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  1. [Controls]
  2. # for button input, the following devices are available:
  3. # - "keyboard" (default) for keyboard input. Required parameters:
  4. # - "code": the code of the key to bind
  5. # - "sdl" for joystick input using SDL. Required parameters:
  6. # - "joystick": the index of the joystick to bind
  7. # - "button"(optional): the index of the button to bind
  8. # - "hat"(optional): the index of the hat to bind as direction buttons
  9. # - "axis"(optional): the index of the axis to bind
  10. # - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
  11. # - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
  12. # triggered if the axis value crosses
  13. # - "direction"(only used for axis): "+" means the button is triggered when the axis value
  14. # is greater than the threshold; "-" means the button is triggered when the axis value
  15. # is smaller than the threshold
  16. button_a =
  17. button_b =
  18. button_x =
  19. button_y =
  20. button_up =
  21. button_down =
  22. button_left =
  23. button_right =
  24. button_l =
  25. button_r =
  26. button_start =
  27. button_select =
  28. button_debug =
  29. button_gpio14 =
  30. button_zl =
  31. button_zr =
  32. button_home =
  33. # for analog input, the following devices are available:
  34. # - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
  35. # - "up", "down", "left", "right": sub-devices for each direction.
  36. # Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
  37. # - "modifier": sub-devices as a modifier.
  38. # - "modifier_scale": a float number representing the applied modifier scale to the analog input.
  39. # Must be in range of 0.0-1.0. Defaults to 0.5
  40. # - "sdl" for joystick input using SDL. Required parameters:
  41. # - "joystick": the index of the joystick to bind
  42. # - "axis_x": the index of the axis to bind as x-axis (default to 0)
  43. # - "axis_y": the index of the axis to bind as y-axis (default to 1)
  44. circle_pad =
  45. c_stick =
  46. # for motion input, the following devices are available:
  47. # - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
  48. # - "update_period": update period in milliseconds (default to 100)
  49. # - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
  50. # - "tilt_clamp": the max value of the tilt angle in degrees (default to 90)
  51. # - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
  52. motion_device =
  53. # for touch input, the following devices are available:
  54. # - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
  55. # - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
  56. # - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
  57. touch_device = engine:emu_window
  58. # IPv4 address of the udp input server (Default "127.0.0.1")
  59. udp_input_address =
  60. # Port of the udp input server. (Default 26760)
  61. udp_input_port =
  62. # The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
  63. udp_pad_index =
  64. circlepad_axis_horizontal =
  65. circlepad_axis_vertical =
  66. cstick_axis_vertical =
  67. dpad_axis_vertical =
  68. dpad_axis_horizontal =
  69. cstick_axis_horizontal =
  70.  
  71. [Core]
  72. # Whether to use the Just-In-Time (JIT) compiler for CPU emulation
  73. # 0: Interpreter (slow), 1 (default): JIT (fast)
  74. use_cpu_jit =
  75. # Change the Clock Frequency of the emulated 3DS CPU.
  76. # Underclocking can increase the performance of the game at the risk of freezing.
  77. # Overclocking may fix lag that happens on console, but also comes with the risk of freezing.
  78. # Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is 100
  79. cpu_clock_percentage =
  80.  
  81. [Renderer]
  82. # Whether to render using GLES or OpenGL
  83. # 0: OpenGL, 1 (default): GLES
  84. use_gles =
  85. # Whether to use software or hardware rendering.
  86. # 0: Software, 1 (default): Hardware
  87. use_hw_renderer =
  88. # Whether to use hardware shaders to emulate 3DS shaders
  89. # 0: Software, 1 (default): Hardware
  90. use_hw_shader =
  91. # Whether to use separable shaders to emulate 3DS shaders (macOS only)
  92. # 0: Off (Default), 1 : On
  93. separable_shader =
  94. # Whether to use accurate multiplication in hardware shaders
  95. # 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
  96. shaders_accurate_mul = 1
  97. # Enable asynchronous GPU emulation
  98. # 0: Off (Slower, but more accurate) 1: On (Default. Faster, but may cause issues in some games)
  99. use_asynchronous_gpu_emulation =
  100. # Whether to use the Just-In-Time (JIT) compiler for shader emulation
  101. # 0: Interpreter (slow), 1 (default): JIT (fast)
  102. use_shader_jit =
  103. # Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
  104. # so only turn this off if you notice a speed difference.
  105. # 0: Off, 1 (default): On
  106. use_vsync_new =
  107. # Reduce stuttering by storing and loading generated shaders to disk
  108. # 0: Off, 1 (default. On)
  109. use_disk_shader_cache =
  110. # Resolution scale factor
  111. # 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
  112. # factor for the 3DS resolution
  113. resolution_factor =
  114. # Whether to enable V-Sync (caps the framerate at 60FPS) or not.
  115. # 0 (default): Off, 1: On
  116. vsync_enabled =
  117. # Turns on the frame limiter, which will limit frames output to the target game speed
  118. # 0: Off, 1: On (default)
  119. use_frame_limit =
  120. # Limits the speed of the game to run no faster than this value as a percentage of target speed
  121. # 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
  122. frame_limit =
  123. # The clear color for the renderer. What shows up on the sides of the bottom screen.
  124. # Must be in range of 0.0-1.0. Defaults to 0.0 for all.
  125. bg_red =
  126. bg_blue =
  127. bg_green =
  128. # Whether and how Stereoscopic 3D should be rendered
  129. # 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced, 5: Cardboard VR
  130. render_3d =
  131. # Change 3D Intensity
  132. # 0 - 100: Intensity. 0 (default)
  133. factor_3d =
  134. # The name of the post processing shader to apply.
  135. # Loaded from shaders if render_3d is off or side by side.
  136. # Loaded from shaders/anaglyph if render_3d is anaglyph
  137. pp_shader_name =
  138. # Whether to enable linear filtering or not
  139. # This is required for some shaders to work correctly
  140. # 0: Nearest, 1 (default): Linear
  141. filter_mode =
  142.  
  143. [Layout]
  144. # Layout for the screen inside the render window.
  145. # 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen, 3: Side by Side
  146. layout_option =
  147. # Toggle custom layout (using the settings below) on or off.
  148. # 0 (default): Off, 1: On
  149. custom_layout = 1
  150. # Screen placement when using Custom layout option
  151. # 0x, 0y is the top left corner of the render window.
  152. custom_top_left = 0x,0y
  153. custom_top_top =
  154. custom_top_right = 886
  155. custom_top_bottom = 532
  156. custom_bottom_left = 886
  157. custom_bottom_top = 419
  158. custom_bottom_right = 1331
  159. custom_bottom_bottom = 753
  160. # Swaps the prominent screen with the other screen.
  161. # For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
  162. # 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
  163. swap_screen =
  164. # Screen placement settings when using Cardboard VR (render3d = 4)
  165. # 30 - 100: Screen size as a percentage of the viewport. 85 (default)
  166. cardboard_screen_size =
  167. # -100 - 100: Screen X-Coordinate shift as a percentage of empty space. 0 (default)
  168. cardboard_x_shift =
  169. # -100 - 100: Screen Y-Coordinate shift as a percentage of empty space. 0 (default)
  170. cardboard_y_shift =
  171. # Screen placement settings when using Cardboard VR (render3d = 4)
  172.  
  173. [Utility]
  174. # Dumps textures as PNG to dump/textures/[Title ID]/.
  175. # 0 (default): Off, 1: On
  176. dump_textures =
  177. # Reads PNG files from load/textures/[Title ID]/ and replaces textures.
  178. # 0 (default): Off, 1: On
  179. custom_textures =
  180. # Loads all custom textures into memory before booting.
  181. # 0 (default): Off, 1: On
  182. preload_textures =
  183.  
  184. [Audio]
  185. # Whether or not to enable DSP LLE
  186. # 0 (default): No, 1: Yes
  187. enable_dsp_lle =
  188. # Whether or not to run DSP LLE on a different thread
  189. # 0 (default): No, 1: Yes
  190. enable_dsp_lle_thread =
  191. # Which audio output engine to use.
  192. # auto (default): Auto-select, null: No audio output, sdl2: SDL2 (if available)
  193. output_engine =
  194. # Whether or not to enable the audio-stretching post-processing effect.
  195. # This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
  196. # at the cost of increasing audio latency.
  197. # 0: No, 1 (default): Yes
  198. enable_audio_stretching =
  199. # Which audio device to use.
  200. # auto (default): Auto-select
  201. output_device =
  202. # Which mic input type to use.
  203. # 0: None, 1 (default): Real device, 2: Static noise
  204. mic_input_type =
  205. # Output volume.
  206. # 1.0 (default): 100%, 0.0; mute
  207. volume =
  208.  
  209. [Data Storage]
  210. # Whether to create a virtual SD card.
  211. # 1 (default): Yes, 0: No
  212. use_virtual_sd =
  213.  
  214. [System]
  215. # The system model that Citra will try to emulate
  216. # 0: Old 3DS (default), 1: New 3DS
  217. is_new_3ds =
  218. # The system region that Citra will use during emulation
  219. # -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
  220. region_value =
  221. # The system language that Citra will use during emulation
  222. # 0: Japanese, 1: English (default), 2: French, 3: German, 4: Italian, 5: Spanish,
  223. # 6: Simplified Chinese, 7: Korean, 8: Dutch, 9: Portuguese, 10: Russian, 11: Traditional Chinese
  224. language =
  225. # The clock to use when citra starts
  226. # 0: System clock (default), 1: fixed time
  227. init_clock =
  228. # Time used when init_clock is set to fixed_time in the format %Y-%m-%d %H:%M:%S
  229. # set to fixed time. Default 2000-01-01 00:00:01
  230. # Note: 3DS can only handle times later then Jan 1 2000
  231. init_time =
  232. # Plugin loader state, if enabled plugins will be loaded from the SD card.
  233. # You can also set if homebrew apps are allowed to enable the plugin loader
  234. plugin_loader =
  235. allow_plugin_loader =
  236.  
  237. [Camera]
  238. # Which camera engine to use for the right outer camera
  239. # blank: a dummy camera that always returns black image
  240. # image: loads a still image from the storage. When the camera is started, you will be prompted
  241. # to select an image.
  242. # ndk (Default): uses the device camera. You can specify the camera ID to use in the config field.
  243. # If you don't specify an ID, the default setting will be used. For outer cameras,
  244. # the back-facing camera will be used. For the inner camera, the front-facing
  245. # camera will be used. Please note that 'Legacy' cameras are not supported.
  246. camera_outer_right_name =
  247. # A config string for the right outer camera. Its meaning is defined by the camera engine
  248. camera_outer_right_config =
  249. # The image flip to apply
  250. # 0: None (default), 1: Horizontal, 2: Vertical, 3: Reverse
  251. camera_outer_right_flip =
  252. # ... for the left outer camera
  253. camera_outer_left_name =
  254. camera_outer_left_config =
  255. camera_outer_left_flip =
  256. # ... for the inner camera
  257. camera_inner_name =
  258. camera_inner_config =
  259. camera_inner_flip =
  260.  
  261. [Miscellaneous]
  262. # A filter which removes logs below a certain logging level.
  263. # Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
  264. log_filter = *:Info
  265.  
  266. [Debugging]
  267. # Record frame time data, can be found in the log directory. Boolean value
  268. record_frame_times =
  269. # Port for listening to GDB connections.
  270. use_gdbstub = false
  271. gdbstub_port = 24689
  272.  
  273. # To LLE a service module add "LLE\<module name>=true"
  274. [WebService]
  275. # Whether or not to enable telemetry
  276. # 0: No, 1 (default): Yes
  277. enable_telemetry =
  278. # URL for Web API
  279. web_api_url = https://api.citra-emu.org
  280. # Username and token for Citra Web Service
  281. # See https://profile.citra-emu.org/ for more info
  282. citra_username =
  283. citra_token =
  284.  
  285.  
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