From WikiTemp, the GBAtemp wiki
Revision as of 19:01, 19 July 2016 by 82.75.41.103 (talk)

; Please trim out lines you don't use if you are going to use this to post back on the list
[RomOption]
;BackupType 0 Auto 1 SRAM 2 Flash 3 EEPROM
BackupType = 3
;BackupSize  2048 16K 4K 512
BackupSize = 512
;RetraceByVsync = bool, vsync on/off
;CmpBlockAdvFlag = bool, not sure
;RamSize = hex value, total ram size for example 0x400000 forces expansion ram off
;AIIntPerFrame = bool, not sure
;UseTimer = bool, guessing limiting emulation speed?
;AIUseTimer = bool, not sure
;Rumble = bool default 0
;MemPak = bool default 0, test carefully can be buggy and crash game
;TicksPerFrame = 781250

;PDFURL = "http://m1.nintendo.net/docvc/[System]/[Region]/[Game]/[Game]_[Language].pdf"
;Example http://m1.nintendo.net/docvc/NUS/EUR/NSMP/NSMP_E.pdf

[Sound]
; Sound filters of some kind ?
;BufFull = 0x3800 
;BufHalf = 0x2800
;BufHave = 0x1000

[FrameTickHack]
; excerpt Mario golf http://pastebin.com/Tir0GEBB , not sure how these work
; on every X tick do .... ?
;noa bts 365
;Hack0 = 581250
;bts 1843
;Hack1 = 581250
;Hack2 = 481250

[Input]
;StickModify = 2
;StickLimit = 90

[Cheat]
; Basically action replay type editing, to disable additional copy protection etc
;Cheat0 = bool on/of
;Cheat0_Addr = 0x80123456
;Cheat0_Value = 0xff
;Cheat0_Bytes = 1

[Idle]
; Biohazard 2 JP excerpt http://pastebin.com/RkCBfiTq , guessing copying of data to different memory address ?
; Mariogolf uses it too
;Count = counter
;Address0 = 0x80123456
;Inst0 = 0x8C123456
;Type0 = bool, no clue

[InsertIdleInst]
; Pokemon Snap
;Count = counter
;Type0 = bool, no clue
;Address0 = 0x80123456
;Inst0 = 0x0C123456
;Value0 = 7

[RomHack]
; on the fly rom patching
; Used extensively in pokemon snap http://pastebin.com/Vznz9zKH
;Count = counter
;Address0 = 0xe1234
;Type0 = bool ?
;Value0 = 0x00 if more then one byte, define a{bytes}: and define with space separation, see pokemon snap for advanced use

[Render]
;FlushMemEachTask = bool
;CopyDepthBuffer = bool
;bForce720P = bool
;NeedPreParse = bool, seems to fix stutter/graphical glitches
ForceFilterPoint = bool, turn off smoothing filter

[FilterHack]
; edit textures ?
;Count = counter
;TextureAddress0 = 0xffffffff
;SumPixel0 = 0x9953ABF8
;Data2_0 = 0x4000000
;Data3_0 = 0x20000
;AlphaTest0 = 250
;MagFilter0 = 0

[BreakBlockInst]
;Count = counter
;Type0 = bool
;Address0 = 0x80041B3C
;Inst0 = 0x24A50A00
;JmpPC0 = 0x80041AE0