PROJECT MIDAS - midas.ini HELP ============================== midas.ini is the settings file for Project Midas. It sits next to the game executable and holds plain key=value lines in the sections [input], [display] and an optional [data]. It has no comments; this file explains the keys. Keyboard and mouse binds are kept separately, in Data/Devices/kbm.gedevice (see the last section). - Most settings can be changed in the in-game menus, which save them here. - Edit the files by hand only while the game is closed. - Deleting midas.ini restores the default settings (the game writes a new one). Your binds are kept. - An old ge.ini is renamed to midas.ini automatically on first start, and its [controls] binds move to Data/Devices/kbm.gedevice. - Switches: 1 = on, 0 = off, unless stated otherwise. Key names are not case sensitive. ============================================================================== [input] mouse and controllers ============================================================================== Key | Default | What it does --------------------+---------+------------------------------------------- Mouse mouse | 1 | Mouse look on or off smart_mouse_lock | 0 | 0 = click the window to capture the pointer, | | F1 releases it. 1 = captured only while | | you are playing (menus, watch, pause, | | cutscenes and death release it) mouse_sens_x | 2.5 | Look speed, left-right (higher = faster) mouse_sens_y | 2.5 | Look speed, up-down mouse_sens_aim | 1.0 | Crosshair speed while aiming only Player 1 p1_hybrid | 1 | 1 = keyboard, mouse and player 1's pad all | | drive player 1 together. 0 = a pad that | | owns player 1 mutes keyboard and mouse | | during play (menus still take the keyboard) detonate_use_reload | 1 | With remote mines in hand, use and reload | | pressed together detonate them Controllers pads | 4 | N64 pads reported connected (1 to 4) rumble | 1 | Vibration on or off deadzone | 4096 | Stick deadzone, 0 to 32767 trigger_threshold | 3276 | Trigger pull that counts as pressed (~10%) stick_scale | 1.0 | Extra stick sensitivity multiplier pad1..pad4 | auto | Controller for each N64 slot: auto (connect | | order), none (slot left free), or an SDL | | controller GUID (add #2, #3 to choose among | | identical devices) rawinput | 1 | Windows: 1 = RawInput for Xbox-type pads, | | 0 = XInput/WGI (try if hotplug misbehaves) dinput | 0 | 1 = enable SDL's DirectInput backend. Off | | because it can freeze startup under Steam hidapi, wgi, xinput | 1 | Other controller backend switches. Change | | only to work around a driver problem show_input | 0 | 1 = show live stick X/Y on screen (testing) Built-in controller layout: left stick moves, right stick looks, right trigger fires, left trigger aims, A uses, X reloads, Y and B change gadget, bumpers change weapon, both stick clicks crouch, Start pauses. Per-controller keys, written as pad1_... to pad4_... (padN_ below): padN_rumble, padN_swap_sticks Vibration; swap Move and Look sticks. padN_gadget_switch=1 Z pressed while B is held = next gadget. padN_lr_classic=1 Hold L+R for half a second to toggle Classic Mode (N64-style pads). padN_look_updown, padN_look_ahead, padN_auto_aim, padN_detonate_use_reload That player's own value of the matching option (1 or 0). auto or empty follows the global setting. padN_ Button and stick bindings for that pad: the N64 controls, stick_x/y (Move), look_x/y (Look), move_up..move_right, look_up..look_right, and every Port action. Written by the binding screens. padN_style, padN_inputmode, padN_layout, padN_layout_user, padN_calib Control style, mode, layout and stick calibration. Set from the menus and launcher; leave them alone. Retired keys (ignored): mouse_mode, right_stick_c, twin_stick, always_walk, padN_stickmode. ============================================================================== [display] video, sound, HUD and gameplay ============================================================================== Key | Default | What it does --------------------+------------+---------------------------------------- Window window_width | 640 | Window width in pixels window_height | 480 | Window height in pixels window_x, window_y, | | Last window position and monitor. The window_display | | game writes them on exit. Delete to | | reset fullscreen | fullscreen | windowed, fullscreen (borderless window | | over the display) or exclusive (true | | fullscreen). 0 and 1 also work widescreen | 1 | 0 = stretch the 4:3 picture, 1 = widen | | the 3D view to the window shape, 2 = 4:3 | | picture with black side bars hfov_wide | 90 | Horizontal field of view in degrees on a | | 16:9 picture. 90 is the original view pause_pillars | 1 | Black side bars ease in while the watch | | is open (wide windows only) Frame rate maxfps | 120 | Frame rate cap. 0 = no cap, -1 = N64 | | pacing. Only lowers the rate; one game | | tick runs per frame, so this also sets | | the tick rate tickhz | (derived) | Worked out from maxfps and rewritten by | | the game. Do not edit; change maxfps vsync | 1 | 0 = never wait for vblank (tearing) render_thread | -1 | Draw on its own thread. -1 = auto, | | 0 = off, 1 = on Graphics msaa | 1 | 1 = off; 2, 4 or 8 = samples filtering | trilinear | point, bilinear, 3point (N64-style) or | | trilinear anisotropy | 0 | 0 = off; 2 to 16 = sharper textures at | | glancing angles filter_2d | 0 | 0 = crisp HUD and menu graphics, | | 1 = smoothed low_res | 0 | Level render height in lines, scaled up | | to the window: 0 = window size, | | 240 = the N64's, or 480, 720, 1080. | | Frontend menus stay at window size n64_aa | 0 | 1 = N64-style edge anti-aliasing. Uses | | MSAA (at least 4x); best with low_res=240. | | Classic Mode: in solo play black side | | pillars ease in for a 4:3 picture room_cache | 2 | 2 = keep room geometry on the GPU | | (faster), 0 = classic path. Forced off | | with maxfps=-1 tri_hoist | 1 | Renderer speed-up. 0 for testing only shadow_alpha | 65 | Shadow strength, % of the N64 value | | (0 to 200; 100 = original) distance_fading | 0 | 1 = props and characters fade and cull | | by distance; 0 = always opaque scope_steady | 0 | 1 = anchor Bond's head while sniper- | | zoomed: no zoom drift, no head sway HUD crosshair_color | default | Hex RRGGBB (e.g. FF8000) for both | | crosshairs; default = original red health_wide | 0 | 1 = health and armour arcs at the screen | | edges; 0 = centred 4:3 area always_crosshair | 0 | 1 = small target at the gun's aim point | | when not aiming mission_timer | 1 | Elapsed time (MM:SS:MS) bottom-left in | | solo missions watch_static | 1 | 0 removes the watch's static and sound Sound music_volume | 100 | 0 to 100 percent, from startup sfx_volume | 100 | 0 to 100 percent, from startup stereo_pan | 1 | 1 = effects pan by position, 0 = centred | | (as N64). Solo only Player options (global, not per save file) look_updown | 0 | 0 = normal, 1 = inverted up/down look auto_aim | 1 | Auto-aim mouse_auto_aim | 0 | 1 = allow auto-aim when aiming with the | | mouse. 0 = never on the mouse, whatever | | auto_aim or the multiplayer settings say aim_control | 0 | 0 = hold to aim, 1 = toggle sight_on_screen | 1 | Show the aiming sight look_ahead | 1 | Look Ahead ammo_on_screen | 1 | Show ammo on screen Gameplay aim_lock | 0 | 1 = crosshair fixed at screen centre; | | aiming turns the view and the gun does | | not sway while turning head_roll | 1 | 0 = no camera tilt with head animation | | and no idle breathing sway. (Old | | no_head_roll=1 is read as 0) fix_shootthrough | 1 | 1 fixes shots passing through walls near | | room portals; 0 = original bug true_enemy_rockets | 1 | 0 restores the original Enemy Rockets | | cheat bug (guards keep old weapon) unlimited_explosions| 1 | 100 explosions at once instead of 6. | | Demo playback always uses 6 adzy | 0 | 1 = play missions as the Siberian | | Special Forces model. Cosmetic unlock_all | 0 | 1 = every mission, difficulty and cheat | | selectable. Saves still record Multiplayer (read only with 2 or more players) mp_aim_lock | 0 | Same as aim_lock mp_sight_on_screen | 1 | Same as sight_on_screen mp_no_auto_aim | 0 | 1 = auto-aim off for all players mp_show_names | 1 | Player name in each view's corner mp_hud_wide | 0 | HUD at viewport edges, not centred 4:3 mp_pillarbox | 0 | Match in a centred 4:3, black side bars mp_always_crosshair | 0 | Same as always_crosshair mp_fix_shootthrough | 1 | Same as fix_shootthrough mp_head_roll | 1 | Same as head_roll mp_unlimited_explosions | 1 | Same as unlimited_explosions mp_spawn_weapon | 0 | Spawn with weapon-set slot 1, drawn, | | with 4x its pickup ammo mp_random_spawns | 0 | Random spawn pads instead of in turn p1_ends_match | 1 | 1 = player 1's Start on the end screen | | returns everyone to the menu; 0 = all | | players must confirm Multiplayer cheats (1 = on for every player of a 2+ player match) mp_invisibility, mp_dk_mode, mp_tiny_players, mp_paintball, mp_no_radar, mp_turbo_mode, mp_unlimited_ammo all default 0 mp_ltk_health | 0 | Licence to Kill one-hit kills, any mode mp_no_armor | 0 | No body armour pickups on the maps mp_friendly_fire | 1 | 0 = team-mates can't hurt each other in | | 2v2, 3v1 and 2v1 Retired keys (ignored): composite. Older names, still read when the new key is missing: hfov and fov (now hfov_wide), mp_auto_aim (now mp_no_auto_aim), no_head_roll (now head_roll). mipmaps is set by Classic Mode; leave it as it is. ============================================================================== [data] optional ============================================================================== Key | Default | What it does -----+---------+----------------------------------------------------------- rom | (none) | Path to your GoldenEye 007 (USA) ROM. A relative path is | | read from the game's folder. Not needed if the ROM is in | | the Data folder. See Data/README.txt for the full order. ============================================================================== Data/Devices/kbm.gedevice [binds] keyboard and mouse bindings ============================================================================== The keyboard's device record. Its [binds] section holds one line per control: control=key names. Empty value = unbound. The other sections in this file are managed by the game. Key name syntax - Up to 4 names per control, separated by commas. Any one triggers it. - SDL key names: "W", "5", "Up", "Space", "Return", "Tab", "Left Shift", "Left Ctrl", "Keypad Enter", "F1", and so on. - Names are physical key positions, so WASD is the same cluster on any keyboard layout. - The comma key is written "Comma". - Mouse: "Mouse Left", "Mouse Right", "Mouse Middle", "Mouse X1", "Mouse X2", "Mouse Wheel Up", "Mouse Wheel Down". - The wheel cannot be used for held actions: walk, crouch_hold, zoom_in, zoom_out. - Escape and the backquote key are fixed and cannot be bound. - An unknown name is ignored and logged. N64 controls Key | Default | What it does --------------+-------------+---------------------------------------------- a | | N64 A button b | | N64 B button z | Mouse Left | Z trigger (fire) l | | L button r | Mouse Right | R button (aim) start | Return | Start c_up | W | C buttons (lean and zoom in aim mode) c_down | S | c_left | A | c_right | D | dpad_up | | N64 D-pad dpad_down | | dpad_left | | dpad_right | | analog_up | W | Move stick at full deflection (walk, strafe) analog_down | S | analog_left | A | analog_right | D | look_up | | Keyboard Look stick at full deflection. look_down | | Unbound: the mouse is used to look. look_left | | look_right | | Port actions (extra actions beyond the N64 pad) Key | Default | What it does -----------------+------------------+-------------------------------------- reload | R | Reload without using anything use | E | The B action: doors, pickups, tank walk | Left Shift | Half speed while held prev_weapon | Mouse Wheel Up | Previous weapon next_weapon | Mouse Wheel Down | Next weapon prev_inventory | [ | Previous non-gun item (explosives, next_inventory | Q | next one, keys, data devices...) crouch_toggle | | Press to crouch or stand crouch_hold | Left Ctrl | Crouch while held watch_prev | Comma | Watch page left watch_next | . | Watch page right watch_objectives | | Open watch on the objectives page detonate | | Detonate remote mines zoom_in | | Zoom in while aiming (held) zoom_out | | Zoom out while aiming (held) menu_accept | | Menu-only accept menu_back | | Menu-only back mouse_unlock | F1 | Release or re-grab the mouse pointer classic_toggle | Tab | Switch Classic Mode on or off Retired keys (ignored): run, walk_toggle. Other keys you may see are managed by the game; leave them as they are.