# PinballY configuration settings
#
# PinballY modifies this file each time it runs, so don't edit the file
# manually while the program is running.  However, you can safely edit the
# file between sessions.  The program will preserve comment lines (any line 
# starting with "#", like this one) and preserves the overall order of the
# file's contents, so you can apply manual comments and formatting as 
# desired to make the file more easily readable.
#
# Note: Variable names are case-sensitive!  Upper/lower case must be matched 
# exactly in variable names.

# time of last update by the program
UpdateTime = Sat 28 Apr 2018 11:51:48

# First run time.  The system automatically sets this to the date and
# time when the program is first run on your machine.  This is used as
# the install date for any games that are found already installed from
# your PinballX game database.  This is in YYYYMMDDhhmmss format, in
# the GMT time zone (e.g., 20180725162715 for 2018-July-25 at 16:27:15
# GMT).
FirstRunTime =


# Log file features.  PinballY writes certain information to a log file
# as it runs ("PinballY.log", in the PinballY install folder).  This is
# a simple human-readable text file with information on certain events 
# that occur as the program runs, with some internal details of the
# program's operation.  The idea is to store away some additional
# information that would be too technical and unfriendly to report in
# the graphical UI, but that are occasionally useful for troubleshooting
# purposes.  The main UI intentionally tries to hide a lot of technical
# detail for the sake of a friendly and game-like playing experience,
# but when something goes wrong, it's nice to have a more transparent
# view of the inner workings of the program.
#
# The program normally writes very little information to the log file,
# since we don't want to create additional work for the CPU and waste
# a bunch of disk space on pointless messages when things are working
# properly.  The log file is really here for troubleshooting.  So we
# provide a number of "feature flags" that let you enable particular
# types of log information:
#
# Log.MediaFiles - media file searching
#
# Log.MediaDrop - media file drag-and-drop installation
#
# Log.SystemSetup - player system setup and table file searches
#
# Log.MediaCapture - media capture
#
# Log.TableLaunch - table launch (running a game)
#
# Log.RealDMD - real DMD (dot matrix display) device operations
#
# Log.DOF - DOF (DirectOutput feedback device control) operations
#
# Log.Javascript - Javascript scripting
#
Log.MediaFiles = 0
Log.MediaDrop = 1
Log.SystemSetup = 0 
Log.MediaCapture = 1
Log.TableLaunch = 0
Log.RealDMD = 1
Log.DOF = 1
Log.Javascript = 1

# Vertical Sync Lock.  If this is enabled (1), the graphics rendering
# rate is throttled to the monitor's physical refresh rate.  If disabled
# (0), the graphics are rendered as quickly as possible, so the limiting
# factor is basically the CPU speed.  On machines with fast video cards,
# rendering "as quickly as possible" can use excessive system resources,
# so it can be better to throttle rendering to the actual refresh rate.
# You can display the current frames-per-second rendering rate in each
# window using the right-click context menu.
VSyncLock = 0


# Media folder path.  This is the root of the our media folder tree, where
# we look for the various table media files (images, videos, sounds, etc).
# We use the same subfolder structure as HyperPin and PinballX, so you 
# simply point this to your existing PinballX or HyperPin Media folder to 
# use your existing files, if you installed one of those programs.
#
# If you enter a "relative" path here (that is, a path name that doesn't
# start with a drive letter, X:\...), the path is relative to your PinballY
# installation folder.
#
# If you enter an "absolute" path (starting with a driver letter, X:\...),
# that exact folder is used with no changes.
#
# If the path starts with "[PinballX]" (e.g., [PinballX]\Media), the folder
# is relative to the PinballX program install path.  This will only work
# if PinballX is installed.
#
# If you leave this completely blank, the program will ask you to choose
# one of those options at startup.
#
MediaPath =


# Table database path.  This is the root of the game list folder tree,
# where we look for the XML files listing games by system.  PinballY can 
# read the XML format used by PinballX and HyperPin, so if you previously 
# used one of those, you can reuse your existing game lists simply by
# pointing this to the old folder path.
#
# If you enter a "relative" path here (that is, a path name that doesn't
# start with a drive letter, X:\...), the path is relative to your PinballY
# installation folder.
#
# If you enter an "absolute" path (starting with a driver letter, X:\...),
# that exact folder is used with no changes.
#
# If the path starts with "[PinballX]" (e.g., [PinballX]\Media), the folder
# is relative to the PinballX program install path.  This will only work
# if PinballX is installed.
#
# If you leave this completely blank, the program will ask you to choose
# one of those options at startup.
#
TableDatabasePath =


# Should PinballY automatically launch at system startup?
#
# "off" means that the program doesn't launch automatically.  Use this
# setting if you want to run it manually from the Windows desktop each
# time you want to use it.
#
# "on" means that the program will launch automatically each time you
# log in to Windows.  PinballY will arrange for this by updating the
# following registry key:
#
# HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Run[PinballY]
#
# "admin" means that the program will launch automatically in Administrator
# mode each time you log in.  This creates a Windows Task Scheduler entry 
# for you named "PinballY Startup Task".  The Task Scheduler entry is used
# instead of the registry key in this case because the registry key doesn't
# allow for Admin mode launches.
#
# IMPORTANT:  Unlike most settings, this setting can't be updated by 
# editing the Settings.txt file manually.  You must use the Options dialog
# to update this setting, because the setting has to be 
AutoLaunch = off

# Autolaunch delay time, in seconds.  When launch at startup is enabled,
# the launch is delayed after you log on by this amount of time.  This
# can be used to avoid conflicts with other programs that are also 
# launched when you log on, by sequencing the program launches so that
# they don't all start at the same time.  It's usually desirable to
# make sure that PinballY runs last when launching other programs, for
# a couple of reasons.  One is that other programs can thrash the disk
# while loading, which can make video playback jumpy; making PinballY
# wait until other programs have finished loading can make the initial
# video playback smoother.  Another is that the most recently launched
# program usually has control of keyboard focus, so if another program
# launches after PinballY, it can steal away the keyboard focus, which
# can prevent PinballY from responding to button presses.  Delaying
# PinballY's startup until after other programs have finished loading
# can make sure that PinballY has the initial keyboard focus.
AutoLaunch.Delay = 0


# Should we wait for monitors to come online at startup?  Most pin cabs
# have multiple monitors, and on many pin cabs, these are regular TVs rather 
# than computer monitors.  One of the little snags using TVs as monitors is
# that Windows can be slow to recognize them at system startup.  In fact,
# this process can be so slow that Windows can finish booting and can start
# launching programs before all of the TVs have been recognized.  This can
# cause screen layout problems for a program like PinballY that launches at
# startup, because it might not be possible to restore the saved window
# layout if some of the windows are located on screens that are still
# off-line.
#
# This option offers a way to work around that problem.  This lets you
# tell PinballY that it should wait, when first starting up, until Windows 
# has recognized all of your monitors.  PinballY won't open any of its
# UI windows until the system reports that all of your monitors are
# on-line.
#
# This string should use this format:
#
# <N> monitors, <S> seconds
#
# <N> monitors tells the program that it should wait at startup until
# Windows has recognized at least that many monitors.  Specify a maximum
# waiting time with <S> seconds.
#
# The program displays a little dialog box during the wait, with a Cancel
# button that lets you manually cancel the wait if desired.  So you can 
# set safely set a long wait time if necessary to accommodate monitors 
# with unpredictable startup times, in that you can always cancel the
# wait if necessary.
#
WaitForMonitors = 1 monitor, 10 seconds

# Additional wait time after the monitors are online, in seconds.
# Some video cards have a quirk where they appear in Windows as soon
# as an attached TV is powered on, but then disappear again briefly
# while the physical connection (e.g., HDMI) is established.  This
# added delay can be used in such cases, to ensure that PinballY
# doesn't try to open any windows during that connection interval.
WaitForMonitors.ExtraDelay = 0


# Splash screen.  If true (1), the program displays a "splash screen"
# briefly at program startup, showing the program name and version.
# Set to false (0) to disable this.
SplashScreen = 1


# Mouse hiding.  PinballY hides the mouse pointer at program startup, 
# and again whenever you press a command button.  Normally, it does
# this using a standard Windows "hide the mouse" command.  But for
# reasons not yet understood, this standard command doesn't work on
# some systems.  So we offer this alternative for systems where the
# mouse refuses to be hidden: instead of hiding the pointer, we move
# it to a parking position at a corner of the screen where it won't
# be visible, or if that's not possible, where it at least won't be
# in the way.  Set Mouse.HideByMoving to 1 if you want to enable this
# alternative way of hiding the mouse, and set Mouse.HideCoords to
# the screen coordinates in pixels where you want the mouse to be
# parked.
# 
Mouse.HideByMoving = 0
Mouse.HideCoords = 1920,540


# DOF.  PinballY can use DOF to activate effects on your pin cab 
# feedback devices, such as firing the flipper solenoids when you 
# press the flipper buttons and showing lighting effects when switching
# between games.  The program detects and accesses DOF automatically,
# using DOF's registered COM objects, so there's nothing extra that
# you have to install or configure to make DOF work with PinballY.
#
# The specific DOF effects that PinballY triggers are controlled by
# the DOF config files.  Most people set these up using the online
# DOF Config Tool, https://configtool.vpuniverse.com/.  PinballY
# pretends to be yet another pinball game as far as DOF is concerned,
# so PinballY's effects can be customized just any table's effects
# can be customized.  PinballY's pretend table name in the DOF
# config is "PinballY".  If you're using the online DOF Config tool,
# you can find the PinballY settings by clicking the Table Configs
# tab in the top nav bar, then selecting "PinballY" from the Table
# Name drop list.
#
# PinballY's DOF events are "virtual" events, with names starting
# with $PBY.  For a full list of these events, refer to the Help
# section on DOF Events.
#
# If you'd like to disable PinballY's DOF usage completely, set
# DOF.Enable to 0.
DOF.Enable = 1


# Real DMD setup.  This is for real pinball-style Dot Matrix Display
# devices.  (It's NOT for normal video monitors used to display simulated
# DMD images; it's only for physical DMD devices, such as the commercial
# PinDMD products or the DIY Pin2Dmd device.
#
# Set RealDMD as follows:
#
# RealDMD = Auto - searches for DmdDevice.dll in your VPinMAME folder,
# then in your PinballY program folder.  If the DLL exists, PinballY
# will use the DMD device.  If the DLL doesn't exist, no error is shown.
#
# RealDMD = On - same as above, but an error is shown if the DLL
# can't be found.  Use this for troubleshooting if you think the DLL
# is installed but nothing is happening on the DMD device.
#
# RealDMD = Off - disables the real DMD, even if the DLL exists.
#
# If you haven't already done so, install Visual Pinball, and check that
# it works properly with your DMD device.  PinballY will use your Visual
# Pinball installation to access the DLL that interfaces with the device,
# so no additional configuration should be required for PinballY.
#
# Special case only: If for some reason you DON'T plan to install Visual
# Pinball, but still want to use the DMD with PinballY, you can install
# the appropriate DmdDevice.dll for your device directly in the PinballY
# program folder.  You should be able to get the right DLL from your
# device manufacturer or from the Visual Pinball distribution.  If you 
# get the DLL from the VP files, make sure you select the DLL version
# that matches your physical DMD device.
#
RealDMD = Off

# Real DMD mirroring modes.  These are for cabinets where the user views
# the display via a mirror (e.g., "Pinball 2000" style cabinets).  If a
# mirror is involved, it's necessary to flip the pixel layout either
# vertically or horizontally to compensate.  You can control these via
# menu commands in the main window, so you can experiment with the
# settings interactively if you're not sure how to set these.
RealDMD.MirrorHorz = 0
RealDMD.MirrorVert = 0

# Real DMD grayscale gamma.  This sets the gamma correction value used
# for playback of grayscale video.  Adjust this if video playback looks
# too bright or dark on your real DMD display.
RealDMD.GrayscaleGamma = 2.8


# External program to run at startup.  This is executed when PinballY first
# starts, before PinballY loads the game list or displays any UI windows.
# This uses the same command line syntax that you'd type at a CMD prompt
# or into the Windows system "Run" (Windows+R) dialog.
#
# To run a .CMD or .BAT script, use this syntax: 
#
#    CMD /c <script file name>
#
# With the exception of Windows system programs like CMD.EXE, you should
# always specify the full path to the program you want to launch.  If the
# program name or its path contain spaces, you must enclose the name in 
# double-quote marks:
#
#    "c:\my path\my program"
#
RunAtStartup = 

# External program to run at exit.  This is executed just before PinballY
# terminates, after it closes all of its UI windows.  This follows the same
# rules as RunAtStartup for specifying the command line.
RunAtExit = 


# Popup info box settings.  Whenever a game is selected in the "wheel",
# the program normally pops up a little box near the top of the playfield
# window showing basic information on the game.  These settings control
# whether the box is shown at all, and if so, which items it displays.
#
# InfoBox.Show -> controls whehtehr or not the box is shown at all
# .Title -> include the game's title in the box
# .GameLogo -> use the game's logo graphics in place of the title, when available
# .Manufacturer -> show the manufacturer name
# .ManufacturerLogo -> use the manufaturer's logo graphics in place of the name, when available
# .System -> show the player system name (Visual Pinball, etc)
# .SystemLogo -> use logo graphics for the system when available
# .Year -> show the original release year of the real pinball machine
# .TableType -> show the table type (Solid State, etc)
# .TableTypeAbbr -> use the abbreviated table type (SS, EM, etc) instead of the full type name
# .Rating -> show the star rating
# .TableFile -> show the table file name (.vpt, .vpx, .fpt, etc)
#
InfoBox.Show = 1
InfoBox.Title = 1
InfoBox.GameLogo = 0
InfoBox.Manufacturer = 1
InfoBox.ManufacturerLogo = 1
InfoBox.Year = 1
InfoBox.System = 1
InfoBox.SystemLogo = 1
InfoBox.TableType = 0
InfoBox.TableTypeAbbr = 0
InfoBox.Rating = 1
InfoBox.TableFile = 0


# Playfield background layout.  By default, the playfield background
# image/video is shown at its original aspect ratio.  Set this to 1
# to stretch the video to fill the entire window, even if that distorts
# the aspect ratio.
Playfield.Stretch = 0

# Where should instruction card pop-up images be displayed?  Enter 
# Playfield, Topper, or Backglass to select the desired display window.
# (If the window you designate here isn't visible when you ask to 
# display an instruction card, the card will be shown in the playfield
# window instead.)
#
# Note that this only controls the pop-up images that appear when you
# use the "Instructions" command.  You can also have a whole dedicated
# window where the instruction card for the current game is always
# shown without having to select a menu command at all.  If that
# window isn't already displayed, right-click on the main window and
# select "Show Instruction Card" from the menu.
#
InstructionCardLocation = Backglass

# Are Shockwave Flash (.swf) files allowed for instruction cards?  If
# this is enabled, the system will look for .swf files in addition to
# the usual complement of image types (.png, .jpg, .jpeg) when searching
# for instruction card images.  If this is disabled, .swf files will be
# ignored.
#
# In order to use .swf files, the Adobe Shockwave Flash Player ActiveX
# control must be installed on your system.  (Note that Flash Player
# has separate plug-ins for IE and for other browsers.  PinballY can
# only use the ActiveX IE plug-in, so you might have to install that
# separately even if you already have another Flash plug-in for a
# different browser.)  If for some reason you don't want to install
# the Flash ActiveX on your system, you can disable this option to
# make PinballY ignore SWF files, to avoid any error messages from
# attempts to load them.
#
# Why is this even an issue, you might ask, when SWF is an obsolete
# format?  Even Adobe, its creator, says it's obsolete.  The reason
# is purely historical.  HyperPin, the first front end for pin cabs, 
# used SWF for instruction cards.  That led to a large number of
# downloadable Media Packs for HyperPin including instruction cards
# in SWF format.  Those old Media Packs are still around and they're
# still the most convenient way to get all of the media "extras" for
# your games.  PinballY therefore supports SWF so that you can use
# the many existing Media Packs without having to go through any
# tedious format conversions every time you download one.
# 
InstructionCards.EnableFlash = 1

# Default font family for most UI elements.
DefaultFontFamily = Tahoma

# Fonts for UI elements.  Specify as <point size> <weight> <family>.
#
# <point size> is a number, with optional "pt" suffix.
#
# <weight> can be a standard font weight value from 100 to 900,
# (400 is normal weight in most fonts, 700 is bold), or one of the
# standard weight names: "thin" (100), "extralight" (200), "light" 
# (300), "normal" (400), "medium" (500), "semibold" (600), "bold" 
# (700), "ultrabold" (800), "black" (900).
#
# <family> is a font family name (e.g., Tahoma or Comic Sans MS).
# Speciy the full name as it appears in the Windows Fonts control
# panel.
#
# Any of <point size>, <weight>, and <family> can be entered as *
# (an asterisk) to use the system default value for that item.
# The system default for <point size> varies for each item; the
# default for <weight> is always "normal", and the default for
# <family> is always the value of DefaultFontFamily above.
#
# The default entries below use all default values.  For your
# reference, the normal system point sizes are listed in the
# comments below.
#
# MenuFont = menu items (42pt)
# PopupFont = base font for popup dialogs and messages (24pt)
# PopupTitleFont = large font for title text in popups (48pt)
# PopupSmallerFont = smaller text font in popups (20pt)
# PopupDetailFont = even smaller detail text font in popups (18pt)
# MediaDetailFont = small font for line items in media file listings (12pt)
# WheelFont = game titles in the wheel when logos aren't available (80pt)
# HighScoreFont = font for the high score list in the info box (24pt)
# InfoBoxTitleFont = large font for title text in info box displays (38pt)
# InfoBoxFont = font for main text in info box displays (28pt)
# InfoBoxDetailFont = small font for fine print in info box displays (16pt)
# StatusFont = status line font (36pt)
# CreditsFont = credits message font (42pt)
#
MenuFont = * * *
PopupFont = * * *
PopupTitleFont = * * *
PopupSmallerFont = * * *
PopupDetailFont = * * *
MediaDetailFont = * * *
WheelFont = * * *
HighScoreFont = * * *
InfoBoxTitleFont = * * *
InfoBoxFont = * * *
InfoBoxDetailFont = * * *
StatusFont = * * *
CreditsFont = * * *


# Mute videos.  Turns off sound playback on all videos (playfield, 
# backglass, DMD).  You can change this while the program is running,
# using the "Exit" menu.
Video.Mute = 0

# Master volume control for videos.  This sets the volume level
# for all video playback, relative to the Windows system volume.
# This is a percentage of the system volume, 0 to 100.
#
# You can also control the volume level for each game's videos
# separately, via Operator Menu > Adjust Audio Volume.  The volume
# level for each game is combined with the master volume, so a
# change to the master volume will still affect all games, even
# games with individual level settings.
Video.MasterVolume = 100

# Mute table audio.  This controls playback on table audio media,
# separately from the video muting.
TableAudio.Mute = 0

# Enable videos.  This allows using video media for the playfield,
# backglass, etc when available.  If this is set to 0, still images
# will be used instead.  You can change this within the program
# using the "Setup" menu.
Video.Enable = 1

# Mute sounds when in attract mode.  Turns off sound playback for
# all videos when attract mode is active.  You can also change this 
# from the "Exit" menu.
AttractMode.Mute = 1

# Mute the sound effects for all button presses.  You can also change
# this from the "Exit" menu.
Buttons.Mute = 0

# Audio volume level for the button sound effects, relative to the
# Windows system volume setting.  This is a percentage value, from
# 0 to 100.
# Buttons.Volume = 100


# Is the Exit menu enabled?  If this is true (1), pressing the Exit 
# button when no menus or popups are shown brings up the Exit menu, 
# which offers commands for exiting PinballY (returning to the Windows
# desktop) and a few other miscellaneous system options.  Set this to
# 0 to prevent the Exit menu from being displayed.
#
# Disabling the exit menu is useful if your pin cab is in a public
# setting, since it prevents users from accidentally (or on purpose)
# quitting out of PinballY and accessing the Windows desktop, shutting
# down the system, etc.
ExitMenu.Enabled = 1

# How should the Exit button act in the Exit menu?  "Select" means that 
# the Exit button can be used to select items in the menu, just like the
# Start button.  "Cancel" means that it simply cancels out of the menu,
# the same way it does in other menus.  I find it more natural for the
# Exit button to select items in the Exit menu, because you had to press
# the Exit button to bring up this menu in the first place, so that's
# where your finger is poised while operating the menu.  As a result, I
# always found PinballX's treatment of it as the Cancel button, even in
# this context, to be irritating and wrong.  Granted, it's more 
# consistent overall to treat it as the Cancel button, since that's 
# how it acts everywhere else, but in my opinion this is one of those
# "foolish consistencies" that makes things worse rather than better.
# And even in terms of consistency, it's arguably more consistent in
# the local context of the Exit menu to treat it as "select".  But if
# you disagree and you prefer the old PinballX handling, just change
# this setting to Cancel.
#
# Select -> treat the Exit key as a select button in an Exit menu
#           [this is the default]
#
# Cancel -> Exit key simply cancels out of an Exit menu
#
ExitMenu.ExitKeyMode = Select

# Should the Exit menu include an "Operator Menu" command?  If this
# is true (1), the Exit menu will include a command that lets you
# access the Operator menu, which provides commands for game setup
# and various PinballY option settings.  
#
# If you have a coin door with service buttons, you might want to
# disable this, so that the Operator Menu is only accessible via the
# service buttons.  That will prevent guests from accidentally
# accessing the setup options.
ExitMenu.ShowOperatorMenu = 1

#
# Button assignments.  Each button assignment uses syntax like
# this:
#
#   Button.<Name> = ...
#
# The button names and their meanings are listed below.  On the
# right side of the "=", you can assign one or more keyboard keys
# and/or joystick buttons to each function.  To map a keyboard
# key, use this syntax:
#
#   Button.<Name> = keyboard A
#
# Each key has a name; the alphabetic and number keys simply use
# their normal keyboard symbols, and most of the special function
# keys use the names printed on the key: Escape, Tab, Enter, etc.
# All of the "modified" keys (Shift, Control, Alt, Windows) come
# in left and right versions: LShift, RShift, LControl, etc.
#
# To map a joystick button, use this syntax:
#
#   Button.<name> = joystick * 7
#
# That maps button 7 on any joystick.  If you have multiple
# joysticks, and you want to tie a button to a particular joystick,
# that gets a bit tricker.  Change the * to a "logical joystick"
# unit number, then add a separate entry to the config like this:
#
#   JoystickDevice[N] = VID:PID:Product Name
#
# Where N is the logical joystick number you used above (you
# should number these consecutively from 0), VID and PID are the
# USB Vendor ID and Product ID for your joystick, and Product Name
# is the product name string for your joystick.  I'd recommend
# just using the * notation and ignoring all of this!
#

# Select = show menu/select current menu item.  This is normally
# mapped to the Start button in a cab (usually the "1" key).
Buttons.Select = keyboard 1

# Launch = start current game (bypasses the menu).  This is normally
# mapped to the Launch Ball button in a cab ("Return" key).
Buttons.Launch = keyboard Return

# Exit = exit menu, or show Exit menu.  This is normally mapped to
# the Exit button in a cab ("Escape" key).
Buttons.Exit = keyboard Escape

# Exit Game = terminate the currently playing game.  This is normally
# mapped to the same button as Buttons.Exit, since you usually want
# to use the same physical button for both purposes.  You can map this
# to a different key if you prefer, though.
Buttons.ExitGame = keyboard Escape

# Pause Game = pause the current game.  This brings the PinballY
# window to the foreground, which has the effect in Visual Pinball
# (and hopefully other systems) of freezing the game.  PinballY
# presents a menu with options to resume or terminate the game.
Buttons.PauseGame =

# Next/Previous = game/menu navigation.  These are normally mapped to
# the flipper buttons in a cab (Right/Left Shift keys).
Buttons.Next = keyboard RShift
Buttons.Prev = keyboard LShift

# Next Page/Previous Page = next alphabetical letter group in game list.
# These are normally mapped to the MagnaSave buttons in a cab (Right/
# Left Control keys).
Buttons.NextPage = keyboard RControl
Buttons.PrevPage = keyboard LControl

# Service menu buttons.  These are used to call up the internal
# setup menu within PinballY, in analogy to the operator menus in
# a modern pinball machine.  I recommend using the normal VPinMAME
# mappings for these:
#
#   Service1 = Exit/Escape  = 7
#   Service2 = -/Down       = 8
#   Service3 = +/Up         = 9
#   Service4 = Enter/Select = 0
#
# The Service4 "Enter" button brings up the Setup menu, which lets
# you set global program options and set up tables.  This menus is
# only accessible from the service buttons for the same reason that
# the operator menus on a real pinball are only accessible from the
# service buttons, namely that it prevents guests from messing
# around with your configuration while still providing easy access
# to the owner, the difference being that the owner has the key to
# the coin door!  Once you're in the Setup menu, you can navigate
# it with the flipper buttons just like the other menus, or you can
# continue using the service buttons if you prefer.
#
# The Service1 "Exit" button cancels the current menu, if one is
# open, but it has a special extra function outside of menus: it
# adds a "service credit", meaning that it adds one credit to the
# credit balance.  This feature is for the sake of simulation, as
# the real 1990s machines have this same feature.
#
Buttons.Service1 = keyboard 7
Buttons.Service2 = keyboard 8
Buttons.Service3 = keyboard 9
Buttons.Service4 = keyboard 0

# Show the frame counter.  There's no typical cab mapping for this;
# the default is F10.  You can also access this via the right-click 
# menu in the window where you want to show the counter.
Buttons.FrameCounter = keyboard F10

# Toggle full-screen mode.  There's no typical cab mapping for this;
# the default is F11.  You can also access this via the right-click 
# menu in the window that you want to resize (each window can be
# individually set to full screen or windowed mode).
Buttons.FullScreen = keyboard F11

# Rotate the display 90 degrees.  There's no typical cab mapping for 
# this; the default is the keypad "*" key ("Multiply").  You can also
# access this via the right-click menu in the window you want to
# rotate (each window can be individually rotated).
Buttons.RotateMonitor = keyboard Multiply

# Show game information.  This pops up a box with information on the
# game, including historical information and statistics on usage on
# your cab.  Some cab builders include dedicated buttons for extra
# "front end" functions like this, but you can also access this
# feature from the main menu, so a dedicated button is optional.
# If you have any otherwise unused buttons (such as an "Extra Ball"
# or "Fire" button), you can map that to this function if you wish.
# The default is the "2" key, which is normally used for the Extra
# Ball button.
Buttons.Information = keyboard 2

# Show the instruction card for the current game.  This displays
# an image of the original instruction card from the game's apron.
# Some cab builders include dedicated buttons for extra "front end"
# functions like this, but you can also access this feature from
# the main menu, so a dedicated button is optional.  You can map
# any otherwise unused button here if you wish (e.g., an "Extra
# Ball" or "Fire" button). 
Buttons.Instructions = keyboard I

# Options settings button.  This button brings up the Options
# dialog.  There's no standard pin cab button for this command;
# you can assign it to any otherwise unused button if you have
# extra buttons on your cab for miscellaneous special functions.
Buttons.Settings = keyboard O

# Coin door button.  Some pin cab builders include a switch that
# senses the position of the coin door like on a real machine, since
# that information is useful to VPinMAME and other simulators.  
# PinballY doesn't current use this button for anything, but if you
# do have a coin door switch in your cab, you can provide the key
# mapping here in case it becomes useful in PinballY in the future.
# For VPinMAME compatibility, this is normally assigned to the END
# key.
Buttons.CoinDoor = keyboard END

# Should new joystick button assignments be tied to individual
# devices (1) or assigned generically (0)?  "Generic" means that
# joystick button assignments aren't tied to specific devices,
# so pressing the same button on any joystick will trigger the
# command.  This doesn't affect any existing key assignments; it
# only determines how new button assignments are handled in the
# Options dialog.
RememberJSButtonSource = 0


# Status line messages.  These messages are displayed in continuous
# rotation in the status area at the bottom of the screen.  Use "|" 
# to separate messages.  Use "||" to insert a "|" into a message.
# If you want a blank message, use a single space character as the
# message text for that slot.  For example, "first| |last" will show
# "first", then a blank message, then "last", then repeat.
#
# The following substitution variables can be used within a message
# insert special text:
#
#   [Game.Title]   - title of currently selected game
#   [Game.Manuf]   - manufacturer of current game
#   [Game.Year]    - release year of current game
#   [Game.System]  - system of current game (Visual Pinball, etc)
#   [Filter.Title] - current filter name ("All Tables", "70s Tables")
#   [Filter.Count] - number of games in the current filter set
#   [Credits]      - number of "credits" from inserted coins
#   [lb]           - literal left square bracket ("[")
#   [rb]           - literal right square bracket ("]")
#
# There's a special form for grammatical agreement in number for
# the Filter.Count and Credits fields.  You can create a variable
# singular/plural form like this: {Filter.Count:Table:Tables:Tablez}.  
# The word after the first colon is used as the expansion if the 
# count is 1, so this gives you the singular form.  The word after 
# the second colon is selected if the count is greater than one.  
# The word after the third colon is used if the count is zero.
# The third "zero" variation is optional; the plural form is used 
# if it's not specified.  So {Filter.Count:Table:Tables:Tablez} 
# expands to "Table" if the filter count is 1, "Tables" if it's
# greater than 1, or "Tablez" if it's 0.  In English, you only
# need the first two for grammatical agreement, since zero is
# grammatically plural in English ("0 things").
#
UpperStatus.Messages = Welcome to PinballY!|[Filter.Title] ([Filter.Count] [Filter.Count:Match:Matches])
LowerStatus.Messages = Free Play|Press Start|[Game.Title] ([Game.Manuf], [Game.Year])

# Status line update times, in millseconds.  These set the time
# intervals for rotating messages in the status lines.  Using
# slightly different intervals will make the two messages switch
# out of sync with each other, at apparently random different
# times, which creates a more pleasing effect than having them
# always update together.
UpperStatus.UpdateTime = 2513
LowerStatus.UpdateTime = 2233


# Attract mode enabled
AttractMode.Enabled = true

# Attract mode idle time, in seconds.  Attract mode kicks in
# after there hasn't been any button input for this long.
AttractMode.IdleTime = 180

# Attract mode game switch time, in seconds.  When attract mode is
# active, it automatically switches to a new game selection after
# this interval.
AttractMode.SwitchTime = 10

# Attract mode status messages.  The normal status lines are hidden
# during attract mode and replaced with this message cycle.
AttractMode.StatusLine.Messages = Welcome to PinballY!|Free Play|Press a button to continue| |
AttractMode.StatusLine.UpdateTime = 1000

# Hide wheel images while in attract mode.  Wheel images can defeat
# the screen saver aspect of attract mode, since some people use
# images with very uniform background areas.  Hiding them helps
# avoid overly static images in those areas of the display.
AttractMode.HideWheelImages = true

# Game timeout, in seconds.  If this is set to a non-zero value,
# the system will automatically terminate a running game when there 
# hasn't been any keyboard, joystick, or mouse input for this length 
# of time.  This lets the system return to the main menu and enter
# attract mode if you leave a game running while away from the
# machine for a while.  Set to zero to disable this feature.
GameTimeout = 300

# Hide unconfigured games from the wheel list.  An unconfigured game
# represents a table file that PinballY found in the Tables folder for
# a system without any matching bibliographic data.  Normally, these
# are shown in the main wheel list, mixed in with configured games.
# You can easily recognize an unconfigured game because it'll be shown
# with default background images, and its raw filename will appear in
# place of a title.
#
# The point of showing unconfigured games alongside games whose details
# have already been entered is to make it easier to identify games that
# require your attention to complete their setup.  It also lets you
# launch a table file even if you haven't set up its details yet.  To
# set up an unconfigured game, select "Game Setup" from the main menu.
#
# If you prefer NOT to include unconfigured games in the regular wheel
# listings, set this variable to true (1).  You'll still be able to
# view any unconfigured table files at any time by selecting "Show 
# Unconfigured Games" from the Operator Menu; that command will filter
# the game list so that ONLY the unconfigured games are showing.
GameList.HideUnconfigured = 0

# Last selected game and filter.  These are updated automatically
# by the program so that we can come back to the same wheel selection
# as in the last session.
GameList.CurrentGame = 
GameList.CurrentFilter = All


# Media capture setup.  The Game Setup menu lets you capture screen
# shots of a running game to use as the background images displayed
# in the menu system.  The system automatically uses your PinballY
# window layout as a proxy for the running game's window layout, so
# there's no need to configure the game window layout separately.
# The only thing you have to configure here is the timing of the
# capture process, and in some cases the audio capture device.
#
# The first parameter selects the audio capture device.  An audio
# capture device is required to capture the audio portion when
# recording screen captures; it's not needed if you just want to
# capture still screen shots or silent videos.  The capture device
# is a virtual Windows device that reads back the sound playing
# through your sound card's Line Out port.  You should find this
# device listed in your Windows Sound control panel under the
# Recording tab.  The device is commonly called "Stereo Mix" or
# some variation containing those words, but not always; the
# exact name is up to your sound card manufacturer.  Note that
# the Microphone or Line In inputs won't usually work for screen
# captures because they record from the physical line inputs; for
# screen capture recording, you need the "fake" device that reads
# back the Line Out audio.
#
# By default, if you leave this setting blank, PinballY will
# search through the list of all attached audio input devices for
# one containing the words "Stereo Mix" in the name.  That works
# on many systems, particularly with US localization, but doesn't
# work if your sound card manufacturer happened to choose a 
# different name for their equivalent of this device, OR if your
# system has a non-English localization, in which case the name
# of the device will probably be translated to your language.
# So if PinballY complains that no audio capture device is
# present when you try to do a capture with audio, you can fill
# in the correct name here.
#
Capture.AudioDevice =


# The rest of the capture parameters control the timing of the
# capture process.
#
# The first timing parameter is how long to wait for the game to
# start up.  You'll want to give it enough time to enter "Attract
# Mode" in the game, where it's ready to begin a game.  That is,
# long enough to load into VP (or whatever system) and go through
# the game's ROM startup/test process.  The actual ROM startup
# time varies a lot by game, so adjust this as needed if you
# encounter games that aren't ready in time.  The delay time is
# given in seconds.
Capture.StartupDelay = 10

# Each time a capture is started, we show a message by default
# explaining how the PinballY window layout determines the screen
# capture area.  The message offers an option to skip the message
# on future captures.  This variable indicates that the user has
# chosen the "skip" option.
Capture.SkipLayoutMessage = 0

# Capture timing for individual media types. 
#
# For each media type, you can select MANUAL or AUTO capturing:
#
# * AUTO means that the capture happens automatically as soon as
# the media type's turn comes up.  If you set everything to AUTO,
# the capture will proceed as a wholly automatic process without
# any action on your part.  
# 
# * MANUAL means that you have to press a button combination to 
# start and/or stop the capture for that media type.  This allows
# you to control the exact starting point and/or duration of the 
# capture for that item.
#
# All media types let you set the START time to AUTO or MANUAL.
# An automatic start time makes the capture for that item start
# as soon as that item is reached in the capture process.  For
# image types, that's the only timing needed.  For video and
# audio types, you can also set the STOP mode to AUTO or MANUAL.
# AUTO STOP mode means that the capture proceeds for the duration
# set by the TIME value for that type (in seconds), and then
# automatically stops.  MANUAL STOP means that the capture keeps
# going until you press the key combination to end that item.
#
# During the capture process, a status window appears that shows
# you the current item being captured, and prompts you to press
# the manual keys when necessary to start or stop the current
# item.
#
# Note that TIME values are ignored if STOP is set to MANUAL.
#

Capture.PlayfieldImage.Start = auto

Capture.PlayfieldVideo.Start = auto
Capture.PlayfieldVideo.Stop = auto
Capture.PlayfieldVideo.Time = 31

Capture.PlayfieldAudio.Start = auto
Capture.PlayfieldAudio.Stop = manual
Capture.PlayfieldAudio.Time = 32

Capture.BackglassImage.Start = manual

Capture.BackglassVideo.Start = manual
Capture.BackglassVideo.Stop = auto
Capture.BackglassVideo.Time = 33

Capture.DMDImage.Start = auto

Capture.DMDVideo.Start = manual
Capture.DMDVideo.Stop = manual
Capture.DMDVideo.Time = 34

Capture.TopperImage.Start = manual

Capture.TopperVideo.Start = auto
Capture.TopperVideo.Stop = auto
Capture.TopperVideo.Time = 35

# Two-pass capture.  Normally, when capturing screen-shot video,
# we capture and encode (compress) the video in real time.  This
# requires a fairly fast CPU; slower machines might not be able
# to do the compression work quickly enough to keep up with the
# live video frame rate, so captured videos might have too many
# dropped frames, which will manifest see as momentary freezes 
# when the video is played back.  If your captured videos look
# choppy, try setting this to 1 to enable two-pass recording.
# In two-pass mode, we initially capture the video without any
# compression; even slower machines can usually handle this
# without dropping frames.  We then convert the captured video
# to a compressed format.  This takes long than doing it all
# in one operation, but it should produce smoother videos if
# your single-pass captures look too choppy.
Capture.TwoPassEncoding = 0


# Coin slot pricing.  This is just a novelty feature for the sake
# of its entertainment value, as we don't have any real practical
# use for coins or credits.  We do deduct one credit for each game
# launch, but we don't require credits to launch - we'll launch a
# game even if the balance is zero.  But if we wanted to implement
# a "real" coin system, we wouldn't want to deduct credits when
# you merely launch a game from the menu; we'd instead want to
# transfer credits from the menu system to the games themselves,
# and then have the tables deduct credits on each play.  We don't
# have any way to transfer credits like that, so the use of coins
# in the menu is purely for the novelty value.
#
# If you want to disable this feature, simply omit the button
# assignments below, which will prevent any coin recognition.
#
# If you want to enable coin recognition, the first step is to set
# up your coin slot keyboard mappings.  If you have physical coin 
# slots with "coin mechs" installed, you'll want to set them up 
# for use with VP anyway, so it's a small extra step to enable 
# them here.  Simply list the keyboard keys or joystick buttons 
# that you've wired your coin slot switches to below, in the 
# Buttons.CoinN variable settings.  
#
# The standard button assignments are dictated by VPinMAME, which
# uses the following fixed key assignments:
#
#  "3" key -> first/left slot in a 2-slot coin door
#  "4" key -> second/middle slot, not used in a 2-slot door
#  "5" key -> third/right slot in a 2-slot door
#  "6" key -> fourth slot, or dollar bill acceptor in a US 2-coin door
#
Buttons.Coin1 = keyboard 3
Buttons.Coin2 = keyboard 4
Buttons.Coin3 = keyboard 5
Buttons.Coin4 = keyboard 6

# Now set the coin denomination for each slot.  The currency unit
# is whatever you want it to be.  In the US, you can use dollars,
# so .25 would represent a quarter.  But you could just as well 
# denominate this in Euros, Pounds, or arcade tokens.  When you
# insert a coin in one of the slots, PinballY will add the
# declared coin value for that slot to a running total "coin
# balance" it keeps internally.
Coin1.Value = .25
Coin2.Value = .25
Coin3.Value = .25
Coin4.Value = 1.00

# Finally, set the relationship between coin values and "credits".
# We use "credit" in the usual pinball sense of the word, where a
# credit gives you one play.  The UI reports everything in terms 
# of credits. 
#
# Most pinballs from the 90s and later have pricing where you get
# bonus credits for more coins, such as "one credit for 50 cents,
# 3 credits for $1".  To allow for this kind of pricing model, we
# let you list multiple coin value levels, and the corresponding
# number of credits.  You can enter as many of these levels as
# you like.  Each level is specified with an entry of the form
# <coin-value> <credits>.  For example:
#
#    .50 1
#
# That means that .50 currency units (Coin.Value units) gives you
# one credit.  List any number of these levels that you like, in
# ascending order, separated by commas.  The default setting sets
# up the typical modern US "50/75/$1" pricing, which is to say, 50 
# cents for one credit, 75 cents for two credits, $1 for three. 
# When we reach the end of the list, we simply start over, so in 
# our .50/.75/$1 example, inserting a fifth quarter takes you
# back to the .50/credit point.  
#
# Fractional credits can be used, expressed as floating point
# values:  e.g., 0.5 means a half credit.  You should only use
# halves and quarters for the sake of nice display formatting,
# as we can show 1/2, 1/4, and 3/4 as fractions in the UI;
# other fractions will be displayed less nicely as decimal
# values (e.g., if for some reason you want 1/6 credits, it
# would be displayed as .166667).
#
# The program keeps an internal counter of the total coin value
# inserted so far, and translates to credits accordingly.  The
# coin counter resets whenever the player launches a new game
# or exits, but the last credit balance is retained across
# sessions.  The program deducts one credit on each launch, if
# any credits are available, just to maintain the pretense that
# the credits are actually used for something.
#
# Sample pricing models:
#
# US 25 cents/play: .25 1
# US 50 cents/play: .25 .5, .50 1
# US 50c/75c/$1:    .25 .5, .50 1, .75 2, 1.00 3
# US 3 for $1:      .25 .5, .50 1, .75 1.5, 1.00 3
# US 75c/$2 x 3:    .75 1, 2.00 3
# US 50c/$2 x 5:    .25 .5, .50 1, .75 1.5, 1.00 2, 1.25 2.5, 1.50 3, 1.75 3.5, 2.00 5
# 
PricingModel = .25 .5, .50 1, .75 2, 1.00 3

# Maximum credit balance.  Zero means there's no maximum.
MaxCreditBalance = 10

# Current credit balance.  The program automatically saves the
# credit balance across sessions here.
CreditBalance = 0


# Hide the Windows taskbar while a game is running.  If you're using
# full-screen windows, the Windows taskbar normally hides itself so
# that PinballY, Visual Pinball, and other pinball software can use
# the entire screen for the game display.  However, the taskbar might
# still pop up when launching or exiting a game, which isn't very
# nice cosmetically.  If you wish, PinballY can explicitly hide the
# taskbar while a game is running, which should eliminate the
# brief appearances.
HideTaskbarDuringGame = 1


#
# Pinball systems.  Each system is specified via a set of "System<n>" 
# variables, explained below.  The "<n>" is just an arbitrary number to 
# identify the system within the configuration ("System1", "System2",
# etc).
#
#
# SystemN = Display Name
# This is the name displayed in the UI for this system.
#
# SystemN.MediaDir = subfolder
# The subfolder name to use for media files for this system's games.
# Media files are the images, videos, and sounds for the tables:
# the playfield images and backglass videos and so on.  Use only
# the subfolder name here, such as "Visual Pinball" - this is
# combined with the MediaPath variable to form the full path, so
# you only need the subfolder name here.  If you omit this, the
# display name of the system is used by default, as defined
# by the SystemN=xxx variable.
#
# SystemN.DatabaseDir = subfolder
# The subfolder name to use for the XML files that list the games
# for this system.  EACH SYSTEM MUST HAVE ITS OWN SEPARATE FOLDER
# THAT ISN'T SHARED BY ANY OTHER SYSTEMS, since this is how the
# program tells which system to use to launch each game.  If you
# omit this variable, the display name of the system (as defined 
# by the SystemN=xxx variable) is used as the folder name.
#
# SystemN.Enabled = true|false
# Specifies whether this game's systems appear in the UI.  The
# system's XML database files will simply be ignored if the system 
# is marked as disabled.  This defaults to true if omitted.
#
# SystemN.Class = system type:  type of system.  Set this to one
# of the following:
#
#   VPX    - Visual Pinball 10
#   VP     - Visual Pinball 9 or earlier
#   FP     - Future Pinball
#   STEAM  - Steam-based program (Pinball Arcade, Pinball FX2, etc)
#   Other  - Any other system [this is the default]
#
# Omit it for other systems.  If you set this, it lets PinballY use
# its special knowledge of VP or FP for this system's games.  It also
# lets PinballY supply defaults for some settings, so that you don't
# have to set up as much explicitly.
#
# SystemN.Exe = application executable (.exe) file with full path
# This is the executable that we launch when the user starts a table
# for this system.  In most cases, you should simply specify the
# full path and .exe file name.  Alternatively, you let PinballY
# find the executable based on the registry settings for the target
# system:
#
# - If you omit this entirely, and there's a DefExt setting for
#   this system, PinballY will use the program registered for that
#   file type.
#
# - If you use a filename with no path (e.g., VPinball995.exe),
#   PinballY will look for the registered program for the filename
#   extension given in DefExt for this system.  It will then combine
#   the PATH portion of that program with the filename you specified.
#   This is convenient if you have multiple versions of VP installed,
#   as long as you installed them all in the same folder, since it
#   looks up the folder path automatically.
#
# - If you set this to [STEAM] (with the square brackets), PinballY
#   will look in the registry for the installed Steam application,
#   and use that if found.
#
#
# SystemN.Parameters = command-line parameters for launching games
# This is a template for the command line sent to the EXE at launch.  
# You can use the following substitution variables in the string:
#
#   [TABLEPATH] = the path from SystemN.TablePath 
#   [TABLEFILE] = the filename of the table being launched
#   [LB]        = a literal left square bracket, [
#   [RB]        = a literal right square bracket, ]
#
# SystemN.Environment = environment variables to pass to the program
# This is a list of NAME=VALUE pairs, separated by semicolons (;).
# These values are merged into the parent environment that PinballY
# inherited from the Windows desktop when it was initially launched.
# Some game programs (such as Pinball Arcade) depend upon receiving
# additional information via the environment rather than through the
# normal command-line parameters.
#
#
# SystemN.ShowWindow = initial window mode for launched game
# This specifies how the game program's window is initially opened.
# Use one of the following values:
#
#   SW_SHOW          - shows the window normally
#   SW_SHOWMINIMIZED - shows the window minimized to the task bar
#   SW_HIDE          - hides the window
#
# Visual Pinball and Future Pinball work best with SW_SHOWMINIMIZED,
# because these programs show their "editor" windows initially, and
# you don't usually want to see those at all when playing.  Most
# other programs work best with SW_SHOW, which is the default.
# (You can actually use any of the internal Windows SW_SHOWxxx
# constant names here, which you can find in the Windows SDK
# documentation if you're that interested.  But the ones listed
# above should handle all of the known systems, so we're not
# listing the others here for the sake of brevity.)
#
#
# SystemN.Process = process name to monitor (XXX.EXE, with no path)
# This is mostly for games that run through Steam.  To run a Steam
# game, the application we launch via SystemN.Exe is STEAM.EXE, but
# that in turn launches a second executable that actually runs the
# game session.  That second exe is the one that we have to monitor
# for shutdown, and the one that we have to close if the user wants
# to exit back to PinballY.  Specify just the exe name here, without
# any path prefix.
#
# SystemN.TerminateBy = termination mode
# This specifies how PinballY should terminate the game program when
# you press the Exit Game button.  The possible settings are:
#
#   CloseWindow: this is the default.  PinballY will simply close all
#   of the game program's windows.  Most programs will exit on their
#   own when their windows are closed.  This is considered the safest
#   approach to ending a program, since it allows the program to save
#   files and clean up any system resources it's using before it exits.
#
#   KillProcess: asks Windows to terminate the process without the
#   program's cooperation.  This is what Task Manager uses when you
#   tell it to end a process.  This doesn't give the program a chance
#   to save files or release resources, so in some cases it can create
#   system stability problems, by leaving some system resources (such
#   as files or devices) locked or in otherwise dubious states.  This
#   should only be used if CloseWindow doesn't work reliably for this
#   system.
#
# SystemN.TablePath = full path to the folder where you store the
# table files for the system, such as Visual Pinball's .vpt files.
# If you specify a relative path (with no X:\ drive spec), the path
# is relative to the .EXE folder for the system.  This means you
# can simply set this to "Tables" for the standard VP setup, for
# example, without specifying the full path.  Use "." (a single
# period) to specify folder itself.  You can simply omit this for
# a system like The Pinball Arcade that doesn't use table files.
#
# SystemN.DefExt = default filename extension ("." suffix) for table files
# The launcher will add this to the table filenames in the table database 
# if necessary when generating the command line parameters.  You can
# simply omit this for a system like The Pinball Arcade that doesn't use 
# external table files.
#
# SystemN.StartupKeys = key sequence to send at startup
# This is designed especially for The Pinball Arcade, but could be used for
# any other game systems where the game itself has a startup menu that has
# to be navigated before play can begin.  TPA really complicates things in
# this regard because it has its own table menu: we have to navigate through
# its table menu to pick out the game that the user already selected from
# our table menu!  It's ridiculous, but TPA doesn't have a way to launch
# a particular game externally; it can only reach a game through its UI.
# So this option provides a way to automate that initial menu navigation.
# The StartupKeys entry is a list of keystrokes to send, separated by
# spaces.  You can use the following key names:
#
#   Up Down Left Right   [the arrow keys]
#   A through Z, 0 through 9  [letter and number keys]
#   LShift RShift LAlt RAlt LCtrl RCtrl  [shift/alt/control keys]
#   CapsLock NumLock
#   F1 through F12  [top-row function keys]
#   Dash Plus Backslash LBracket RBracket Comma Period Slash Colon Quote
#   Esc Tab Space Backspace
#
# In addition, the following special sequences can be used:
#
#   {comment} - everything between curly braces is ignored
#
#   [click] or [rclick] - send a left or right mouse click.  By default,
#   this clicks at the current mouse position, wherever that is.  You
#   can also specify a target window to click in, which positions the
#   mouse at the center of the target window just before clicking:
#   [click playfield], [click backglass], [click dmd], or [click topper].
#
#   [pace M] - set the pace in milliseconds.  The simulated keystrokes
#   after this point will be paced with a delay of M milliseconds
#   between keys.  This can be used if the receiver program doesn't
#   respond quickly enough to handle keys sent at full speed.
#
#   [pause N]  - pause for N seconds
#
#   [gridpos Down Right]  - send the Down Arrow and Right Arrow keys
#   enough times to move to the grid position given by the gridPos
#   entry for the game in the game database.  Make sure that the 
#   key sequence leading up to this point sets things up so that the
#   upper left icon (row 1, column 1) is selected, since the [gridpos]
#   element determines how many Down and Right keys to send based on
#   the assumption that we're starting from the upper left.
#
# For a system that requires a mouse click in its main window at startup
# to establish focus, use a StartupKeys string like this: [click playfield]
#
# SystemN.DOFTitlePrefix = prefix used in DOF table entries for this system
# The DOF table database uses prefixes in the game title to distinguish
# games that exist in multiple systems.  The DOF database considers VP to
# be the default system, so VP has no prefix.  Future Pinball uses "FP",
# PinballFX2 and FX3 use "FX2" and "FX3" respectively.
#
# SystemN.NVRAMPath = path to this system's "non-volatile RAM" files.  We
# use these files to retrieve high score lists, when available.  This only
# applies to VP and FP games, and you can normally omit it, because we can
# usually infer it automatically from the VPinMAME install location (for VP
# games) or the Future Pinball install folder (for FP games).  Please only
# use this if you have an unusual setup - it's better to use the defaults 
# if you can, because it's one less thing to keep track of if you ever 
# rearrange folder paths.
#
# SystemN.RunBeforePre = a command to run before the RunBefore command.
# (Yes, the name is awkward, but it seems better than RunBeforeBefore.)
# This command does essentially the same thing as RunBefore, but it has
# the important distinction that PinballY displays a completely blank,
# black screen in the playfield window while running this command.  This
# is a good place to put any command that changes the system-wide monitor
# layout, since the blank playfield window will help make the transition
# smoother by concealing the visual change.
#
# SystemN.RunBefore = a command to run just before launching a game using
# this system.  This is a command line of the sort that you could type into
# the Windows "Run" box.  Use the same rules as for the RunAtStartup option.
# You can use same substitution variables allowed in SystemN.Parameters (see
# above) in this command line.  You can also use the special prefix string
# [NOWAIT] if you want PinballY to launch the program as a background
# process and then immediately launch the game, without waiting for the
# RunBefore program to finish.  Without this prefix, PinballY waits for
# the RunBefore program to finish before launching the game.  Use [NOWAIT]
# if the program you're running is meant to continue running while the game
# is running.  If you want PinballY to explicitly terminate this program
# after the game exits, use [NOWAIT TERMINATE].
#
# SystemN.RunAfter = a command to run just after finishing a game using
# this system.  This is executed just after the game exits, before PinballY 
# takes over again.  Use the same command line syntax that you'd type into
# the Windows "Run" box.  You can use same substitution variables allowed in
# SystemN.Parameters (see above) in this command line.  Use [NOWAIT] if you
# want PinballY to return to resume immediately, without waiting for the 
# program to finish.  By default, PinballY will wait for this program to
# exit before returning to its normal user interface.
#
# SystemN.RunAfterPost = a command to run after the RunAfter command. 
# As with RunBeforePre, this command is executed with a blank, black
# screen shown in the playfield window, so it's a good place to put any
# command that changes the system-wide monitor layout.


# VP 9
System1 = Visual Pinball 9
System1.Class = VP
System1.MediaDir = Visual Pinball
System1.DatabaseDir = Visual Pinball
System1.Enabled = true
System1.Exe =
System1.ShowWindow = SW_SHOWMINIMIZED
System1.Environment =
System1.TablePath = Tables
System1.Parameters = /play -"[TABLEPATH]\[TABLEFILE]"
System1.DefExt = .vpt
# System1.RunBefore = cmd /c echo Example RunBefore command! Path=[TABLEPATH], file=[TABLEFILE] && pause
# System1.RunAfter = cmd /c echo Example Run After command! Path=[TABLEPATH], file=[TABLEFILE] && pause

# VP 9.2
System2 = Visual Pinball 9.2
System2.Class = VP
System2.MediaDir = Visual Pinball
System2.Exe = VPinball921.exe
System2.ShowWindow = SW_SHOWMINIMIZED
System2.Environment =
System2.TablePath = Tables
System2.Parameters = /play -"[TABLEPATH]\[TABLEFILE]"
System2.DefExt = .vpt

# VP 10
System3 = Visual Pinball X
System3.Class = VPX
System3.Exe =
System3.ShowWindow = SW_SHOWMINIMIZED
System3.Environment =
System3.TablePath = Tables
System3.Parameters = /minimized /play -"[TABLEPATH]\[TABLEFILE]"
System3.DefExt = .vpx

# Future Pinball
System4 = Future Pinball
System4.Class = FP
System4.Exe =
System4.ShowWindow = SW_SHOWMINIMIZED
System4.Environment =
System4.TablePath = Tables
System4.Parameters = [TABLEPATH] /open "[TABLEPATH]\[TABLEFILE]" /play /exit /arcaderender
System4.DefExt = .fpt
System4.StartupKeys = [click playfield]
System4.DOFTitlePrefix = FP

# The Pinball Arcade (Farsight Studios)
System5 = Pinball Arcade
System5.Class = STEAM
System5.Exe = [STEAM]
System5.ShowWindow = SW_SHOWMINIMIZED
System5.Environment =
System5.TablePath = [PinballY]\Farsight
System5.DefExt = .pinballarcade
System5.Parameters = -applaunch 238260
System5.Process = PinballArcade.exe

# Menu navigation for The Pinball Arcade to reach the selected game.  This is
# rather convoluted because we can't get any feedback on the UI's state, and
# more problematically, the initial state can vary.  The keystroke list below
# will undoubtedly have to be tweaked from time to time as Farsight revises 
# their UI.
#
# Since this is so convoluted, here's an explanation of the steps...
#
# The first thing we do is give the UI 25 seconds to start up.  It usually
# doesn't need quite this long, but it can on the first run after a reboot.
# Then we press the Enter key to get past the intro screen and into the menu.
#
# At that point, TPA sometimes likes to throw up an announcement dialog box,
# but not always.  Clicking the mouse dismisses the dialog, but if there's
# no dialog, clicking will select some random initial button selection
# on the menu instead.  So we pretend that there's no dialog and navigate
# up to the "Settings" icon at the top, and send a click.  If there was a
# dialog, the navigation will have no effect, but the click will dismiss
# the dialog and leave us at the main menu; if there wasn't a dialog,
# we'll be on the settings page.  In either case, we can now get to the
# grid by hitting Up to get the top row of icons, Left several times to
# make sure we're at the left end of the row, Right to get to the arcade
# icon, and click to enter the game grid.  Whee!
#
# Now that we're in the game grid, we have to get into the alphabetical
# list.  The grid retains its setting from the last run, so it could be
# sorted in some other order, in which case the game's grid position won't
# be the same.   When we enter this screen, the top left game will be
# selected.  Moving up one row takes us to the sorting options row, so
# we send an Up, then a bunch of Left keys to make sure we're at the
# first button in the row ("Alphabetical").  We send a click to select
# that.  Now we should have the grid in the right order, so we send a
# Down to move to the top left game, send send Down and Right keys to
# get to the target grid position.  Finally, we send a click to select
# that game icon.  That'll bring up a "play this game" dialog, so we
# pause to let the dialog load, and then send a click to load the game.
#
System5.StartupKeys = [pace 250] [pause 25] {intro screen} [click] [pause 5] {main menu OR announcement dialog - try going to Settings} up up right right right right right [click] [pause 5] {now in settings OR main dialog - select arcade icon at top} up up left left left left left right [click] [pause 10] {now on grid screen - go to the sorting row and select Alphabetical} up left left left left left [click] [pause 5] [pace 1000] down [gridpos down right] [click] [pause 3] [click]

# Pinball FX3
System6 = Pinball FX3
System6.Class = STEAM
System6.Exe = [STEAM]
System6.ShowWindow = SW_SHOWMINIMIZED
System6.Environment =
System6.TablePath = steamapps\common\Pinball FX3\data\steam
System6.DefExt = .pxp
System6.Parameters = -applaunch 442120 "-table_[TABLEFILEBASE]"
System6.Process = Pinball FX3.exe
System6.DOFTitlePrefix = FX3

# Pinball FX2
System7 = Pinball FX2
System7.Class = STEAM
System7.Exe = [STEAM]
System7.ShowWindow = SW_SHOWMINIMIZED
System7.Environment =
System7.TablePath = steamapps\common\Pinball FX2\data\steam
System7.DefExt = .pxp
System7.Parameters = -applaunch 226980 "[TABLEFILEBASE]"
System7.Process = Pinball FX2.exe
System7.DOFTitlePrefix = FX2


# Empty categories.  Categories are user-defined tags that can be assigned
# to games, via the Game Setup menu in the main window.  These can then be 
# used to select a subset of games to display, by selecting "Filter by 
# Category" in the main menu and selecting the category to show.  This 
# variable lists any categories that were created at some point but aren't
# currently assigned to any game.  The program stores this list to keep a 
# memory of the presently unused categories, in case you want to assign any
# of them to games in the future.  You don't have to edit this list by hand.
# It's just a place for the system to stash the information.  The list only
# included unused categories, because any categories currently assigned to 
# one or more games will appear in the game database, and thus the program 
# will know about them via their inclusion there.
GameList.EmptyCategories = 


# Window layout.  There's no need to edit any of this manually.  Just run
# the program and arrange the windows the way you want them using the normal
# Windows controls.  Use the right-click menu in each window to switch 
# between full-screen and windowed modes.
#
# The program automatically saves and restores the window layout on each 
# session, so any changes you make to the layout will be restored the next
# time you run the program.
#
PlayfieldWindow.Position = 600,24,1900,800
PlayfieldWindow.Rotation = 90
PlayfieldWindow.MirrorHorz = 0
PlayfieldWindow.MirrorVert = 0
PlayfieldWindow.FullScreen = 0
PlayfieldWindow.Maximized = 0
PlayfieldWindow.Minimized = 0
BackglassWindow.Position = 8,24,590,612
BackglassWindow.Rotation = 0
BackglassWindow.MirrorHorz = 0
BackglassWindow.MirrorVert = 0
BackglassWindow.Visible = 1
BackglassWindow.FullScreen = 0
BackglassWindow.Maximized = 0
BackglassWindow.Minimized = 0
DMDWindow.Position = 8,620,590,820
DMDWindow.Rotation = 0
DMDWindow.MirrorHorz = 0
DMDWindow.MirrorVert = 0
DMDWindow.Visible = 1
DMDWindow.FullScreen = 0
DMDWindow.Maximized = 0
DMDWindow.Minimized = 0
TopperWindow.Position = 600,820,1296,1146
TopperWindow.Rotation = 0
TopperWindow.MirrorHorz = 0
TopperWindow.MirrorVert = 0
TopperWindow.Visible = 1
TopperWindow.FullScreen = 0
TopperWindow.Maximized = 0
TopperWindow.Minimized = 0
InstCardWindow.Position = 8,820,545,1139
InstCardWindow.Rotation = 0
InstCardWindow.MirrorHorz = 0
InstCardWindow.MirrorVert = 0
InstCardWindow.Visible = 1
InstCardWindow.FullScreen = 0
InstCardWindow.Maximized = 0
InstCardWindow.Minimized = 0
