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  1. [APU]
  2. apu = "any"                                             # Audio system. Use: [any, nop, sdl, xaudio2]
  3. libav_verbose = false                                   # Verbose libav output (debug and above)
  4. mute = false                                            # Mutes all audio output.
  5.  
  6.  
  7. [CPU]
  8. break_condition_gpr = -1                                # GPR compared to
  9. break_condition_op = "eq"                               # comparison operator
  10. break_condition_truncate = true                         # truncate value to 32-bits
  11. break_condition_value = 0                               # value compared against
  12. break_on_debugbreak = true                              # int3 on JITed __debugbreak requests.
  13. break_on_instruction = 0                                # int3 before the given guest address is executed.
  14. break_on_start = false                                  # Break into the debugger on startup.
  15. break_on_unimplemented_instructions = true              # Break to the host debugger (or crash if no debugger attached) if an unimplemented PowerPC instruction is encountered.
  16. clock_no_scaling = false                                # Disable scaling code. Time management and locking is bypassed. Guest system time is directly pulled from host.
  17. clock_source_raw = false                                # Use the RDTSC instruction as the time source. Host CPU must support invariant TSC.
  18. cpu = "any"                                             # CPU backend [any, x64].
  19. debug_symbol_loader = false                             # Enable dbghelp debug logging and validation.
  20. debugprint_trap_log = false                             # Log debugprint traps to the active debugger
  21. disable_global_lock = false                             # Disables global lock usage in guest code. Does not affect host code.
  22. disassemble_functions = false                           # Disassemble functions during generation.
  23. emit_source_annotations = false                         # Add extra movs and nops to make disassembly easier to read.
  24. ignore_undefined_externs = true                         # Don't exit when an undefined extern is called.
  25. inline_mmio_access = true                               # Inline constant MMIO loads and stores.
  26. load_module_map = ""                                    # Loads a .map for symbol names and to diff with the generated symbol database.
  27. store_all_context_values = false                        # Don't strip dead context stores to aid in debugging.
  28. trace_function_coverage = false                         # Generate tracing for function instruction coverage statistics.
  29. trace_function_data = false                             # Generate tracing for function result data.
  30. trace_function_data_path = ""                           # File to write trace data to.
  31. trace_function_references = false                       # Generate tracing for function address references.
  32. trace_functions = false                                 # Generate tracing for function statistics.
  33. use_haswell_instructions = true                         # Uses the AVX2/FMA/etc instructions on Haswell processors when available.
  34. validate_hir = false                                    # Perform validation checks on the HIR during compilation.
  35.  
  36.  
  37. [Content]
  38. license_mask = 0                                        # Set license mask for activated content.
  39.                                                         #  0 = No licenses enabled.
  40.                                                         #  1 = First license enabled. Generally the full version license in
  41.                                                         #      Xbox Live Arcade titles.
  42.                                                         #  -1 or 0xFFFFFFFF = All possible licenses enabled. Generally a
  43.                                                         #                     bad idea, could lead to undefined behavior.
  44.  
  45.  
  46. [D3D12]
  47. d3d12_16bit_rtv_full_range = true                       # Use full -32...32 range for RG16 and RGBA16 render targets (at the expense of blending correctness) without ROV.
  48. d3d12_adapter = -1                                      # Index of the DXGI adapter to use. -1 for any physical adapter, -2 for WARP software rendering.
  49. d3d12_bindless = true                                   # Use bindless resources where available - may improve performance, but may make debugging more complicated.
  50. d3d12_break_on_error = false                            # Break on Direct3D 12 validation errors.
  51. d3d12_convert_quads_to_triangles = false                # Convert quad lists to triangle lists on the CPU instead of using a geometry shader. Not recommended for playing, for debugging primarily (because PIX fails to display vertices when a geometry shader is used), and this way quads can't be discarded correctly when the game uses vertex kill functionality.
  52. d3d12_debug = false                                     # Enable Direct3D 12 and DXGI debug layer.
  53. d3d12_dxbc_disasm = false                               # Disassemble DXBC shaders after generation.
  54. d3d12_dxbc_disasm_dxilconv = false                      # Disassemble DXBC shaders after conversion to DXIL, if DXIL shaders are supported by the OS, and DirectX Shader Compiler DLLs available at https://github.com/microsoft/DirectXShaderCompiler/releases are present.
  55. d3d12_edram_rov = false                                 # Use rasterizer-ordered views for render target emulation where available.
  56. d3d12_pipeline_creation_threads = -1                    # Number of threads used for graphics pipeline state object creation. -1 to calculate automatically (75% of logical CPU cores), a positive number to specify the number of threads explicitly (up to the number of logical CPU cores), 0 to disable multithreaded pipeline state object creation.
  57. d3d12_queue_priority = 1                                # Graphics (direct) command queue scheduling priority, 0 - normal, 1 - high, 2 - global realtime (requires administrator privileges, may impact system responsibility)
  58. d3d12_readback_memexport = false                        # Read data written by memory export in shaders on the CPU. This may be needed in some games (but many only access exported data on the GPU, and this flag isn't needed to handle such behavior), but causes mid-frame synchronization, so it has a huge performance impact.
  59. d3d12_readback_resolve = false                          # Read render-to-texture results on the CPU. This may be needed in some games, for instance, for screenshots in saved games, but causes mid-frame synchronization, so it has a huge performance impact.
  60. d3d12_resolution_scale = 1                              # Scale of rendering width and height (currently only 1 and 2 are available).
  61. d3d12_ssaa_custom_sample_positions = false              # Enable custom SSAA sample positions for the RTV/DSV rendering path where available instead of centers (experimental, not very high-quality).
  62. d3d12_submit_on_primary_buffer_end = true               # Submit the command list when a PM4 primary buffer ends if it's possible to submit immediately to try to reduce frame latency.
  63. d3d12_tessellation_wireframe = false                    # Display tessellated surfaces as wireframe for debugging.
  64. d3d12_texture_cache_limit_hard = 768                    # Maximum host texture memory usage (in megabytes) above which textures will be destroyed as soon as possible. If using 2x resolution scale, 1.25x of this is used.
  65. d3d12_texture_cache_limit_soft = 384                    # Maximum host texture memory usage (in megabytes) above which old textures will be destroyed (lifetime configured with d3d12_texture_cache_limit_soft_lifetime). If using 2x resolution scale, 1.25x of this is used.
  66. d3d12_texture_cache_limit_soft_lifetime = 30            # Seconds a texture should be unused to be considered old enough to be deleted if texture memory usage exceeds d3d12_texture_cache_limit_soft.
  67. d3d12_tiled_shared_memory = true                        # Enable tiled resources for shared memory emulation. Disabling them increases video memory usage - a 512 MB buffer is created - but allows graphics debuggers that don't support tiled resources to work.
  68.  
  69.  
  70. [GPU]
  71. dump_shaders = ""                                       # For shader debugging, path to dump GPU shaders to as they are compiled.
  72. dxbc_source_map = false                                 # Disassemble Xenos instructions as comments in the resulting DXBC for debugging.
  73. dxbc_switch = true                                      # Use switch rather than if for flow control. Turning this off or on may improve stability, though this heavily depends on the driver - on AMD, it's recommended to have this set to true, as Halo 3 appears to crash when if is used for flow control (possibly the shader compiler tries to flatten them). On Intel HD Graphics, this is ignored because of a crash with the switch instruction.
  74. fullscreen = false                                      # Toggles fullscreen
  75. gpu = "any"                                             # Graphics system. Use: [any, d3d12, vulkan, null]
  76. gpu_allow_invalid_fetch_constants = false               # Allow texture and vertex fetch constants with invalid type - generally unsafe because the constant may contain completely invalid values, but may be used to bypass fetch constant type errors in certain games until the real reason why they're invalid is found.
  77. half_pixel_offset = true                                # Enable support of vertex half-pixel offset (D3D9 PA_SU_VTX_CNTL PIX_CENTER). Generally games are aware of the half-pixel offset, and having this enabled is the correct behavior (disabling this may significantly break post-processing in some games, like Halo 3), but in some games it might have been ignored, resulting in slight blurriness of UI textures, for instance, when they are read between texels rather than at texel centers (Banjo-Kazooie), or the leftmost/topmost pixels may not be fully covered when MSAA is used with fullscreen passes.
  78. present_letterbox = true                                # Maintain aspect ratio when stretching by displaying bars around the image when there's no more overscan area to crop out.
  79. present_rescale = true                                  # Whether to rescale the image, instead of maintaining the original pixel size, when presenting to the window. When this is disabled, other positioning options are ignored.
  80. present_safe_area_x = 90                                # Percentage of the image width that can be kept when presenting to maintain aspect ratio without letterboxing or stretching.
  81. present_safe_area_y = 90                                # Percentage of the image height that can be kept when presenting to maintain aspect ratio without letterboxing or stretching.
  82. query_occlusion_fake_sample_count = 1000                # If set to -1 no sample counts are written, games may hang. Else, the sample count of every tile will be incremented on every EVENT_WRITE_ZPD by this number. Setting this to 0 means everything is reported as occluded.
  83. resolve_resolution_scale_duplicate_second_pixel = true  # When using resolution scale, apply the hack that duplicates the right/lower host pixel in the left and top sides of render target resolve areas to eliminate the gap caused by half-pixel offset (this is necessary for certain games like GTA IV to work).
  84. spv_disasm = false                                      # Disassemble SPIR-V shaders after generation
  85. spv_validate = false                                    # Validate SPIR-V shaders after generation
  86. store_shaders = true                                    # Store shaders persistently and load them when loading games to avoid runtime spikes and freezes when playing the game not for the first time.
  87. texture_dump = false                                    # Dump textures to DDS
  88. trace_gpu_prefix = "scratch/gpu/"                       # Prefix path for GPU trace files.
  89. trace_gpu_stream = false                                # Trace all GPU packets.
  90. vsync = true                                            # Enable VSYNC.
  91.  
  92.  
  93. [General]
  94. debug = false                                           # Allow debugging and retain debug information.
  95. discord = true                                          # Enable Discord rich presence
  96. launch_module = ""                                      # Executable to launch from the .iso or the package instead of default.xex or the module specified by the game. Leave blank to launch the default module.
  97. time_scalar = 1.000000                                  # Scalar used to speed or slow time (1x, 2x, 1/2x, etc).
  98.  
  99.  
  100. [HID]
  101. guide_button = false                                    # Forward guide button presses to guest.
  102. hid = "any"                                             # Input system. Use: [any, nop, sdl, winkey, xinput]
  103.  
  104.  
  105. [Kernel]
  106. cl = ""                                                 # Specify additional command-line provided to guest.
  107. ignore_thread_affinities = true                         # Ignores game-specified thread affinities.
  108. ignore_thread_priorities = true                         # Ignores game-specified thread priorities.
  109. kernel_cert_monitor = false                             # Enable cert monitor.
  110. kernel_debug_monitor = false                            # Enable debug monitor.
  111. kernel_display_gamma_power = 2.222222                   # Display gamma to use with kernel_display_gamma_type 3.
  112. kernel_display_gamma_type = 1                           # Display gamma type: 0 - linear, 1 - sRGB, 2 - TV (BT.709), 3 - power specified via kernel_display_gamma_power.
  113. kernel_pix = false                                      # Enable PIX.
  114. log_high_frequency_kernel_calls = false                 # Log kernel calls with the kHighFrequency tag.
  115. win32_high_freq = true                                  # Requests high performance from the NT kernel
  116. xex_apply_patches = true                                # Apply XEX patches.
  117.  
  118.  
  119. [Logging]
  120. flush_log = true                                        # Flush log file after each log line batch.
  121. log_file = ""                                           # Logs are written to the given file (specify stdout for command line)
  122. log_level = 2                                           # Maximum level to be logged. (0=error, 1=warning, 2=info, 3=debug)
  123. log_to_debugprint = false                               # Dump the log to DebugPrint.
  124.  
  125.  
  126. [Memory]
  127. protect_on_release = false                              # Protect released memory to prevent accesses.
  128. protect_zero = true                                     # Protect the zero page from reads and writes.
  129. scribble_heap = false                                   # Scribble 0xCD into all allocated heap memory.
  130.  
  131.  
  132. [SDL]
  133. mappings_file = "gamecontrollerdb.txt"                  # Filename of a database with custom game controller mappings.
  134.  
  135.  
  136. [Storage]
  137. content_root = ""                                       # Root path for guest content storage (saves, etc.), or empty to use the content folder under the storage root.
  138. mount_cache = false                                     # Enable cache mount
  139. mount_scratch = false                                   # Enable scratch mount
  140. storage_root = ""                                       # Root path for persistent internal data storage (config, etc.), or empty to use the path preferred for the OS, such as the documents folder, or the emulator executable directory if portable.txt is present in it.
  141.  
  142.  
  143. [UI]
  144. headless = false                                        # Don't display any UI, using defaults for prompts as needed.
  145. imgui_debug = false                                     # Show ImGui debugging tools.
  146. random_clear_color = false                              # Randomize window clear color.
  147. show_profiler = false                                   # Show profiling UI by default.
  148.  
  149.  
  150. [Vulkan]
  151. vulkan_device_index = 0                                 # Index of the physical device to use.
  152. vulkan_dump_disasm = false                              # Dump shader disassembly. NVIDIA only supported.
  153. vulkan_native_msaa = false                              # Use native MSAA
  154. vulkan_primary_queue_only = false                       # Force the use of the primary queue, ignoring any additional that may be present.
  155. vulkan_random_clear_color = false                       # Randomizes framebuffer clear color.
  156. vulkan_renderdoc_capture_all = false                    # Capture everything with RenderDoc.
  157. vulkan_validation = false                               # Enable Vulkan validation layers.
  158.  
  159.  
  160. [XConfig]
  161. user_country = 103                                      # User country ID.
  162.                                                         #    1=AE   2=AL   3=AM   4=AR   5=AT   6=AU   7=AZ   8=BE   9=BG
  163.                                                         #   10=BH  11=BN  12=BO  13=BR  14=BY  15=BZ  16=CA  18=CH  19=CL
  164.                                                         #   20=CN  21=CO  22=CR  23=CZ  24=DE  25=DK  26=DO  27=DZ  28=EC
  165.                                                         #   29=EE  30=EG  31=ES  32=FI  33=FO  34=FR  35=GB  36=GE  37=GR
  166.                                                         #   38=GT  39=HK  40=HN  41=HR  42=HU  43=ID  44=IE  45=IL  46=IN
  167.                                                         #   47=IQ  48=IR  49=IS  50=IT  51=JM  52=JO  53=JP  54=KE  55=KG
  168.                                                         #   56=KR  57=KW  58=KZ  59=LB  60=LI  61=LT  62=LU  63=LV  64=LY
  169.                                                         #   65=MA  66=MC  67=MK  68=MN  69=MO  70=MV  71=MX  72=MY  73=NI
  170.                                                         #   74=NL  75=NO  76=NZ  77=OM  78=PA  79=PE  80=PH  81=PK  82=PL
  171.                                                         #   83=PR  84=PT  85=PY  86=QA  87=RO  88=RU  89=SA  90=SE  91=SG
  172.                                                         #   92=SI  93=SK  95=SV  96=SY  97=TH  98=TN  99=TR 100=TT 101=TW
  173.                                                         #  102=UA 103=US 104=UY 105=UZ 106=VE 107=VN 108=YE 109=ZA
  174.  
  175. user_language = 1                                       # User language ID.
  176.                                                         #   1=en  2=ja  3=de  4=fr  5=es  6=it  7=ko  8=zh
  177.                                                         #   9=pt 11=pl 12=ru 13=sv 14=tr 15=nb 16=nl 17=zh
  178.  

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