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Config Ini

This document contains configuration settings for different aspects of a 3DS emulator. It includes settings for controls, core emulation, rendering, layout, audio, data storage, system, and camera emulation. Each section describes the available options for that aspect and defaults where applicable. For example, the Controls section describes input device options for buttons, analog sticks, motion controls, and touchscreen with default mappings.
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0% found this document useful (0 votes)
161 views6 pages

Config Ini

This document contains configuration settings for different aspects of a 3DS emulator. It includes settings for controls, core emulation, rendering, layout, audio, data storage, system, and camera emulation. Each section describes the available options for that aspect and defaults where applicable. For example, the Controls section describes input device options for buttons, analog sticks, motion controls, and touchscreen with default mappings.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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[Controls]

# 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 = engine:emu_window
# 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 =
# Change the Clock Frequency of the emulated 3DS CPU.
# Underclocking can increase the performance of the game at the risk of freezing.
# Overclocking may fix lag that happens on console, but also comes with the risk of
freezing.
# Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is
100
cpu_clock_percentage =

[Renderer]
# Whether to render using GLES or OpenGL
# 0: OpenGL, 1 (default): 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 separable shaders to emulate 3DS shaders (macOS only)
# 0: Off (Default), 1 : On
separable_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 = 0
# Enable asynchronous GPU emulation
# 0: Off (Slower, but more accurate) 1: On (Default. Faster, but may cause issues
in some games)
use_asynchronous_gpu_emulation = 1
# 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 = 0
# 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 = 3
# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
# 0 (default): Off, 1: On
vsync_enabled =
# Turns on the frame limiter, which will limit frames output to the target game
speed
# 0: Off, 1: On (default)
use_frame_limit = 1
# 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 = 100
# 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, 4: Reverse
Interlaced, 5: Cardboard VR
render_3d = 0
# 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 = 1

[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 =
# Screen placement settings when using Cardboard VR (render3d = 4)
# 30 - 100: Screen size as a percentage of the viewport. 85 (default)
cardboard_screen_size = 100
# -100 - 100: Screen X-Coordinate shift as a percentage of empty space. 0 (default)
cardboard_x_shift =
# -100 - 100: Screen Y-Coordinate shift as a percentage of empty space. 0 (default)
cardboard_y_shift =
# Screen placement settings when using Cardboard VR (render3d = 4)

# Screen placement settings when using Cardboard VR (render3d = 4)


[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 =
# Which mic input type to use.
# 0: None, 1 (default): Real device, 2: Static noise
mic_input_type =
# 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 system language that Citra will use during emulation
# 0: Japanese, 1: English (default), 2: French, 3: German, 4: Italian, 5: Spanish,
# 6: Simplified Chinese, 7: Korean, 8: Dutch, 9: Portuguese, 10: Russian, 11:
Traditional Chinese
language =
# 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 = 2023-02-14 19:10:01

[Camera]
# Which camera engine to use for the right outer camera
# blank: a dummy camera that always returns black image
# image: loads a still image from the storage. When the camera is started, you will
be prompted
# to select an image.
# ndk (Default): uses the device camera. You can specify the camera ID to use in
the config field.
# If you don't specify an ID, the default setting will be used. For
outer cameras,
# the back-facing camera will be used. For the inner camera, the
front-facing
# camera will be used. Please note that 'Legacy' cameras are not
supported.
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\<module name>=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 =

_outer_right_config =
# The image flip to apply
# 0: None (default), 1: Horizon

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