 MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Left stick, R-thumb MDFNST_STRING 0 psx.input.port8.analogjoy.r2 MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Left stick, Pinky MDFNST_STRING 0 psx.input.port8.analogjoy.right MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Thumbstick RIGHT â MDFNST_STRING 0 psx.input.port8.analogjoy.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Right Stick, BACK â MDFNST_STRING 0 psx.input.port8.analogjoy.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Right Stick, LEFT â MDFNST_STRING 0 psx.input.port8.analogjoy.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Right Stick, RIGHT â MDFNST_STRING 0 psx.input.port8.analogjoy.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Right Stick, FORE â MDFNST_STRING 0 psx.input.port8.analogjoy.select MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: SELECT MDFNST_STRING 0 psx.input.port8.analogjoy.square MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Right stick, Trigger MDFNST_STRING 0 psx.input.port8.analogjoy.start MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: START MDFNST_STRING 0 psx.input.port8.analogjoy.triangle MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Right stick, Pinky MDFNST_STRING 0 psx.input.port8.analogjoy.up MDFNSF_SUPPRESS_DOC psx, Port 2D, Analog Joystick: Thumbstick UP â MDFNST_STRING 0 psx.input.port8.dancepad.circle MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: â (upper right) MDFNST_STRING 0 psx.input.port8.dancepad.cross MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: x (upper left) MDFNST_STRING 0 psx.input.port8.dancepad.down MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: DOWN â MDFNST_STRING 0 psx.input.port8.dancepad.left MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: LEFT â MDFNST_STRING 0 psx.input.port8.dancepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: Rapid â (upper right) MDFNST_STRING 0 psx.input.port8.dancepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: Rapid x (upper left) MDFNST_STRING 0 psx.input.port8.dancepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: Rapid â¡ (lower right) MDFNST_STRING 0 psx.input.port8.dancepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: Rapid â³ (lower left) MDFNST_STRING 0 psx.input.port8.dancepad.right MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: RIGHT â MDFNST_STRING 0 psx.input.port8.dancepad.select MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: SELECT MDFNST_STRING 0 psx.input.port8.dancepad.square MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: â¡ (lower right) MDFNST_STRING 0 psx.input.port8.dancepad.start MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: START MDFNST_STRING 0 psx.input.port8.dancepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: â³ (lower left) MDFNST_STRING 0 psx.input.port8.dancepad.up MDFNSF_SUPPRESS_DOC psx, Port 2D, Dance Pad: UP â MDFNST_STRING 0 psx.input.port8.dualanalog.circle MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: â (right) MDFNST_STRING 0 psx.input.port8.dualanalog.cross MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: x (lower) MDFNST_STRING 0 psx.input.port8.dualanalog.down MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: D-Pad DOWN â MDFNST_STRING 0 psx.input.port8.dualanalog.l1 MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port8.dualanalog.l2 MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port8.dualanalog.l3 MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port8.dualanalog.left MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: D-Pad LEFT â MDFNST_STRING 0 psx.input.port8.dualanalog.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Left Stick DOWN â MDFNST_STRING 0 psx.input.port8.dualanalog.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Left Stick LEFT â MDFNST_STRING 0 psx.input.port8.dualanalog.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port8.dualanalog.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Left Stick UP â MDFNST_STRING 0 psx.input.port8.dualanalog.r1 MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port8.dualanalog.r2 MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port8.dualanalog.r3 MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port8.dualanalog.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Rapid â (right) MDFNST_STRING 0 psx.input.port8.dualanalog.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Rapid x (lower) MDFNST_STRING 0 psx.input.port8.dualanalog.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port8.dualanalog.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port8.dualanalog.right MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port8.dualanalog.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Right Stick DOWN â MDFNST_STRING 0 psx.input.port8.dualanalog.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Right Stick LEFT â MDFNST_STRING 0 psx.input.port8.dualanalog.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port8.dualanalog.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: Right Stick UP â MDFNST_STRING 0 psx.input.port8.dualanalog.select MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: SELECT MDFNST_STRING 0 psx.input.port8.dualanalog.square MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: â¡ (left) MDFNST_STRING 0 psx.input.port8.dualanalog.start MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: START MDFNST_STRING 0 psx.input.port8.dualanalog.triangle MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: â³ (upper) MDFNST_STRING 0 psx.input.port8.dualanalog.up MDFNSF_SUPPRESS_DOC psx, Port 2D, Dual Analog: D-Pad UP â MDFNST_STRING 0 psx.input.port8.dualshock.analog MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Analog(mode toggle) MDFNST_STRING 0 psx.input.port8.dualshock.circle MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: â (right) MDFNST_STRING 0 psx.input.port8.dualshock.cross MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: x (lower) MDFNST_STRING 0 psx.input.port8.dualshock.down MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: D-Pad DOWN â MDFNST_STRING 0 psx.input.port8.dualshock.l1 MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port8.dualshock.l2 MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port8.dualshock.l3 MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Left Stick, Button(L3) MDFNST_STRING 0 psx.input.port8.dualshock.left MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: D-Pad LEFT â MDFNST_STRING 0 psx.input.port8.dualshock.lstick_down MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Left Stick DOWN â MDFNST_STRING 0 psx.input.port8.dualshock.lstick_left MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Left Stick LEFT â MDFNST_STRING 0 psx.input.port8.dualshock.lstick_right MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Left Stick RIGHT â MDFNST_STRING 0 psx.input.port8.dualshock.lstick_up MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Left Stick UP â MDFNST_STRING 0 psx.input.port8.dualshock.r1 MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port8.dualshock.r2 MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port8.dualshock.r3 MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Right stick, Button(R3) MDFNST_STRING 0 psx.input.port8.dualshock.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Rapid â (right) MDFNST_STRING 0 psx.input.port8.dualshock.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Rapid x (lower) MDFNST_STRING 0 psx.input.port8.dualshock.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port8.dualshock.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port8.dualshock.right MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port8.dualshock.rstick_down MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Right Stick DOWN â MDFNST_STRING 0 psx.input.port8.dualshock.rstick_left MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Right Stick LEFT â MDFNST_STRING 0 psx.input.port8.dualshock.rstick_right MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Right Stick RIGHT â MDFNST_STRING 0 psx.input.port8.dualshock.rstick_up MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: Right Stick UP â MDFNST_STRING 0 psx.input.port8.dualshock.select MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: SELECT MDFNST_STRING 0 psx.input.port8.dualshock.square MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: â¡ (left) MDFNST_STRING 0 psx.input.port8.dualshock.start MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: START MDFNST_STRING 0 psx.input.port8.dualshock.triangle MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: â³ (upper) MDFNST_STRING 0 psx.input.port8.dualshock.up MDFNSF_SUPPRESS_DOC psx, Port 2D, DualShock: D-Pad UP â MDFNST_STRING 0 psx.input.port8.gamepad.circle MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: â (right) MDFNST_STRING 0 psx.input.port8.gamepad.cross MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: x (lower) MDFNST_STRING 0 psx.input.port8.gamepad.down MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: DOWN â MDFNST_STRING 0 psx.input.port8.gamepad.l1 MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: L1 (front left shoulder) MDFNST_STRING 0 psx.input.port8.gamepad.l2 MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: L2 (rear left shoulder) MDFNST_STRING 0 psx.input.port8.gamepad.left MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: LEFT â MDFNST_STRING 0 psx.input.port8.gamepad.r1 MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: R1 (front right shoulder) MDFNST_STRING 0 psx.input.port8.gamepad.r2 MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: R2 (rear right shoulder) MDFNST_STRING 0 psx.input.port8.gamepad.rapid_circle MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: Rapid â (right) MDFNST_STRING 0 psx.input.port8.gamepad.rapid_cross MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: Rapid x (lower) MDFNST_STRING 0 psx.input.port8.gamepad.rapid_square MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: Rapid â¡ (left) MDFNST_STRING 0 psx.input.port8.gamepad.rapid_triangle MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: Rapid â³ (upper) MDFNST_STRING 0 psx.input.port8.gamepad.right MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: RIGHT â MDFNST_STRING 0 psx.input.port8.gamepad.select MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: SELECT MDFNST_STRING 0 psx.input.port8.gamepad.square MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: â¡ (left) MDFNST_STRING 0 psx.input.port8.gamepad.start MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: START MDFNST_STRING 0 psx.input.port8.gamepad.triangle MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: â³ (upper) MDFNST_STRING 0 psx.input.port8.gamepad.up MDFNSF_SUPPRESS_DOC psx, Port 2D, Digital Gamepad: UP â MDFNST_STRING 0 psx.input.port8.gun_chairs Crosshairs color for lightgun on port 2D. A value of 0x1000000 disables crosshair drawing. MDFNST_UINT 0x8000FF 0x000000 0x1000000 0 psx.input.port8.guncon.a MDFNSF_SUPPRESS_DOC psx, Port 2D, GunCon: A MDFNST_STRING mouse 2 0 psx.input.port8.guncon.b MDFNSF_SUPPRESS_DOC psx, Port 2D, GunCon: B MDFNST_STRING mouse 1 0 psx.input.port8.guncon.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 2D, GunCon: Offscreen Shot(Simulated) MDFNST_STRING keyboard 32 0 psx.input.port8.guncon.trigger MDFNSF_SUPPRESS_DOC psx, Port 2D, GunCon: Trigger MDFNST_STRING mouse 0 0 psx.input.port8.justifier.o MDFNSF_SUPPRESS_DOC psx, Port 2D, Konami Justifier: O MDFNST_STRING 0 psx.input.port8.justifier.offscreen_shot MDFNSF_SUPPRESS_DOC psx, Port 2D, Konami Justifier: Offscreen Shot(Simulated) MDFNST_STRING 0 psx.input.port8.justifier.start MDFNSF_SUPPRESS_DOC psx, Port 2D, Konami Justifier: Start MDFNST_STRING 0 psx.input.port8.justifier.trigger MDFNSF_SUPPRESS_DOC psx, Port 2D, Konami Justifier: Trigger MDFNST_STRING 0 psx.input.port8.memcard MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Emulate memcard on port 2D. MDFNST_BOOL 1 0 psx.input.port8.mouse.left MDFNSF_SUPPRESS_DOC psx, Port 2D, Mouse: Left Button MDFNST_STRING mouse 0 0 psx.input.port8.mouse.right MDFNSF_SUPPRESS_DOC psx, Port 2D, Mouse: Right Button MDFNST_STRING mouse 2 0 psx.input.port8.negcon.a MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: A MDFNST_STRING 0 psx.input.port8.negcon.b MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: B MDFNST_STRING 0 psx.input.port8.negcon.down MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: D-Pad DOWN â MDFNST_STRING 0 psx.input.port8.negcon.i MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: I (Analog) MDFNST_STRING 0 psx.input.port8.negcon.ii MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: II (Analog) MDFNST_STRING 0 psx.input.port8.negcon.l MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: Left Shoulder (Analog) MDFNST_STRING 0 psx.input.port8.negcon.left MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: D-Pad LEFT â MDFNST_STRING 0 psx.input.port8.negcon.r MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: Right Shoulder MDFNST_STRING 0 psx.input.port8.negcon.right MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: D-Pad RIGHT â MDFNST_STRING 0 psx.input.port8.negcon.start MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: START MDFNST_STRING 0 psx.input.port8.negcon.twist_ccwise MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: Twist â|â (Analog, Turn Left) MDFNST_STRING 0 psx.input.port8.negcon.twist_cwise MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: Twist â|â (Analog, Turn Right) MDFNST_STRING 0 psx.input.port8.negcon.up MDFNSF_SUPPRESS_DOC psx, Port 2D, neGcon: D-Pad UP â MDFNST_STRING 0 psx.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". psx.region_autodetect MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Attempt to auto-detect region of game. MDFNST_BOOL 1 0 psx.region_default MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Default region to use. Used if region autodetection fails or is disabled. MDFNST_ENUM jp 3 jp Japan na North America eu Europe psx.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 psx.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only psx.spu.resamp_quality SPU output resampler quality. 0 is lowest quality and CPU usage, 10 is highest quality and CPU usage. The resampler that this setting refers to is used for converting from 44.1KHz to the sampling rate of the host audio device Mednafen is using. Changing Mednafen\'s output rate, via the \"sound.rate\" setting, to \"44100\" will bypass the resampler, which will decrease CPU usage by Mednafen, and can increase or decrease audio quality, depending on various operating system and hardware factors. MDFNST_UINT 5 0 10 0 psx.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. psx.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 psx.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 psx.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 psx.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 1 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. psx.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 psx.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 psx.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 psx.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 psx.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 psx.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 qtrecord.h_double_threshold Double the raw image\'s height if it\'s below this threshold. MDFNST_UINT 256 0 1073741824 0 qtrecord.vcodec Video codec to use. MDFNST_ENUM cscd 3 raw Raw A fast codec, computationally, but will cause enormous file size and may exceed your storage medium\'s sustained write rate. cscd CamStudio Screen Codec A good balance between performance and compression ratio. png PNG Has a better compression ratio than \"cscd\", but is much more CPU intensive. Use for compatibility with official QuickTime in cases where you have insufficient disk space for \"raw\". qtrecord.w_double_threshold Double the raw image\'s width if it\'s below this threshold. MDFNST_UINT 384 0 1073741824 0 sfspeed SLOW-forwarding speed multiplier. MDFNST_FLOAT 0.75 0.25 1 0 sftoggle Treat the SLOW-forward button as a toggle. MDFNST_BOOL 0 0 sms.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 sms.fm MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable FM sound emulation when playing domestic/Japan-region games. MDFNST_BOOL 1 0 sms.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 sms.input.port1.gamepad.down MDFNSF_SUPPRESS_DOC sms, Port 1, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 sms.input.port1.gamepad.fire1 MDFNSF_SUPPRESS_DOC sms, Port 1, Gamepad: Fire 1/Start MDFNST_STRING keyboard 258 0 sms.input.port1.gamepad.fire2 MDFNSF_SUPPRESS_DOC sms, Port 1, Gamepad: Fire 2 MDFNST_STRING keyboard 259 0 sms.input.port1.gamepad.left MDFNSF_SUPPRESS_DOC sms, Port 1, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 sms.input.port1.gamepad.pause MDFNSF_SUPPRESS_DOC sms, Port 1, Gamepad: Pause MDFNST_STRING keyboard 13 0 sms.input.port1.gamepad.rapid_fire1 MDFNSF_SUPPRESS_DOC sms, Port 1, Gamepad: Rapid Fire 1/Start MDFNST_STRING 0 sms.input.port1.gamepad.rapid_fire2 MDFNSF_SUPPRESS_DOC sms, Port 1, Gamepad: Rapid Fire 2 MDFNST_STRING 0 sms.input.port1.gamepad.right MDFNSF_SUPPRESS_DOC sms, Port 1, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 sms.input.port1.gamepad.up MDFNSF_SUPPRESS_DOC sms, Port 1, Gamepad: UP â MDFNST_STRING keyboard 119 0 sms.input.port2.gamepad.down MDFNSF_SUPPRESS_DOC sms, Port 2, Gamepad: DOWN â MDFNST_STRING 0 sms.input.port2.gamepad.fire1 MDFNSF_SUPPRESS_DOC sms, Port 2, Gamepad: Fire 1/Start MDFNST_STRING 0 sms.input.port2.gamepad.fire2 MDFNSF_SUPPRESS_DOC sms, Port 2, Gamepad: Fire 2 MDFNST_STRING 0 sms.input.port2.gamepad.left MDFNSF_SUPPRESS_DOC sms, Port 2, Gamepad: LEFT â MDFNST_STRING 0 sms.input.port2.gamepad.pause MDFNSF_SUPPRESS_DOC sms, Port 2, Gamepad: Pause MDFNST_STRING 0 sms.input.port2.gamepad.rapid_fire1 MDFNSF_SUPPRESS_DOC sms, Port 2, Gamepad: Rapid Fire 1/Start MDFNST_STRING 0 sms.input.port2.gamepad.rapid_fire2 MDFNSF_SUPPRESS_DOC sms, Port 2, Gamepad: Rapid Fire 2 MDFNST_STRING 0 sms.input.port2.gamepad.right MDFNSF_SUPPRESS_DOC sms, Port 2, Gamepad: RIGHT â MDFNST_STRING 0 sms.input.port2.gamepad.up MDFNSF_SUPPRESS_DOC sms, Port 2, Gamepad: UP â MDFNST_STRING 0 sms.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". sms.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 sms.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only sms.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. sms.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 sms.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 sms.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 sms.territory MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE System territory/region. MDFNST_ENUM export 2 domestic Domestic(Japanese) export Export(World) sms.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. sms.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 sms.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 sms.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 sms.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 sms.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 sms.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 snes.correct_aspect MDFNSF_CAT_VIDEO Correct the aspect ratio. Note that regardless of this setting\'s value, \"512\" and \"256\" width modes will be scaled to the same dimensions for display. MDFNST_BOOL 0 0 snes.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 snes.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 snes.input.port1 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 1/1A MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse snes.input.port1.gamepad.a MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: A (right) MDFNST_STRING keyboard 262 0 snes.input.port1.gamepad.b MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: B (center, lower) MDFNST_STRING keyboard 258 0 snes.input.port1.gamepad.down MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: DOWN â MDFNST_STRING keyboard 115 0 snes.input.port1.gamepad.l MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: Left Shoulder MDFNST_STRING keyboard 263 0 snes.input.port1.gamepad.left MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: LEFT â MDFNST_STRING keyboard 97 0 snes.input.port1.gamepad.r MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: Right Shoulder MDFNST_STRING keyboard 265 0 snes.input.port1.gamepad.rapid_a MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: Rapid A (right) MDFNST_STRING 0 snes.input.port1.gamepad.rapid_b MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: Rapid B (center, lower) MDFNST_STRING 0 snes.input.port1.gamepad.rapid_x MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: Rapid X (center, upper) MDFNST_STRING 0 snes.input.port1.gamepad.rapid_y MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: Rapid Y (left) MDFNST_STRING 0 snes.input.port1.gamepad.right MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: RIGHT â MDFNST_STRING keyboard 100 0 snes.input.port1.gamepad.select MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: SELECT MDFNST_STRING keyboard 9 0 snes.input.port1.gamepad.start MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: START MDFNST_STRING keyboard 13 0 snes.input.port1.gamepad.up MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: UP â MDFNST_STRING keyboard 119 0 snes.input.port1.gamepad.x MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: X (center, upper) MDFNST_STRING keyboard 264 0 snes.input.port1.gamepad.y MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Gamepad: Y (left) MDFNST_STRING keyboard 260 0 snes.input.port1.mouse.left MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Mouse: Left Button MDFNST_STRING mouse 0 0 snes.input.port1.mouse.right MDFNSF_SUPPRESS_DOC snes, Port 1/1A, Mouse: Right Button MDFNST_STRING mouse 2 0 snes.input.port1.multitap MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable multitap on SNES port 1. MDFNST_BOOL 0 0 snes.input.port2 MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input device for Port 2/2A MDFNST_ENUM gamepad 3 none none gamepad Gamepad mouse Mouse snes.input.port2.gamepad.a MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: A (right) MDFNST_STRING 0 snes.input.port2.gamepad.b MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: B (center, lower) MDFNST_STRING 0 snes.input.port2.gamepad.down MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: DOWN â MDFNST_STRING 0 snes.input.port2.gamepad.l MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: Left Shoulder MDFNST_STRING 0 snes.input.port2.gamepad.left MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: LEFT â MDFNST_STRING 0 snes.input.port2.gamepad.r MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: Right Shoulder MDFNST_STRING 0 snes.input.port2.gamepad.rapid_a MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: Rapid A (right) MDFNST_STRING 0 snes.input.port2.gamepad.rapid_b MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: Rapid B (center, lower) MDFNST_STRING 0 snes.input.port2.gamepad.rapid_x MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: Rapid X (center, upper) MDFNST_STRING 0 snes.input.port2.gamepad.rapid_y MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: Rapid Y (left) MDFNST_STRING 0 snes.input.port2.gamepad.right MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: RIGHT â MDFNST_STRING 0 snes.input.port2.gamepad.select MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: SELECT MDFNST_STRING 0 snes.input.port2.gamepad.start MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: START MDFNST_STRING 0 snes.input.port2.gamepad.up MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: UP â MDFNST_STRING 0 snes.input.port2.gamepad.x MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: X (center, upper) MDFNST_STRING 0 snes.input.port2.gamepad.y MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Gamepad: Y (left) MDFNST_STRING 0 snes.input.port2.mouse.left MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Mouse: Left Button MDFNST_STRING mouse 0 0 snes.input.port2.mouse.right MDFNSF_SUPPRESS_DOC snes, Port 2/2A, Mouse: Right Button MDFNST_STRING mouse 2 0 snes.input.port2.multitap MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Enable multitap on SNES port 2. MDFNST_BOOL 0 0 snes.input.port3.gamepad.a MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: A (right) MDFNST_STRING 0 snes.input.port3.gamepad.b MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: B (center, lower) MDFNST_STRING 0 snes.input.port3.gamepad.down MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: DOWN â MDFNST_STRING 0 snes.input.port3.gamepad.l MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: Left Shoulder MDFNST_STRING 0 snes.input.port3.gamepad.left MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: LEFT â MDFNST_STRING 0 snes.input.port3.gamepad.r MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: Right Shoulder MDFNST_STRING 0 snes.input.port3.gamepad.rapid_a MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: Rapid A (right) MDFNST_STRING 0 snes.input.port3.gamepad.rapid_b MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: Rapid B (center, lower) MDFNST_STRING 0 snes.input.port3.gamepad.rapid_x MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: Rapid X (center, upper) MDFNST_STRING 0 snes.input.port3.gamepad.rapid_y MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: Rapid Y (left) MDFNST_STRING 0 snes.input.port3.gamepad.right MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: RIGHT â MDFNST_STRING 0 snes.input.port3.gamepad.select MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: SELECT MDFNST_STRING 0 snes.input.port3.gamepad.start MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: START MDFNST_STRING 0 snes.input.port3.gamepad.up MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: UP â MDFNST_STRING 0 snes.input.port3.gamepad.x MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: X (center, upper) MDFNST_STRING 0 snes.input.port3.gamepad.y MDFNSF_SUPPRESS_DOC snes, Port 2B, Gamepad: Y (left) MDFNST_STRING 0 snes.input.port4.gamepad.a MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: A (right) MDFNST_STRING 0 snes.input.port4.gamepad.b MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: B (center, lower) MDFNST_STRING 0 snes.input.port4.gamepad.down MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: DOWN â MDFNST_STRING 0 snes.input.port4.gamepad.l MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: Left Shoulder MDFNST_STRING 0 snes.input.port4.gamepad.left MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: LEFT â MDFNST_STRING 0 snes.input.port4.gamepad.r MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: Right Shoulder MDFNST_STRING 0 snes.input.port4.gamepad.rapid_a MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: Rapid A (right) MDFNST_STRING 0 snes.input.port4.gamepad.rapid_b MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: Rapid B (center, lower) MDFNST_STRING 0 snes.input.port4.gamepad.rapid_x MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: Rapid X (center, upper) MDFNST_STRING 0 snes.input.port4.gamepad.rapid_y MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: Rapid Y (left) MDFNST_STRING 0 snes.input.port4.gamepad.right MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: RIGHT â MDFNST_STRING 0 snes.input.port4.gamepad.select MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: SELECT MDFNST_STRING 0 snes.input.port4.gamepad.start MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: START MDFNST_STRING 0 snes.input.port4.gamepad.up MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: UP â MDFNST_STRING 0 snes.input.port4.gamepad.x MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: X (center, upper) MDFNST_STRING 0 snes.input.port4.gamepad.y MDFNSF_SUPPRESS_DOC snes, Port 2C, Gamepad: Y (left) MDFNST_STRING 0 snes.input.port5.gamepad.a MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: A (right) MDFNST_STRING 0 snes.input.port5.gamepad.b MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: B (center, lower) MDFNST_STRING 0 snes.input.port5.gamepad.down MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: DOWN â MDFNST_STRING 0 snes.input.port5.gamepad.l MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: Left Shoulder MDFNST_STRING 0 snes.input.port5.gamepad.left MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: LEFT â MDFNST_STRING 0 snes.input.port5.gamepad.r MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: Right Shoulder MDFNST_STRING 0 snes.input.port5.gamepad.rapid_a MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: Rapid A (right) MDFNST_STRING 0 snes.input.port5.gamepad.rapid_b MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: Rapid B (center, lower) MDFNST_STRING 0 snes.input.port5.gamepad.rapid_x MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: Rapid X (center, upper) MDFNST_STRING 0 snes.input.port5.gamepad.rapid_y MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: Rapid Y (left) MDFNST_STRING 0 snes.input.port5.gamepad.right MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: RIGHT â MDFNST_STRING 0 snes.input.port5.gamepad.select MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: SELECT MDFNST_STRING 0 snes.input.port5.gamepad.start MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: START MDFNST_STRING 0 snes.input.port5.gamepad.up MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: UP â MDFNST_STRING 0 snes.input.port5.gamepad.x MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: X (center, upper) MDFNST_STRING 0 snes.input.port5.gamepad.y MDFNSF_SUPPRESS_DOC snes, Port 2D, Gamepad: Y (left) MDFNST_STRING 0 snes.input.port6.gamepad.a MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: A (right) MDFNST_STRING 0 snes.input.port6.gamepad.b MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: B (center, lower) MDFNST_STRING 0 snes.input.port6.gamepad.down MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: DOWN â MDFNST_STRING 0 snes.input.port6.gamepad.l MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: Left Shoulder MDFNST_STRING 0 snes.input.port6.gamepad.left MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: LEFT â MDFNST_STRING 0 snes.input.port6.gamepad.r MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: Right Shoulder MDFNST_STRING 0 snes.input.port6.gamepad.rapid_a MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: Rapid A (right) MDFNST_STRING 0 snes.input.port6.gamepad.rapid_b MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: Rapid B (center, lower) MDFNST_STRING 0 snes.input.port6.gamepad.rapid_x MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: Rapid X (center, upper) MDFNST_STRING 0 snes.input.port6.gamepad.rapid_y MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: Rapid Y (left) MDFNST_STRING 0 snes.input.port6.gamepad.right MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: RIGHT â MDFNST_STRING 0 snes.input.port6.gamepad.select MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: SELECT MDFNST_STRING 0 snes.input.port6.gamepad.start MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: START MDFNST_STRING 0 snes.input.port6.gamepad.up MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: UP â MDFNST_STRING 0 snes.input.port6.gamepad.x MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: X (center, upper) MDFNST_STRING 0 snes.input.port6.gamepad.y MDFNSF_SUPPRESS_DOC snes, Port 1B, Gamepad: Y (left) MDFNST_STRING 0 snes.input.port7.gamepad.a MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: A (right) MDFNST_STRING 0 snes.input.port7.gamepad.b MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: B (center, lower) MDFNST_STRING 0 snes.input.port7.gamepad.down MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: DOWN â MDFNST_STRING 0 snes.input.port7.gamepad.l MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: Left Shoulder MDFNST_STRING 0 snes.input.port7.gamepad.left MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: LEFT â MDFNST_STRING 0 snes.input.port7.gamepad.r MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: Right Shoulder MDFNST_STRING 0 snes.input.port7.gamepad.rapid_a MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: Rapid A (right) MDFNST_STRING 0 snes.input.port7.gamepad.rapid_b MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: Rapid B (center, lower) MDFNST_STRING 0 snes.input.port7.gamepad.rapid_x MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: Rapid X (center, upper) MDFNST_STRING 0 snes.input.port7.gamepad.rapid_y MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: Rapid Y (left) MDFNST_STRING 0 snes.input.port7.gamepad.right MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: RIGHT â MDFNST_STRING 0 snes.input.port7.gamepad.select MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: SELECT MDFNST_STRING 0 snes.input.port7.gamepad.start MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: START MDFNST_STRING 0 snes.input.port7.gamepad.up MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: UP â MDFNST_STRING 0 snes.input.port7.gamepad.x MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: X (center, upper) MDFNST_STRING 0 snes.input.port7.gamepad.y MDFNSF_SUPPRESS_DOC snes, Port 1C, Gamepad: Y (left) MDFNST_STRING 0 snes.input.port8.gamepad.a MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: A (right) MDFNST_STRING 0 snes.input.port8.gamepad.b MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: B (center, lower) MDFNST_STRING 0 snes.input.port8.gamepad.down MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: DOWN â MDFNST_STRING 0 snes.input.port8.gamepad.l MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: Left Shoulder MDFNST_STRING 0 snes.input.port8.gamepad.left MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: LEFT â MDFNST_STRING 0 snes.input.port8.gamepad.r MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: Right Shoulder MDFNST_STRING 0 snes.input.port8.gamepad.rapid_a MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: Rapid A (right) MDFNST_STRING 0 snes.input.port8.gamepad.rapid_b MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: Rapid B (center, lower) MDFNST_STRING 0 snes.input.port8.gamepad.rapid_x MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: Rapid X (center, upper) MDFNST_STRING 0 snes.input.port8.gamepad.rapid_y MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: Rapid Y (left) MDFNST_STRING 0 snes.input.port8.gamepad.right MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: RIGHT â MDFNST_STRING 0 snes.input.port8.gamepad.select MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: SELECT MDFNST_STRING 0 snes.input.port8.gamepad.start MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: START MDFNST_STRING 0 snes.input.port8.gamepad.up MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: UP â MDFNST_STRING 0 snes.input.port8.gamepad.x MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: X (center, upper) MDFNST_STRING 0 snes.input.port8.gamepad.y MDFNSF_SUPPRESS_DOC snes, Port 1D, Gamepad: Y (left) MDFNST_STRING 0 snes.mouse_sensitivity Emulated mouse sensitivity. MDFNST_FLOAT 0.50 0 snes.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". snes.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 snes.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only snes.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. snes.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 snes.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 snes.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 snes.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. snes.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 snes.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 snes.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 snes.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 snes.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 snes.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 sound Enable sound output. MDFNST_BOOL 1 0 sound.buffer_time Desired total buffer size in milliseconds. MDFNST_UINT 32 1 1000 0 sound.device Select sound output device. When using ALSA sound output under Linux, the \"sound.device\" setting \"default\" is Mednafen\'s default, IE \"hw:0\", not ALSA\'s \"default\". If you want to use ALSA\'s \"default\", use \"sexyal-literal-default\". MDFNST_STRING default 0 sound.driver Select sound driver. The following choices are possible, sorted by preference, high to low, when \"default\" driver is used, but dependent on being compiled in. MDFNST_ENUM default 6 default Default Default sound driver. alsa ALSA A recommended driver, and the default for Linux(if available). oss Open Sound System A recommended driver, and the default for non-Linux UN*X/POSIX/BSD systems, or anywhere ALSA is unavailable. If the ALSA driver gives you problems, you can try using this one instead.\n\nIf you are using OSSv4 or newer, you should edit \"/usr/lib/oss/conf/osscore.conf\", uncomment the max_intrate= line, and change the value from 100(default) to 1000(or higher if you know what you\'re doing), and restart OSS. Otherwise, performance will be poor, and the sound buffer size in Mednafen will be orders of magnitude larger than specified.\n\nIf the sound buffer size is still excessively larger than what is specified via the \"sound.buffer_time\" setting, you can try setting \"sound.period_time\" to 2666, and as a last resort, 5333, to work around a design flaw/limitation/choice in the OSS API and OSS implementation. dsound DirectSound A recommended driver, and the default for Microsoft Windows. sdl Simple Directmedia Layer This driver is not recommended, but it serves as a backup driver if the others aren\'t available. Its performance is generally sub-par, requiring higher latency or faster CPUs/SMP for glitch-free playback, except where the OS provides a sound callback API itself, such as with Mac OS X and BeOS. jack JACK Somewhat experimental driver, unusably buggy until Mednafen 0.8.C. The \"sound.buffer_time\" setting controls the size of the local sound buffer, not the server\'s sound buffer, and the latency reported during startup is for the local sound buffer only. Please note that video card drivers(in the kernel or X), and hardware-accelerated OpenGL, may interfere with jackd\'s ability to effectively run with realtime response. sound.period_time Desired period size in microseconds. Currently only affects OSS and ALSA output. A value of 0 defers to the default in the driver code in SexyAL.\n\nNote: This is not the \"sound buffer size\" setting, that would be \"sound.buffer_time\". MDFNST_UINT 0 0 100000 0 sound.rate Specifies the sound playback rate, in sound frames per second(\"Hz\"). MDFNST_UINT 48000 22050 1048576 0 sound.volume Sound volume level, in percent. MDFNST_UINT 100 0 150 0 srwcompressor Compressor to use with state rewinding MDFNST_ENUM quicklz 3 minilzo MiniLZO quicklz QuickLZ blz BLZ srwframes Number of frames to keep states for when state rewinding is enabled. WARNING: Setting this to a large value may cause excessive RAM usage in some circumstances, such as with games that stream large volumes of data off of CDs. MDFNST_UINT 600 10 99999 0 vb.3dmode 3D mode. MDFNST_ENUM anaglyph 5 anaglyph Anaglyph Used in conjunction with classic dual-lens-color glasses. cscope CyberScope Intended for use with the CyberScope 3D device. sidebyside Side-by-Side The left-eye image is displayed on the left, and the right-eye image is displayed on the right. vli Vertical Line Interlaced Vertical lines alternate between left view and right view. hli Horizontal Line Interlaced Horizontal lines alternate between left view and right view. vb.3dreverse Reverse left/right 3D views. MDFNST_BOOL 0 0 vb.allow_draw_skip MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Allow draw skipping. If vb.instant_display_hack is set to \"1\", and this setting is set to \"1\", then frame-skipping the drawing to the emulated framebuffer will be allowed. THIS WILL CAUSE GRAPHICAL GLITCHES, AND THEORETICALLY(but unlikely) GAME CRASHES, ESPECIALLY WITH DIRECT FRAMEBUFFER DRAWING GAMES. MDFNST_BOOL 0 0 vb.anaglyph.lcolor Anaglyph maximum-brightness color for left view. MDFNST_UINT 0xffba00 0x000000 0xFFFFFF 0 vb.anaglyph.preset Anaglyph preset colors. MDFNST_ENUM red_blue 8 disabled Disabled Forces usage of custom anaglyph colors. 0 red_blue Red/Blue Classic red/blue anaglyph. red_cyan Red/Cyan Improved quality red/cyan anaglyph. red_electriccyan Red/Electric Cyan Alternate version of red/cyan red_green Red/Green green_magenta Green/Magenta yellow_blue Yellow/Blue vb.anaglyph.rcolor Anaglyph maximum-brightness color for right view. MDFNST_UINT 0x00baff 0x000000 0xFFFFFF 0 vb.cpu_emulation MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE CPU emulation mode. MDFNST_ENUM fast 2 fast Fast Mode Fast mode trades timing accuracy, cache emulation, and executing from hardware registers and RAM not intended for code use for performance. accurate Accurate Mode Increased timing accuracy, though not perfect, along with cache emulation, at the cost of decreased performance. Additionally, even the pipeline isn\'t correctly and fully emulated in this mode. vb.debugger.disfontsize MDFNSF_COMMON_TEMPLATE Disassembly font size. Note: Setting the font size to larger than the default may cause text overlap in the debugger. MDFNST_ENUM small 4 xsmall 4x5 small 5x7 medium 6x13 large 9x18 vb.debugger.memcharenc MDFNSF_COMMON_TEMPLATE Character encoding for the debugger\'s memory editor. MDFNST_STRING shift_jis 0 vb.default_color Default maximum-brightness color to use in non-anaglyph 3D modes. MDFNST_UINT 0xF0F0F0 0x000000 0xFFFFFF 0 vb.disable_parallax MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Disable parallax for BG and OBJ rendering. MDFNST_BOOL 0 0 vb.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 vb.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 vb.input.builtin.gamepad.a MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: A MDFNST_STRING 0 vb.input.builtin.gamepad.b MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: B MDFNST_STRING 0 vb.input.builtin.gamepad.down-l MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: DOWN â (Left D-Pad) MDFNST_STRING 0 vb.input.builtin.gamepad.down-r MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: DOWN â (Right D-Pad) MDFNST_STRING 0 vb.input.builtin.gamepad.left-l MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: LEFT â (Left D-Pad) MDFNST_STRING 0 vb.input.builtin.gamepad.left-r MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: LEFT â (Right D-Pad) MDFNST_STRING 0 vb.input.builtin.gamepad.lt MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: Left-Back MDFNST_STRING 0 vb.input.builtin.gamepad.rapid_a MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: Rapid A MDFNST_STRING 0 vb.input.builtin.gamepad.rapid_b MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: Rapid B MDFNST_STRING 0 vb.input.builtin.gamepad.right-l MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: RIGHT â (Left D-Pad) MDFNST_STRING 0 vb.input.builtin.gamepad.right-r MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: RIGHT â (Right D-Pad) MDFNST_STRING 0 vb.input.builtin.gamepad.rt MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: Right-Back MDFNST_STRING 0 vb.input.builtin.gamepad.select MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: Select MDFNST_STRING 0 vb.input.builtin.gamepad.start MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: Start MDFNST_STRING 0 vb.input.builtin.gamepad.up-l MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: UP â (Left D-Pad) MDFNST_STRING 0 vb.input.builtin.gamepad.up-r MDFNSF_SUPPRESS_DOC vb, Built-In, Gamepad: UP â (Right D-Pad) MDFNST_STRING 0 vb.input.instant_read_hack MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Input latency reduction hack. Reduces latency in some games by 20ms by returning the current pad state, rather than latched state, on serial port data reads. This hack may cause some homebrew software to malfunction, but it should be relatively safe for commercial official games. MDFNST_BOOL 1 0 vb.instant_display_hack Display latency reduction hack. Reduces latency in games by displaying the framebuffer 20ms earlier. This hack has some potential of causing graphical glitches, so it is disabled by default. MDFNST_BOOL 0 0 vb.liprescale Line Interlaced prescale. MDFNST_UINT 2 1 10 0 vb.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". vb.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 vb.sidebyside.separation Number of pixels to separate L/R views by. This setting refers to pixels before vb.xscale(fs) scaling is taken into consideration. For example, a value of \"100\" here will result in a separation of 300 screen pixels if vb.xscale(fs) is set to \"3\". MDFNST_UINT 0 0 1024 0 vb.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only vb.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. vb.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 vb.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 vb.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 vb.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. vb.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 vb.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 2.000000 0.01 256 0 vb.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 vb.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 vb.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 2.000000 0.01 256 0 vb.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 video.blit_timesync Enable time synchronization(waiting) for frame blitting. Disable to reduce latency, at the cost of potentially increased video \"juddering\", with the maximum reduction in latency being about 1 video frame\'s time.\nWill work best with emulated systems that are not very computationally expensive to emulate, combined with running on a relatively fast CPU. MDFNST_BOOL 1 0 video.driver Select video driver, \"opengl\" or \"sdl\". MDFNST_ENUM opengl 5 0 1 opengl OpenGL + SDL This output method is preferred, as all features are available with it. sdl SDL Surface Slower with lower-quality scaling than OpenGL, but if you don\'t have hardware-accelerated OpenGL rendering, it will be faster than software OpenGL rendering. Bilinear interpolation not available. Pixel shaders do not work with this output method, of course. overlay SDL Overlay As fast as OpenGL, perhaps faster in some situations, *if* it\'s hardware-accelerated. Scanline effects are not available. hq2x, hq3x, hq4x are not available. The OSD may be missing or glitchy. Bilinear interpolation can\'t be turned off. Harsh chroma subsampling blurring in some picture types. If you use this output method, it is strongly recommended to use a special scaler with it, such as nn2x. video.frameskip Enable frameskip during emulation rendering. Disable for rendering code performance testing. MDFNST_BOOL 1 0 video.fs Enable fullscreen mode. MDFNST_BOOL 0 0 video.glvsync Attempt to synchronize OpenGL page flips to vertical retrace period. Note: Additionally, if the environment variable \"__GL_SYNC_TO_VBLANK\" does not exist, then it will be created and set to the value specified for this setting. This has the effect of forcibly enabling or disabling vblank synchronization when running under Linux with NVidia\'s drivers. MDFNST_BOOL 1 0 wswan.bday MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Birth Day MDFNST_UINT 23 1 31 0 wswan.blood MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Blood Type MDFNST_ENUM O 5 a A b B o O ab AB 5 wswan.bmonth MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Birth Month MDFNST_UINT 6 1 12 0 wswan.byear MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Birth Year MDFNST_UINT 1989 0 9999 0 wswan.debugger.disfontsize MDFNSF_COMMON_TEMPLATE Disassembly font size. Note: Setting the font size to larger than the default may cause text overlap in the debugger. MDFNST_ENUM small 4 xsmall 4x5 small 5x7 medium 6x13 large 9x18 wswan.debugger.memcharenc MDFNSF_COMMON_TEMPLATE Character encoding for the debugger\'s memory editor. MDFNST_STRING shift_jis 0 wswan.enable MDFNSF_COMMON_TEMPLATE Enable (automatic) usage of this module. MDFNST_BOOL 1 0 wswan.forcemono MDFNSF_CAT_SOUND MDFNSF_COMMON_TEMPLATE Force monophonic sound output. MDFNST_BOOL 0 0 wswan.input.builtin.gamepad.a MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: A MDFNST_STRING keyboard 259 0 wswan.input.builtin.gamepad.b MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: B MDFNST_STRING keyboard 258 0 wswan.input.builtin.gamepad.down-x MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: DOWN â, X Cursors MDFNST_STRING keyboard 115 0 wswan.input.builtin.gamepad.down-y MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: DOWN â, Y Cur: MUST NOT = X CURSORS MDFNST_STRING keyboard 274 0 wswan.input.builtin.gamepad.left-x MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: LEFT â, X Cursors MDFNST_STRING keyboard 97 0 wswan.input.builtin.gamepad.left-y MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: LEFT â, Y Cur: MUST NOT = X CURSORS MDFNST_STRING keyboard 276 0 wswan.input.builtin.gamepad.rapid_a MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: Rapid A MDFNST_STRING 0 wswan.input.builtin.gamepad.rapid_b MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: Rapid B MDFNST_STRING 0 wswan.input.builtin.gamepad.right-x MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: RIGHT â, X Cursors MDFNST_STRING keyboard 100 0 wswan.input.builtin.gamepad.right-y MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: RIGHT â, Y Cur: MUST NOT = X CURSORS MDFNST_STRING keyboard 275 0 wswan.input.builtin.gamepad.start MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: Start MDFNST_STRING keyboard 13 0 wswan.input.builtin.gamepad.up-x MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: UP â, X Cursors MDFNST_STRING keyboard 119 0 wswan.input.builtin.gamepad.up-y MDFNSF_SUPPRESS_DOC wswan, Built-In, Gamepad: UP â, Y Cur: MUST NOT = X CURSORS MDFNST_STRING keyboard 273 0 wswan.language MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Language games should display text in. The only game this setting is known to affect is \"Digimon Tamers - Battle Spirit\". MDFNST_ENUM english 4 japanese Japanese 0 english English 1 wswan.name MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Name MDFNST_STRING Mednafen 0 wswan.pixshader MDFNSF_COMMON_TEMPLATE Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL \"video.driver\" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader. MDFNST_ENUM none 9 none None/Disabled autoip Auto Interpolation Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer. autoipsharper Sharper Auto Interpolation Same as \"autoip\", but when interpolation is done, it is done in a manner that will reduce blurriness if possible. scale2x Scale2x ipsharper Sharper bilinear interpolation. ipxnoty Linear interpolation on X axis only. ipynotx Linear interpolation on Y axis only. ipxnotysharper Sharper version of \"ipxnoty\". ipynotxsharper Sharper version of \"ipynotx\". wswan.rotateinput Virtually rotate D-pads along with screen. MDFNST_BOOL 0 0 wswan.scanlines MDFNSF_COMMON_TEMPLATE Enable scanlines with specified opacity. Opacity is specified in %; IE a value of \"100\" will give entirely black scanlines. MDFNST_UINT 0 0 100 0 wswan.sex MDFNSF_EMU_STATE MDFNSF_UNTRUSTED_SAFE Sex MDFNST_ENUM F 5 m male Male f female Female 3 wswan.special MDFNSF_COMMON_TEMPLATE Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to \"2\", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice). MDFNST_ENUM none 17 0 none None/Disabled hq2x hq2x hq3x hq3x hq4x hq4x scale2x scale2x scale3x scale3x scale4x scale4x 2xsai 2xSaI super2xsai Super 2xSaI supereagle Super Eagle nn2x Nearest-neighbor 2x nn3x Nearest-neighbor 3x nn4x Nearest-neighbor 4x nny2x Nearest-neighbor 2x, y axis only nny3x Nearest-neighbor 3x, y axis only nny4x Nearest-neighbor 4x, y axis only wswan.stretch MDFNSF_COMMON_TEMPLATE Stretch to fill screen. MDFNST_ENUM aspect_mult2 8 0 Disabled off 1 full Full Full-screen stretch, disregarding aspect ratio. 2 aspect Aspect Preserve Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained. aspect_int Aspect Preserve + Integer Scale Full-screen stretch, same as \"aspect\" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer. aspect_mult2 Aspect Preserve + Integer Multiple-of-2 Scale Full-screen stretch, same as \"aspect_int\", but rounds down to the nearest multiple of 2. wswan.tblur MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Enable video temporal blur(50/50 previous/current frame by default). MDFNST_BOOL 0 0 wswan.tblur.accum MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Accumulate color data rather than discarding it. MDFNST_BOOL 0 0 wswan.tblur.accum.amount MDFNSF_CAT_VIDEO MDFNSF_COMMON_TEMPLATE Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. MDFNST_FLOAT 50 0 100 0 wswan.videoip MDFNSF_COMMON_TEMPLATE Enable (bi)linear interpolation. MDFNST_ENUM 0 4 0 Disabled 1 Bilinear x Linear (X) Interpolation only on the X axis. y Linear (Y) Interpolation only on the Y axis. wswan.xres MDFNSF_COMMON_TEMPLATE Full-screen horizontal resolution. A value of \"0\" will cause the desktop horizontal resolution to be used. MDFNST_UINT 0 0 65536 0 wswan.xscale MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis. MDFNST_FLOAT 3.000000 0.01 256 0 wswan.xscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0 wswan.yres MDFNSF_COMMON_TEMPLATE Full-screen vertical resolution. A value of \"0\" will cause the desktop vertical resolution to be used. MDFNST_UINT 0 0 65536 0 wswan.yscale MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis. MDFNST_FLOAT 3.000000 0.01 256 0 wswan.yscalefs MDFNSF_COMMON_TEMPLATE Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the \"<system>.stretch\" setting must be set to \"0\". MDFNST_FLOAT 1.000000 0.01 256 0