// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once namespace DefaultINI { const char* sdl2_config_file = R"( [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": 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= # Most desktop operating systems 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 the data directly # from a controller device to the client program. Citra 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 = [Renderer] # Whether to render using GLES or OpenGL # 0 (default): OpenGL, 1: 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 accurate multiplication in hardware shaders # 0: Off (Default. Faster, but causes issues in some games) 1: On (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 = # 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 = # 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 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 = # Screen placement when using Custom layout option # 0x, 0y is the top left corner of the render window. custom_top_left = custom_top_top = custom_top_right = custom_top_bottom = custom_bottom_left = custom_bottom_top = custom_bottom_right = custom_bottom_bottom = # 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 = # 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 = # 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 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 = [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 = [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\=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 = )"; }