Ian Chamberlain
3 years ago
5 changed files with 35 additions and 367 deletions
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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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# Change the Clock Frequency of the emulated 3DS CPU. |
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# Underclocking can increase the performance of the game at the risk of freezing. |
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# Overclocking may fix lag that happens on console, but also comes with the risk of freezing. |
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# Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is 100 |
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cpu_clock_percentage = |
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[Renderer] |
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# Whether to render using GLES or OpenGL |
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# 0 (default): OpenGL, 1: GLES |
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use_gles = |
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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 separable shaders to emulate 3DS shaders (macOS only) |
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# 0: Off (Default), 1 : On |
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separable_shader = |
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# Whether to use accurate multiplication in hardware 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_mul = |
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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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# 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_new = |
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# Reduce stuttering by storing and loading generated shaders to disk |
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# 0: Off, 1 (default. On) |
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use_disk_shader_cache = |
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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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# Texture filter name |
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texture_filter_name = |
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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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# Will not have an effect if unthrottled is enabled. |
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# 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 100 (default) |
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frame_limit = |
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# Overrides the frame limiter to use frame_limit_alternate instead of frame_limit. |
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# 0: Off (default), 1: On |
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use_frame_limit_alternate = |
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# Alternate speed limit to be used instead of frame_limit if use_frame_limit_alternate is enabled |
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# 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 200 (default) |
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frame_limit_alternate = |
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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 = 0.5 |
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bg_blue = 0.5 |
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bg_green = 0.5 |
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# Whether and how Stereoscopic 3D should be rendered |
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# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced |
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render_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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# The name of the post processing shader to apply. |
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# Loaded from shaders if render_3d is off or side by side. |
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# Loaded from shaders/anaglyph if render_3d is anaglyph |
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pp_shader_name = |
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# Whether to enable linear filtering or not |
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# This is required for some shaders to work correctly |
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# 0: Nearest, 1 (default): Linear |
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filter_mode = |
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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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# Toggle upright orientation, for book style games. |
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# 0 (default): Off, 1: On |
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upright_screen = |
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# Dumps textures as PNG to dump/textures/[Title ID]/. |
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# 0 (default): Off, 1: On |
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dump_textures = |
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# Reads PNG files from load/textures/[Title ID]/ and replaces textures. |
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# 0 (default): Off, 1: On |
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custom_textures = |
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# Loads all custom textures into memory before booting. |
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# 0 (default): Off, 1: On |
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preload_textures = |
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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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# The path of the virtual SD card directory. |
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# empty (default) will use the user_path |
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sdmc_directory = |
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# The path of NAND directory. |
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# empty (default) will use the user_path |
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nand_directory = |
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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, 1: New 3DS (default) |
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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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# Record frame time data, can be found in the log directory. Boolean value |
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record_frame_times = |
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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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[Video Dumping] |
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# Format of the video to output, default: webm |
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output_format = |
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# Options passed to the muxer (optional) |
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# This is a param package, format: [key1]:[value1],[key2]:[value2],... |
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format_options = |
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# Video encoder used, default: libvpx-vp9 |
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video_encoder = |
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# Options passed to the video codec (optional) |
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video_encoder_options = |
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# Video bitrate, default: 2500000 |
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video_bitrate = |
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# Audio encoder used, default: libvorbis |
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audio_encoder = |
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# Options passed to the audio codec (optional) |
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audio_encoder_options = |
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# Audio bitrate, default: 64000 |
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audio_bitrate = |
@ -1,12 +1,16 @@
@@ -1,12 +1,16 @@
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# Wait for citra to finish startup |
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sleep 3 |
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# Grab focus of the citra screen |
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# click 1 |
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# Main test logic |
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capture start.png |
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key ctrl-p |
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capture screenshot.png |
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type "/tmp/citra/out/screenshot0.png" key enter |
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key n |
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key ctrl-p type "/tmp/citra/out/screenshot0.png" key enter |
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keydown a keyup a |
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keydown s keyup s |
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keydown z keyup z |
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keydown q |
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keydown a keyup a |
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keydown s keyup s |
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keydown z keyup z |
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keyup q |
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key ctrl-p type "/tmp/citra/out/screenshot1.png" key enter |
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capture final.png |
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