2020-12-28 19:15:37 +04:00
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// 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 Switch 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_lstick=
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button_rstick=
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button_l=
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button_r=
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button_zl=
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button_zr=
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button_plus=
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button_minus=
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button_dleft=
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button_dup=
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button_dright=
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button_ddown=
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button_lstick_left=
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button_lstick_up=
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button_lstick_right=
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button_lstick_down=
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button_sl=
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button_sr=
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button_home=
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button_screenshot=
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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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lstick=
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rstick=
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# Whether to enable or disable vibration
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# 0: Disabled, 1 (default): Enabled
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vibration_enabled=
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# Whether to enable or disable accurate vibrations
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# 0 (default): Disabled, 1: Enabled
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enable_accurate_vibrations=
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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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# - "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=127.0.0.1
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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 multi-core for CPU emulation
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# 0: Disabled, 1 (default): Enabled
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use_multi_core=
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[Cpu]
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# Enable inline page tables optimization (faster guest memory access)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_page_tables =
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# Enable block linking CPU optimization (reduce block dispatcher use during predictable jumps)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_block_linking =
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# Enable return stack buffer CPU optimization (reduce block dispatcher use during predictable returns)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_return_stack_buffer =
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# Enable fast dispatcher CPU optimization (use a two-tiered dispatcher architecture)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_fast_dispatcher =
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# Enable context elimination CPU Optimization (reduce host memory use for guest context)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_context_elimination =
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# Enable constant propagation CPU optimization (basic IR optimization)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_const_prop =
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# Enable miscellaneous CPU optimizations (basic IR optimization)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_misc_ir =
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# Enable reduction of memory misalignment checks (reduce memory fallbacks for misaligned access)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_reduce_misalign_checks =
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[Renderer]
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# Which backend API to use.
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# 0 (default): OpenGL, 1: Vulkan
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backend =
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# Enable graphics API debugging mode.
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# 0 (default): Disabled, 1: Enabled
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debug =
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# Which Vulkan physical device to use (defaults to 0)
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vulkan_device =
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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 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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# Aspect ratio
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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aspect_ratio =
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# Anisotropic filtering
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# 0: Default, 1: 2x, 2: 4x, 3: 8x, 4: 16x
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max_anisotropy =
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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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use_vsync =
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# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required.
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# 0: Off, 1 (default): On
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use_assembly_shaders =
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# Whether to allow asynchronous shader building.
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# 0 (default): Off, 1: On
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use_asynchronous_shaders =
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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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# Whether to use disk based shader cache
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# 0 (default): Off, 1 : On
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use_disk_shader_cache =
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# Which gpu accuracy level to use
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# 0 (Normal), 1 (High), 2 (Extreme)
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gpu_accuracy =
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# Whether to use asynchronous GPU emulation
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# 0 : Off (slow), 1 (default): On (fast)
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use_asynchronous_gpu_emulation =
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# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
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# so only turn this off if you notice a speed difference.
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# 0: Off, 1 (default): On
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use_vsync =
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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 1.0 for all.
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bg_red =
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bg_blue =
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bg_green =
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[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
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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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# Which audio output engine to use.
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# auto (default): Auto-select, null: No audio output, cubeb: Cubeb audio engine (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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# Whether or not to enable gamecard emulation
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# 1: Yes, 0 (default): No
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gamecard_inserted =
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# Whether or not the gamecard should be emulated as the current game
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# If 'gamecard_inserted' is 0 this setting is irrelevant
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# 1: Yes, 0 (default): No
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gamecard_current_game =
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# Path to an XCI file to use as the gamecard
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# If 'gamecard_inserted' is 0 this setting is irrelevant
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# If 'gamecard_current_game' is 1 this setting is irrelevant
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gamecard_path =
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[System]
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# Whether the system is docked
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2021-01-12 13:22:33 +04:00
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# 1 (default): Yes, 0: No
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2020-12-28 19:15:37 +04:00
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use_docked_mode =
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# Allow the use of NFC in games
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# 1 (default): Yes, 0 : No
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enable_nfc =
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# Sets the seed for the RNG generator built into the switch
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# rng_seed will be ignored and randomly generated if rng_seed_enabled is false
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rng_seed_enabled =
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rng_seed =
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# Sets the current time (in seconds since 12:00 AM Jan 1, 1970) that will be used by the time service
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# This will auto-increment, with the time set being the time the game is started
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# This override will only occur if custom_rtc_enabled is true, otherwise the current time is used
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custom_rtc_enabled =
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custom_rtc =
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# Sets the account username, max length is 32 characters
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# yuzu (default)
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username = yuzu
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# Sets the systems language index
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# 0: Japanese, 1: English (default), 2: French, 3: German, 4: Italian, 5: Spanish, 6: Chinese,
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# 7: Korean, 8: Dutch, 9: Portuguese, 10: Russian, 11: Taiwanese, 12: British English, 13: Canadian French,
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# 14: Latin American Spanish, 15: Simplified Chinese, 16: Traditional Chinese
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language_index =
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# The system region that yuzu 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 system time zone that yuzu will use during emulation
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# 0: Auto-select (default), 1: Default (system archive value), Others: Index for specified time zone
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time_zone_index =
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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 = *:Trace
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[Debugging]
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# Record frame time data, can be found in the log directory. Boolean value
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record_frame_times =
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# Determines whether or not yuzu will dump the ExeFS of all games it attempts to load while loading them
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dump_exefs=false
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# Determines whether or not yuzu will dump all NSOs it attempts to load while loading them
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dump_nso=false
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# Determines whether or not yuzu will report to the game that the emulated console is in Kiosk Mode
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# false: Retail/Normal Mode (default), true: Kiosk Mode
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quest_flag =
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# Enables/Disables the macro JIT compiler
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disable_macro_jit=false
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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.yuzu-emu.org
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# Username and token for yuzu Web Service
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# See https://profile.yuzu-emu.org/ for more info
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yuzu_username =
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yuzu_token =
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[Services]
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# The name of the backend to use for BCAT
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# If this is set to 'boxcat' boxcat will be used, otherwise a null implementation will be used
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bcat_backend =
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[AddOns]
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# Used to disable add-ons
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# List of title IDs of games that will have add-ons disabled (separated by '|'):
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title_ids =
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# For each title ID, have a key/value pair called `disabled_<title_id>` equal to the names of the add-ons to disable (sep. by '|')
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# e.x. disabled_0100000000010000 = Update|DLC <- disables Updates and DLC on Super Mario Odyssey
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)";
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}
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