; PER GAME CONFIGURATION FOR FLASHENV ; ; Keymappings, flash attributes and framebuffer mode can be configured on a per game basis. See ; the detailed descriptions below. ; ; ; ------- ; GENERAL ; ------- ; The ini section name must be the name (case sensitive!) of the .swf file you want to ; configure. ; ; ; ---------- ; KEYMAPPING ; ---------- ; ; Only Pandora special keys can be mapped to gdk/X11 keys ; ; The pandora key names are: ; ; DPAD_Left ; DPAD_Right ; DPAD_Up ; DPAD_Down ; DPAD_A ; DPAD_B ; DPAD_X ; DPAD_Y ; Start ; Select ; Trigger_Left ; Trigger_Right ; ; gdk key names can be found here: https://git.gnome.org/browse/gtk+/tree/gdk/keynames.txt ; but usually it's just the ascii value for the key you want to mapped (a, b, c, ...) ; use 'space' without quites to map the space key ; ; You can also assign multiple target keys to one source key, just separate them with a space ; ; ---------- ; ATTRIBUTES ; ---------- ; ; Flash attributes that are usually set via inside the ; html page can be configured, too. But they are at reasonable default value anyway, so ; can be left out. ; ; Supported flash attributes are: ; param: menu ; possible values: True, False ; default: True ; ; param: scale ; possible values: showall, noborder, exactfit, noscale ; default: showall ; ; param: quality ; possible values: low, autolow, autohigh, medium, high, best ; default: autolow ; ; For detailed descriptions of their meanings, please refer to ; http://helpx.adobe.com/flash/kb/flash-object-embed-tag-attributes.html ; ; ---------------- ; FRAMEBUFFER MODE ; ---------------- ; ; As default the flash window width and height are set to pandora screen resolution. ; This works fine as long the flash game supports that resolution or can scale ; its game contents to the specified window dimension. Most of the games are relying on ; exact window resolutions though, which leads either to too small rendering or too big ; for the pandora screen. With the pandoras hardware scaler this can be circumvented. ; Thats where the window and framebuffer settings are useful: ; ; ; WindowWidth ; width of flash window in pixels ; defaults to 800 ; ; WindowHeight ; height of the flash window in pixels ; defaults to 480 ; ; FramebufferWidth ; width of the framebuffer in pixels ; defaults to 0 (special meaning!) ; ; FramebufferHeight ; height of the framebuffer in pixels ; defaults to 0 (special meaning!) ; ; ; Framebuffer mode is only enabled, if WindowWidth or WindowHeight do not ; match FramebufferWidth or FramebufferHeight. ; ; By setting FramebufferWidth and FramebufferHeight to 0 and changing WindowWidth or WindowHeight to ; other values than their defaults will automatically calculate the appropritate framebuffer dimensions, ; so that the aspect ratio of the flash window is kept in tact but the game renders fullscreen. ; This is default behaviour and should be used. Just change WindowWidth and WindowHeight and you're good! ; ; If you want fullscreen without keeping the aspect ratio in tact, set FramebufferWidth to 800 ; and FramebufferHeight to 480 ; ; What's this all good for? Well for slow games, you can specify lower WindowWidth/WindowHeight values ; to reduce drawing area for flash and let the hardware scaler automatically upscale to the screen. ; Or if your game relies on a resolution bigger than your pandora screen, the hardware scaler automatically ; scales down to the screen. ; ; ; -------- ; EXAMPLES ; -------- ; ; Don't forget to remove the ; at the start of the line if you copy/paste/modify! ; ; [Canabalt.swf] ; DPAD_B = c ; DPAD_X = space ; WindowWidth = 976 ; WindowHeight = 336 ; ; [abobo.swf] ; DPAD_X = a ; DPAD_B = s ; DPAD_A = a s ; ;