; ----------------------------------------------------------------------------- ; Path settings ; ----------------------------------------------------------------------------- [vfs] ; Insert the path to the game AMFS directory here (contains ICF1 and ICF2) amfs= ; Insert the path to the game Option (mdata) directory here (contains Mxxx directories) option= ; Create an empty directory somewhere and insert the path here. ; This directory may be shared between multiple SEGA games. ; NOTE: This has nothing to do with Windows %APPDATA%. appdata= ; ----------------------------------------------------------------------------- ; Device settings ; ----------------------------------------------------------------------------- [aime] ; Enable Aime card reader assembly emulation. Disable to use a real SEGA Aime ; reader. enable=1 aimePath=DEVICE\aime.txt ; Virtual-key code. If this button is **held** then the emulated IC card reader ; emulates an IC card in its proximity. A variety of different IC cards can be ; emulated; the exact choice of card that is emulated depends on the presence or ; absence of the configured card ID files. Default is the Return key. scan=0x0D ; ----------------------------------------------------------------------------- ; Network settings ; ----------------------------------------------------------------------------- [dns] ; Insert the hostname or IP address of the server you wish to use here. ; Note that 127.0.0.1, localhost etc are specifically rejected. default=127.0.0.1 [netenv] ; Simulate an ideal LAN environment. This may interfere with head-to-head play. ; Chunithm is extremely picky about its LAN environment, so leaving this ; setting enabled is strongly recommended. enable=1 ; The final octet of the local host's IP address on the virtualized subnet (so, ; if the keychip subnet is `192.168.32.0` and this value is set to `11`, then the ; local host's virtualized LAN IP is `192.168.32.11`). addrSuffix=11 ; ----------------------------------------------------------------------------- ; Board settings ; ----------------------------------------------------------------------------- [gpio] ; Emulated Nu DIP switch for Distribution Server setting. ; ; If multiple machines are present on the same LAN then set this to 1 on ; exactly one machine and set this to 0 on all others. dipsw1=1 ; Chassis Test button virtual-key code. Default is the F4 key. sw1=0x73 ; Chassis Service button virtual-key code. Default is the F5 key. sw2=0x74 [keychip] ; Keychip serial number. Keychip serials observed in the wild follow this ; pattern: `A\d{2}(E|X)-(01|20)[ABCDU]\d{8}`. id=A69E-01A88888888 ; The /24 LAN subnet that the emulated keychip will tell the game to expect. ; If you disable netenv then you must set this to your LAN's IP subnet, and ; that subnet must start with 192.168. subnet=192.168.78.0 [pcbid] ; Set the Windows host name. This should be an ALLS MAIN ID, without the ; hyphen (which is not a valid character in a Windows host name). serialNo=ACAE01A99999999 ; ----------------------------------------------------------------------------- ; Misc. hooks settings ; ----------------------------------------------------------------------------- [touch] ; Enable/Disable Elo Touchsystems 2701 (SEGA 838-14772) emulation. enable=1 ; Touchscreen input type, use "mouse" for mouse or "wintouch" for touchscreen. mode=mouse [gfx] ; Enables the graphics hook. If you use a third-party render hook, this ; should be turned off. enable=1 ; Force the game to run windowed. windowed=0 ; Add a frame to the game window if running windowed. framed=0 [printer] ; MITSUBISHI CP9550DS printer emulation setting. enable=1 ; Insert the path to the image output directory here. printerOutPath="DEVICE\print" ; Change the printer serial number here. Maximum 6 characters. serialNo=FAKEPR ; Printing time in seconds. Set to 0 to instantly complete. printTime=35 ; ----------------------------------------------------------------------------- ; Custom IO settings ; ----------------------------------------------------------------------------- [aimeio] ; To use a custom card reader IO DLL enter its path here. ; Leave empty if you want to use Segatools built-in keyboard input. ; If empty, SEGATOOLS_AIMEIO_PATH is used if set, followed by ; SEGATOOLS_IO_ROOT\aimeio.dll. path= [divaio] ; To use a custom Project DIVA Arcade IO DLL enter its path here. ; Leave empty if you want to use Segatools built-in gamepad/wheel input. ; If empty, SEGATOOLS_DIVAIO_PATH is used if set, followed by ; SEGATOOLS_IO_ROOT\divaio.dll. path= ; ----------------------------------------------------------------------------- ; Input settings ; ----------------------------------------------------------------------------- ; Keyboard bindings are specified as hexadecimal (prefixed with 0x) or decimal ; (not prefixed with 0x) virtual-key codes, a list of which can be found here: ; ; https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes ; ; This is, admittedly, not the most user-friendly configuration method in the ; world. An improved solution will be provided later. [io3] ; Test button virtual-key code. Default is the F1 key. test=0x70 ; Service button virtual-key code. Default is the F2 key. service=0x71 ; Keyboard button to increment coin counter. Default is the F3 key. coin=0x72 ; Minimum time in milliseconds a button needs to be pressed down for a hold-transfer. ; ; On the console versions, you can quickly press a button by alternating the primary ; and the extra button of the same symbol. This still works while the first button is ; being registered as down. The arcade version does not know this concept, so we need ; to trick a little to get this to work. ; ; For example: If you are pressing Cross, and you are pressing D-Pad Down while Cross ; is still being registered as pressed, DivaIO will release Cross for a single frame ; to make sure the second press registers as a press. ; ; Unfortunately this will break "hold transfers", i.e. pressing and holding Cross for ; a HOLD note and then pressing D-Pad Down while also holding Cross and then releasing ; Cross so you do not break the hold note. Therefore you can specify here a timeout ; range when switching from a button of the same symbol while both are being registered ; as pressed to keep it being held down instead of releasing it for one frame. ; ; The default timeline looks as follow: ; <---DOUBLETAP---><-----------HOLD-TRANSFER-----------> ; | | | | | ; 0s 0.5s 1s 2s 3s ; 1st Tap ; ; These settings work regardless of input mode. ; Please note that the resolution of the timer used is in the 10-16ms range. ; If you do not want to use hold-transfers (and always re-tap), set both values to 0. holdTransferTimeMin=500 holdTransferTimeMax=2000 ;doubleTapReleaseDelayFrames=1 ; Input mode. Use "keyboard" for keyboard, "dinput" for DirectInput or ; "xinput" for XInput. mode=keyboard [slider] ; Enable slider emulation. If you have real AC slider, set this to 0. ; Slider serial port must be COM11. ;enable=1 ; Key bindings for automatic sliding. When the specified key is held down, ; the slider is constantly swiped into that direction. If both are pressed, ; two swipes into opposite directions are performed. This is PS4 behaviour. ; By default, this is left shift and right shift. autoSlideLeft=0xA0 autoSlideRight=0xA1 ; Key bindings for each of the 32 touch cells, if auto-sliding is not used. ; The default key map, depicted in left-to-right order, is as follows: ; ; QQQQWWWWEEEERRRRUUUUIIIIOOOOPPPP ; ;cell1=0x51 ;cell2=0x51 ; ... ;cell31=0x50 ;cell32=0x50 [keyboard] ; Defaults: ; ; Triangle: Up Arrow ; Square: Left Arrow ; Cross: Down Arrow ; Circle: Right Arrow ; Start: Space triangle=0x27 square=0x28 cross=0x25 circle=0x26 start=0x20 [dinput] ; Name of the DirectInput device to use (or any text that occurs in its name) ; Example: Wireless Controller ; ; If this is left blank then the first DirectInput device will be used. deviceName= ; DirectInput button numbers to map to menu inputs. Note that buttons are ; numbered from 1; some software numbers buttons from 0. ; Use 0 to disable a button. The defaults are for a PS4 controller. test=9 service=14 triangle=4 square=1 cross=2 circle=3 start=10 ; Secondary bindings for the game buttons. These can be used for alternating ; or hold-transfers like in the PS4 version. If your controller reports ; directional buttons as a hat switch, you don't need to bind these. extraTriangle=0 extraSquare=0 extraCross=0 extraCircle=0 ; Bindings for automatic sliding. When the specified button is held down, ; the slider is constantly swiped into that direction. If both are pressed, ; two swipes into opposite directions are performed. This is PS4 behaviour. autoSlideLeftButton=5 autoSlideRightButton=6 ; Axes to use for auto-sliding. Valid axis names are: ; ; X, Y, Z, RX, RY, RZ, U, V ; ; (U and V are old names for Slider 1 and Slider 2 - DirectInput sliders, ; not the Project Diva slider device) ; ; By default, the positive direction will slide to the right, and the ; negative direction will slide to the left. This can be inverted if desired. ; PS4 behaviour is axis1 being the left stick and axis2 being the right stick. autoSlideAxis1=X autoSlideAxis2=Z autoSlideAxis1Invert=0 autoSlideAxis2Invert=0 [xinput] ; On XInput controllers, buttons are fixed depending on their position. ; A / Pad Down = Cross ; B / Pad Right = Circle ; X / Pad Left = Square ; Y / Pad Up = Triangle ; Start = Start ; Left Stick Horizontal = Auto-Slide 1 ; Right Stick Horizontal = Auto-Slide 2 ; LB / LT = Auto-Slide 1 ; RB / RT = Auto-Slide 2 ; Enables SELECT to be used as TEST. useSelect=0