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== [Core] ==
You can configure settings per game through their GameINI. GameINI is a plain text file with game's GameID as its file name and INI as its file extension. It can be retrieved from game's properties, right-click the game from game list then choose '''Properties''' from the context menu, then click on the '''Edit Config''' button and edit the empty text file that pops up. When editing, carefully arranged line, headings, and capitalization are important.
The following entires go under [Core] section of the GameINI.


=== CPUThread ===
For controller settings, go to [[GameINI (Controller Settings)]].
Controls Dual Core and Single Core modes. Can be set in the ISO properties window.


*'''CPUThread = True''' -> Enables Dual Core mode
== Properties Window ==
*'''CPUThread = False''' -> Disables Dual Core mode.
These are settings you can update GameINI directly from the game properties window.
* Enable Dual Core - controls [[#Dual Core]]
* Enable MMU - controls [[#Memory Management Unit (MMU)]]
* Skip DCBZ clearing - controls [[#DCBZ]]
* Enable FPRF - controls [[#Floating-point Result Flag]]
* Synchronize GPU thread - controls [[#Synchronize GPU Thread]]
* Speed up Disc Transfer Rate - controls [[#Speed Up Disc Transfer Rate]]
* DSP HLE emulation (fast) - controls [[#DSP HLE]]
* Deterministic dual core - controls [[#Dualcore Determinism]]
* Stereoscopy Depth Percentage - controls StereoDepthPercentage in [[#Stereoscopic 3D Offset Settings]]
* Convergence - controls StereoConvergence in [[#Stereoscopic 3D Offset Settings]]
* Monoscopic Shadows - controls StereoEFBMonoDepth in [[#Stereoscopic 3D Offset Settings]]


=== GFXBackend ===
== [Core] ==
Sets the video backend the game will use.
The following entries go under [Core] section of the GameINI.


*'''GFXBackend = D3D''' –> Sets the video backend to D3D (previously called D3D11 prior to {{revision|4.0-155}})
=== Dual Core ===
*'''GFXBackend = OGL''' –> Sets the video backend to OpenGL
*<code>CPUThread = True</code> or <code>False</code> to enable and disable "Dual Core" mode respectively.


D3D9 was removed in {{revision|4.0-155}}. On builds prior to {{revision|4.0-155}}, the following three options are available.
=== Graphics Backend ===
*<code>GFXBackend = D3D</code> to set the video backend to Direct3D 11.
*<code>GFXBackend = D3D12</code> to set the video backend to Direct3D 12. Removed (will do nothing) in {{revision|5.0-3774}} and later.
*<code>GFXBackend = OGL</code> to set the video backend to OpenGL.
*<code>GFXBackend = Vulkan</code> to set the video backend to Vulkan.
*<code>GFXBackend = Software Renderer</code> to set the video backend to Software.
*<code>GFXBackend = Null</code> to set the video backend to Null(no output).


*'''GFXBackend = DX11''' -> Sets the video backend to D3D11 (now called D3D in the emulator as of {{revision|4.0-155}})
=== CPU Emulator Engine ===
*'''GFXBackend = OGL''' -> Sets the video backend to OpenGL
*<code>CPUCore = 0</code> to set the CPU emulator engine to "Interpreter".
*'''GFXBackend = DX9''' -> Sets the video backend to D3D9. For {{revision|4.0-155}} and later setting the graphics backend to DX9 will do nothing.
*<code>CPUCore = 1</code> to set the CPU emulator engine to "JIT".
*<code>CPUCore = 2</code> to set the CPU emulator engine to "JITIL". Removed (will do nothing) in {{revision|5.0-3792}} and later.
*<code>CPUCore = 5</code> to set the CPU emulator engine to "Cached Interpreter".


=== CPUCore ===
=== Floating-point Result Flag ===
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.
*<code>FPRF = True</code> or <code>False</code> to enable and disable "Floating-point Result Flag" calculation respectively.


*'''CPUCore = 0''' -> Sets the CPU engine to Interpreter
=== DSP HLE ===
*'''CPUCore = 1''' -> Sets the CPU engine to JIT
*<code>DSPHLE = True</code> or <code>False</code> to enable and disable "DSP HLE" respectively.
*'''CPUCore = 2''' -> Sets the CPU engine to JITIL


=== DSPHLE ===
If DSP HLE is disabled, DSL LLE will be used, it will use either DSP LLE recompiler or DSP LLE interpreter based on your general Dolphin settings, or see [[#DSP Emulator Engine]]. More information at [[Audio Emulation]].
Chooses the audio engine. Can also be set in the ISO properties window.


*'''DSPHLE = True''' -> Forces DSP HLE for the game.
=== DSP LLE on Dedicated Thread ===
*'''DSPHLE = False''' -> Disables DSP HLE, forcing DSP LLE.
Will do nothing in {{revision|4.0-4488}} and later.
*<code>DSPThread = True</code> or <code>False</code> to enable and disable the "DSP LLE on Dedicated Thread" respectively.


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]].
=== Emulation Speed (formerly Framelimit) ===
*<code>EmulationSpeed = 0.000000000</code> will set it to "unlimited".
*<code>EmulationSpeed = 0.100000001</code> will set it to "10%".
*<code>EmulationSpeed = 0.200000003</code> will set it to "20%".
*<code>EmulationSpeed = 0.300000012</code> will set it to "30%".
*<code>EmulationSpeed = 0.400000006</code> will set it to "40%".
*<code>EmulationSpeed = 0.500000000</code> will set it to "50%".
*<code>EmulationSpeed = 0.600000024</code> will set it to "60%".
*<code>EmulationSpeed = 0.699999988</code> will set it to "70%".
*<code>EmulationSpeed = 0.800000012</code> will set it to "80%".
*<code>EmulationSpeed = 0.900000036</code> will set it to "90%".
*<code>EmulationSpeed = 1.00000000</code> will set it to "100%", as in normal emulation speed.
*<code>EmulationSpeed = 1.10000002</code> will set it to "110%".
*<code>EmulationSpeed = 1.20000005</code> will set it to "120%".
*<code>EmulationSpeed = 1.30000007</code> will set it to "130%".
*<code>EmulationSpeed = 1.39999998</code> will set it to "140%".
*<code>EmulationSpeed = 1.50000000</code> will set it to "150%".
*<code>EmulationSpeed = 1.60000002</code> will set it to "160%".
*<code>EmulationSpeed = 1.70000005</code> will set it to "170%".
*<code>EmulationSpeed = 1.80000007</code> will set it to "180%".
*<code>EmulationSpeed = 1.89999998</code> will set it to "190%".
*<code>EmulationSpeed = 2.00000000</code> will set it to "200%".


=== DSPThread ===
=== CPU Overclock ===
Controls "DSP LLE on Dedicated Thread".
Implemented in {{revision|5.0-2302}} and later.
*<code>OverclockEnable = True</code> or <code>False</code> to enable and disable "CPU Overclock" respectively.
*<code>Overclock = 1.0</code> translates to "100%" CPU clock, greater in value is considered overclocking and smaller in value is considered underclocking.


*'''DSPThread = True''' - Enables DSP LLE on Dedicated Thread
=== Synchronize GPU Thread ===
*'''DSPThread = False''' - Disables DSP LLE on Dedicated Thread
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.
*<code>SyncGPU = True</code> or <code>False</code> to enable and disable the "Synchronize GPU thread" respectively.


=== FrameLimit ===
=== Speed Up Disc Transfer Rate ===
Uses hex values to set the framelimit. Based on VPS unless [[UseFPS]] is set to true. Added in {{revision|4.0-265}}; it will do nothing in revisions prior to that.
Accelerates the emulated disc speed, removing any loading emulation.
*<code>FastDiscSpeed = True</code> or <code>False</code> to enable and disable the "Speed up Disc Transfer Rate" respectively.


*'''FrameLimit = 0x00000000''' -> "Off"
=== Dualcore Determinism ===
*'''FrameLimit = 0x00000001''' -> "Auto"
*<code>GPUDeterminismMode = fake-completion</code> or <code>none</code> to enable and disable "Deterministic dual core" respectively.
*'''FrameLimit = 0x00000002''' -> "Audio"
*'''FrameLimit = 0x00000003''' -> "10"
Continues up to
*'''FrameLimit = 0x00000019''' -> "120"


=== UseFPS ===
=== Memory Management Unit (MMU) ===
Determines whether the framelimiter is based on VPS or FPS. Added in {{revision|4.0-265}}; it will do nothing in revisions prior to that.
*<code>MMU = True</code> or <code>False</code> to enable and disable the "Memory Management Unit" respectively.


*'''UseFPS = True''' -> Sets the FrameLimiter to be based on FPS instead of the VPS.  
=== DCBZ ===
*'''UseFPS = False''' -> Sets the FrameLimiter to be based on VPS instead of the FPS. This is the normal behavior for the emulator.
Will do nothing in {{revision|5.0-8482}} and later.
*<code>DCBZ = True</code> or <code>False</code> to enable and disable "Skip DCBZ Clearing" respectively.


=== VBeam ===
=== Progressive Scan ===
Controls the "VBeam Speed Hack" setting. Can also be set in the ISO properties window.
*<code>ProgressiveScan = True</code> or <code>False</code> to enable and disable "Progressive Scan" respectively.


*'''VBeam = True''' -> Enables the VBeam Speed Hack
=== GameCube Language ===
*'''VBeam = False''' -> Disables the VBeam Speed Hack
Implemented in {{revision|5.0-2023}} and later.
*<code>GameCubeLanguage = 0</code> for English or Japanese, depending on the region of the console/game.


=== SyncGPU ===
Choose a number for the language you want from the list below:
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.
0 = English/Japanese
1 = German
2 = French
3 = Spanish
4 = Italian
5 = Dutch
 
== [Video_Settings] ==
The following entries go under [Video_Settings] section of the GameINI.


*'''SyncGPU = True'''
=== Internal Resolution ===
*'''SyncGPU = False'''
Values starting from 0 represent the drop down order in the list that dolphin uses.
*<code>InternalResolution = 0</code>


=== FastDiscSpeed ===
=== Shader Compilation ===
Accelerates the emulated disc speed, removing any loading emulation. Can also be set in the ISO properties window.
*<code>ShaderCompilationMode = 0</code>
<pre>0 = Synchronous
1 = Synchronous (Ubershaders)
2 = Asynchronous (Ubershaders)
3 = Asynchronous (Skip Drawing)</pre>


*'''FastDiscSpeed = True'''
=== Compile Shaders Before Starting ===
*'''FastDiscSpeed = False'''
*<code>WaitForShadersBeforeStarting = True</code> or <code>False</code> to enable and disable "Compile Shaders Before Starting" respectively.


=== BlockMerging ===
=== Texture Cache Accuracy ===
Can also be set in the ISO properties window.
Controls the "Texture Cache Accuracy" setting, shown as a slider in the GUI.
*<code>SafeTextureCacheColorSamples = 0</code> -> Texture Cache Accuracy "Safe", the left most option on the slider.
*<code>SafeTextureCacheColorSamples = 512</code> -> Texture Cache Accuracy "Middle", the middle option on the slider.
*<code>SafeTextureCacheColorSamples = 128</code> -> Texture Cache Accuracy "Fast", the right most option on the slider.


*'''BlockMerging = True'''
=== Aspect Ratio ===
*'''BlockMerging = False'''
Values starting from 0 represent the drop down order in the list that dolphin uses.
*<code>AspectRatio = 0</code> is auto, assigned based on what the emulated console indicates.
*<code>AspectRatio = 1</code> to force the aspect ratio to 16:9.
*<code>AspectRatio = 2</code> to force the aspect ratio to 4:3.
*<code>AspectRatio = 3</code> to set the aspect ratio to "Stretch to window".


=== SkipIdle ===
=== Widescreen Hack ===
Controls the "Idle Skipping" setting. Can also be set in the ISO properties window.
Separates the aspect ratio rendered by the game from the one displayed in the game window. Use [[#Aspect Ratio]] options in addition to this setting.
*<code>wideScreenHack = True</code> or <code>False</code> to enable and disable the "Widescreen Hack" respectively.


*'''SkipIdle = True''' -> Enables Idle Skipping. This is the default setting for the emulator.
=== Anti-Aliasing ===
*'''SkipIdle = False''' -> Disables Idle Skipping.
*<code>MSAA = 0</code> will set it to the top of the list value which is "None". "2x", "4x", "8x" samples would need <code>2</code>, <code>4</code>, <code>8</code> to be used respectively.
*<code>SSAA = True</code> or <code>False</code> will toggle between "SSAA" and "MSAA" respectively. The amount of samples used for SSAA will depend on the MSAA value above.


=== MMU ===
=== External Frame Buffer ===
Controls the MMU setting. Can also be set in the ISO properties window.
Will do nothing in {{revision|5.0-5874}} and later.
*<code>UseXFB = True</code> or <code>False</code> 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:
*<code>UseRealXFB = True</code> or <code>False</code> to enable "Real XFB" or "Virtual XFB" respectively.


*'''MMU = True''' -> Enables "MMU"
=== Fast Depth Calculation ===
*'''MMU = False''' -> Disables "MMU"
*<code>FastDepthCalc = True</code> or <code>False</code> to enable and disable "Fast depth calculation" respectively.


=== TLBHack ===
=== Per-Pixel Lighting ===
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.
*<code>EnablePixelLighting = True</code> or <code>False</code> to enable and disable "Per-Pixel Lighting" respectively.


*'''TLBHack = True''' -> Enables the MMU Speed Hack
=== Disable Fog ===
*'''TLBHack = False''' -> Disables the MMU Speed Hack
*<code>DisableFog = True</code> or <code>False</code> to enable and disable "Disable Fog" respectively.


=== DCBZ ===
=== Load Custom Textures ===
Controls the "Skip DCBZ Clearing" setting. Can also be set in the ISO properties window.
*<code>HiresTextures = True</code> or <code>False</code> to enable and disable "Load Custom Textures" respectively.


*'''DCBZ = True''' -> Enables "Skip DCBZ Clearing"
== [Video_Enhancements] ==
*'''DCBZ = False''' -> Disables "Skip DCBZ Clearing"
The following entries go under [Video_Enhancements] section of the GameINI.


== [Video_Settings] ==
=== Anisotropic Filtering ===
Values starting from 0 represent the drop down order in the list that dolphin uses.
*<code>MaxAnisotropy = 0</code> will set it to the top of the list value of 1x equivalent of disabling it. 2x, 4x, 8x, 16x would need <code>1</code>, <code>2</code>, <code>3</code>, <code>4</code> to be used respectively.


=== EFBScale ===
=== Force Texture Filtering ===
Sets the internal resolution. Values starting from 0 represent the drop down order in the list that dolphin uses. Currently:
*<code>ForceFiltering = True</code> or <code>False</code> to enable and disable "Force Texture Filtering" respectively.


*'''EFBScale = 0''' -> Sets the Internal Resolution to "Auto (Multiple of 640x528)"
=== Post-processing Effects ===
*'''EFBScale = 1''' -> Sets the Internal Resolution to "Auto (Window Size)"
This option will only work with the OpenGL and Vulkan backend. Use the names listed in the drop down menu of the option, below we use sepia as an example.
*'''EFBScale = 2''' -> Sets the Internal Resolution to 1x Native
*<code>PostProcessingShader = sepia</code>, also you can put the name of your preferred shader here.
*'''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 ===
=== Force 24-Bit Color ===
Controls the "Texture Cache Accuracy" setting, shown as a slider in the GUI.
*<code>ForceTrueColor = True</code> or <code>False</code> to enable and disable "Force 24-Bit Color" respectively.


*'''SafeTextureCacheColorSamples = 0''' -> Texture Cache Accuracy "Safe", the left most option on the slider
=== Disable Copy Filter ===
*'''SafeTextureCacheColorSamples = 512''' -> Texture Cache Accuracy "Middle", the middle option on the slider
*<code>DisableCopyFilter = True</code> or <code>False</code> to enable and disable "Disable Copy Filter" respectively.
*'''SafeTextureCacheColorSamples = 128''' -> Texture Cache Accuracy "Fast", the right most option on the slider


=== Arbitrary Mipmap Detection ===
*<code>ArbitraryMipmapDetection = True</code> or <code>False</code> to enable and disable "Arbitrary Mipmap Detection" respectively.


=== AspectRatio  ===
== [Video_Hacks] ==
Sets the AspectRatio for the title. Values represent the drop down list in the Dolphin GUI, starting with 0.
The following entries go under [Video_Hacks] section of the GameINI.


*'''AspectRatio = 0''' -> Auto Aspect Ratio, assigned based on what the emulated console indicates
=== EFB Copies ===
*'''AspectRatio = 1''' -> Force 16:9
*<code>EFBToTextureEnable = True</code> or <code>False</code> to enable "EFB to Texture" and "EFB to Ram" respectively.
*'''AspectRatio = 2''' -> Force 4:3
*'''AspectRatio = 3''' -> Sets the aspect ratio to "Stretch to window"


=== wideScreenHack ===
=== Scaled EFB Copy ===
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.
*<code>EFBScaledCopy = True</code> or <code>False</code> to enable and disable "Scaled EFB Copy" respectively.


*'''wideScreenHack = True'''
=== Skip EFB Access From CPU ===
*'''wideScreenHack = False'''
*<code>EFBAccessEnable = True</code> or <code>False</code> to disable and enable "Skip EFB Access From CPU" respectively. Beware that it has the opposite behavior of the GUI option!


=== MSAA ===
=== Ignore Format Changes ===
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.  
*<code>EFBEmulateFormatChanges = True</code> or <code>False</code> to disable and enable "Ignore Format Changes" respectively. Beware that it has the opposite behavior of the GUI 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).


=== Bounding Box ===
*<code>BBoxEnable = True</code> or <code>False</code> to enable and disable "Bounding Box" calculation respectively.


External Frame Buffer:
=== Vertex Rounding ===
[Video_Settings]
*<code>VertexRounding = True</code> or <code>False</code> to enable and disable "Vertex Rounding" respectively.
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:
===XFB copies ===
[Video_Settings]
*<code>XFBToTextureEnable = True</code> or <code>False</code> to enable "XFB to Texture" and "XFB to Ram" respectively.
FastDepthCalc = True (or False to enable and disable "Fast depth calculation" respectively).


Per-Pixel Lighting:
===Immediate XFB ===
[Video_Settings]
*<code>ImmediateXFBenable = True</code> or <code>False</code> to enable and disable "Immediate XFB" respectively.
EnablePixelLighting = True (or False to enable and disable "Per-Pixel Lighting" respectively).


OpenMP Texture Decoder:
== [Video_Hardware] ==
[Video_Settings]
The following entries go under [Video_Hardware] section of the GameINI.
OMPDecoder = True (or False to enable and disable "OpenMP Texture Decoder" respectively).


OpenCL Texture Decoder:
=== V-Sync ===
[Video_Settings]
*<code>VSync = True</code> or <code>False</code> to enable and disable "V-Sync" respectively.
EnableOpenCL = True (or False to enable and disable "OpenCL Texture Decoder" respectively).


Disable Fog:
== [Video_Stereoscopy] ==
[Video_Settings]
The following entries go under [Video_Stereoscopy] section of the GameINI.
DisableFog = True (or False to enable and disable "Disable Fog" respectively).


Disable Destination Alpha:
=== Stereoscopic 3D Offset Settings ===
[Video_Settings]
*<code>StereoDepthPercentage = 100</code> Percentage to multiply with the depth value of StereoDepth in [[#Stereoscopic 3D Settings]].
DstAlphaPass = True (or False to enable and disable "Disable Destination Alpha" respectively).
*<code>StereoConvergence = 0</code> Base convergence value to be multiplied with the percentage value of StereoConvergencePercentage in [[#Stereoscopic 3D Settings]].
*<code>StereoEFBMonoDepth = True</code> or <code>False</code> to enable and disable "Monoscopic Shadows" respectively.


== [Video_Enhancements] ==
=== Stereoscopic 3D Mode ===
Anisotropic Filtering:
Values starting from 0 represent the drop down order in the list that dolphin uses.
Values starting from 0 represent the drop down order in the list that dolphin uses.
[Video_Enhancements]
*<code>StereoMode = 0</code>
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:
=== Stereoscopic 3D Settings ===
[Video_Enhancements]
*<code>StereoDepth = 20</code> Separation distance between the virtual cameras.
ForceFiltering = True (or False to enable and disable "Force Texture Filtering" respectively).
*<code>StereoConvergencePercentage = 100</code> Distance of the convergence plane.
 
*<code>StereoSwapEyes = True</code> or <code>False</code> to enable and disable "Swap Eyes" 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).


== [DSP] ==
== [DSP] ==
The following entries go under [DSP] section of the GameINI.


=== Backend ===
=== Audio Backend ===
*<code>Backend = OpenAL</code>
*<code>Backend = XAudio2</code>
*<code>Backend = Cubeb</code>
*<code>Backend = WASAPI (Exclusive mode)</code>
*<code>Backend = No audio output</code>


The audio backend that will be used.
=== DSP Emulator Engine ===
 
*<code>EnableJIT = True</code> or <code>False</code> for "LLE recompiler" and "LLE interpreter" respectively. This is when [[#DSP HLE]] is disabled.
''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 ===
=== Volume ===
*<code>Volume = 100</code>, values starting from 0 up to 100 max are valid.


''Note: A dolphin version above 4.0 - 101 is needed to set this option.''
== [Wii] ==
 
=== Wii System Language ===
* '''Volume = 100''' (values starting from 0 up to 100 max are valid).
Implemented in {{revision|5.0-2023}} and later.
 
*<code>Language = 1</code> for English
== [Controls] ==
 
=== WiimoteProfile''N'' ===
 
The Wiimote profile that should be used for player ''N''.
 
* '''WiimoteProfile''N'' = 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.
 
=== PadProfile''N'' ===
 
The gamecube controller profile that should be used for player ''N''.
 
* '''PadProfile''N'' = 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:
Choose a number for the language you want from the list below:
0 = Japanese
1 = English
2 = German
3 = French
4 = Spanish
5 = Italian
6 = Dutch
7 = Simplified Chinese
8 = Traditional Chinese
9 = Korean


<pre>
[[Category:Tutorials]]
[Controls]
WiimoteProfile1 = Sideways
WiimoteProfile2 = Sideways
WiimoteProfile3 = Sideways
WiimoteProfile4 = Sideways
</pre>
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