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  1.  
  2. [Controls]
  3. # The input devices and parameters for each 3DS native input
  4. # It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
  5. # Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
  6.  
  7. # For button input, the following devices are available:
  8. # - "keyboard" (default) for keyboard input. Required parameters:
  9. # - "code": Code of the key to bind
  10. # - "sdl" for joystick input using SDL. Required parameters:
  11. # - "joystick": Index of the joystick to bind
  12. # - "button"(optional): Index of the button to bind
  13. # - "hat"(optional): Index of the hat to bind as direction buttons
  14. # - "axis"(optional): Index of the axis to bind
  15. # - "direction"(only used for hat): Direction name of the hat to bind. Can be "up", "down", "left" or "right"
  16. # - "threshold"(only used for axis): Float value in (-1.0, 1.0) which the button is
  17. # triggered if the axis value crosses
  18. # - "direction"(only used for axis): "+" means the button is triggered when the axis value
  19. # is greater than the threshold; "-" means the button is triggered when the axis value
  20. # is smaller than the threshold
  21. button_a=
  22. button_b=
  23. button_x=
  24. button_y=
  25. button_up=
  26. button_down=
  27. button_left=
  28. button_right=
  29. button_l=
  30. button_r=
  31. button_start=
  32. button_select=
  33. button_debug=
  34. button_gpio14=
  35. button_zl=
  36. button_zr=
  37. button_home=
  38.  
  39. # For analog input, the following devices are available:
  40. # - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
  41. # - "up", "down", "left", "right": sub-devices for each direction.
  42. # Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
  43. # - "modifier": Sub-devices as a modifier.
  44. # - "modifier_scale": Float number representing the applied modifier scale to the analog input.
  45. # Must be in range of 0.0-1.0. Defaults to 0.5
  46. # - "sdl" for joystick input using SDL. Required parameters:
  47. # - "joystick": Index of the joystick to bind
  48. # - "axis_x": Index of the axis to bind as x-axis (default to 0)
  49. # - "axis_y": Index of the axis to bind as y-axis (default to 1)
  50. circle_pad=
  51. c_stick=
  52.  
  53. # For motion input, the following devices are available:
  54. # - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
  55. # - "update_period": Update period in milliseconds (default to 100)
  56. # - "sensitivity": Coefficient converting mouse movement to tilting angle (default to 0.01)
  57. # - "tilt_clamp": Max value of the tilt angle in degrees (default to 90)
  58. # - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
  59. motion_device=
  60.  
  61. # For touch input, the following devices are available:
  62. # - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
  63. # - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
  64. # - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
  65. touch_device=
  66.  
  67. # Most desktop OSes do not expose a way to poll the motion state of the controllers
  68. # so as a way around it, cemuhook created a udp client/server protocol to broadcast data directly
  69. # from a controller device to the client program. Borked3DS has a client that can connect and read
  70. # from any cemuhook compatible motion program.
  71.  
  72. # IPv4 address of the udp input server (Default "127.0.0.1")
  73. udp_input_address=
  74.  
  75. # Port of the udp input server. (Default 26760)
  76. udp_input_port=
  77.  
  78. # The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
  79. udp_pad_index=
  80.  
  81. [Core]
  82. # Whether to use the Just-In-Time (JIT) compiler for CPU emulation
  83. # 0: Interpreter (slow), 1 (default): JIT (fast)
  84. use_cpu_jit =
  85.  
  86. # The amount of frames to skip (power of two)
  87. # 0 (default): No frameskip, 1: x2 frameskip, 2: x4 frameskip, 3: x8 frameskip, 4: x16 frameskip.
  88. frame_skip =
  89.  
  90. # Change the Clock Frequency of the emulated 3DS CPU.
  91. # Underclocking can increase performance at the risk of freezing.
  92. # Overclocking may fix lagging, but also at the risk of freezing.
  93. # Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is 100
  94. cpu_clock_percentage =
  95.  
  96. # Enable Custom CPU ticks
  97. # 0 (default): Off, 1: On
  98. enable_custom_cpu_ticks =
  99.  
  100. # Set Custom CPU ticks
  101. # Set a custom value of CPU ticks. Higher values can increase performance but if too high,
  102. # game may freeze. Range of 77-21000 is recommended.
  103. enable_custom_cpu_ticks =
  104.  
  105. # Downcount will be limited to a smaller time slice.
  106. # 0 (default): Off, 1: On
  107. core_downcount_hack =
  108.  
  109. # Boost low priority starved threads during kernel rescheduling.
  110. # 0 (default): Off, 1: On
  111. priority_boost =
  112.  
  113. [Renderer]
  114. # Whether to render using OpenGL or Software
  115. # 0: Software, 1: OpenGL (default), 2: Vulkan
  116. graphics_api =
  117.  
  118. # Whether to compile shaders on multiple worker threads
  119. # 0: Off, 1: On (default)
  120. async_shader_compilation =
  121.  
  122. # Skips the slow drawing event from PICA core.
  123. # 0 (default): Off, 1: On
  124. skip_slow_draw =
  125.  
  126. # Skips the texture copy event from rasterizer cache.
  127. # 0 (default): Off, 1: On
  128. skip_texture_copy =
  129.  
  130. # Skips the CPU write event from rasterizer cache invalidation.
  131. # 0 (default): Off, 1: On
  132. skip_cpu_write =
  133.  
  134. # Overrides upscaling for dst_params
  135. # 0 (default): Off, 1: On
  136. upscaling_hack =
  137.  
  138. # Whether to render using GLES or OpenGL
  139. # 0 (default): OpenGL, 1: GLES
  140. use_gles =
  141.  
  142. # Whether to use hardware shaders to emulate 3DS shaders
  143. # 0: Software, 1 (default): Hardware
  144. use_hw_shader =
  145.  
  146. # Whether to use accurate multiplication in hardware shaders
  147. # 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
  148. shaders_accurate_mul =
  149.  
  150. # Whether to use the Just-In-Time (JIT) compiler for shader emulation
  151. # 0: Interpreter (slow), 1 (default): JIT (fast)
  152. use_shader_jit =
  153.  
  154. # Perform presentation on seperate threads. Improves performance on Vulkan in most games.
  155. # 0: Off, 1 (default): On
  156. async_presentation =
  157.  
  158. # Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
  159. # so only turn this off if you notice a speed difference.
  160. # 0: Off, 1 (default): On
  161. use_vsync_new =
  162.  
  163. # Overrides the sampling filter used by games. This can be useful in certain cases with poorly behaved
  164. # games when upscaling.
  165. # 0 (default): Game Controlled, 2: Nearest Neighbor, 3: Linear
  166. texture_sampling =
  167.  
  168. # Reduce stuttering by storing and loading generated shaders to disk
  169. # 0: Off, 1 (default. On)
  170. use_disk_shader_cache =
  171.  
  172. # Resolution scale factor
  173. # 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
  174. # factor for the 3DS resolution
  175. resolution_factor =
  176.  
  177. # Texture filter
  178. # 0: None, 1: Anime4K Ultrafast, 2: Bicubic, 3: ScaleForce, 4: xBRZ Freescale, 5: MMPX
  179. texture_filter =
  180.  
  181. # SPIR-V Shader Generation
  182. # 0: Disabled, 1: Enabled
  183. spirv_shader_gen =
  184.  
  185. # Enable Geometry Shaders. Improved accuracy but extremely expensive on tilers.
  186. # (Vulkan only)
  187. # 0: Off, 1 (default): On
  188. geometry_shader =
  189.  
  190. # Enables a Vulkan extension that may improve the rendering quality. (Vulkan only)
  191. # 0 (default): Off, 1: On
  192. use_sample_shading =
  193.  
  194. # SPIR-V Optimization
  195. # 0: Disabled, 2: Performance, 3: Size
  196. optimize_spirv_output =
  197.  
  198. # SPIR-V Validation
  199. # 0: Disabled, 1: Enabled
  200. spirv_output_validation =
  201.  
  202. # SPIR-V Legalization
  203. # 0: Disabled, 1: Enabled
  204. spirv_output_legalization =
  205.  
  206. # Limits the speed of the game to run no faster than this value as a percentage of target speed.
  207. # Will not have an effect if unthrottled is enabled.
  208. # 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 100 (default)
  209. frame_limit =
  210.  
  211. # Overrides the frame limiter to use frame_limit_alternate instead of frame_limit.
  212. # 0: Off (default), 1: On
  213. use_frame_limit_alternate =
  214.  
  215. # Alternate speed limit to be used instead of frame_limit if use_frame_limit_alternate is enabled
  216. # 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 200 (default)
  217. frame_limit_alternate =
  218.  
  219. # The clear color for the renderer. What shows up on the sides of the bottom screen.
  220. # Must be in range of 0.0-1.0. Defaults to 0.0 for all.
  221. bg_red =
  222. bg_blue =
  223. bg_green =
  224.  
  225. # Whether and how Stereoscopic 3D should be rendered
  226. # 0 (default): Off (Monoscopic), 1: Side by Side, 2: Reverse Side by Side, 3: Anaglyph, 4: Interlaced, 5: Reverse Interlaced
  227. render_3d =
  228.  
  229. # Change 3D Intensity
  230. # 0 - 255: Intensity. 0 (default)
  231. factor_3d =
  232.  
  233. # Swap Eyes in 3D
  234. # true or false (default)
  235. swap_eyes_3d =
  236.  
  237. # Change default eye to render when in Monoscopic Mode (i.e. Stereoscopic 3D Mode is set to `Off`).
  238. # 0 (default): Left, 1: Right
  239. mono_render_option =
  240.  
  241. # Name of the post processing shader to apply.
  242. # Loaded from shaders if render_3d is off or side by side.
  243. pp_shader_name =
  244.  
  245. # Name of the shader to apply when render_3d is anaglyph.
  246. # Loaded from shaders/anaglyph.
  247. # Options (enter as strings):
  248. # rendepth (builtin)
  249. # dubois (builtin)
  250. anaglyph_shader_name =
  251.  
  252. # Whether to enable linear filtering or not
  253. # This is required for some shaders to work correctly
  254. # 0: Nearest, 1 (default): Linear
  255. filter_mode =
  256.  
  257. [Layout]
  258. # Layout for the screen inside the render window.
  259. # 0 (default): Default Above/Below Screen
  260. # 1: Single Screen Only
  261. # 2: Large Screen Small Screen
  262. # 3: Side by Side
  263. # 4: Separate Windows
  264. # 5: Hybrid Screen
  265. # 6: Custom Layout
  266. layout_option =
  267.  
  268. # Screen placement when using Custom layout option
  269. # 0x, 0y is the top left corner of the render window.
  270. custom_top_x =
  271. custom_top_y =
  272. custom_top_width =
  273. custom_top_height =
  274. custom_bottom_x =
  275. custom_bottom_y =
  276. custom_bottom_width =
  277. custom_bottom_height =
  278.  
  279. # Opacity of second layer when using custom layout option. Useful if positioning on top of the first layer. OpenGL only.
  280. custom_second_layer_opacity =
  281.  
  282. # Swaps the prominent screen with the other screen.
  283. # For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
  284. # 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
  285. swap_screen =
  286.  
  287. # Toggle upright orientation, for book style games.
  288. # 0 (default): Off, 1: On
  289. upright_screen =
  290.  
  291. # The proportion between the large and small screens when playing in Large Screen Small Screen layout.
  292. # Must be a real value between 1.0 and 16.0. Default is 4
  293. large_screen_proportion =
  294.  
  295. # The location of the small screen relative to the large screen in large Screen layout
  296. # 0 is upper right, 1 is middle right, 2 is lower right
  297. # 3 is upper left, 4 is middle left, 5 is lower left
  298. # 6 is above the large screen, 7 is below the large screen
  299. small_screen_position =
  300.  
  301. # Dumps textures as PNG to dump/textures/[Title ID]/.
  302. # 0 (default): Off, 1: On
  303. dump_textures =
  304.  
  305. # Reads PNG files from load/textures/[Title ID]/ and replaces textures.
  306. # 0 (default): Off, 1: On
  307. custom_textures =
  308.  
  309. # Loads all custom textures into memory before booting.
  310. # 0 (default): Off, 1: On
  311. preload_textures =
  312.  
  313. # Loads custom textures asynchronously with background threads.
  314. # 0: Off, 1 (default): On
  315. async_custom_loading =
  316.  
  317. [Audio]
  318. # Whether to enable Audio DSP in HLE or LLE mode (Note: LLE mode has a heavy performance impact)
  319. # 0 (default): HLE, 1: LLE, 2: LLE Multithreaded
  320. audio_emulation =
  321.  
  322. # Whether or not to enable the audio-stretching post-processing effect.
  323. # This adjusts audio speed to match emulation speed and helps prevent audio stutter,
  324. # at the cost of increasing audio latency.
  325. # 0: No, 1 (default): Yes
  326. enable_audio_stretching =
  327.  
  328. # Scales audio playback speed to account for drops in emulation framerate
  329. # 0 (default): No, 1: Yes
  330. enable_realtime_audio =
  331.  
  332. # Output volume.
  333. # 1.0 (default): 100%, 0.0; mute
  334. volume =
  335.  
  336. # Which audio output type to use.
  337. # 0 (default): Auto-select, 1: No audio output, 2: Cubeb (if available), 3: OpenAL (if available), 4: SDL2 (if available)
  338. output_type =
  339.  
  340. # Which audio output device to use.
  341. # auto (default): Auto-select
  342. output_device =
  343.  
  344. # Which audio input type to use.
  345. # 0 (default): Auto-select, 1: No audio input, 2: Static noise, 3: Cubeb (if available), 4: OpenAL (if available)
  346. input_type =
  347.  
  348. # Which audio input device to use.
  349. # auto (default): Auto-select
  350. input_device =
  351.  
  352. [Data Storage]
  353. # Whether to create a virtual SD card.
  354. # 1 (default): Yes, 0: No
  355. use_virtual_sd =
  356.  
  357. # Whether to use custom storage locations
  358. # 1: Yes, 0 (default): No
  359. use_custom_storage =
  360.  
  361. # The path of the virtual SD card directory.
  362. # empty (default) will use the user_path
  363. sdmc_directory =
  364.  
  365. # The path of NAND directory.
  366. # empty (default) will use the user_path
  367. nand_directory =
  368.  
  369. [System]
  370. # The system model that Borked3DS will try to emulate
  371. # 0: Old 3DS, 1: New 3DS (default)
  372. is_new_3ds =
  373.  
  374. # Whether to use LLE system applets, if installed
  375. # 0 (default): No, 1: Yes
  376. lle_applets =
  377.  
  378. # The system region that Borked3DS will use during emulation
  379. # -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
  380. region_value =
  381.  
  382. # The clock to use when borked3ds starts
  383. # 0: System clock (default), 1: fixed time
  384. init_clock =
  385.  
  386. # Time used when init_clock is set to fixed_time in the format %Y-%m-%d %H:%M:%S
  387. # set to fixed time. Default 2000-01-01 00:00:01
  388. # Note: 3DS can only handle times later then Jan 1 2000
  389. init_time =
  390.  
  391. # The system ticks count to use when Borked3DS starts. Simulates the amount of time the system ran before launching the game.
  392. # This accounts for games that rely on the system tick to seed randomness.
  393. # 0: Random (default), 1: Fixed
  394. init_ticks_type =
  395.  
  396. # Tick count to use when init_ticks_type is set to Fixed.
  397. # Defaults to 0.
  398. init_ticks_override =
  399.  
  400. # Number of steps per hour reported by the pedometer. Range from 0 to 65,535.
  401. # Defaults to 0.
  402. steps_per_hour =
  403.  
  404. [Camera]
  405. # Which camera engine to use for the right outer camera
  406. # blank (default): a dummy camera that always returns black image
  407. camera_outer_right_name =
  408.  
  409. # A config string for the right outer camera. Its meaning is defined by the camera engine
  410. camera_outer_right_config =
  411.  
  412. # The image flip to apply
  413. # 0: None (default), 1: Horizontal, 2: Vertical, 3: Reverse
  414. camera_outer_right_flip =
  415.  
  416. # ... for the left outer camera
  417. camera_outer_left_name =
  418. camera_outer_left_config =
  419. camera_outer_left_flip =
  420.  
  421. # ... for the inner camera
  422. camera_inner_name =
  423. camera_inner_config =
  424. camera_inner_flip =
  425.  
  426. [Debugging]
  427. # log_filter is a filter string which removes logs below a certain logging level,
  428. # each of the format `<class>:<level>`.
  429. #
  430. # Examples: *:Debug Kernel.SVC:Info Service.*:Critical
  431. # Default: *:Trace
  432. #
  433. # See src/common/logging/filter.h and src/common/logging/filter.cpp for
  434. # the full list of valid classes and levels.
  435. log_filter = *:Trace
  436.  
  437. # log_regex_filter is a filter that only displays logs based on the regex
  438. # expression in POSIX format supplied (see log_filter above). Default is "".
  439. log_regex_filter =
  440.  
  441. # Record frame time data. Saved as a separate .csv file in the log directory.
  442. # 0 (default): Off, 1: On
  443. record_frame_times =
  444.  
  445. # Whether to enable additional debugging information during emulation
  446. # 0 (default): Off, 1: On
  447. renderer_debug =
  448.  
  449. # Print Vulkan API calls, parameters and values to an identified output stream.
  450. # 0 (default): Off, 1: On
  451. dump_command_buffers =
  452.  
  453. # Open port for listening to GDB connections.
  454. use_gdbstub=false
  455. gdbstub_port=24689
  456.  
  457. # Flush log output on every message
  458. # Immediately commits the debug log to file. Use this if borked3ds crashes and the log output is being cut.
  459. # 0: Off, 1 (default): On
  460. instant_debug_log =
  461.  
  462. # To LLE a service module add "LLE\<module name>=true"
  463.  
  464. [WebService]
  465. # URL for Web API
  466. web_api_url = https://api.borked3ds-emu.org
  467. # Username and token for Borked3DS Web Service
  468. # See https://profile.borked3ds-emu.org/ for more info
  469. borked3ds_username =
  470. borked3ds_token =
  471.  
  472. [Video Dumping]
  473. # Format of the video to output, default: webm
  474. output_format =
  475.  
  476. # Options passed to the muxer (optional)
  477. # This is a param package, format: [key1]:[value1],[key2]:[value2],...
  478. format_options =
  479.  
  480. # Video encoder used, default: libvpx-vp9
  481. video_encoder =
  482.  
  483. # Options passed to the video codec (optional)
  484. video_encoder_options =
  485.  
  486. # Video bitrate, default: 2500000
  487. video_bitrate =
  488.  
  489. # Audio encoder used, default: libvorbis
  490. audio_encoder =
  491.  
  492. # Options passed to the audio codec (optional)
  493. audio_encoder_options =
  494.  
  495. # Audio bitrate, default: 64000
  496. audio_bitrate =
  497.  
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