dgenrc - file containing settings for dgen(1)
The file $HOME/.dgen/dgenrc is parsed by dgen(1) when the emuator is
started. It is used to set controller keys, as well as other
characteristics of the emulation. The contents of this file may be
overriden with the contents of another similarly-formatted file, via the
-r commandline switch.
Each rc file consists of an unlimited number of lines, which each have
the format ’fieldname = value’. A line may also be a comment, if it
begins with the hash mark (#) character.
Each fieldname is prepended by a name, which identifies the type of this
key_* A key value. May be set to a key identifier listed in the KEY
INDENTIFIERS section below.
bool_* A boolean value. "false", "no", and "0" values are taken as
false, while "true", "yes", and any number except 0 are taken as
int_* An integer value, greater than or equal to 0.
Some fields take special value sets, which are addressed in their
respective sections. None of the field names or values are case-
The fields fall under a few basic groups. They are listed below, with
their default values in brackets ():
Map keys to the first Genesis controller. Each of these fields has
a corresponding "key_pad2" field, to map to the second controller.
Use joysticks to emulate the controllers. Note that the keyboard
keys will still work if this value is set. This field is only
available if you have joystick support enabled.
Maps button number Y, on joystick X to a Genesis controller button.
Valid button values are "a", "b", "c", "x", "y", "z", "mode", and
"start". Joystick 1 will always emulate controller 1, and joystick
2 will always emulate controller 2.
Enable the sound subsystem.
Sound frequency to play at, in hertz (Hz).
Use 16-bit sound. If this is false, sound will be condensed to
8-bit (which causes a speed penalty).
Number of sound segments to use for sound buffering. Choosing a
lower value will lower the sound latency, but may cause performance
to hiccup if set too low. Should be a power of two from 4 to 32.
Use the OpenGL renderer, if it is available.
The width of the OpenGL window to use.
The height of the OpenGL window to use.
Try to run fullscreen, if possible.
Amount by which to scale the window from the default 320x240
resolution. This does not affect the OpenGL renderer; it only has
effect if the software renderer is in use.
Key to toggle fullscreen mode (this may do nothing if SDL doesn’t
support fullscreen toggling on your platform.)
Sets the current save-state slot to number X.
Saves state to the current slot.
Loads state from the current slot.
Fixes the checksum value. Some older games will freeze with a red
screen if the ROM has been hacked or modified with Game Genie
codes. If it does, pressing this, and resetting should fix the
Toggles Crap-TV image filters. So far, these filters are only
available if DGen was compiled with the x86 assembly routines.
Restart the Genesis emulation.
Switch CPU emulators. The x86 assembly CPU emulator StarScream is
fast, but has glitches which affect a few games. Switching to the
slower Musashi core will fix these problems, at a speed penalty.
Pause emulation, so you can concentrate on real life for a few
Take a screenshot.
Automatically load the saved state from slot 0 when DGen starts.
Automatically save the saved state to slot 0 upon exit. Setting
both of these fields true, you can exit DGen, and automatically
start a game where you left off when you start it again.
Automatically skip frames, when it is necessary to maintain proper
emulation speed. This has no effect if sound is enabled, as the
sound loop skips frames automatically to maintain constant sound
Run in fullscreen mode, if it is available.
Amount by which to scale the window. Setting this to 2 will double
the dimensions of the window, 3 will triple it, and so on. It must
be a positive integer.
Use OpenGL mode to render the screen, if available.
Width of the OpenGL resolution to use.
Height of the OpenGL resolution to use.
If set to a non-zero value, DGen will call usleep(3) with the
specified parameter after rendering each frame. This will slow the
program down (if it is running too fast on your computer), and
allow the operating system to reclaim some CPU time.
See the file "sample.dgenrc" in the DGen/SDL distribution.
A key identifier can have the prefixes "shift-", "ctrl-", "alt-" and
"meta-", or any combination thereof, to require that the specified
modifier be pressed in combination with the key. For example, the
identifier "alt-enter" would correspond to holding down the Alt key while
pressing Enter. The numbers "0" through "9" ("kp_0" through "kp_9" for
the numeric keypad), letters "A" through "Z", and function keys "F1"
through "F12" map to their key equivalents. In addition, the following
identifiers map to their similarly-labeled key counterparts. Identifiers
on the same line map to the same key:
This manual page was written by Joe Groff 〈email@example.com〉.