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;MUGEN.CFG FILE FOR THE "CAPCOM VS.

SNK SLASH" SCREENPACK MADE BY REDNAVI

;-=====================================================-
; Configuration file for mugen.exe
;-=====================================================-

;-------------------------------------------------------
; Game options configurable in M.U.G.E.N's options screen go here.
; Does not include key config.
[Options]
; Basic options
Difficulty = 1
Life = 100
Time = 120
GameSpeed = 0
WavVolume = 100
MidiVolume = 100

; Team-only config
Team.1VS2Life = 150
Team.LoseOnKO = 1

;---------------------------------------------------------------------------------
-----------------------------------------

;MP3Volume = 50 ;Not yet implemented

;-------------------------------------------------------
[Rules]
;Keep this set at VS. It's the only option supported for now.
GameType = VS

;This is the amount of power the attacker gets when an attack successfully
;hits the opponent. It's a multiplier of the damage done. For example,
;for a value of 3, a hit that does 10 damage will give 30 power.
Default.Attack.LifeToPowerMul = .7

;This is like the above, but it's for the person getting hit.
;These two multipliers can be overridden in the Hitdef controller in the
;CNS by using the "getpower" and "givepower" options.
Default.GetHit.LifeToPowerMul = .6

;This controls how much damage a super does when you combo into it.
;It's actually a multiplier for the defensive power of the opponent.
;A large number means the opponent takes less damage. Leave it at
;1 if you want supers to do the normal amount of damage when comboed
;into.
;Note 1: this increase in defence stays effective until the opponent
; gets up from the ground.
;Note 2: the program knows you've done a super when the "superpause"
; controller is executed. That's the instance when this change
; becomes effective.
Super.TargetDefenceMul = 1.5
;-------------------------------------------------------
[Config]
;Set the game speed here. The default is 60 frames per second. The
;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

;Set to 1 to draw shadows (default). Set to 0 if you have a slow


;machine, and want to improve speed by not drawing shadows.
DrawShadows = 1

;Number of simultaneous afterimage effects allowed.


;Set to a lower number to save memory (minimum 1).
AfterImageMax = 8

;Maximum number of layered sprites that can be drawn.


;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 128

;Maximum number of explods allowed in total. Note that hitsparks


;also count as explods.
;Set to a lower number to save memory (minimum 8).
ExplodMax = 600

;Maximum number of system explods allowed.


;Set to a lower number to save memory (minimum 8).
SysExplodMax = 48

;Maximum number of helpers allowed in total.


;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 32

;Maximum number of projectiles allowed per player.


;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 50

;This is 1 the first time you run MUGEN.


FirstRun = 0

;-------------------------------------------------------
[Debug]
;Set to 0 to disable starting in debug mode by default.
Debug = 0

;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.


;If Debug = 1, this will be ignored.
AllowDebugMode = 1

;Set to 1 to allow debug keys at all times. Otherwise debug keys


;allowed only in debug mode.
AllowDebugKeys = 1

;Set to 1 to run at maximum speed by default.


Speedup = 0

;Default starting stage for quick versus.


StartStage = stages/stage0.def

;-------------------------------------------------------
[Video Win]
;Enter the width and height of the resolution you want to set here.
;The optimal resolution is 320x240, but if your video card has problems
;You may want to try 640x480.
Width = 640
Height = 480

;This is the color depth at which to run MUGEN. You should set it to
;16 bit color unless your video card has problems with it.
;16-fastest, 24,32-slower, 8-slowest/worst
Depth = 16

;Set this parameter to 0 to disable screen stretching, and set it to 1 if


;you want to scale it up to fit the current resolution.
Stretch = 1

;Set this parameter to use a resolution-doubling filter. You will


;need a fast machine to use these filters. You will need to increase
;the screen resolution to at least 640x480 for these modes.
;0 - off
;1 - diagonal edge detection
;2 - bilinear filtering
;3 - horizontal scanlines
DoubleRes = 2

;DirectX mode
;Choose from Hardware, Software, Windowed, Overlay, Safe and None
;Hardware and Software run in full-screen. Windowed and Overlay
;run in a window. The windowed modes require you to set Depth to
;whatever color depth you are using for you desktop. The best results
;are when you run in 16-bit color. There is no advantage to running
;in 32-bit color. If Hardware, Software and Windowed fail, try Safe.
;None uses GDI to draw, so it's very slow. Use None only if
;you cannot get anything else to work.
;Overlay is not supported by all video cards, but can be faster than
;Windowed if it works.
DXmode = Windowed

;Set to 1 to enable vertical retrace synchronization. Do not enable


;if BlitMode = PageFlip.
VRetrace = 0

;Drawing mode
;Choose from Normal and PageFlip
BlitMode = PageFlip

;-------------------------------------------------------
[Video Linux]
;Enter the width and height of the resolution you want to set here.
;The optimal resolution is 320x240, but if your video card has problems
;You may want to try 640x480.
Width = 320
Height = 240
;This is the color depth at which to run MUGEN. You should set it to
;16 bit color unless your video card has problems with it.
;16-fastest, 24,32-slower, 8-slowest/worst
Depth = 16

;Set this parameter to 0 to disable screen stretching, and set it to 1 if


;you want to scale it up to fit the current resolution.
Stretch = 1

;Set this parameter to use a resolution-doubling filter. You will


;need a fast machine to use these filters. You will need to increase
;the screen resolution to at least 640x480 for these modes.
;0 - off
;1 - diagonal edge detection
;2 - bilinear filtering
;3 - horizontal scanlines
DoubleRes = 0

;Set to 1 to enable vertical retrace synchronization. Do not enable


;if BlitMode = PageFlip.
VRetrace = 0

;Set to 1 to enable fullscreen mode, 0 for windowed.


FullScreen = 0

;Drawing mode
;Choose from Normal and PageFlip
BlitMode = PageFlip

;-------------------------------------------------------
; Sound configuration (Windows)
; Note: WavVolume and MidiVolume here are not the same
; as the ones in [Options], but they all affect the volume.
[Sound Win]
Sound = 1
StereoEffects = 1
PanningWidth = 240
ReverseStereo = 0
WavDevice = Auto
WavChannels = 12
ModVoices = 6
MidiDevice = Auto
MasterWavVolume = 255
WavVolume = 128
MidiVolume = 192
MP3Volume = 135
ModVolume = 80
CDAVolume = -1
PlayMIDI = 1
PlayMP3 = 1
PlayMOD = 1
PlayCDA = 1
CDADevice =
PauseBGMOnDefocus = 0

plugin =looptype=1, plugins/in_mp3.dll, mp3, mp2, mpg


;plugin = looptype=1, plugins/in_mp3PRO.dll, mp3, mp2, mpg
plugin = looptype=1, plugins/in_wm.dll, wma
plugin = looptype=1, plugins/in_bass.dll,s3m,xm,mod,it,669,psm
plugin = looptype=1, plugins/in_vorbis.dll, ogg
plugin = looptype=1, plugins/in_adx.dll, adx
plugin = looptype=1, plugins/in_ape.dll, ape
plugin = looptype=1, plugins/in_snes.dll,
spc,sp1,sp2,sp3,sp4,sp5,sp6,sp7,sp8,sp9,sp0
plugin = looptype=1, plugins/in_psf.dll, psf, minipsf, psf2, minipsf2, psflib,
psf2lib
plugin = looptype=1, plugins/in_qsf.dll, qsf, miniqsf, qsflib
plugin = looptype=1, plugins/in_ym.dll, gym, cym
;-------------------------------------------------------
;-------------------------------------------------------
; Sound configuration
; Note: WavVolume and MidiVolume here are not the same
; as the ones in [Options], but they all affect the volume.
[Sound Linux]
Sound = 1
StereoEffects = 1
PanningWidth = 240
ReverseStereo = 0

;Wave device to use. Choose from:


; NONE - No wave device
; AUTO - Autodetect
; OSS - Open Sound System
; ESD - Enlightened Sound Daemon
; ALSA - ALSA sound driver
WavDevice = Auto
WavChannels = 12
ModVoices = 6
MidiDevice = Auto
MasterWavVolume = 255
WavVolume = 128
MidiVolume = 128
MP3Volume = 135
ModVolume = 80
CDAVolume = -1
PlayMIDI = 1
PlayMP3 = 1
PlayMOD = 1
PlayCDA = 1
CDADevice =

;-------------------------------------------------------
[Misc]
;Number of extra players to cache in memory.
;Set to a lower number to decrease memory usage, at cost of
;more frequent loading.
PlayerCache = 1

;Set to 1 to allow precaching. Precaching attempts to start loading


;player data as early as possible, to reduce apparent loading times
;between matches. To get the best performance, set PlayerCache to at
;least 1. The optimal number for PlayerCache is 4 when precaching is
;enabled. Precaching is not available in DOS.
Precache = 1
;Set to 1 to enable large-buffer reads of sprite and sound data.
;Set to 0 (off) to decrease memory usage, at cost of slower
;loading.
BufferedRead = 1

;Set to 1 to free system.def data from memory whenever possible.


;This decreases memory usage, in exchange for loading time
;before system screens.
UnloadSystem = 1

;Set to 1 to pause MUGEN when the MUGEN window loses focus (will also
;pause BGM regardless of the PauseBGMOnDefocus setting).
;Leave at 0 to let MUGEN run in the background.
;Regardless of this setting, MUGEN will always pause on defocus if
;it is running fullscreen.
PauseOnDefocus = 0

;-------------------------------------------------------
[Arcade]
;Set to 0 for computer to choose color 1 if possible.
;Set to 1 for computer to randomly choose a color.
AI.RandomColor = 1

;This option allows the AI to input commands without


;having to actually press any keys (in effect, cheating)
;Set to 1 to enable, 0 to disable. Enabling this option
;can give the illusion of a smarter AI.
AI.Cheat = 1

;Arcade Mode AI ramping. For both parameters below, the first number
;corresponds to the number of matches won, and the second number to the
;AI difficulty offset. The actual difficulty is the sum of the AI
;difficulty level (set in the options menu) and the value of the offset
;at a particular match.
; AIramp.start = start_match, start_diff
; AIramp.end = end_match, end_diff
;The difficulty offset function is a constant value of start_diff from
;the first match until start_match matches have been won. From then the
;offset value increases linearly from start_diff to end_diff. After
;end_diff matches have been won, the offset value is end_diff.
; e_d /----------
; /
; s_d _______/
; ^ ^ ^ ^
; 1st_m s_m e_m last_m
;For example, if you have:
; AIramp.start = 2,0
; AIramp.end = 4,2
;For 6 matches at level 4, the difficulty will be (by match):
; 4,4,4,5,6,6
arcade.AIramp.start = 2, 0
arcade.AIramp.end = 4, 2

;Team Mode AI ramping


team.AIramp.start = 1, 0
team.AIramp.end = 3, 2
;Survival Mode AI ramping
survival.AIramp.start = 0, -3
survival.AIramp.end = 16, 4

;-------------------------------------------------------
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
;Joystick type:
;0 - Disable
;1 - Autodetect (not reliable under DOS)
;4 - 4 button
;6 - 6 button
;8 - 8 button
;20 - Sidewinder
;21 - SNESKey
;22 - PSX pad
;23 - N64 pad
P1.Joystick.type = 1
P2.Joystick.type = 1
ForceFeedback = 0 ;True to enable force feedback (DOS only)

;-------------------------------------------------------
; P1 Key config (configurable from M.U.G.E.N)
[P1 Keys]
Jump = 17
Crouch = 31
Left = 30
Right = 32
A = 75
B = 76
C = 77
X = 79
Y = 80
Z = 81
Start = 28

; P2 Key config (configurable from M.U.G.E.N)


[P2 Keys]
Jump = 200
Crouch = 208
Left = 203
Right = 205
A = 181
B = 181
C = 181
X = 181
Y = 181
Z = 181
Start = 181

[P1 Joystick] ;Default config


Jump = 1
Crouch = 2
Left = 3
Right = 4
A = 5
B = 6
C = 9
X = 7
Y = 8
Z = 10
Start = 13

[P2 Joystick] ;Default config


Jump = 1
Crouch = 2
Left = 3
Right = 4
A = 5
B = 6
C = 9
X = 7
Y = 8
Z = 10
Start = 13

[P1 Joystick Win] ;Default config for win


Jump = 1
Crouch = 2
Left = 3
Right = 4
A = 7
B = 8
C = 10
X = 6
Y = 5
Z = 9
Start = 14

[P2 Joystick Win] ;Default config for win


Jump = 33
Crouch = 34
Left = 35
Right = 36
A = 39
B = 40
C = 0
X = 37
Y = 38
Z = 0
Start = 0

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