Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- [Controls]
- # The input devices and parameters for each 3DS native input
- # It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
- # Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
- # For button input, the following devices are available:
- # - "keyboard" (default) for keyboard input. Required parameters:
- # - "code": Code of the key to bind
- # - "sdl" for joystick input using SDL. Required parameters:
- # - "joystick": Index of the joystick to bind
- # - "button"(optional): Index of the button to bind
- # - "hat"(optional): Index of the hat to bind as direction buttons
- # - "axis"(optional): Index of the axis to bind
- # - "direction"(only used for hat): Direction name of the hat to bind. Can be "up", "down", "left" or "right"
- # - "threshold"(only used for axis): 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": 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": Index of the joystick to bind
- # - "axis_x": Index of the axis to bind as x-axis (default to 0)
- # - "axis_y": 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": Coefficient converting mouse movement to tilting angle (default to 0.01)
- # - "tilt_clamp": 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=
- # Most desktop OSes do not expose a way to poll the motion state of the controllers
- # so as a way around it, cemuhook created a udp client/server protocol to broadcast data directly
- # from a controller device to the client program. Borked3DS has a client that can connect and read
- # from any cemuhook compatible motion program.
- # 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=
- [Core]
- # Whether to use the Just-In-Time (JIT) compiler for CPU emulation
- # 0: Interpreter (slow), 1 (default): JIT (fast)
- use_cpu_jit =
- # The amount of frames to skip (power of two)
- # 0 (default): No frameskip, 1: x2 frameskip, 2: x4 frameskip, 3: x8 frameskip, 4: x16 frameskip.
- frame_skip =
- # Change the Clock Frequency of the emulated 3DS CPU.
- # Underclocking can increase performance at the risk of freezing.
- # Overclocking may fix lagging, but also at the risk of freezing.
- # Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is 100
- cpu_clock_percentage =
- # Enable Custom CPU ticks
- # 0 (default): Off, 1: On
- enable_custom_cpu_ticks =
- # Set Custom CPU ticks
- # Set a custom value of CPU ticks. Higher values can increase performance but if too high,
- # game may freeze. Range of 77-21000 is recommended.
- enable_custom_cpu_ticks =
- # Downcount will be limited to a smaller time slice.
- # 0 (default): Off, 1: On
- core_downcount_hack =
- # Boost low priority starved threads during kernel rescheduling.
- # 0 (default): Off, 1: On
- priority_boost =
- [Renderer]
- # Whether to render using OpenGL or Software
- # 0: Software, 1: OpenGL (default), 2: Vulkan
- graphics_api =
- # Whether to compile shaders on multiple worker threads
- # 0: Off, 1: On (default)
- async_shader_compilation =
- # Skips the slow drawing event from PICA core.
- # 0 (default): Off, 1: On
- skip_slow_draw =
- # Skips the texture copy event from rasterizer cache.
- # 0 (default): Off, 1: On
- skip_texture_copy =
- # Skips the CPU write event from rasterizer cache invalidation.
- # 0 (default): Off, 1: On
- skip_cpu_write =
- # Overrides upscaling for dst_params
- # 0 (default): Off, 1: On
- upscaling_hack =
- # Whether to render using GLES or OpenGL
- # 0 (default): OpenGL, 1: GLES
- use_gles =
- # Whether to use hardware shaders to emulate 3DS shaders
- # 0: Software, 1 (default): Hardware
- use_hw_shader =
- # Whether to use accurate multiplication in hardware shaders
- # 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
- shaders_accurate_mul =
- # Whether to use the Just-In-Time (JIT) compiler for shader emulation
- # 0: Interpreter (slow), 1 (default): JIT (fast)
- use_shader_jit =
- # Perform presentation on seperate threads. Improves performance on Vulkan in most games.
- # 0: Off, 1 (default): On
- async_presentation =
- # 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 =
- # Overrides the sampling filter used by games. This can be useful in certain cases with poorly behaved
- # games when upscaling.
- # 0 (default): Game Controlled, 2: Nearest Neighbor, 3: Linear
- texture_sampling =
- # 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 =
- # Texture filter
- # 0: None, 1: Anime4K Ultrafast, 2: Bicubic, 3: ScaleForce, 4: xBRZ Freescale, 5: MMPX
- texture_filter =
- # SPIR-V Shader Generation
- # 0: Disabled, 1: Enabled
- spirv_shader_gen =
- # Enable Geometry Shaders. Improved accuracy but extremely expensive on tilers.
- # (Vulkan only)
- # 0: Off, 1 (default): On
- geometry_shader =
- # Enables a Vulkan extension that may improve the rendering quality. (Vulkan only)
- # 0 (default): Off, 1: On
- use_sample_shading =
- # SPIR-V Optimization
- # 0: Disabled, 2: Performance, 3: Size
- optimize_spirv_output =
- # SPIR-V Validation
- # 0: Disabled, 1: Enabled
- spirv_output_validation =
- # SPIR-V Legalization
- # 0: Disabled, 1: Enabled
- spirv_output_legalization =
- # Limits the speed of the game to run no faster than this value as a percentage of target speed.
- # Will not have an effect if unthrottled is enabled.
- # 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 100 (default)
- frame_limit =
- # Overrides the frame limiter to use frame_limit_alternate instead of frame_limit.
- # 0: Off (default), 1: On
- use_frame_limit_alternate =
- # Alternate speed limit to be used instead of frame_limit if use_frame_limit_alternate is enabled
- # 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 200 (default)
- frame_limit_alternate =
- # 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 (Monoscopic), 1: Side by Side, 2: Reverse Side by Side, 3: Anaglyph, 4: Interlaced, 5: Reverse Interlaced
- render_3d =
- # Change 3D Intensity
- # 0 - 255: Intensity. 0 (default)
- factor_3d =
- # Swap Eyes in 3D
- # true or false (default)
- swap_eyes_3d =
- # Change default eye to render when in Monoscopic Mode (i.e. Stereoscopic 3D Mode is set to `Off`).
- # 0 (default): Left, 1: Right
- mono_render_option =
- # Name of the post processing shader to apply.
- # Loaded from shaders if render_3d is off or side by side.
- pp_shader_name =
- # Name of the shader to apply when render_3d is anaglyph.
- # Loaded from shaders/anaglyph.
- # Options (enter as strings):
- # rendepth (builtin)
- # dubois (builtin)
- anaglyph_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 Above/Below Screen
- # 1: Single Screen Only
- # 2: Large Screen Small Screen
- # 3: Side by Side
- # 4: Separate Windows
- # 5: Hybrid Screen
- # 6: Custom Layout
- layout_option =
- # Screen placement when using Custom layout option
- # 0x, 0y is the top left corner of the render window.
- custom_top_x =
- custom_top_y =
- custom_top_width =
- custom_top_height =
- custom_bottom_x =
- custom_bottom_y =
- custom_bottom_width =
- custom_bottom_height =
- # Opacity of second layer when using custom layout option. Useful if positioning on top of the first layer. OpenGL only.
- custom_second_layer_opacity =
- # 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 =
- # Toggle upright orientation, for book style games.
- # 0 (default): Off, 1: On
- upright_screen =
- # The proportion between the large and small screens when playing in Large Screen Small Screen layout.
- # Must be a real value between 1.0 and 16.0. Default is 4
- large_screen_proportion =
- # The location of the small screen relative to the large screen in large Screen layout
- # 0 is upper right, 1 is middle right, 2 is lower right
- # 3 is upper left, 4 is middle left, 5 is lower left
- # 6 is above the large screen, 7 is below the large screen
- small_screen_position =
- # 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 =
- # Loads custom textures asynchronously with background threads.
- # 0: Off, 1 (default): On
- async_custom_loading =
- [Audio]
- # Whether to enable Audio DSP in HLE or LLE mode (Note: LLE mode has a heavy performance impact)
- # 0 (default): HLE, 1: LLE, 2: LLE Multithreaded
- audio_emulation =
- # Whether or not to enable the audio-stretching post-processing effect.
- # This 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 =
- # Scales audio playback speed to account for drops in emulation framerate
- # 0 (default): No, 1: Yes
- enable_realtime_audio =
- # Output volume.
- # 1.0 (default): 100%, 0.0; mute
- volume =
- # Which audio output type to use.
- # 0 (default): Auto-select, 1: No audio output, 2: Cubeb (if available), 3: OpenAL (if available), 4: SDL2 (if available)
- output_type =
- # Which audio output device to use.
- # auto (default): Auto-select
- output_device =
- # Which audio input type to use.
- # 0 (default): Auto-select, 1: No audio input, 2: Static noise, 3: Cubeb (if available), 4: OpenAL (if available)
- input_type =
- # Which audio input device to use.
- # auto (default): Auto-select
- input_device =
- [Data Storage]
- # Whether to create a virtual SD card.
- # 1 (default): Yes, 0: No
- use_virtual_sd =
- # Whether to use custom storage locations
- # 1: Yes, 0 (default): No
- use_custom_storage =
- # The path of the virtual SD card directory.
- # empty (default) will use the user_path
- sdmc_directory =
- # The path of NAND directory.
- # empty (default) will use the user_path
- nand_directory =
- [System]
- # The system model that Borked3DS will try to emulate
- # 0: Old 3DS, 1: New 3DS (default)
- is_new_3ds =
- # Whether to use LLE system applets, if installed
- # 0 (default): No, 1: Yes
- lle_applets =
- # The system region that Borked3DS 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 clock to use when borked3ds 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 =
- # The system ticks count to use when Borked3DS starts. Simulates the amount of time the system ran before launching the game.
- # This accounts for games that rely on the system tick to seed randomness.
- # 0: Random (default), 1: Fixed
- init_ticks_type =
- # Tick count to use when init_ticks_type is set to Fixed.
- # Defaults to 0.
- init_ticks_override =
- # Number of steps per hour reported by the pedometer. Range from 0 to 65,535.
- # Defaults to 0.
- steps_per_hour =
- [Camera]
- # Which camera engine to use for the right outer camera
- # blank (default): a dummy camera that always returns black image
- 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 =
- [Debugging]
- # log_filter is a filter string which removes logs below a certain logging level,
- # each of the format `<class>:<level>`.
- #
- # Examples: *:Debug Kernel.SVC:Info Service.*:Critical
- # Default: *:Trace
- #
- # See src/common/logging/filter.h and src/common/logging/filter.cpp for
- # the full list of valid classes and levels.
- log_filter = *:Trace
- # log_regex_filter is a filter that only displays logs based on the regex
- # expression in POSIX format supplied (see log_filter above). Default is "".
- log_regex_filter =
- # Record frame time data. Saved as a separate .csv file in the log directory.
- # 0 (default): Off, 1: On
- record_frame_times =
- # Whether to enable additional debugging information during emulation
- # 0 (default): Off, 1: On
- renderer_debug =
- # Print Vulkan API calls, parameters and values to an identified output stream.
- # 0 (default): Off, 1: On
- dump_command_buffers =
- # Open port for listening to GDB connections.
- use_gdbstub=false
- gdbstub_port=24689
- # Flush log output on every message
- # Immediately commits the debug log to file. Use this if borked3ds crashes and the log output is being cut.
- # 0: Off, 1 (default): On
- instant_debug_log =
- # To LLE a service module add "LLE\<module name>=true"
- [WebService]
- # URL for Web API
- web_api_url = https://api.borked3ds-emu.org
- # Username and token for Borked3DS Web Service
- # See https://profile.borked3ds-emu.org/ for more info
- borked3ds_username =
- borked3ds_token =
- [Video Dumping]
- # Format of the video to output, default: webm
- output_format =
- # Options passed to the muxer (optional)
- # This is a param package, format: [key1]:[value1],[key2]:[value2],...
- format_options =
- # Video encoder used, default: libvpx-vp9
- video_encoder =
- # Options passed to the video codec (optional)
- video_encoder_options =
- # Video bitrate, default: 2500000
- video_bitrate =
- # Audio encoder used, default: libvorbis
- audio_encoder =
- # Options passed to the audio codec (optional)
- audio_encoder_options =
- # Audio bitrate, default: 64000
- audio_bitrate =
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement