// 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_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) 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 touch_device= [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 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 fallback to software for geometry shaders # 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct) shaders_accurate_gs = # Whether to use the Just-In-Time (JIT) compiler for shader emulation # 0: Interpreter (slow), 1 (default): JIT (fast) use_shader_jit = # 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 use_vsync = # 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 1.0 for all. bg_red = bg_blue = bg_green = # Toggles Stereoscopic 3D # 0 (default): Off, 1: On toggle_3d = # Change 3D Intensity # 0 - 100: Intensity. 0 (default) factor_3d = [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 = [Audio] # 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 = [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] # Port for listening to GDB connections. use_gdbstub=false gdbstub_port=24689 [WebService] # Whether or not to enable telemetry # 0: No, 1 (default): Yes enable_telemetry = # Endpoint URL for submitting telemetry data telemetry_endpoint_url = https://services.citra-emu.org/api/telemetry # Endpoint URL to verify the username and token verify_endpoint_url = https://services.citra-emu.org/api/profile # Endpoint URL for announcing public rooms announce_multiplayer_room_endpoint_url = https://services.citra-emu.org/api/multiplayer/rooms # Username and token for Citra Web Service # See https://services.citra-emu.org/ for more info citra_username = citra_token = )"; }