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<?xml version="1.0"?>
<!--
Video Settings
-->
<video>
<!-- Set Screen Mode:
0 is windowed,
1 is full-screen
2 is full-screen stretched, no borders. (Aspect ratio will be lost. Scanlines will be disabled.)
-->
<mode>0</mode>
<!--
Windowed Mode Settings
Scale: Scale or zoom factor for window mode. 1 is original size.
-->
<window>
<scale>2</scale>
</window>
<!--
Scanline intensity.
0 = No scanlines
100 = Solid black
A value of 35 looks good on my LCD monitor.
Note that scanlines require a scale factor of 2 or more.
Scanlines do not work in full-screen stretch mode.
Scanlines may result in some borders around the screen in full-screen mode.
-->
<scanlines>0</scanlines>
<!-- FPS
0 = 30 FPS. Optimized Mode (Slow computers)
1 = 30/60 FPS. Original Game Mode. (The original experience)
2 = 60 FPS. Smooth Mode. (Full 60fps)
-->
<fps>2</fps>
<!-- Enable FPS Counter -->
<fps_counter>0</fps_counter>
<!-- Enhanced Widescreen Mode -->
<widescreen>1</widescreen>
<!-- Higher Internal Resolution. Better Sprite Scaling, but has a performance hit.
Disable for original experience. -->
<hires>0</hires>
<!-- Open GL Filtering for Scaling. 0 = Nearest Neighbour. 1 = Linear -->
<filtering>0</filtering>
</video>
<!--
Sound Settings
-->
<sound>
<!-- Toggle Sound -->
<enable>1</enable>
<!-- Advertise Sound In Attract Mode -->
<advertise>1</advertise>
<!-- Preview Sound On Music Selection Screen (Enhancement, Off in original game) -->
<preview>1</preview>
<!-- OutRun shipped with a corrupt PCM sample ROM. This uses the repaired ROM 'opr-10188.71f' -->
<fix_samples>0</fix_samples>
<!-- Custom Music: Play a WAV file instead of the inbuilt music -->
<custom_music>
<!-- Magical Sound Shower Replacement -->
<track1 enabled = "0">
<title>MAGICAL SOUND SHOWER REMIX</title>
<filename>track1.wav</filename>
</track1>
<!-- Passing Breeze Replacement -->
<track2 enabled = "0">
<title>PASSING BREEZE REMIX</title>
<filename>track2.wav</filename>
</track2>
<!-- Splash Wave Replacement -->
<track3 enabled = "0">
<title>SPLASH WAVE REMIX</title>
<filename>track3.wav</filename>
</track3>
<track4 enabled = "0">
<title>LAST WAVE REMIX</title>
<filename>track4.wav</filename>
</track4>
</custom_music>
</sound>
<!--
CannonBoard Arduino Based Interface
-->
<cannonboard enabled = "0">
<!-- Port Name -->
<port>COM6</port>
<!-- Baud Rate -->
<baud>57600</baud>
<!-- Machine Type. 0 = Moving, 1 = Up Cockpit, 2 = Mini -->
<cabinet>0</cabinet>
<!-- Write Debug Information To Console-->
<debug>1</debug>
</cannonboard>
<!--
Controls Settings
There are two high level modes
0 = Standard PC Input (keyboard/joypad/wheel)
1 = Original OutRun Controls (Requires CannonBoard PCB setup)
-->
<controls mode = "1">
<!-- Gears:
0 = Manual (Click to shift, for normal play)
1 = Manual (Hold to shift, for cabinet play)
2 = Manual (Separate Buttons for High/Low)
3 = Automatic
-->
<gear>0</gear>
<!-- Use the N'th joystick on the system. -->
<pad_id>0</pad_id>
<!-- Keyboard Button Configuration. Easiest to configure with inbuilt menu. -->
<keyconfig>
<up>273</up>
<down>274</down>
<left>276</left>
<right>275</right>
<acc>122</acc>
<brake>120</brake>
<gear1>32</gear1>
<gear2>32</gear2>
<start>49</start>
<coin>53</coin>
<menu>286</menu>
<view>304</view>
</keyconfig>
<!-- Gamepad / Joystick Button Configuration. Easiest to configure with inbuilt menu. -->
<padconfig>
<acc>0</acc>
<brake>1</brake>
<gear1>2</gear1>
<gear2>2</gear2>
<start>3</start>
<coin>4</coin>
<menu>5</menu>
<view>6</view>
</padconfig>
<!-- Digital Controls: Steering Adjust Speed (1 to 9) -->
<steerspeed>3</steerspeed>
<!-- Digital Controls: Pedal Adjust Speed (1 to 9) -->
<pedalspeed>4</pedalspeed>
<!-- Analog Controls
0 = Off
1 = On
2 = Wheel Only
-->
<analog enabled = "0">
<!-- Select axis for analog controls
You can place the accelerator and the brake on the same axis if your controller
has a split axis setup.
For an XBox 360 Controller, the wheel should be axis 0 and the pedals on axis 2.
-->
<axis>
<wheel>0</wheel>
<accel>2</accel>
<brake>3</brake>
</axis>
<!-- Analog Wheel Settings -->
<wheel>
<!-- Amount of wheel turning circle to use.
Example: 0 means use the entire wheel (this works best if haptic is enabled)
larger values mean to progressively use less of the wheel turning circle -->
<zone>0</zone>
<!-- Dead Zone In Centre Of Wheel. Total Wheel Range = 128
A Dead zone is useful if the centre accuracy of your wheel is poor.
A good Logitech Racing wheel should not need this -->
<dead>0</dead>
</wheel>
<!-- Analog Pedal Settings -->
<pedals>
<!-- Central Dead Zone: Only used for split axis controls -->
<dead>1</dead>
</pedals>
<!-- Force Feedback / Haptic Support -->
<haptic enabled = "0">
<!-- Make both of the below values negative,
if force feedback is in the wrong direction -->
<!-- Maximum Force To Apply (0 to 10000) -->
<max_force>8500</max_force>
<!-- Minimum Force To Apply (0 to max_force) -->
<min_force>7000</min_force>
<!-- Length of each effect. (1/x seconds) 1/20th suggested. -->
<force_duration>20</force_duration>
</haptic>
</analog>
</controls>
<!--
Game Engine Settings
-->
<engine>
<!-- Game Time:
0 = Easy (80 seconds)
1 = Normal (75 seconds)
2 = Hard (72 seconds)
3 = Very Hard (70 seconds)
4 = Infinite Time
-->
<time>0</time>
<!-- Traffic Difficulty:
0 = Easy,
1 = Normal,
2 = Hard,
3 = Very Hard
4 = No Traffic
-->
<traffic>1</traffic>
<!-- Freeplay Mode -->
<freeplay>0</freeplay>
<!-- The original Japanese release of OutRun featured slightly different
tracks and course ordering.
Requires additional ROM files:
epr-10380.133, epr-10382.118, epr-10381.132, epr-10383.117
epr-10327.76, epr-10329.58, epr-10328.75, epr-10330.57
--->
<japanese_tracks>0</japanese_tracks>
<!-- Swap In Prototype Coconut Beach Track -->
<prototype>0</prototype>
<!-- Increase the number of allowed level objects.
This fixes the broken arches in Gateway for example.
--->
<levelobjects>1</levelobjects>
<!-- Use the original random number generator seed to match the setup of
the original game. Disable to use a truly random setup.
This will affect initial traffic patterns in attract mode for example.
-->
<randomgen>1</randomgen>
<!-- Fix minor bugs present in the original engine. -->
<!-- Tile on music select screen, ms value at checkpoint etc. -->
<fix_bugs>1</fix_bugs>
<!-- Fixes two timing bugs:
1. The hundredths of seconds lookup table contains 64 values but there should only be 60 values
Therefore it takes 31 frames to decrement 1 second on the countdown timer (it should be 30)
2. Timer counts down 1 complete second AFTER timer reaches zero (it should stop at zero) -->
<fix_timer>0</fix_timer>
<!-- Use new Attract Mode which demos different viewpoints and has improved
Ferrari AI when driving
-->
<new_attract>1</new_attract>
<!-- Display debug info that's useful for LayOut track editing -->
<layout_debug>0</layout_debug>
</engine>
<!-- Settings for Time Trial Mode -->
<time_trial>
<!-- Default Number of Laps (1 - 5) -->
<laps>3</laps>
<!-- Default Amount of Traffic (0 - 8), where 0 is off -->
<traffic>3</traffic>
</time_trial>
<!-- Settings for Continuous Mode -->
<continuous>
<!-- Default Amount of Traffic (0 - 8), where 0 is off -->
<traffic>3</traffic>
</continuous>
<!--
Use the inbuilt menu system.
You can disable it and edit this config file instead if it makes more sense for your system.
-->
<menu>
<enabled>1</enabled>
<roadspeed>25</roadspeed>
</menu>
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