default_ini.h 10 KB

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  1. // Copyright 2014 Citra Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #pragma once
  5. namespace DefaultINI {
  6. const char* sdl2_config_file = R"(
  7. [Controls]
  8. # The input devices and parameters for each Switch native input
  9. # It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
  10. # Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
  11. # for button input, the following devices are available:
  12. # - "keyboard" (default) for keyboard input. Required parameters:
  13. # - "code": the code of the key to bind
  14. # - "sdl" for joystick input using SDL. Required parameters:
  15. # - "joystick": the index of the joystick to bind
  16. # - "button"(optional): the index of the button to bind
  17. # - "hat"(optional): the index of the hat to bind as direction buttons
  18. # - "axis"(optional): the index of the axis to bind
  19. # - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
  20. # - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
  21. # triggered if the axis value crosses
  22. # - "direction"(only used for axis): "+" means the button is triggered when the axis value
  23. # is greater than the threshold; "-" means the button is triggered when the axis value
  24. # is smaller than the threshold
  25. button_a=
  26. button_b=
  27. button_x=
  28. button_y=
  29. button_lstick=
  30. button_rstick=
  31. button_l=
  32. button_r=
  33. button_zl=
  34. button_zr=
  35. button_plus=
  36. button_minus=
  37. button_dleft=
  38. button_dup=
  39. button_dright=
  40. button_ddown=
  41. button_lstick_left=
  42. button_lstick_up=
  43. button_lstick_right=
  44. button_lstick_down=
  45. button_sl=
  46. button_sr=
  47. button_home=
  48. button_screenshot=
  49. # for analog input, the following devices are available:
  50. # - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
  51. # - "up", "down", "left", "right": sub-devices for each direction.
  52. # Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
  53. # - "modifier": sub-devices as a modifier.
  54. # - "modifier_scale": a float number representing the applied modifier scale to the analog input.
  55. # Must be in range of 0.0-1.0. Defaults to 0.5
  56. # - "sdl" for joystick input using SDL. Required parameters:
  57. # - "joystick": the index of the joystick to bind
  58. # - "axis_x": the index of the axis to bind as x-axis (default to 0)
  59. # - "axis_y": the index of the axis to bind as y-axis (default to 1)
  60. lstick=
  61. rstick=
  62. # for motion input, the following devices are available:
  63. # - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
  64. # - "update_period": update period in milliseconds (default to 100)
  65. # - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
  66. # - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
  67. motion_device=
  68. # for touch input, the following devices are available:
  69. # - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
  70. # - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
  71. # - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
  72. touch_device=
  73. # Most desktop operating systems do not expose a way to poll the motion state of the controllers
  74. # so as a way around it, cemuhook created a udp client/server protocol to broadcast the data directly
  75. # from a controller device to the client program. Citra has a client that can connect and read
  76. # from any cemuhook compatible motion program.
  77. # IPv4 address of the udp input server (Default "127.0.0.1")
  78. udp_input_address=
  79. # Port of the udp input server. (Default 26760)
  80. udp_input_port=
  81. # The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
  82. udp_pad_index=
  83. [Core]
  84. # Whether to use multi-core for CPU emulation
  85. # 0 (default): Disabled, 1: Enabled
  86. use_multi_core=
  87. [Renderer]
  88. # Which backend API to use.
  89. # 0 (default): OpenGL, 1: Vulkan
  90. backend =
  91. # Enable graphics API debugging mode.
  92. # 0 (default): Disabled, 1: Enabled
  93. debug =
  94. # Which Vulkan physical device to use (defaults to 0)
  95. vulkan_device =
  96. # Whether to use software or hardware rendering.
  97. # 0: Software, 1 (default): Hardware
  98. use_hw_renderer =
  99. # Whether to use the Just-In-Time (JIT) compiler for shader emulation
  100. # 0: Interpreter (slow), 1 (default): JIT (fast)
  101. use_shader_jit =
  102. # Resolution scale factor
  103. # 0: Auto (scales resolution to window size), 1: Native Switch screen resolution, Otherwise a scale
  104. # factor for the Switch resolution
  105. resolution_factor =
  106. # Aspect ratio
  107. # 0: Default (16:9), 1: Force 21:9, 2: Stretch to Window
  108. aspect_ratio =
  109. # Whether to enable V-Sync (caps the framerate at 60FPS) or not.
  110. # 0 (default): Off, 1: On
  111. use_vsync =
  112. # Turns on the frame limiter, which will limit frames output to the target game speed
  113. # 0: Off, 1: On (default)
  114. use_frame_limit =
  115. # Limits the speed of the game to run no faster than this value as a percentage of target speed
  116. # 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
  117. frame_limit =
  118. # Whether to use disk based shader cache
  119. # 0 (default): Off, 1 : On
  120. use_disk_shader_cache =
  121. # Whether to use accurate GPU emulation
  122. # 0 (default): Off (fast), 1 : On (slow)
  123. use_accurate_gpu_emulation =
  124. # Whether to use asynchronous GPU emulation
  125. # 0 : Off (slow), 1 (default): On (fast)
  126. use_asynchronous_gpu_emulation =
  127. # The clear color for the renderer. What shows up on the sides of the bottom screen.
  128. # Must be in range of 0.0-1.0. Defaults to 1.0 for all.
  129. bg_red =
  130. bg_blue =
  131. bg_green =
  132. [Layout]
  133. # Layout for the screen inside the render window.
  134. # 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen
  135. layout_option =
  136. # Toggle custom layout (using the settings below) on or off.
  137. # 0 (default): Off, 1: On
  138. custom_layout =
  139. # Screen placement when using Custom layout option
  140. # 0x, 0y is the top left corner of the render window.
  141. custom_top_left =
  142. custom_top_top =
  143. custom_top_right =
  144. custom_top_bottom =
  145. custom_bottom_left =
  146. custom_bottom_top =
  147. custom_bottom_right =
  148. custom_bottom_bottom =
  149. # Swaps the prominent screen with the other screen.
  150. # For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
  151. # 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
  152. swap_screen =
  153. [Audio]
  154. # Which audio output engine to use.
  155. # auto (default): Auto-select, null: No audio output, cubeb: Cubeb audio engine (if available)
  156. output_engine =
  157. # Whether or not to enable the audio-stretching post-processing effect.
  158. # This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
  159. # at the cost of increasing audio latency.
  160. # 0: No, 1 (default): Yes
  161. enable_audio_stretching =
  162. # Which audio device to use.
  163. # auto (default): Auto-select
  164. output_device =
  165. # Output volume.
  166. # 1.0 (default): 100%, 0.0; mute
  167. volume =
  168. [Data Storage]
  169. # Whether to create a virtual SD card.
  170. # 1 (default): Yes, 0: No
  171. use_virtual_sd =
  172. # Whether or not to enable gamecard emulation
  173. # 1: Yes, 0 (default): No
  174. gamecard_inserted =
  175. # Whether or not the gamecard should be emulated as the current game
  176. # If 'gamecard_inserted' is 0 this setting is irrelevant
  177. # 1: Yes, 0 (default): No
  178. gamecard_current_game =
  179. # Path to an XCI file to use as the gamecard
  180. # If 'gamecard_inserted' is 0 this setting is irrelevant
  181. # If 'gamecard_current_game' is 1 this setting is irrelevant
  182. gamecard_path =
  183. [System]
  184. # Whether the system is docked
  185. # 1: Yes, 0 (default): No
  186. use_docked_mode =
  187. # Allow the use of NFC in games
  188. # 1 (default): Yes, 0 : No
  189. enable_nfc =
  190. # Sets the seed for the RNG generator built into the switch
  191. # rng_seed will be ignored and randomly generated if rng_seed_enabled is false
  192. rng_seed_enabled =
  193. rng_seed =
  194. # Sets the current time (in seconds since 12:00 AM Jan 1, 1970) that will be used by the time service
  195. # This will auto-increment, with the time set being the time the game is started
  196. # This override will only occur if custom_rtc_enabled is true, otherwise the current time is used
  197. custom_rtc_enabled =
  198. custom_rtc =
  199. # Sets the account username, max length is 32 characters
  200. # yuzu (default)
  201. username = yuzu
  202. # Sets the systems language index
  203. # 0: Japanese, 1: English (default), 2: French, 3: German, 4: Italian, 5: Spanish, 6: Chinese,
  204. # 7: Korean, 8: Dutch, 9: Portuguese, 10: Russian, 11: Taiwanese, 12: British English, 13: Canadian French,
  205. # 14: Latin American Spanish, 15: Simplified Chinese, 16: Traditional Chinese
  206. language_index =
  207. # The system region that yuzu will use during emulation
  208. # -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
  209. region_value =
  210. [Miscellaneous]
  211. # A filter which removes logs below a certain logging level.
  212. # Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
  213. log_filter = *:Trace
  214. [Debugging]
  215. # Record frame time data, can be found in the log directory. Boolean value
  216. record_frame_times =
  217. # Port for listening to GDB connections.
  218. use_gdbstub=false
  219. gdbstub_port=24689
  220. # Determines whether or not yuzu will dump the ExeFS of all games it attempts to load while loading them
  221. dump_exefs=false
  222. # Determines whether or not yuzu will dump all NSOs it attempts to load while loading them
  223. dump_nso=false
  224. # Determines whether or not yuzu will report to the game that the emulated console is in Kiosk Mode
  225. # false: Retail/Normal Mode (default), true: Kiosk Mode
  226. quest_flag =
  227. [WebService]
  228. # Whether or not to enable telemetry
  229. # 0: No, 1 (default): Yes
  230. enable_telemetry =
  231. # URL for Web API
  232. web_api_url = https://api.yuzu-emu.org
  233. # Username and token for yuzu Web Service
  234. # See https://profile.yuzu-emu.org/ for more info
  235. yuzu_username =
  236. yuzu_token =
  237. [Services]
  238. # The name of the backend to use for BCAT
  239. # If this is set to 'boxcat' boxcat will be used, otherwise a null implementation will be used
  240. bcat_backend =
  241. [AddOns]
  242. # Used to disable add-ons
  243. # List of title IDs of games that will have add-ons disabled (separated by '|'):
  244. title_ids =
  245. # 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 '|')
  246. # e.x. disabled_0100000000010000 = Update|DLC <- disables Updates and DLC on Super Mario Odyssey
  247. )";
  248. }