mirror of
https://github.com/Lime3DS/Lime3DS.git
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1302c9c1e7
The V-Sync option is fundamentally broken in Citra, so let's do the same as yuzu and remove it entirely for SDL2 and at least from the frontend for QT. (It was also only used by 7.3% of users)
267 lines
8.9 KiB
C++
267 lines
8.9 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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namespace DefaultINI {
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const char* sdl2_config_file = R"(
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[Controls]
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# The input devices and parameters for each 3DS native input
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# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
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# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
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# for button input, the following devices are available:
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# - "keyboard" (default) for keyboard input. Required parameters:
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# - "code": the code of the key to bind
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "joystick": the index of the joystick to bind
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# - "button"(optional): the index of the button to bind
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# - "hat"(optional): the index of the hat to bind as direction buttons
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# - "axis"(optional): the index of the axis to bind
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# - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
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# - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
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# triggered if the axis value crosses
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# - "direction"(only used for axis): "+" means the button is triggered when the axis value
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# is greater than the threshold; "-" means the button is triggered when the axis value
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# is smaller than the threshold
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button_a=
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button_b=
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button_x=
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button_y=
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button_up=
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button_down=
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button_left=
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button_right=
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button_l=
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button_r=
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button_start=
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button_select=
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button_debug=
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button_gpio14=
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button_zl=
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button_zr=
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button_home=
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# for analog input, the following devices are available:
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# - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
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# - "up", "down", "left", "right": sub-devices for each direction.
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# Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
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# - "modifier": sub-devices as a modifier.
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# - "modifier_scale": a float number representing the applied modifier scale to the analog input.
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# Must be in range of 0.0-1.0. Defaults to 0.5
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "joystick": the index of the joystick to bind
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# - "axis_x": the index of the axis to bind as x-axis (default to 0)
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# - "axis_y": the index of the axis to bind as y-axis (default to 1)
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circle_pad=
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c_stick=
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# for motion input, the following devices are available:
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# - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
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# - "update_period": update period in milliseconds (default to 100)
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# - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
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# - "tilt_clamp": the max value of the tilt angle in degrees (default to 90)
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# - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
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motion_device=
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# for touch input, the following devices are available:
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# - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
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# - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
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# - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
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touch_device=
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# Most desktop operating systems do not expose a way to poll the motion state of the controllers
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# so as a way around it, cemuhook created a udp client/server protocol to broadcast the data directly
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# from a controller device to the client program. Citra has a client that can connect and read
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# from any cemuhook compatible motion program.
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# IPv4 address of the udp input server (Default "127.0.0.1")
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udp_input_address=
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# Port of the udp input server. (Default 26760)
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udp_input_port=
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# The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
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udp_pad_index=
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[Core]
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# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_cpu_jit =
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[Renderer]
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# Whether to use software or hardware rendering.
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# 0: Software, 1 (default): Hardware
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use_hw_renderer =
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# Whether to use hardware shaders to emulate 3DS shaders
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# 0: Software, 1 (default): Hardware
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use_hw_shader =
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# Whether to use accurate multiplication in hardware shaders
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# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
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shaders_accurate_mul =
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# Whether to fallback to software for geometry shaders
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# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
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shaders_accurate_gs =
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# Whether to use the Just-In-Time (JIT) compiler for shader emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_shader_jit =
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# Resolution scale factor
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# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
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# factor for the 3DS resolution
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resolution_factor =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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vsync_enabled =
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# Turns on the frame limiter, which will limit frames output to the target game speed
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# 0: Off, 1: On (default)
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use_frame_limit =
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# Limits the speed of the game to run no faster than this value as a percentage of target speed
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# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
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frame_limit =
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# The clear color for the renderer. What shows up on the sides of the bottom screen.
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# Must be in range of 0.0-1.0. Defaults to 0.0 for all.
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bg_red =
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bg_blue =
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bg_green =
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# Toggles Stereoscopic 3D
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# 0 (default): Off, 1: On
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toggle_3d =
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# Change 3D Intensity
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# 0 - 100: Intensity. 0 (default)
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factor_3d =
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[Layout]
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# Layout for the screen inside the render window.
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# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen, 3: Side by Side
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layout_option =
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# Toggle custom layout (using the settings below) on or off.
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# 0 (default): Off, 1: On
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custom_layout =
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# Screen placement when using Custom layout option
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# 0x, 0y is the top left corner of the render window.
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custom_top_left =
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custom_top_top =
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custom_top_right =
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custom_top_bottom =
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custom_bottom_left =
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custom_bottom_top =
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custom_bottom_right =
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custom_bottom_bottom =
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# Swaps the prominent screen with the other screen.
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# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
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# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
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swap_screen =
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[Audio]
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# Whether or not to enable DSP LLE
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# 0 (default): No, 1: Yes
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enable_dsp_lle =
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# Whether or not to run DSP LLE on a different thread
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# 0 (default): No, 1: Yes
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enable_dsp_lle_thread =
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# Which audio output engine to use.
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# auto (default): Auto-select, null: No audio output, sdl2: SDL2 (if available)
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output_engine =
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# Whether or not to enable the audio-stretching post-processing effect.
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# This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
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# at the cost of increasing audio latency.
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# 0: No, 1 (default): Yes
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enable_audio_stretching =
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# Which audio device to use.
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# auto (default): Auto-select
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output_device =
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# Output volume.
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# 1.0 (default): 100%, 0.0; mute
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volume =
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[Data Storage]
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# Whether to create a virtual SD card.
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# 1 (default): Yes, 0: No
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use_virtual_sd =
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[System]
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# The system model that Citra will try to emulate
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# 0: Old 3DS (default), 1: New 3DS
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is_new_3ds =
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# The system region that Citra will use during emulation
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# -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
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region_value =
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# The clock to use when citra starts
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# 0: System clock (default), 1: fixed time
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init_clock =
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# Time used when init_clock is set to fixed_time in the format %Y-%m-%d %H:%M:%S
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# set to fixed time. Default 2000-01-01 00:00:01
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# Note: 3DS can only handle times later then Jan 1 2000
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init_time =
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[Camera]
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# Which camera engine to use for the right outer camera
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# blank (default): a dummy camera that always returns black image
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camera_outer_right_name =
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# A config string for the right outer camera. Its meaning is defined by the camera engine
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camera_outer_right_config =
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# The image flip to apply
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# 0: None (default), 1: Horizontal, 2: Vertical, 3: Reverse
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camera_outer_right_flip =
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# ... for the left outer camera
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camera_outer_left_name =
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camera_outer_left_config =
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camera_outer_left_flip =
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# ... for the inner camera
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camera_inner_name =
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camera_inner_config =
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camera_inner_flip =
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[Miscellaneous]
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# A filter which removes logs below a certain logging level.
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# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
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log_filter = *:Info
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[Debugging]
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# Port for listening to GDB connections.
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use_gdbstub=false
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gdbstub_port=24689
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# To LLE a service module add "LLE\<module name>=true"
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[WebService]
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# Whether or not to enable telemetry
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# 0: No, 1 (default): Yes
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enable_telemetry =
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# URL for Web API
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web_api_url = https://api.citra-emu.org
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# Username and token for Citra Web Service
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# See https://profile.citra-emu.org/ for more info
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citra_username =
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citra_token =
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)";
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}
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