[global] ; how to scale games to smaller or larger displays: fit, fill or stretch resize = fit ; flips the image horizontally fliphorizontally = false ; flips the image vertically flipvertically = false ; enable or disable frame-by-frame colorization (inactive in VPX bundle) colorize = true ; scaler mode for standard content (vpm frames): none, doubler, scale2x. ; note: see readme.md for details scalermode = none ;scalermode = none ; VNI colorizations can contain 256x64 frames for 128x32 games. this defines ; how the frames that aren't replaced are up-scaled. doubler or scale2x. vni.scalermode = none ; the key to decrypt PAC files, in hex. vni.key = f0ad135937ffa111c60b24d88ebb2e59 ; if set, don't send anonymous usage statistics skipanalytics = false ; put your plugins here, up to 10 plugins can be defined. ; since they are native plugins, you need to define them ; for both 32-bit and 64-bit versions. plugin.0.path = plugin.0.path64 = plugin.0.passthrough = false ; a DMD that renders with nice dots on a computer monitor [virtualdmd] enabled = True ; virtual dmd stays on top of all other windows ;stayontop = false stayontop = true ; ignore the aspect ratio of the rendered dots when resizing ignorear = true ; use VPM's registry values when positioning the virtual dmd useregistry = false ; x-axis of the window position left = 0 ;left = 2560 ; y-axis of the window position top = 698 ; width of the dmd in monitor pixels width = 512 ; height of the dmd in monitor pixels height = 128 ; style to apply to games where it's not explicitly set style = default ; scale the dot size (set to 0.8 for same size as pre-1.6.0) style.default.dotsize = 1 ; rounding of the dots (0 is square, 1 is circle) style.default.dotrounding = 1 ; scale the brightness of the dots style.default.brightness = 1 ; amount of glow to add around the dots style.default.dotglow = 0 ; amount of glow of the dots background (very blurry diffuse glow) style.default.backglow = 0 ; gamma correction (1.0 to disable, a value around 2.2 should be used) style.default.gamma = 1 ; amount of lighting of unlit dots style.default.unlitdot = #FF000000 ; texture path for the DMD glass style.default.glass = null ; Amount and color of lighting of the glass coming from the room style.default.glass.color = #00000000 ; Amount of lighting of the glass coming from the DMD style.default.glass.lighting = 0 ; sharpness of the dots style.default.dotsharpness = 0.1 ; padding of the DMD under the glass (fake unlit dots are added around the real DMD to account for this padding) style.default.glass.padding.left = 0 style.default.glass.padding.top = 0 style.default.glass.padding.right = 0 style.default.glass.padding.bottom = 0 ; texture path for an overlay frame style.default.frame = null ; padding of the glass under the frame style.default.frame.padding.left = 0 style.default.frame.padding.top = 0 style.default.frame.padding.right = 0 style.default.frame.padding.bottom = 0 ; Legacy style (plain square dots without any effects) style.legacy.dotsize = 0.92 style.legacy.dotrounding = 1.0 style.legacy.brightness = 1.0 style.legacy.dotglow = 0.0 style.legacy.backglow = 0.0 style.legacy.gamma = 1.0 style.legacy.unlitdot = #00000000 style.legacy.glass = null style.legacy.glass.color = #00000000 style.legacy.glass.lighting = 0.0 style.legacy.glass.padding.left = 0 style.legacy.glass.padding.top = 0 style.legacy.glass.padding.right = 0 style.legacy.glass.padding.bottom = 0 style.legacy.frame = null style.legacy.frame.padding.left = 0 style.legacy.frame.padding.top = 0 style.legacy.frame.padding.right = 0 style.legacy.frame.padding.bottom = 0 ; Example of using the glass padding to fit a 128x16 DMD in a 128x32 display frame style.dataeast-128x16.dotsize = 0.5 style.dataeast-128x16.dotrounding = 0.5 style.dataeast-128x16.brightness = 8 style.dataeast-128x16.dotglow = 0.03 style.dataeast-128x16.backglow = 0.03 style.dataeast-128x16.gamma = 2.2 style.dataeast-128x16.glass = null style.dataeast-128x16.glass.color = #00000000 style.dataeast-128x16.glass.lighting = 0 style.dataeast-128x16.glass.padding.left = 0 style.dataeast-128x16.glass.padding.top = 8 style.dataeast-128x16.glass.padding.right = 0 style.dataeast-128x16.glass.padding.bottom = 8 style.dataeast-128x16.frame = null style.dataeast-128x16.frame.padding.left = 0 style.dataeast-128x16.frame.padding.top = 0 style.dataeast-128x16.frame.padding.right = 0 style.dataeast-128x16.frame.padding.bottom = 0 style.dataeast-128x16.unlitdot = #FF2C1600 style.bluesquare.brightness = 3.24 style.bluesquare.dotsize = 0.72 style.bluesquare.dotrounding = 0 style.bluesquare.dotsharpness = 0.8 style.bluesquare.unlitdot = #00000000 style.bluesquare.dotglow = 0.186178861788618 style.bluesquare.backglow = 0.11 style.bluesquare.gamma = 0.94 style.bluesquare.tint = #ff2852f5 style.bluesquare.glass = textures\glasses\glass3.jpg style.bluesquare.glass.color = #ff5477ff style.bluesquare.glass.lighting = 0.13 style.bluesquare.glass.padding.left = 0 style.bluesquare.glass.padding.top = 0 style.bluesquare.glass.padding.right = 0 style.bluesquare.glass.padding.bottom = 0 ; bally frame by wiesshund style.bally.brightness = 0.95 style.bally.dotsize = 0.85 style.bally.dotrounding = 0.85 style.bally.dotsharpness = 0.8 style.bally.unlitdot = #00000000 style.bally.dotglow = 0.3 style.bally.backglow = 0.4 style.bally.gamma = 1 style.bally.tint = #00ff5820 style.bally.glass = style.bally.glass.color = #00000000 style.bally.glass.lighting = 0 style.bally.glass.padding.left = 0 style.bally.glass.padding.top = 0 style.bally.glass.padding.right = 0 style.bally.glass.padding.bottom = 0 style.bally.frame = textures\frames\bally.png style.bally.frame.padding.left = 2.4 style.bally.frame.padding.top = 0.9 style.bally.frame.padding.right = 1 style.bally.frame.padding.bottom = 15.03 ; metal frame by benji style.metal1.brightness = 0.95 style.metal1.dotsize = 0.92 style.metal1.dotrounding = 1 style.metal1.dotsharpness = 0.8 style.metal1.unlitdot = #00000000 style.metal1.dotglow = 0 style.metal1.backglow = 0 style.metal1.gamma = 1 style.metal1.tint = #00ff5820 style.metal1.glass = style.metal1.glass.color = #00000000 style.metal1.glass.lighting = 1 style.metal1.glass.padding.left = 12 style.metal1.glass.padding.top = 12 style.metal1.glass.padding.right = 12 style.metal1.glass.padding.bottom = 12 style.metal1.frame = textures\frames\metal4.png style.metal1.frame.padding.left = 12 style.metal1.frame.padding.top = 12 style.metal1.frame.padding.right = 12 style.metal1.frame.padding.bottom = 12 style.default.tint = #00ff5820 style.Solid.brightness = 1 style.Solid.dotsize = 1.04 style.Solid.dotrounding = 0 style.Solid.dotsharpness = 1 style.Solid.unlitdot = #FF000000 style.Solid.dotglow = 0 style.Solid.backglow = 0 style.Solid.gamma = 1 style.Solid.tint = #00ff5820 style.Solid.glass = null style.Solid.glass.color = #00000000 style.Solid.glass.lighting = 0 style.Solid.glass.padding.left = 0 style.Solid.glass.padding.top = 0 style.Solid.glass.padding.right = 0 style.Solid.glass.padding.bottom = 0 style.Solid.frame = null style.Solid.frame.padding.left = 0 style.Solid.frame.padding.top = 0 style.Solid.frame.padding.right = 0 style.Solid.frame.padding.bottom = 0 style.bright.brightness = 2 style.bright.dotsize = 1 style.bright.dotrounding = 1 style.bright.dotsharpness = 0.1 style.bright.unlitdot = #FF000000 style.bright.dotglow = 0 style.bright.backglow = 0 style.bright.gamma = 1 style.bright.tint = #00ff5820 style.bright.glass = null style.bright.glass.color = #00000000 style.bright.glass.lighting = 0 style.bright.glass.padding.left = 0 style.bright.glass.padding.top = 0 style.bright.glass.padding.right = 0 style.bright.glass.padding.bottom = 0 style.bright.frame = null style.bright.frame.padding.left = 0 style.bright.frame.padding.top = 0 style.bright.frame.padding.right = 0 style.bright.frame.padding.bottom = 0 [pindmd1] ; if false, doesn't bother looking for a pinDMD1 enabled = false [pindmd2] ; if false, doesn't bother looking for a pinDMD2 enabled = false [pindmd3] ; if false, doesn't bother looking for a pinDMD3 enabled = false ; COM port, e.g. COM3 port = [zedmd] ; if false, doesn't bother looking for a ZeDMD enabled = false ; if true, ZeDMD displays its debug informations ;debug = false ; optionally set the brightness from 0 to 15 ;brightness = 6 ; optionally set the COM port and disable auto discovery in case it causes trouble with other devices ;port = COM3 [zedmdhd] ; if false, doesn't bother looking for a ZeDMD HD enabled = false ; if true, ZeDMD displays its debug informations ;debug = false ; optionally set the brightness from 0 to 15 ;brightness = 6 ; optionally set the COM port and disable auto discovery in case it causes trouble with other devices ;port = COM3 [zedmdwifi] ; if false, doesn't bother looking for a ZeDMD WiFi enabled = false ; if true, ZeDMD displays its debug informations ;debug = false ; optionally set the brightness from 0 to 15 ;brightness = 6 ; if not set, the WiFi mode uses its autodiscovery ;wifi.address = 192.168.0.27 [zedmdhdwifi] ; if false, doesn't bother looking for a ZeDMD HD WiFi enabled = false ; if true, ZeDMD displays its debug informations ;debug = false ; optionally set the brightness from 0 to 15 ;brightness = 6 ; if not set, the WiFi mode uses its autodiscovery ;wifi.address = 192.168.0.27 [pin2dmd] ; if false, doesn't bother looking for a PIN2DMD enabled = false ; how long to wait in milliseconds after sending a palette delay = 25 [pixelcade] ; if false, doesn't bother looking for a Pixelcade enabled = false ; COM port, e.g. COM3 port = ; color matrix to use, either "rgb" or "rbg" matrix = rgb [networkstream] ; if enabled, stream to your DMD connected to another computer enabled = false url = ws://127.0.0.1/dmd ; if enabled, retry connecting if the connection fails, default is false retry = false ; interval in seconds between retry attempts, default is 5 retry-interval = 5 [browserstream] ; if enabled, stream to your browser in your LAN enabled = false port = 9090 [vpdbstream] ; if enabled, stream DMD to https://test.vpdb.io/live enabled = false endpoint = https://api-test.vpdb.io/ [video] ; if enabled, writes frames to an .avi file enabled = false [pinup] ; if enabled, send frames to PinUP. ;enabled = false enabled = true [rawoutput] ; if enabled, write all frames to VPM's dmddump folder. enabled = false [alphanumeric] enabled = false style = default style.default.skewangle = 12 style.default.backgroundcolor = ff000000 style.default.foreground.enabled = true style.default.foreground.color = fffbe6cb style.default.foreground.blur.enabled = true style.default.foreground.blur.x = 2 style.default.foreground.blur.y = 2 style.default.foreground.dilate.enabled = false style.default.innerglow.enabled = true style.default.innerglow.color = a0dd6a03 style.default.innerglow.blur.enabled = true style.default.innerglow.blur.x = 15 style.default.innerglow.blur.y = 13 style.default.innerglow.dilate.enabled = true style.default.innerglow.dilate.x = 15 style.default.innerglow.dilate.y = 10 style.default.outerglow.enabled = true style.default.outerglow.color = 40b65829 style.default.outerglow.blur.enabled = true style.default.outerglow.blur.x = 50 style.default.outerglow.blur.y = 50 style.default.outerglow.dilate.enabled = true style.default.outerglow.dilate.x = 90 style.default.outerglow.dilate.y = 40 style.default.background.enabled = true style.default.background.color = 20ffffff style.default.background.blur.enabled = true style.default.background.blur.x = 7 style.default.background.blur.y = 7 style.default.background.dilate.enabled = false style.blue.skewangle = 12 style.blue.weight = Bold style.blue.backgroundcolor = #ff000000 style.blue.foreground.enabled = true style.blue.foreground.color = #ff00ffff style.blue.foreground.blur.enabled = true style.blue.foreground.blur.x = 2 style.blue.foreground.blur.y = 2 style.blue.foreground.dilate.enabled = false style.blue.innerglow.enabled = true style.blue.innerglow.color = #ff0000ff style.blue.innerglow.blur.enabled = true style.blue.innerglow.blur.x = 15 style.blue.innerglow.blur.y = 13 style.blue.innerglow.dilate.enabled = true style.blue.innerglow.dilate.x = 15 style.blue.innerglow.dilate.y = 10 style.blue.outerglow.enabled = true style.blue.outerglow.color = #ff000080 style.blue.outerglow.blur.enabled = true style.blue.outerglow.blur.x = 50 style.blue.outerglow.blur.y = 50 style.blue.outerglow.dilate.enabled = true style.blue.outerglow.dilate.x = 6 style.blue.outerglow.dilate.y = 40 style.blue.background.enabled = true style.blue.background.color = #2dfffafa style.blue.background.blur.enabled = true style.blue.background.blur.x = 7 style.blue.background.blur.y = 7 style.blue.background.dilate.enabled = false style.green.skewangle = 12 style.green.weight = Bold style.green.backgroundcolor = #ff000000 style.green.foreground.enabled = true style.green.foreground.color = #ff00ff00 style.green.foreground.blur.enabled = true style.green.foreground.blur.x = 2 style.green.foreground.blur.y = 2 style.green.foreground.dilate.enabled = false style.green.innerglow.enabled = true style.green.innerglow.color = #eb00ff7f style.green.innerglow.blur.enabled = true style.green.innerglow.blur.x = 15 style.green.innerglow.blur.y = 13 style.green.innerglow.dilate.enabled = true style.green.innerglow.dilate.x = 4 style.green.innerglow.dilate.y = 4 style.green.outerglow.enabled = true style.green.outerglow.color = #b900fa9a style.green.outerglow.blur.enabled = true style.green.outerglow.blur.x = 50 style.green.outerglow.blur.y = 50 style.green.outerglow.dilate.enabled = true style.green.outerglow.dilate.x = 1 style.green.outerglow.dilate.y = 2 style.green.background.enabled = true style.green.background.color = #2dfffafa style.green.background.blur.enabled = true style.green.background.blur.x = 7 style.green.background.blur.y = 7 style.green.background.dilate.enabled = false [gif] [baywatch] virtualdmd width = 768 virtualdmd height = 256 [frankst] virtualdmd width = 768 virtualdmd height = 256 [mav_402] virtualdmd width = 768 virtualdmd height = 256 ;Blackout [blkou_l1] scalermode = Doubler ;Flash [flash_l1] scalermode = Doubler ;Laser Ball [lzbal_l2] scalermode = Doubler ;Gorgar [grgar_l1] scalermode = Doubler ;Phoenix [phnix_l1] scalermode = Doubler ;Scorpion [scrpn_l1] scalermode = Doubler ;Stellar Wars [stlwr_l2] scalermode = Doubler ;Timewarp [tmwrp_l2] scalermode = Doubler ;Trizone [trizn_l1] scalermode = Doubler