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230 lines
10 KiB
Plaintext
230 lines
10 KiB
Plaintext
View options:
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--fullscreen
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Display the app in full screen. The default is to display in a window
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instead, except on Android which always uses full screen.
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The app's output will be scaled to fit your screen. This is independent
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of the internal resolution, so if the scale hack (see below) is not also
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in use, the result may be a bit blurry. An internal resolution larger
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than your screen's is possible, in which case the output is downscaled.
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--landscape-left
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--landscape-right
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Changes the orientation the virtual device will have at startup.
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The default is portrait.
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--landscape-left means rotate 90° counterclockwise from portrait.
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--landscape-right means rotate 90° clockwise from portrait.
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Usually apps that require landscape mode will tell touchHLE about this,
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and it will automatically rotate the window, but some apps neglect to
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do this. These options may be useful in that case.
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--scale-hack=...
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Set a scaling factor for the window. touchHLE will attempt to run the
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app with an increased internal resolution. This is a hack and there's
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no guarantee it will work correctly for all apps.
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The default is no scale hack, which is equivalent to a value of 1 (i.e.
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a scale of 1×).
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This is a natural number that is at least 1.
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Game controller options:
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--deadzone=...
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Configures the size of the \"dead zone\" for analog stick inputs.
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The default value is 0.1, which means that 10% of the stick's range on
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the X and Y axes around the center position will be collapsed into a
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single point, so that movements in that range are ignored.
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This is a floating-point (decimal) number between 0 and 1.
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--disable-analog-stick-tilt-controls
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Disables mapping of analog stick input to simulated rotation of the
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device.
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By default, if touchHLE detects a game controller, its analog sticks
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will be used for simulated accelerometer tilt controls. When this
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happens, the real accelerometer (e.g. on an Android phone), if present,
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is ignored. By setting this option, the real accelerometer can be used
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even if a game controller is detected. This may be useful on a device
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that integrates both an accelerometer and a game controller, or if you
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do not want to disconnect your game controller.
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Note that touchHLE does not currently support accelerometers contained
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within game controllers.
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--x-tilt-range=...
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--y-tilt-range=...
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Set the simulated rotation range of the device axis mapped to the analog
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stick X or Y axis, or to the mouse cursor's X or Y position within the
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window (when the right mouse button is held).
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Positive X and Y are mapped to tilting the device rightward and forward
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respectively.
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By default, an analog stick's axis is mapped to a rotation range of 60°
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(30° in either direction). If you wanted a range of 90° on the X axis,
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you could use --x-tilt-range=90.
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For historical reasons, the device's X axis is mapped to the analog
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stick's Y axis and vice versa, as if the device is held in landscape.
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This is a floating-point (decimal) number of degrees, without a degree
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symbol. It may be negative.
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--x-tilt-offset=...
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--y-tilt-offset=...
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Offset the simulated angle of the device axis mapped to the analog stick
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X or Y axis, or to the mouse cursor's X or Y position within the window
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(when the right mouse button is held).
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Positive X and Y are mapped to tilting the device rightward and forward
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respectively.
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By default, the device is simulated as being level with the ground when
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the stick is in the center/neutral position. This option is intended for
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games that use a different angle relative to the ground as their neutral
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position. For example, if a game expects you to hold the device in a
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landscape orientation, with a 45° angle to the ground, you might use
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--y-tilt-offset=45.
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This is a floating-point (decimal) number of degrees, without a degree
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symbol. It may be negative.
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--button-to-touch=...
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Maps a button on your game controller to a point on the simulated touch
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screen of the device. Pressing the button will behave like touching that
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part of the screen.
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This is three parts separated by commas: the name of a button (DPadLeft,
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DPadUp, DPadRight, DPadDown, Start, LeftShoulder or Xbox-like
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A, B, X or Y), the X co-ordinate and the Y co-ordinate.
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The co-ordinates are floating-point (decimal) numbers. 0,0 is the
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top-left corner. The bottom-right corner is 320,480 if the app is in
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portrait, and 480,320 if the app is in landscape.
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For example, --button-to-touch=A,470,310 will make the A button simulate
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tapping in the bottom-right corner of the screen, for a landscape game.
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Except where specified in touchHLE_default_options.txt, this is not used
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by default. There is however a virtual cursor that is controlled by the
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right analog stick (tap/hold by pressing the stick or right shoulder
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button).
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--stabilize-virtual-cursor=...
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Apply motion smoothing and a sticky radius to the virtual cursor
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(controlled by the right analog stick).
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Some apps are very sensitive to small finger movements and will always
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register an attempted "tap" as a scrolling gesture if the finger moves
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even very slightly. When combined with the low precision and shakiness
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of the virtual cursor, it can be difficult to use certain apps' menus.
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This option exists to compensate for this.
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The value is two floating-point (decimal) numbers separated by a comma.
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The first is the strength of the motion smoothing, and the second is a
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radius, in pixels, within which movement of the cursor will be ignored.
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To increase these values is to trade off responsiveness and precision
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respectively. Either number can be zero if desired. Note that the effect
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of the sticky radius is *not* shown on-screen!
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For example, --stabilize-virtual-cursor=0.1,10 will smooth out movements
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such that sharp movements take about half a second to complete, while
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movements within a 10px radius will be completely ignored.
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Graphics driver options:
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--gles1=...
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Force touchHLE to use a particular OpenGL ES 1.1 implementation.
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This may be useful for troubleshooting graphics driver issues.
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--gles1=gles1_on_gl2 will use touchHLE's GLES1-on-GL2 layer.
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--gles1=gles1_native will use native OpenGL ES 1.1.
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When this option isn't in use, touchHLE will try each in order and use
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the first one that works.
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Debugging options:
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--disable-direct-memory-access
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Force dynarmic to always access guest memory via the memory access
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callbacks, rather than using the fast direct access path (page tables).
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--gdb=...
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Starts touchHLE in debugging mode, listening for GDB remote serial
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protocol connections over TCP on the specified host and port.
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You can then connect to touchHLE with GDB and make use of its features
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to inspect memory and registers, set up software breakpoints, and
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continue or step execution.
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The host and port should be separated by a colon. The host can be a
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host name or an IP address. IPv6 addresses should be enclosed in square
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brackets, e.g. --gdb=[::1]:9001 for IPv6 loopback device port 9001.
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--no-error-popup
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Disables the graphical error message box (outputs to terminal/log file
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only).
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--dump=...
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Dumps some information about app/emulator to dump file. Check
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src/options.rs:parse_dump_options for the currently available options.
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--dump-file=...
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Pick the file for information to be dumped to, relative to the user
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data directory. Defaults to {user directory}/DUMP.txt. Note that this
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file will get truncated (deleted) if it already exists!
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Other options:
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--preferred-languages=...
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Specifies a list of preferred languages to be reported to the app.
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This should be one or more ISO 639 language codes (usually two letters)
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in order of preference, separated by commas. For example,
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--preferred-languages=de,ja,en means you would prefer German, or failing
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that Japanese, or failing that English.
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If this option is not specified, the list comes from your operating
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system's language settings.
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Whether and how this preference is respected, and whether any particular
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language is supported, is determined entirely by the app.
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--headless
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Run in headless mode. touchHLE will not create a window, so there will
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be no graphical output and no input. Only useful for command-line apps.
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Implies --no-error-popup.
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--print-fps
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Logs the current framerate (FPS) to the console once per second.
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--fps-limit=...
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Modify or disable the framerate (FPS) limit.
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By default, touchHLE limits the framerate of an app to 60fps, because
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this is required for accurate emulation. Some apps can however run
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correctly at a higher framerate than normal.
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This is either 'off', to disable the framerate limit, or otherwise
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a floating-point (decimal) number of frames per second.
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Note that many apps have an internal timer that determines how often
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they present frames; increasing the limit will not increase their
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framerate, but may make it less consistent.
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--force-composition
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Forces presentation of renderbuffer as if no fullscreen EAGL layer is
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present, i.e. renderbuffer will go through the compositor.
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Enabling this option may solve some rendering issues, but implies
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a performance hit which is undesirable in most of the cases.
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--allow-network-access
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Allow apps running in touchHLE to access the Internet and the local network.
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--ignore-gl-errors
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Ignore host OpenGL errors as queried by glGetError function.
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This only affects return value of glGetError as seen by the guest
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and nothing else. Should be enabled only for apps which really
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need this behaviour.
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