/etc/amphetamine/amph.conf is in amphetamine-data 0.8.7-15.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# Amphetamine parameter file
#
# (c/o) 1999 Jonas Spillmann
#
# PLEASE DO NOT CHANGE ANYTHING IN THIS FILE
# In emergence cases do at least backup this file
#/////////////////////////////////////////////
#
# Physical and other parameters for Amphetamine
#
kVelocityUnit = 0.007
kPlayerAcceleration = 0.007
kPlayerLiquidAccel = 0.06
kRunScaleFactor = 2.0
kJumpVelocity = 22.0
kJumpAccelerationTime = 600
kTeleportTime = 700
kInitialOxygen = 100
# measured in unit oxygen in one millisecond
kOxygenDecrease = 0.0013
kLavaDamage = 2
kPickupTime = 500
# Width of player used for collision detecting
kPlayerWidth = 24
# Collisionshape for bullets are a square of kBulletWidth x kBulletWidth
kBulletWidth = 4
# ID of players first weapon shapes
kPlayersFirstWeaponShape = 4100
# Parameters for firehands
kFirehandNumOfBullets = 3
# in degrees
kFirehandAngle = 20
# Load time for staff weapon
kStaffLoadTime = 2000
#
kDetonationFrameTime = 0.01
# How many tail shapes are to be drawn
kBulletTailLength = 9
kBulletTailDistance = 7
#
kWalkFrameTime = 150
kShootFrameTime = 200
kWeaponChangeTime = 200
kActionDelayTime = 200
kDieFrameTime = 250
#
kDriftSpeed = 6.5
#
kWeaponCarryHeight = 15
####### Time between two animation frames of teleporter etc.
kTeleportBlinkTime = 500
kSavePortBlinkTime = 500
kExitPortBlinkTime = 500
####### Physics constants ############
kGravitation = 0.010
kNormalFriction = 0.002
kLiquidFriction = 0.97
kMaxFallingSpeed = 36.0
#
kJumperJumpAcceleration = 30
kNumOfBounces = 5
kSineWeaponRad = 25
kMaxTurnAngle = 2
###### Warg constants
kWargNearWeaponRadix = 150
kWargFastSpeedup = 2
kWargJumpAcceleration = 2.1
kDelayAfterWargDeath = 5000
##### at which distance becomes a bullet a treat
kTreatDistance = 96
kActivateDistance = 300
####### Brightness levels (percentage)
kLight = 0
kMedium = -35
kDark = -60
kVeryDark = -80
#
kFlickeringPeriod = 150
kLightningRadiant = 32
kBkgndScrollFactor = 0.3
kCoronaFadeSpeed = 0.004
#
# --------------------------------
# Difficulty scale factors
#
# Weapon repetition time scale factors
kWeaponSF1 = 1.7
kWeaponSF2 = 1.0
kWeaponSF3 = 0.75
kWeaponSF4 = 0.5
# Monster health scale factors
kHealthSF1 = 0.5
kHealthSF2 = 1.0
kHealthSF3 = 1.5
kHealthSF4 = 2.0
# Monster speed scale factors
kSpeedSF1 = 0.6
kSpeedSF2 = 1.0
kSpeedSF3 = 1.3
kSpeedSF4 = 1.8
#
kBlessureInvulnerabilityTime = 500
kMonsterTouchBlessure = 10
kItemExplosionRad = 20
kItemExplosionStartShape = 5160
#
# --------------------------------------
#### Color indexes for curve in health and oxygen panel
kHealthPanelColor = 92
kOxygenPanelColor = 92
kShadowmodeDarkening = 25
kFadeTime = 1500
kStartupTime = 10000
#
kSoundMaxDistance = 400
kSoundMinDistance = 240
#
kTextYDistance = 35
kCameraSpeed = 4
#
# -----------------------------------------------
# Coordinates for the user interface elements
#
kHealthPanelWidth = 100
kHealthPanelHeight = 100
kHealthPanelPosX = 492
kHealthPanelPosY = 370
kHealthPanelRefreshRate = 100
#
kOxygenPanelWidth = 100
kOxygenPanelHeight = 100
kOxygenPanelPosX = 492
kOxygenPanelPosY = 257
kOxygenPanelRefreshRate = 250
#
kWeaponPanelWidth = 120
kWeaponPanelHeight = 100
kWeaponPanelPosX = 492
kWeaponPanelPosY = 142
kWeaponStatusWidth = 6
#
kUserMenuPosX = 60
kUserMenuPosY = 50
kUserMenuWidth = 360
kUserMenuHeight = 380
kUserMenuEntryPosX = 50
kUserMenuEntryPosY = 20
kUserMenuEntryDY = 50
kHelpMenuEntryDY = 20
#
# Main menu texts
#
kUserMainPageTitle = MAIN_MENU
kUserMenuEntry1 = NEW_GAME
kUserMenuEntry2 = LOAD_GAME
kUserMenuEntry3 = HELP
kUserMenuEntry4 = CREDITS
kUserMenuEntry5 = QUIT
#
# Game difficulty texts
#
kNewGamePageTitle = DIFFICULTY
kNewGameEntry1 = BLOSSOM
kNewGameEntry2 = HEAT
kNewGameEntry3 = FROST
kNewGameEntry4 = CARNAGE
#
kNoSavedGame = NO_GAME
kLoadPageTitle = LOAD_GAME
kSavePageTitle = SAVE_GAME
kHelpPageTitle = KEYS
kSavedGame0 = amph.sg0
kSavedGame1 = amph.sg1
kSavedGame2 = amph.sg2
kSavedGame3 = amph.sg3
kSavedGame4 = amph.sg4
kSavedGame5 = amph.sg5
#
kCreditsEntryDY = 30
kCreditsPageTitle = CREDITS
kCreditsEntry1 = 2D-ENGINE,
kCreditsEntry2 = GRAPHICS,
kCreditsEntry3 = DESIGN_BY
kCreditsEntry4 = QUIT
kCreditsEntry5 = CANCEL
#
kKeyHitDelay = 300
#
#
#
# FILES
#
kFilePalette = data.p0
kFileLevel = data.d0
kFileMonster = data.d3
kFileWeapon = data.d4
kFilePlatform = data.d1
kFileObjects = data.d2
kFileShapes = data.g0
kFileBackground1 = data.g1
kFileBackground2 = data.g2
kFileCluts = data.p1
kFileGUIs = data.g3
kFileConfig = user.conf
kFileStartup = data.g4
#
# Parameters for loading Amphetamine
#
kCalcCluts = 0
kShowFPS = 0
#
#
#---------------------------------------------------------
# Position of infotext
#
kInfoTextLeft = 10
kInfoTextTop = 10
kInfoTextTime = 2000
#
#---------------------------------------------------------
# Infotexts for several events
#
msgPickedUpHealth = LIQUOR_FOR_MY_SOUL
msgPickedUpOxygen = OXYGEN
msgPickedUpPhiol = YOU_FOUND_THE_PHIOL
msgPickedUpBM = BACCHETA_MAGICA
msgPickedUpBow = PICKED_UP_BOROMIRS_BOW
msgPickedUpScie = HIS_SCIE!
msgPickedUpHands = INCANTATOR
msgPickedUpBombs = THE_CRATER_ENGINE
msgPickedUpStaff = YOU_POSSESS_MAGICK
msgPickedUpPhiolMun = ENERGY_FOR_THE_PHIOL
msgPickedUpBMMun = BACCHETA_MAGICA_MUNITION
msgPickedUpBowMun = YOU_FOUND_SOME_ARROWS
msgPickedUpHandMun = FLAMES_OF_INCANTATION
msgPickedUpBombMun = CRATER_OF_FLAMES
msgPickedUpStaffMun = ENERGY_FOR_THE_STAFF
#
#---------------------------------------------------------
# Texts for Infotext - Panels
#
msg00 = WELCOME_TO_AMPHETAMINE
msg01 = 3_4_5_OPEN_THE_PATH
msg02 = LIGHT_MAY_HINT_TO_ABYSSES
msg03 = GO_LEFT_FOR_LIGHT
msg04 = PLATFORMS_MAY_PASS...
msg05 = NOW_GO_WEST!
msg06 = GO_EAST!
msg07 = ABOVE_YOU_OPENS_A_DOOR
msg08 = LOOK_FOR_SECRET_PATHS!
msg09 = BEWARE_OF_FALLING_ELEVATORS
msg10 = GO_RIGHT_TO_OPEN_THE_DOOR
msg11 = DO_NOT_FALL_DOWN!!
msg12 = LAVA_ACCESS_SWITCH
msg13 = BE_QUICK_OR_BE_DEAD
msg14 = DO_YOU_MISS_A_BRIDGE?
msg15 = USE_THE_LASER_BEAMERS
msg16 = MEDICAL_CENTER
msg17 = STAFF_ROOM
msg18 = STORAGE_ROOM
msg19 = CELLARS
msg20 = ENTRY
msg21 = EXIT_ROOM
msg22 = OUTPOST
msg23 = BEAMS_TO_ENGINE_UNIT
msg24 = ENGINE_SWITCH
msg25 = STORAGE_ROOM_SWITCH
msg26 = EXIT_ROOM_SWITCH
msg27 = DATA_TOWER
msg28 = EXIT_TOWER
msg29 = WHICH_BEAMER_DO_YOU_TAKE?
msg30 = DATA_TOWER_ACCESS_SWITCH
msg31 = EXIT_TOWER_ACCESS_SWITCH
msg32 = REACHING_THE_SWITCH...
msg33 = SWIMMING_FAST_IS_HEALTHY
msg34 = ARE_YOU_READY_FOR_HIM?!?
#
#
kMonsterName1 = CREEPER
kMonsterName2 = ORK
kMonsterName3 = DEADFISH
kMonsterName4 = SAQQRAQ
kMonsterName5 = BLACKORK
kMonsterName6 = DRAGONFLY
kMonsterName7 = NAZGUL
kMonsterName8 = OGER
kMonsterName9 = GRIEG
kMonsterName10 = OTYG
kMonsterName11 = WARG
#
kMonsterNameSpeed = 11
kMonsterNameX = 100
#
#----------------------------------------------------------
# Level data (shape set number and background picture number)
#
01LevelSet = 1
01LevelBkgnd = 1
02LevelSet = 1
02LevelBkgnd = 1
03LevelSet = 1
03LevelBkgnd = 1
04LevelSet = 1
04LevelBkgnd = 1
05LevelSet = 1
05LevelBkgnd = 1
06LevelSet = 2
06LevelBkgnd = 1
07LevelSet = 2
07LevelBkgnd = 2
08LevelSet = 3
08LevelBkgnd = 2
09LevelSet = 3
09LevelBkgnd = 2
10LevelSet = 3
10LevelBkgnd = 2
11LevelSet = 2
11LevelBkgnd = 2
12LevelSet = 2
12LevelBkgnd = 2
13LevelSet = 2
13LevelBkgnd = 2
14LevelSet = 3
14LevelBkgnd = 2
15LevelSet = 2
15LevelBkgnd = 2
#
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