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- [Controls]
- # for button input, the following devices are available:
- # - "keyboard" (default) for keyboard input. Required parameters:
- # - "code": the code of the key to bind
- # - "sdl" for joystick input using SDL. Required parameters:
- # - "joystick": the index of the joystick to bind
- # - "button"(optional): the index of the button to bind
- # - "hat"(optional): the index of the hat to bind as direction buttons
- # - "axis"(optional): the index of the axis to bind
- # - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
- # - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
- # triggered if the axis value crosses
- # - "direction"(only used for axis): "+" means the button is triggered when the axis value
- # is greater than the threshold; "-" means the button is triggered when the axis value
- # is smaller than the threshold
- button_a =
- button_b =
- button_x =
- button_y =
- button_up =
- button_down =
- button_left =
- button_right =
- button_l =
- button_r =
- button_start =
- button_select =
- button_debug =
- button_gpio14 =
- button_zl =
- button_zr =
- button_home =
- # for analog input, the following devices are available:
- # - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
- # - "up", "down", "left", "right": sub-devices for each direction.
- # Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
- # - "modifier": sub-devices as a modifier.
- # - "modifier_scale": a float number representing the applied modifier scale to the analog input.
- # Must be in range of 0.0-1.0. Defaults to 0.5
- # - "sdl" for joystick input using SDL. Required parameters:
- # - "joystick": the index of the joystick to bind
- # - "axis_x": the index of the axis to bind as x-axis (default to 0)
- # - "axis_y": the index of the axis to bind as y-axis (default to 1)
- circle_pad =
- c_stick =
- # for motion input, the following devices are available:
- # - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
- # - "update_period": update period in milliseconds (default to 100)
- # - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
- # - "tilt_clamp": the max value of the tilt angle in degrees (default to 90)
- # - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
- motion_device =
- # for touch input, the following devices are available:
- # - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
- # - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
- # - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
- touch_device = engine:emu_window
- # IPv4 address of the udp input server (Default "127.0.0.1")
- udp_input_address =
- # Port of the udp input server. (Default 26760)
- udp_input_port =
- # The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
- udp_pad_index =
- circlepad_axis_horizontal =
- circlepad_axis_vertical =
- cstick_axis_vertical =
- dpad_axis_vertical =
- dpad_axis_horizontal =
- cstick_axis_horizontal =
- [Core]
- # Whether to use the Just-In-Time (JIT) compiler for CPU emulation
- # 0: Interpreter (slow), 1 (default): JIT (fast)
- use_cpu_jit =
- # Change the Clock Frequency of the emulated 3DS CPU.
- # Underclocking can increase the performance of the game at the risk of freezing.
- # Overclocking may fix lag that happens on console, but also comes with the risk of freezing.
- # Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is 100
- cpu_clock_percentage =
- [Renderer]
- # Whether to render using GLES or OpenGL
- # 0: OpenGL, 1 (default): GLES
- use_gles =
- # Whether to use software or hardware rendering.
- # 0: Software, 1 (default): Hardware
- use_hw_renderer =
- # Whether to use hardware shaders to emulate 3DS shaders
- # 0: Software, 1 (default): Hardware
- use_hw_shader =
- # Whether to use separable shaders to emulate 3DS shaders (macOS only)
- # 0: Off (Default), 1 : On
- separable_shader =
- # Whether to use accurate multiplication in hardware shaders
- # 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
- shaders_accurate_mul = 1
- # Enable asynchronous GPU emulation
- # 0: Off (Slower, but more accurate) 1: On (Default. Faster, but may cause issues in some games)
- use_asynchronous_gpu_emulation =
- # Whether to use the Just-In-Time (JIT) compiler for shader emulation
- # 0: Interpreter (slow), 1 (default): JIT (fast)
- use_shader_jit =
- # Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
- # so only turn this off if you notice a speed difference.
- # 0: Off, 1 (default): On
- use_vsync_new =
- # Reduce stuttering by storing and loading generated shaders to disk
- # 0: Off, 1 (default. On)
- use_disk_shader_cache =
- # Resolution scale factor
- # 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
- # factor for the 3DS resolution
- resolution_factor =
- # Whether to enable V-Sync (caps the framerate at 60FPS) or not.
- # 0 (default): Off, 1: On
- vsync_enabled =
- # Turns on the frame limiter, which will limit frames output to the target game speed
- # 0: Off, 1: On (default)
- use_frame_limit =
- # Limits the speed of the game to run no faster than this value as a percentage of target speed
- # 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
- frame_limit =
- # The clear color for the renderer. What shows up on the sides of the bottom screen.
- # Must be in range of 0.0-1.0. Defaults to 0.0 for all.
- bg_red =
- bg_blue =
- bg_green =
- # Whether and how Stereoscopic 3D should be rendered
- # 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced, 5: Cardboard VR
- render_3d =
- # Change 3D Intensity
- # 0 - 100: Intensity. 0 (default)
- factor_3d =
- # The name of the post processing shader to apply.
- # Loaded from shaders if render_3d is off or side by side.
- # Loaded from shaders/anaglyph if render_3d is anaglyph
- pp_shader_name =
- # Whether to enable linear filtering or not
- # This is required for some shaders to work correctly
- # 0: Nearest, 1 (default): Linear
- filter_mode =
- [Layout]
- # Layout for the screen inside the render window.
- # 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen, 3: Side by Side
- layout_option =
- # Toggle custom layout (using the settings below) on or off.
- # 0 (default): Off, 1: On
- custom_layout = 1
- # Screen placement when using Custom layout option
- # 0x, 0y is the top left corner of the render window.
- custom_top_left = 0x,0y
- custom_top_top =
- custom_top_right = 886
- custom_top_bottom = 532
- custom_bottom_left = 886
- custom_bottom_top = 419
- custom_bottom_right = 1331
- custom_bottom_bottom = 753
- # Swaps the prominent screen with the other screen.
- # For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
- # 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
- swap_screen =
- # Screen placement settings when using Cardboard VR (render3d = 4)
- # 30 - 100: Screen size as a percentage of the viewport. 85 (default)
- cardboard_screen_size =
- # -100 - 100: Screen X-Coordinate shift as a percentage of empty space. 0 (default)
- cardboard_x_shift =
- # -100 - 100: Screen Y-Coordinate shift as a percentage of empty space. 0 (default)
- cardboard_y_shift =
- # Screen placement settings when using Cardboard VR (render3d = 4)
- [Utility]
- # Dumps textures as PNG to dump/textures/[Title ID]/.
- # 0 (default): Off, 1: On
- dump_textures =
- # Reads PNG files from load/textures/[Title ID]/ and replaces textures.
- # 0 (default): Off, 1: On
- custom_textures =
- # Loads all custom textures into memory before booting.
- # 0 (default): Off, 1: On
- preload_textures =
- [Audio]
- # Whether or not to enable DSP LLE
- # 0 (default): No, 1: Yes
- enable_dsp_lle =
- # Whether or not to run DSP LLE on a different thread
- # 0 (default): No, 1: Yes
- enable_dsp_lle_thread =
- # Which audio output engine to use.
- # auto (default): Auto-select, null: No audio output, sdl2: SDL2 (if available)
- output_engine =
- # Whether or not to enable the audio-stretching post-processing effect.
- # This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
- # at the cost of increasing audio latency.
- # 0: No, 1 (default): Yes
- enable_audio_stretching =
- # Which audio device to use.
- # auto (default): Auto-select
- output_device =
- # Which mic input type to use.
- # 0: None, 1 (default): Real device, 2: Static noise
- mic_input_type =
- # Output volume.
- # 1.0 (default): 100%, 0.0; mute
- volume =
- [Data Storage]
- # Whether to create a virtual SD card.
- # 1 (default): Yes, 0: No
- use_virtual_sd =
- [System]
- # The system model that Citra will try to emulate
- # 0: Old 3DS (default), 1: New 3DS
- is_new_3ds =
- # The system region that Citra will use during emulation
- # -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
- region_value =
- # The system language that Citra will use during emulation
- # 0: Japanese, 1: English (default), 2: French, 3: German, 4: Italian, 5: Spanish,
- # 6: Simplified Chinese, 7: Korean, 8: Dutch, 9: Portuguese, 10: Russian, 11: Traditional Chinese
- language =
- # The clock to use when citra starts
- # 0: System clock (default), 1: fixed time
- init_clock =
- # Time used when init_clock is set to fixed_time in the format %Y-%m-%d %H:%M:%S
- # set to fixed time. Default 2000-01-01 00:00:01
- # Note: 3DS can only handle times later then Jan 1 2000
- init_time =
- # Plugin loader state, if enabled plugins will be loaded from the SD card.
- # You can also set if homebrew apps are allowed to enable the plugin loader
- plugin_loader =
- allow_plugin_loader =
- [Camera]
- # Which camera engine to use for the right outer camera
- # blank: a dummy camera that always returns black image
- # image: loads a still image from the storage. When the camera is started, you will be prompted
- # to select an image.
- # ndk (Default): uses the device camera. You can specify the camera ID to use in the config field.
- # If you don't specify an ID, the default setting will be used. For outer cameras,
- # the back-facing camera will be used. For the inner camera, the front-facing
- # camera will be used. Please note that 'Legacy' cameras are not supported.
- camera_outer_right_name =
- # A config string for the right outer camera. Its meaning is defined by the camera engine
- camera_outer_right_config =
- # The image flip to apply
- # 0: None (default), 1: Horizontal, 2: Vertical, 3: Reverse
- camera_outer_right_flip =
- # ... for the left outer camera
- camera_outer_left_name =
- camera_outer_left_config =
- camera_outer_left_flip =
- # ... for the inner camera
- camera_inner_name =
- camera_inner_config =
- camera_inner_flip =
- [Miscellaneous]
- # A filter which removes logs below a certain logging level.
- # Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
- log_filter = *:Info
- [Debugging]
- # Record frame time data, can be found in the log directory. Boolean value
- record_frame_times =
- # Port for listening to GDB connections.
- use_gdbstub = false
- gdbstub_port = 24689
- # To LLE a service module add "LLE\<module name>=true"
- [WebService]
- # Whether or not to enable telemetry
- # 0: No, 1 (default): Yes
- enable_telemetry =
- # URL for Web API
- web_api_url = https://api.citra-emu.org
- # Username and token for Citra Web Service
- # See https://profile.citra-emu.org/ for more info
- citra_username =
- citra_token =
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