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Rev Author Line No. Line
496 alone 1
;    Number required for registered version of MapWin32 Pro,
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;    see mapwin32pro.html for details
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;    00000000=MappyWin32 full version
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;    00000001=MapWin32 Pro demo version (no save, some exports disabled)
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;    ????????=MapWin32 Pro full version (valid numbers only)
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;
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;    Enter registration number on the next line:
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proregnumber=00000000
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;
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;
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;    Starting width and height of editor in pixels
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;    It is best to leave this at 640x480 and use the maximize button
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;    to the left of the 'X' close gadget to fill the screen
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;
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width=640
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height=480
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;
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;
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;    graphicsmem:
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;    Amount of memory (in mb) to use for graphics tiles, should be higher than
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;    the amount listed in Map Properties for Graphics/1mb
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;
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graphicsmem=8
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;
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;
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;    folder:
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;    Folder used for file requests on first use
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;    . is the current folder
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;    blank (folder=) is the windows default (My Documents or last folder)
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;    otherwise, a normal path like: folder=c:\maps
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;
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folder=.
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;
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;
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;    backups:
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;    0 = no backups are made when saving
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;    1 = existing map with same name is renamed to *.BAK when saving
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;
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backups=0
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;
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;
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;    wlayout:
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;    -1=Windows are not resized when MappyWin32 is minimized, resized etc
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;    0=Map window on left, block window on right
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;    1=Block window on left, map window on right
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;
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wlayout=0
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;
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;
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;    panelpro: (MapWin32 Pro only)
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;    0 = No panel (right click block window to change panel)
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;    1 = Cluster style panel (default)
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;    2 = Bar style panel
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;
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panelpro=1
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;
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prographbg=1
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sortobjects=0
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;
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;
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;
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;    panelzoom:
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;    0 = Zoom in Block window always x1
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;    1 = Zoom in Block window same as map window
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;
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panelzoom=1
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;
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;
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;    luafilemenu:
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;    0=disabled
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;    1=enabled, file menu options are replaced with luascripts,
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;    for example: File: New map would run luascr/luafilenewmap.lua,
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;    File: Open would run luascr/luafileopen.lua etc (if they exist).
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;
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luafilemenu=0
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;
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;
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;    lua scripts
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;    these are files in the luascr folder, they are textfiles that allow
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;    custom functions to be written (see www.lua.org for language details)
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;    to add them list them here preceded by lua01 to lua16, they appear
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;    in the Custom menu. You can also drag and drop .lua scripts onto the editor
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;
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lua01=Export Flash actionscript.lua
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lua02=Export binary file.lua
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lua03=Set palette index.lua
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lua04=Swap palette indexes.lua
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lua05=Solid rectangle.lua
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lua06=Autofringe.lua
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lua07=Read textfile.lua
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lua08=Export GBA 16x16 table.lua
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lua09=Tile graphic test.lua
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lua10=Random distribution.lua
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lua11=Merge layers.lua
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lua12=Show mouse coords.lua
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lua13=Find block in map.lua
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lua14=Set colourkey transparency.lua
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lua15=Set Text Strings.lua
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;
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;
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;    function keys
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;    you can set function keys F1 to F10 to any CM_ function, with the
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;    corresponding CM_ number (ie: help is 119). See mapwin.htm 'shortcuts'
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;
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keyF1=119
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;
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;
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;    numeric keys (main keyboard)
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;    can be defined to CM_ functions like function keys
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;
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key1=123
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key2=124
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key3=125
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;
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;
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;    mousebuttons:
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;    use lbutton, mbutton, rbutton, xbutton1 etc
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;    values 0 to 10 are from the list in custom:mousebuttons
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;    values 100 on are commands (like with keys), example:
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;    lbutton=400 runs lua script 1 on click
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;
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;
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;    thumbtrack:
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;    0 = map display does not update when scrollbars are being dragged
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;    1 = map display updates when scrollbars are being dragged
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;
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thumbtrack=1
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;
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;
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;    mwheelstyle:
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;    0 = mousewheel scrolls map over map window, blocks over block window
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;    1 = mousewheel scroll block window anywhere (hold wheelbutton to select blocks)
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;
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mwheelstyle=0
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;
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;
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;    mwheelblks:
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;    mwheelblks=amount of blocks to scroll
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;
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mwheelblks=2
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;
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;
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;    showuser (also in MapTools menu):
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;    0=off
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;    1 to 7 = show a user field (1 to 7) on top of the blocks if not 0
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;    8 = show flags over blocks
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;
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showuser=0
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;
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;
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;    wnesmode:
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;    0=off, 1 = on. For 3D libraries like MappyGL shows red lines for vertical walls
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;
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wnesmode=0
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;
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;
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;    tbarname:
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;    0=off (Titlebar shows 'Mappy - Win32')
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;    1=on (shows map name then 'MappyWin32')
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;
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tbarname=1
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;
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;
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;    tbarinfo:
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;    0=Map window has 'Map Editor' in titlebar at all times
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;    1=Map window has current 'X #/#, Y #/#, Block/Anim #'
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;    2=Map window has current 'X #/#, Y #/#, Block/Anim # (blockdetails)'
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;    3=Map window has current 'X #/#, Y #/#, Layer #/#, Block/Anim #'
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;    4=Map window has current 'X #/#, Y #/#, Layer #/#, Block/Anim # (blockdetails)'
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;    5=Map window has current 'X #/#, Y #/#, Layer #/#, Block/Anim # [TextString]'
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;    6=Map window has current 'X #/#, Y #/#, [Layer name] #/#, Block/Anim # [TextString]'
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;
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tbarinfo=6
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;
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;
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;    grid:
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;    0=No grid
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;    1=Block under mousepointer is highlighted in Map window
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;    2=Block under mousepointer is highlighted in Map window and tiles
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;      in Block editor have a border
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;
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grid=1
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;
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;
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;    zoom:
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;    -4=Blocks are displayed 1/4 actual size
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;    -2=Blocks are displayed half actual size
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;    1=Blocks are displayed actual size
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;    2=Blocks are displayed 2x actual size
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;    4=Blocks are displayed 4x actual size
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;
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zoom=1
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;
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;
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;    zmstyle: (zoom style)
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;    0=software (experimental)
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;    1=hardware
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;
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zmstyle=0
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;
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;
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;    picklayer:
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;    #=Layer to toggle with 'o' key
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;
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picklayer=1
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;
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;
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;    flippedtiles: (recommended only for GBA, disables iso split pillars)
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;    0=flipping of tiles disabled
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;    1=flipping of tiles enabled (last 2 boxes in other block properties)
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;
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flippedtiles=0
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;
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;
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;    rotatedtiles: (recommended only for MappyGL, disables iso split pillars)
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;    0=rotating of tiles disabled
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;    1=rotating of tiles enabled (user7 box = 1, 2 or 3 in block properties)
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;
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rotatedtiles=0
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;
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;
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;    trans...:
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;    transparency colours (all values 0 to 255)
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;
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transred=255
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transgreen=0
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transblue=255
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trans8bit=0
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;
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;
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;    apmode: (anim preview default mode)
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;    string must be exactly as in preview setup
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;
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apmode="640*480 8bpp ?hz"
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;
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;
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;    importskip:
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;    0=all blocks imported (recommended for .MAP files)
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;    1=all blocks except entirely black blocks are imported
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;    2=first block imported if not black, all other blocks imported, until
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;      all further blocks are black (recommended for .FMP files)
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;
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importskip=2
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;
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;
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;    simpleimport:
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;    0=off Questions are asked about how to import block graphics
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;    1=on  MappyWin32 calculates how to import block graphics
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;
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simpleimport=1
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;
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;
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;    textexportopts:
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;    These correspond to the checkboxes in the export as text dialogue
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;    CONST,CMAP,ANIBLKSTR,MAPARRAY,BLKGFX,MA2D,MA1D,MAALL,MASINGLE,
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;    MERGEFLIP,16COL,CMAPRGB,CMAPGBA,ANIBLKSTRCUT,UNUSED,RESOLVEBG,
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;    GBA8X816,USEPREFIX,OBJSTR,OBJSTRCUT,AREASTR,0,0,0,0
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;    default: textexportopts=110101010000100111000000
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;
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textexportopts=110101010000100111000000
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;
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;
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;    csvadjust:
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;    #=adjustment value for map arrays when exporting .CSV and .TXT
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;
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csvadjust=0
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;
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;
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;    csvusebg:
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;    0=use block structure number in array when exporting .CSV
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;    1=use BG field in array when exporting .CSV
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;
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csvusebg=1
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;
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;
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;    .MAP format values
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;    see docs 'The MAP file format'
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;
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maptype="LW4H4A4-1"
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mapdefw=100
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mapdefh=100
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mapdefbw=0
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mapdefbh=32
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mapdefBMP="nodefault.bmp"
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mapstaggerx=0
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mapstaggery=0
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mapclickmask=0