Jump to content

Recommended Posts

Posted (edited)

I know the ini file is in constant flux during development but here's what I know so far. I hope this helps anyone using the macOS builds.

 

Tables with ROMs will use (I think) libPinMAME to display a DMD. There's also FlexDMD settings that follow the same format as the PinMAME settings.

PinMAMEPath = 			<- Path to the pinmame folder. (Default is ~/.pinmame)
PinMAMEWindow = 		<- 0 turns DMD window off, 1 turns DMD window on (Default is 1)
PinMAMEWindowX = 		<- X pixel coordinate of top-left corner of DMD window
PinMAMEWindowY = 		<- Y pixel coordinate of top-left corner of DMD window
PinMAMEWindowWidth = 		<- Width of DMD window
PinMAMEWindowHeight = 		<- Height of DMD window
PinMAMEWindowRotation = 	<- Presumably rotates the DMD window but doesn't currently do anything

 

The B2S backglass settings (some of these are still a mystery to me):

B2SHideGrill = 			<- 0 to show grill (if it exists), 1 to hide grill
B2SHideB2SDMD = 		<- 0 to show extra DMD frame (if it exists), 1 to hide extra DMD frame
B2SHideB2SBackglass = 		<- 0 to show backglass, 1 to hide backglass
B2SHideDMD = 			<- No clue what this does... doesn't seem to do anything on the macOS build
B2SDualMode = 			<- No clue
B2SWindows = 			<- 0 to hide all the B2S windows (grill, DMD frame, backglass), 1 to show them according to the other settings
B2SBackglassX = 		<- X pixel coordinate for top-left corner of backglass
B2SBackglassY = 		<- Y pixel coordinate for top-left corner of backglass
B2SBackglassWidth = 		<- Pixel width of the backglass
B2SBackglassHeight = 		<- Pixel height of the backglass
B2SBackglassRotation = 		<- Supposed to rotate the backglass but doesn't currently work on the macOS build
B2SDMDX = 			<- X pixel coordinate fot top-left corner of DMD frame?
B2SDMDY = 			<- Y pixel coordinate fot top-left corner of DMD frame?
B2SDMDWidth = 			<- Pixel width of DMD frame?
B2SDMDHeight = 			<- Pixel height of DMD frame?
B2SDMDRotation = 		<- Supposed to rotate the DMD frame but doesn't currently work on the macOS build
B2SDMDFlipY = 			<- Flips frame vertically
B2SPlugins = 			<- No clue

 

BGSet is already documented in the .ini file:

; Defines the view mode used when running a table
; 0 - Desktop (default)
; 1 - Fullscreen: Gives you a top-down view on the playfield. For cabinet use or multi-window on desktop.
; 2 - Full Single Screen (FSS): Tries to show the whole machine including backglass if set up by the tabledesigner. Falls back to desktop view.
BGSet = 

 

SyncMode are MaxFramerate are already documented in the .ini file. However, if you really want unbound frame rates, set MaxFramerate to 0 as indicated but also set SyncMode to 0:

; Sync the frame rate with the refresh rate of your monitor
; 0 - None: No synchronization.
; 1 - Vertical Sync: Synchronize on video sync which avoids video tearing, but has higher input latency.
; 2 - Adaptive Sync: Synchronize on video sync, except for late frames (below target FPS), also has higher input latency.
; 3 - Frame Pacing (default): Targets real time simulation with low input- and video-latency (also dynamically adjusts framerate).
SyncMode = 
; Maximum frame rate. Will influence input latency unless frame pacing is configured.
; Defaults to the playfield display refresh rate.
; Use 0 for unbound frame rate.
; Will apply a minimum of 24fps.
MaxFramerate = 

 

Here comes some undocumented stuff that is probably subject to change (for example, one is currently called FXAA but it's really just an anti-aliasing setting with different algorithmic options):

; Anti-aliasing
; 0 - Disabled
; 1 - Fast FXAA
; 2 - Standard FXAA
; 3 - Quality FXAA
; 4 - Fast NFAA
; 5 - Standard DLLA
; 6 - Quality SMAA
FXAA =
; Sharpen
; 0 - Disabled
; 1 - CAS
; 2 - Bilateral CAS
Sharpen = 
; Ambient Occlusion (Crazy double negative setting)
; 0 = Enabled
; 1 = Disabled
DisableAO = 
; Ambient Occlusion Settings (Pretty sure DisableAO needs to be set to 0 for these to take effect)
; 0 = Static
; 1 = Dynamic
DynamicAO = 
; Screen Space Reflections
; 0 - Disable screen space reflections
; 1 - Enable screen space reflections
SSRefl = 
; Playfield Reflection
; 0 = Disable reflections (default?)
; 1 = Balls only
; 2 = Static only
; 3 = Static and balls
; 4 = Static and unsynced dynamics
; 5 = Dynamic
PFReflection =
; Max Texture Dimension
; 0 - Unlimited (default)
MaxTexDimension =
; Anti-aliasing Supersampling
; 0.00 to 2.00
AAFactor =
; MSAA Samples
; 0 - None
; 4 - 4 samples
; 6 - 6 samples
; 8 - 8 samples
MSAASamples =
; Bloom Effects
; 0 - Enabled
; 1 - Disabled
ForceBloomOff =
; Ball Motion Blur
; 0 - Enabled
; 1 - Disabled
ForceMotionBlurOff = 
; Anisotropic Texture Filtering
; 0 - Disabled
; 1 - Enabled
ForceAnisotropicFiltering = 

 

If you want to play a table using the VR assets (room, cabinet, backglass… if the author has provided them) set RenderingModeOverride = 2. Note that this doesn't override BGSet if BGSet is set to 1 (cabinet mode). Also note that for some less recent tables (including even quite a few of the VPW tables), you will need to extract the vbs script and manually set a VR_Room or VRRoom constant to 1 (or 2 or 3 depending on the type of VR room you want, some authors provide a themed room and/or minimalist rooms).

; Rendering Mode Override
; 0 - not sure
; 1 - not sure
; 2 - VR Mode
RenderingModeOverride = 

 

Edited by foofoorabbit
  • 2 months later...
  • 3 weeks later...
  • 3 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...