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TeamTofuShop_segatools/dist/apm3/segatools.ini
T

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INI

; -----------------------------------------------------------------------------
; Path settings
; -----------------------------------------------------------------------------
[vfs]
; Insert the path to the game AMFS directory here (contains ICF1 and ICF2)
amfs=
; Insert the path to the game Option directory here (contains Axxx 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
[vfd]
; Enable VFD emulation. Disable to use a real VFD
; GP1232A02A FUTABA assembly.
enable=1
[led15093]
; 837-15093-06 LED board emulation setting.
enable=1
; COM port number for the LED board.
portNo1=2
; -----------------------------------------------------------------------------
; 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.
; SEGA games are somewhat picky about their LAN environment, so leaving this
; setting enabled is 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
; -----------------------------------------------------------------------------
[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=192.168.168.0
; Override the game's four-character platform code (e.g. `AAV2` for Nu 2). This
; is actually supposed to be a separate three-character `platformId` and
; integer `modelType` setting, but they are combined here for convenience.
; Use `ACA1` for the Server/Client, depending on the dipsw1
; Use `ACA5` for the Standalone mode
platformId=ACA1
[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
[system]
; Enable ALLS system settings.
enable=1
; Enable freeplay mode. This will disable the coin slot and set the game to
; freeplay. Keep in mind that some game modes (e.g. Freedom/Time Modes) will not
; allow you to start a game in freeplay mode.
freeplay=0
; LAN Install: 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
; -----------------------------------------------------------------------------
; Misc. hook settings
; -----------------------------------------------------------------------------
[touch]
; WinTouch emulation setting.
enable=1
remap=1
cursor=1
[unity]
; Enable Unity hook. This will allow you to run custom .NET code before the game
enable=1
; Path to a .NET DLL that should run before the game. Useful for loading
; modding frameworks such as BepInEx.
targetAssembly=
[mount]
; Enables W: drive mapping instead of using .vhd files
enable=1
; Delays the mount operation by a slight bit, so the launch sound effect
; is not cut off.
delay=1
; -----------------------------------------------------------------------------
; 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.
path=
[apm3io]
; To use a custom APM3 IO DLL enter its path here.
; Leave empty if you want to use Segatools built-in gamepad input.
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.
[io4]
; 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
; Input API selection for IO4 input emulator.
; Set "keyboard" to use keyboard input, "xinput" to use a gamepad, "dinput" to
; use an arcade stick.
mode=keyboard
; Button mappings for the 8 vewlix arcade stick buttons.
;
; :=**#*+-. :+#@@@@#*- -*#@@@@#+:
; =%@@@@@@@@@#: -%@@@@@@@@@@%- -%@@@@@@@@@@%-
; #@@@@@@@@@@@@@+ +@@@@@@@@@@@@@@+ +@@@@@@@@@@@@@@=
; :::: *@@@@@ @@@@@- .@@@@@ @@@@@@. .@@@@@ @@@@@@
; :+%@@@@@@%*: %@@@@@ [2] @@@@@+ :@@@@@ [3] @@@@@@: :@@@@@ [4] @@@@@@
; #@@@@@@@@@@@@# +@@@@@ @@@@@: #@@@@ @@@@@# #@@@@ @@@@@*
; #@@@@ @@@@@# *@@@@@@@@@@@@@= *@@@@@@@@@@@@* *@@@@@@@@@@@@*
; @@@@@ [1] @@@@@@: -#@@@@@@@@@*. .+%@@@@@@%+. :*%@@@@@@%+.
; @@@@@ @@@@@@. :=++=-: .::. .::.
; =@@@@@@@@@@@@@@+
; -%@@@@@@@@@@%- =*%@@@%#=. :+#%@@@%*- .=#@@@@@%*-
; :+#%@@%#+- *@@@@@@@@@@@#. :#@@@@@@@@@@@+ +@@@@@@@@@@@%-
; %@@@@@@@@@@@@@@. -@@@@@@@@@@@@@@% #@@@@@@@@@@@@@@-
; .:::. +@@@@@ @@@@@# %@@@@@ @@@@@- -@@@@@@ @@@@%
; =#@@@@@@@#- +@@@@@ [6] @@@@@# @@@@@@ [7] @@@@@= -@@@@@@ [8] @@@@@
; =@@@@@@@@@@@@%. .@@@@@ @@@@@- =@@@@@ @@@@@. %@@@@@ @@@@=
; +@@@@@ @@@@@. :%@@@@@@@@@@@@- =@@@@@@@@@@@@#. *@@@@@@@@@@@@=
; @@@@@@ [5] @@@@@+ -*@@@@@@@#= =#@@@@@@%*: :+#@@@@@@*=
; %@@@@@ @@@@@= .:. ..:. ..
; :@@@@@@@@@@@@@@#
; .#@@@@@@@@@@@+
; .::.
[keyboard]
; START button (default: P)
start=0x50
; HOME button (default: O)
home=0x4F
; Buttons for the fight stick (default: arrows)
up=0x26
right=0x27
down=0x28
left=0x25
; Defaults:
; Q W E R
; A S D F
button1=0x51
button2=0x57
button3=0x45
button4=0x52
button5=0x41
button6=0x53
button7=0x44
button8=0x46
[xinput]
; Defaults:
; A B LB RB
; X Y LT RT
; Use the left thumbstick for directional controls on XInput controllers.
analogStickEnabled=1
[dinput]
; Name of the DirectInput stick to use (or any text that occurs in its name)
; Example: TE2+
;
; 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.
start=9
home=10
button1=1
button2=4
button3=6
button4=5
button5=2
button6=3
button7=8
button8=7