GameINI

[Core]
The following entires go under [Core] section of the GameINI.

CPUThread
Controls Dual Core and Single Core modes. Can be set in the ISO properties window.


 * CPUThread = True -> Enables Dual Core mode
 * CPUThread = False -> Disables Dual Core mode.

GFXBackend
Sets the video backend the game will use.


 * GFXBackend = D3D –> Sets the video backend to D3D (previously called D3D11 prior to )
 * GFXBackend = OGL –> Sets the video backend to OpenGL

D3D9 was removed in. On builds prior to, the following three options are available.


 * GFXBackend = DX11 -> Sets the video backend to D3D11 (now called D3D in the emulator as of )
 * GFXBackend = OGL -> Sets the video backend to OpenGL
 * GFXBackend = DX9 -> Sets the video backend to D3D9. For and later setting the graphics backend to DX9 will do nothing.

CPUCore
Sets the CPU Emulator Engine that Dolphin will use to emulate the game. Uses numbers starting with 0 to represent the tick-mark order used in the Dolphin GUI for the option.


 * CPUCore = 0 -> Sets the CPU engine to Interpreter
 * CPUCore = 1 -> Sets the CPU engine to JIT
 * CPUCore = 2 -> Sets the CPU engine to JITIL

DSPHLE
Chooses the audio engine. Can also be set in the ISO properties window.


 * DSPHLE = True -> Forces DSP HLE for the game.
 * DSPHLE = False -> Disables DSP HLE, forcing DSP LLE.

If DSP LLE is set in the lines above, it will use either DSP LLE recompiler or DSP LLE interpreter based on your general Dolphin settings. To force either DSP LLE recompiler or DSP LLE interpreter, see DSP EnableJIT.

DSPThread
Controls "DSP LLE on Dedicated Thread".


 * DSPThread = True - Enables DSP LLE on Dedicated Thread
 * DSPThread = False - Disables DSP LLE on Dedicated Thread

FrameLimit
Uses hex values to set the framelimit. Based on VPS unless UseFPS is set to true. Added in ; it will do nothing in revisions prior to that.

Continues up to
 * FrameLimit = 0x00000000 -> "Off"
 * FrameLimit = 0x00000001 -> "Auto"
 * FrameLimit = 0x00000002 -> "Audio"
 * FrameLimit = 0x00000003 -> "10"
 * FrameLimit = 0x00000019 -> "120"

UseFPS
Determines whether the framelimiter is based on VPS or FPS. Added in ; it will do nothing in revisions prior to that.


 * UseFPS = True -> Sets the FrameLimiter to be based on FPS instead of the VPS.
 * UseFPS = False -> Sets the FrameLimiter to be based on VPS instead of the FPS. This is the normal behavior for the emulator.

VBeam
Controls the "VBeam Speed Hack" setting. Can also be set in the ISO properties window.


 * VBeam = True -> Enables the VBeam Speed Hack
 * VBeam = False -> Disables the VBeam Speed Hack

SyncGPU
Controls the "SyncGPU setting". SyncGPU is a speed hack for dual core mode to allow games to get around dual core glitches without having to use single core. Usually not much faster than single core mode.


 * SyncGPU = True
 * SyncGPU = False

FastDiscSpeed
Accelerates the emulated disc speed, removing any loading emulation. Can also be set in the ISO properties window.


 * FastDiscSpeed = True
 * FastDiscSpeed = False

BlockMerging
Can also be set in the ISO properties window.


 * BlockMerging = True
 * BlockMerging = False

SkipIdle
Controls the "Idle Skipping" setting. Can also be set in the ISO properties window.

Skip idle configuration was removed as of with Pull Request #3806 as the option was claimed to be "safe and deterministic" when enabled.
 * SkipIdle = True -> Enables Idle Skipping. This is the default setting for the emulator.
 * SkipIdle = False -> Disables Idle Skipping.

MMU
Controls the MMU setting. Can also be set in the ISO properties window.


 * MMU = True -> Enables "MMU"
 * MMU = False -> Disables "MMU"

TLBHack
Controls the "MMU Speed Hack" setting, a hacked version of the MMU that isn't as demanding. Can also be set in the ISO properties window.


 * TLBHack = True -> Enables the MMU Speed Hack
 * TLBHack = False -> Disables the MMU Speed Hack

DCBZ
Controls the "Skip DCBZ Clearing" setting. Can also be set in the ISO properties window.


 * DCBZ = True -> Enables "Skip DCBZ Clearing"
 * DCBZ = False -> Disables "Skip DCBZ Clearing"

EFBScale
Sets the internal resolution. Values starting from 0 represent the drop down order in the list that dolphin uses. Currently:


 * EFBScale = 0 -> Sets the Internal Resolution to "Auto (Multiple of 640x528)"
 * EFBScale = 1 -> Sets the Internal Resolution to "Auto (Window Size)"
 * EFBScale = 2 -> Sets the Internal Resolution to 1x Native
 * EFBScale = 3 -> Sets the Internal Resolution to 1.5x Native
 * EFBScale = 4 -> Sets the Internal Resolution to 2x Native
 * EFBScale = 5 -> Sets the Internal Resolution to 2.5x Native
 * EFBScale = 6 -> Sets the Internal Resolution to 3x Native
 * EFBScale = 7 -> Sets the Internal Resolution to 4x Native
 * EFBScale = -1 -> "-1" is a special case that does not exist in the GUI. It is used to set an Internal Resolution that is the nearest whole number multiplier of the value set in Dolphin's general settings, rounded down. For example, if 2.5x Native is set in the GUI (general settings), than 2x Native will be used.

SafeTextureCacheColorSamples
Controls the "Texture Cache Accuracy" setting, shown as a slider in the GUI.


 * SafeTextureCacheColorSamples = 0 -> Texture Cache Accuracy "Safe", the left most option on the slider
 * SafeTextureCacheColorSamples = 512 -> Texture Cache Accuracy "Middle", the middle option on the slider
 * SafeTextureCacheColorSamples = 128 -> Texture Cache Accuracy "Fast", the right most option on the slider

AspectRatio
Sets the AspectRatio for the title. Values represent the drop down list in the Dolphin GUI, starting with 0.


 * AspectRatio = 0 -> Auto Aspect Ratio, assigned based on what the emulated console indicates
 * AspectRatio = 1 -> Force 16:9
 * AspectRatio = 2 -> Force 4:3
 * AspectRatio = 3 -> Sets the aspect ratio to "Stretch to window"

wideScreenHack
Separates the aspect ratio rendered by the game from the one displayed in the game window. Use Aspect Ratio controls in addition to this setting.


 * wideScreenHack = True
 * wideScreenHack = False

MSAA
Values starting from 0 represent the drop down order in the list that dolphin uses. Each backend has it's own list of antialiasing options so it is suggested to enforce a certain video backend along with this option. [Video_Settings] MSAA = 0 (Will set it to the top of the list value which is Off for all backends, for values starting from 1 the result will vary depending on the backend used, check the drop list in the gui and start counting from 0 to find which antialiasing option will be used for values higher than zero).

External Frame Buffer: [Video_Settings] UseXFB = True (or False to enable and disable "External Frame Buffer" respectively). Virtual or Real will be set according to what you have set it last at the general settings. To control it use together the line below: UseRealXFB = True (or False to enable "Real Xfb" or "Virtual Xfb" respectively).

Fast Depth Calculation: [Video_Settings] FastDepthCalc = True (or False to enable and disable "Fast depth calculation" respectively).

Per-Pixel Lighting: [Video_Settings] EnablePixelLighting = True (or False to enable and disable "Per-Pixel Lighting" respectively).

OpenMP Texture Decoder: [Video_Settings] OMPDecoder = True (or False to enable and disable "OpenMP Texture Decoder" respectively).

OpenCL Texture Decoder: [Video_Settings] EnableOpenCL = True (or False to enable and disable "OpenCL Texture Decoder" respectively).

Disable Fog: [Video_Settings] DisableFog = True (or False to enable and disable "Disable Fog" respectively).

Disable Destination Alpha: [Video_Settings] DstAlphaPass = True (or False to enable and disable "Disable Destination Alpha" respectively).

[Video_Enhancements]
Anisotropic Filtering: Values starting from 0 represent the drop down order in the list that dolphin uses. [Video_Enhancements] MaxAnisotropy = 0 (Will set it to the top of the list value of 1x equivalent of disabling it. 2x, 4x, 8x, 16x would need 1,2,3,4 to be used respectively).

Force Texture Filtering: [Video_Enhancements] ForceFiltering = True (or False to enable and disable "Force Texture Filtering" respectively).

Post - Processing Effects: This option will only work with the opengl backend. Use the names listed in the drop down menu of the option, below we use sepia as an example. [Video_Enhancements] PostProcessingShader = sepia (you can put the name of your preferred shader here).

[Video_Hacks]
Cache Display Lists: [Video_Hacks] DlistCachingEnable = True (or False to enable and disable "Cache Display Lists" respectively).

Efb Copies: [Video_Hacks] EFBToTextureEnable = True (or False to enable "Efb to Texture" and "Efb to Ram" respectively). EFBCopyEnable = True (or False to enable and disable "EFB copies" respectively). EFBCopyCacheEnable = True (or False to enable and disable "Efb to RAM Cache" respectively).

Scaled EFB Copy: [Video_Hacks] EFBScaledCopy = True (or False to enable and disable "Scaled EFB Copy" respectively).

Skip EFB Access From Cpu: [Video_Hacks] EFBAccessEnable = True (or False to disable and enable "Skip EFB Access From Cpu" respectively). Beware that it has the opposite behavior of the gui option!

Ignore Format Changes: [Video_Hacks] EFBEmulateFormatChanges = True (or False to disable and enable "Ignore Format Changes" respectively). Beware that it has the opposite behavior of the gui option!

[Video]
UseBBox = True (or False to enable and disable "Bounding Box Calculation" respectively). ZTPSpeedupHack = True (or False to enable and disable "ZTP Hack" respectively). ProjectionHack = 1 (or 0 to enable and disable "Custom Projection Hack" respectively).

[Video_Hardware]
VSync: [Video_Hardware] VSync = True (or False to enable and disable "VSync" respectively).

Backend
The audio backend that will be used.

Note: A dolphin version above 4.0 - 101 is needed to set this, since there was no audio backend choice possible via gameini before that rev.


 * Backend = OpenAL
 * Backend = DSound
 * Backend = XAudio2

EnableJIT

 * EnableJIT = True => for LLE recompiler
 * EnableJIT = False => for LLE interpreter

Volume
Note: A dolphin version above 4.0 - 101 is needed to set this option.


 * Volume = 100 (values starting from 0 up to 100 max are valid).

WiimoteProfileN
The Wiimote profile that should be used for player N.


 * WiimoteProfileN = Name Of Profile => The Wiimote profile to be used for player N. You should change N to be the number corresponding to the player, and change Name Of Profile to the correct profile name.

PadProfileN
The gamecube controller profile that should be used for player N.


 * PadProfileN = Name Of Profile => The Gamecube controller profile to be used for player N. You should change N to be the number corresponding to the player, and change Name Of Profile to the correct profile name.

Example: Choosing Control Profiles per game
First you should have a control profile saved for the gamecube controller or Wiimote. For example lets say you have created a Wiimote profile named "Sideways" for Wii games that use the sideways wiimote handling(donkey kong, kirby games, etc.). In order to load that profile per game you should put:

[Controls] WiimoteProfile1 = Sideways WiimoteProfile2 = Sideways WiimoteProfile3 = Sideways WiimoteProfile4 = Sideways