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configghu

The document outlines configuration settings for a 3DS emulator, detailing input device parameters, core settings, rendering options, layout configurations, audio settings, and system specifications. It includes options for handling various input types such as buttons, analog, motion, and touch, as well as graphics and audio configurations. Additionally, it provides settings for system emulation, including model type, region, and language preferences.

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0% found this document useful (0 votes)
4 views

configghu

The document outlines configuration settings for a 3DS emulator, detailing input device parameters, core settings, rendering options, layout configurations, audio settings, and system specifications. It includes options for handling various input types such as buttons, analog, motion, and touch, as well as graphics and audio configurations. Additionally, it provides settings for system emulation, including model type, region, and language preferences.

Uploaded by

rabobab846
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]

# 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_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

# Most desktop operating systems do not expose a way to poll the motion state of
the controllers
# so as a way around it, cemuhook created a udp client/server protocol to broadcast
the data directly
# from a controller device to the client program. Cytrus has a client that can
connect and read
# from any cemuhook compatible motion program.

# 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 =0

# 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 OpenGL
# 1: OpenGL ES (default), 2: Vulkan
graphics_api =

# Whether to compile shaders on multiple worker threads (Vulkan only)


# 0: Off, 1: On (default)
async_shader_compilation =

# Whether to emit PICA fragment shader using SPIRV or GLSL (Vulkan only)
# 0: GLSL, 1: SPIR-V (default)
spirv_shader_gen =

# 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 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 =

# 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
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 =

# 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 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 =

# 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.
pp_shader_name =

# The name of the shader to apply when render_3d is anaglyph.


# Loaded from shaders/anaglyph
anaglyph_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 =

[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: 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 =

[Utility]
# Dumps textures as PNG to dump/textures/[Title ID]/.
# 0 (default): Off, 1: On
dump_textures =
# Reads PNG files from load/textures/[Title ID]/ and replaces textures.
# 0 (default): Off, 1: On
custom_textures =

# Loads all custom textures into memory before booting.


# 0 (default): Off, 1: On
preload_textures =

# Loads custom textures asynchronously with background threads.


# 0: Off, 1 (default): On
async_custom_loading =

[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 =

# 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 =

# Scales audio playback speed to account for drops in emulation framerate


# 0 (default): No, 1: Yes
enable_realtime_audio =

# Output volume.
# 1.0 (default): 100%, 0.0; mute
volume =

# Which audio output type to use.


# 0 (default): Auto-select, 1: No audio output, 2: Cubeb (if available), 3: OpenAL
(if available), 4: SDL2 (if available)
output_type =

# Which audio output device to use.


# auto (default): Auto-select
output_device =

# Which audio input type to use.


# 0 (default): Auto-select, 1: No audio input, 2: Static noise, 3: Cubeb (if
available), 4: OpenAL (if available)
input_type =

# Which audio input device to use.


# auto (default): Auto-select
input_device =

[Data Storage]
# Whether to create a virtual SD card.
# 1 (default): Yes, 0: No
use_virtual_sd =
[System]
# The system model that Cytrus will try to emulate
# 0: Old 3DS (default), 1: New 3DS
is_new_3ds =

# Whether to use LLE system applets, if installed


# 0 (default): No, 1: Yes
lle_applets =

# The system region that Cytrus 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 Cytrus 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 Cytrus 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 =

# The system ticks count to use when Cytrus starts


# 0: Random (default), 1: Fixed
init_ticks_type =

# Tick count to use when init_ticks_type is set to Fixed.


# Defaults to 0.
init_ticks_override =

# Plugin loader state, if enabled plugins will be loaded from the SD card.
# You can also set if homebrew apps are allowed to enable the plugin loader
plugin_loader =
allow_plugin_loader =

# Number of steps per hour reported by the pedometer. Range from 0 to 65,535.
# Defaults to 0.
steps_per_hour =

[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 =

# Whether to enable additional debugging information during emulation


# 0 (default): Off, 1: On
renderer_debug =

# Port for listening to GDB connections.


use_gdbstub=false
gdbstub_port=24689

# To LLE a service module add "LLE\<module name>=true"

[WebService]
# URL for Web API
web_api_url = http://88.198.47.46:5000
# Username and token for Cytrus Web Service
cytrus_username =
cytrus_token =

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