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libretro_core_options.h
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libretro_core_options.h
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#ifndef LIBRETRO_CORE_OPTIONS_H__
#define LIBRETRO_CORE_OPTIONS_H__
#include <stdlib.h>
#include <string.h>
#include <libretro.h>
#include <retro_inline.h>
#ifndef HAVE_NO_LANGEXTRA
#include "libretro_core_options_intl.h"
#endif
#include "libretro_options.h"
/*
********************************
* VERSION: 2.0
********************************
*
* - 2.0: Add support for core options v2 interface
* - 1.3: Move translations to libretro_core_options_intl.h
* - libretro_core_options_intl.h includes BOM and utf-8
* fix for MSVC 2010-2013
* - Added HAVE_NO_LANGEXTRA flag to disable translations
* on platforms/compilers without BOM support
* - 1.2: Use core options v1 interface when
* RETRO_ENVIRONMENT_GET_CORE_OPTIONS_VERSION is >= 1
* (previously required RETRO_ENVIRONMENT_GET_CORE_OPTIONS_VERSION == 1)
* - 1.1: Support generation of core options v0 retro_core_option_value
* arrays containing options with a single value
* - 1.0: First commit
*/
#ifdef __cplusplus
extern "C" {
#endif
/*
********************************
* Core Option Definitions
********************************
*/
/* RETRO_LANGUAGE_ENGLISH */
/* Default language:
* - All other languages must include the same keys and values
* - Will be used as a fallback in the event that frontend language
* is not available
* - Will be used as a fallback for any missing entries in
* frontend language definition */
struct retro_core_option_v2_category option_cats_us[] = {
{
"video",
"Video",
"Change aspect ratio, display cropping, video filter and frame skipping settings."
},
{
"osd",
"On-Screen Display",
"Change notifications being shown on-screen."
},
{
"input",
"Input",
"Change light gun, mouse and neGcon settings."
},
{
"memcards",
"Memory Card",
"Change settings related to the virtual Memory Card(s) used by the system."
},
{
"pgxp",
"PGXP (Precision Geometry Transform Pipeline)",
"These options control enhancements which can improve graphics compared to the original console. PGXP can get rid of warping textures and Z-fighting issues."
},
{
"hacks",
"Emulation Hacks",
"Change processor overclocking and emulation accuracy settings affecting low-level performance and compatibility."
},
{ NULL, NULL, NULL },
};
struct retro_core_option_v2_definition option_defs_us[] = {
{
BEETLE_OPT(internal_resolution),
"Internal GPU Resolution",
NULL,
"Choose internal resolution multiplier. Resolutions higher than '1x (Native)' improve fidelity of 3D models at the expense of increased performance requirements. 2D elements are generally unaffected by this setting.",
NULL,
"video",
{
{ "1x(native)", "1x (Native)" },
{ "2x", NULL },
{ "4x", NULL },
{ "8x", NULL },
{ "16x", NULL },
{ NULL, NULL },
},
"1x(native)"
},
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
{
BEETLE_OPT(depth),
"Internal Color Depth",
NULL,
"Choose internal color depth. Higher color depth can reduce color banding effects without the use of dithering. 16 bpp emulates original hardware but may have visible banding if dithering is not enabled. 'Dithering Pattern' is recommended to be disabled when this option is set to 32 bpp.",
NULL,
"video",
{
{ "16bpp(native)", "16 bpp (Native)" },
{ "32bpp", "32 bpp" },
{ NULL, NULL },
},
"16bpp(native)"
},
// Sort of, it's more like 15-bit high color and 24-bit true color for visible output. The alpha channel is used for mask bit. Vulkan renderer uses ABGR1555_555 for 31 bits internal? FMVs are always 24-bit on all renderers like original hardware (BGR888, no alpha)
#endif
{
BEETLE_OPT(dither_mode),
"Dithering Pattern",
NULL,
"Choose dithering pattern configuration. '1x (Native)' emulates native low resolution dithering used by original hardware to smooth out color banding artifacts visible at native color depth. 'Internal Resolution' scales dithering granularity to the configured internal resolution for cleaner results. Recommended to be disabled when running at 32 bpp color depth. Note: On Vulkan, enabling this will force downsampling to native color depth, while disabling will automatically enable output at higher color depth.",
NULL,
"video",
{
{ "1x(native)", "1x (Native)" },
{ "internal resolution", "Internal Resolution" },
{ "disabled", NULL },
{ NULL, NULL },
},
"1x(native)"
},
#ifdef HAVE_VULKAN
{
BEETLE_OPT(scaled_uv_offset),
"Texture UV Offset",
NULL,
"Sample textures for 3D polygons at an offset for higher than 1x internal resolution. Reduces texture seams but may cause unintended graphical glitches.",
NULL,
"video",
{
{ "enabled", NULL },
{ "disabled", NULL },
{ NULL, NULL },
},
"enabled"
},
#endif
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) || defined(HAVE_VULKAN)
{
BEETLE_OPT(filter),
"Texture Filtering",
NULL,
"Choose texture filtering method. 'Nearest' emulates original hardware. 'Bilinear' and '3-Point' are smoothing filters, which reduce pixelation via blurring. 'SABR', 'xBR', and 'JINC2' are upscaling filters that may improve texture fidelity/sharpness at the expense of increased performance requirements. Only supported by the hardware renderers.",
NULL,
"video",
{
{ "nearest", "Nearest" },
{ "SABR", NULL },
{ "xBR", NULL },
{ "bilinear", "Bilinear" },
{ "3-point", "3-Point" },
{ "JINC2", NULL },
{ NULL, NULL },
},
"nearest"
},
#ifdef HAVE_VULKAN
{
BEETLE_OPT(filter_exclude_sprite),
"Exclude Sprites from Filtering",
NULL,
"Do not apply texture filtering to sprites. Prevents seams in various games with 2D sprite-rendered backgrounds. Use together with Adaptive Smoothing or another post-processing filter for best effect.",
NULL,
"video",
{
{ "disabled", NULL },
{ "opaque", "Opaque Only" },
{ "all", "Opaque and Semi-Transparent" },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(filter_exclude_2d_polygon),
"Exclude 2D Polygons from Filtering",
NULL,
"Do not apply texture filtering to 2D polygons. 2D polygons are detected with a heuristic and there may be glitches. Use together with Adaptive Smoothing or another post-processing filter for best effect.",
NULL,
"video",
{
{ "disabled", NULL },
{ "opaque", "Opaque Only" },
{ "all", "Opaque and Semi-Transparent" },
{ NULL, NULL },
},
"disabled"
},
#endif
#endif
#ifdef HAVE_VULKAN
{
BEETLE_OPT(adaptive_smoothing),
"Adaptive Smoothing",
NULL,
"Smooth out 2D artwork and UI elements without blurring 3D rendered objects. Only supported by the Vulkan renderer.",
NULL,
"video",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(super_sampling),
"Supersampling (Downsample to Native Resolution)",
NULL,
"Downsample rendered content from upscaled internal resolution down to native resolution. Combining this with higher internal resolution multipliers allows for games to be displayed with anti-aliased 3D objects at native low resolution. Produces best results when applied to titles that mix 2D and 3D elements (e.g. 3D characters on pre-rendered backgrounds), and works well in conjunction with CRT shaders. Only supported by the Vulkan renderer. Note: 'Dithering Pattern' is recommended to be disabled when enabling this option.",
NULL,
"video",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(msaa),
"Multi-Sampled Anti Aliasing",
NULL,
"Choose MSAA level for rendered content. Improves the appearance of 3D objects. Only supported by the Vulkan renderer.",
NULL,
"video",
{
{ "1x", NULL },
{ "2x", NULL },
{ "4x", NULL },
{ "8x", NULL },
{ "16x", NULL },
{ NULL, NULL },
},
"1x"
},
{
BEETLE_OPT(mdec_yuv),
"MDEC YUV Chroma Filter",
NULL,
"Improve the quality of FMV playback by reducing 'macroblocking' artifacts (squares/jagged edges). Only supported by the Vulkan renderer.",
NULL,
"video",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(track_textures),
"Track Textures",
NULL,
"Prerequisite for texture dumping and replacement. Will probably crash in most games.",
NULL,
"video",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
#ifdef TEXTURE_DUMPING_ENABLED
{
BEETLE_OPT(dump_textures),
"Dump Textures",
NULL,
"Dump used textures to <cd>-texture-dump/",
NULL,
"video",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
#endif
{
BEETLE_OPT(replace_textures),
"Replace Textures",
NULL,
"Replace textures using HD versions from <cd>-texture-replacements/",
NULL,
"video",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
#endif
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
{
BEETLE_OPT(wireframe),
"Wireframe Mode (Debug)",
NULL,
"Render 3D models in outline form without textures or shading. Only supported by the OpenGL hardware renderer. Note: This is for debugging purposes, and should normally be disabled.",
NULL,
"video",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
#endif
{
BEETLE_OPT(frame_duping),
"Frame Duping (Speedup)",
NULL,
"When enabled and supported by the libretro frontend, this provides a small performance increase by directing the frontend to repeat the previous frame if the core has nothing new to display.",
NULL,
"video",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(display_internal_fps),
"Display Internal FPS",
NULL,
"Display the internal frame rate at which the emulated PlayStation system is rendering content. Note: Requires onscreen notifications to be enabled in the libretro frontend.",
NULL,
"osd",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) || defined(HAVE_VULKAN)
{
BEETLE_OPT(display_vram),
"Display Full VRAM (Debug)",
NULL,
"Visualize the entire emulated console's VRAM. Only supported by the OpenGL and Vulkan hardware renderers. Note: This is for debugging purposes, and should normally be disabled.",
NULL,
"osd",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
#endif
{
BEETLE_OPT(analog_calibration),
"Analog Self-Calibration",
NULL,
"When the input device is set to DualShock, Analog Controller, Analog Joystick, or neGcon, this option enables dynamic calibration of analog inputs. Maximum registered input values are monitored in real time and used to scale analog coordinates passed to the emulator. This should be used for games such as Mega Man Legends 2 that expect larger values than what modern controllers provide. For best results, analog sticks should be rotated at full extent to tune the calibration algorithm each time content is loaded.",
NULL,
"input",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(analog_toggle),
"Enable DualShock Analog Mode Toggle",
NULL,
"When the input device type is DualShock, this option allows the emulated DualShock to be toggled between DIGITAL and ANALOG mode like original hardware. When disabled, the DualShock is locked to ANALOG mode and when enabled, the DualShock can be toggled between DIGITAL and ANALOG mode by pressing and holding START+SELECT+L1+L2+R1+R2.",
NULL,
"input",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(enable_multitap_port1),
"Port 1: Multitap Enable",
NULL,
"Enable multitap functionality on port 1.",
NULL,
"input",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(enable_multitap_port2),
"Port 2: Multitap Enable",
NULL,
"Enable multitap functionality on port 2.",
NULL,
"input",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(gun_input_mode),
"Gun Input Mode",
NULL,
"Choose whether to use a mouse-controlled 'Light Gun' or a 'Touchscreen' input when device type is set to 'Guncon/G-Con 45' or 'Justifier'.",
NULL,
"input",
{
{ "lightgun", "Light Gun" },
{ "touchscreen", "Touchscreen" },
{ NULL, NULL },
},
"lightgun"
},
// Shouldn't the gun_input_mode just be Mouse vs. Touchscreen?
{
BEETLE_OPT(gun_cursor),
"Gun Cursor",
NULL,
"Choose the gun cursor to be displayed on screen while using the 'Guncon/G-Con 45' and 'Justifier' input device types. When disabled, crosshairs are always hidden.",
NULL,
"input",
{
{ "cross", "Cross" },
{ "dot", "Dot" },
{ "off", "No Cursor" },
{ NULL, NULL },
},
"cross"
},
{
BEETLE_OPT(crosshair_color_p1),
"Port 1: Gun Crosshair Color",
NULL,
"Choose the light gun crosshair color for port 1.",
NULL,
"input",
{
{ "red", "Red" },
{ "blue", "Blue" },
{ "green", "Green" },
{ "orange", "Orange" },
{ "yellow", "Yellow" },
{ "cyan", "Cyan" },
{ "pink", "Pink" },
{ "purple", "Purple" },
{ "black", "Black" },
{ "white", "White" },
{ NULL, NULL },
},
"red"
},
{
BEETLE_OPT(crosshair_color_p2),
"Port 2: Gun Crosshair Color",
NULL,
"Choose the light gun crosshair color for port 2.",
NULL,
"input",
{
{ "blue", "Blue" },
{ "red", "Red" },
{ "green", "Green" },
{ "orange", "Orange" },
{ "yellow", "Yellow" },
{ "cyan", "Cyan" },
{ "pink", "Pink" },
{ "purple", "Purple" },
{ "black", "Black" },
{ "white", "White" },
{ NULL, NULL },
},
"blue"
},
{
BEETLE_OPT(mouse_sensitivity),
"Mouse Sensitivity",
NULL,
"Choose the responsiveness of the 'Mouse' input device type.",
NULL,
"input",
{
{ "5%", NULL },
{ "10%", NULL },
{ "15%", NULL },
{ "20%", NULL },
{ "25%", NULL },
{ "30%", NULL },
{ "35%", NULL },
{ "40%", NULL },
{ "45%", NULL },
{ "50%", NULL },
{ "55%", NULL },
{ "60%", NULL },
{ "65%", NULL },
{ "70%", NULL },
{ "75%", NULL },
{ "80%", NULL },
{ "85%", NULL },
{ "90%", NULL },
{ "95%", NULL },
{ "100%", "100% (Default)" },
{ "105%", NULL },
{ "110%", NULL },
{ "115%", NULL },
{ "120%", NULL },
{ "125%", NULL },
{ "130%", NULL },
{ "135%", NULL },
{ "140%", NULL },
{ "145%", NULL },
{ "150%", NULL },
{ "155%", NULL },
{ "160%", NULL },
{ "165%", NULL },
{ "170%", NULL },
{ "175%", NULL },
{ "180%", NULL },
{ "185%", NULL },
{ "190%", NULL },
{ "195%", NULL },
{ "200%", NULL },
{ NULL, NULL },
},
"100%"
},
{
BEETLE_OPT(negcon_response),
"neGcon Twist Response",
NULL,
"Choose the response type of the RetroPad left analog stick when simulating the 'twist' action of emulated 'neGcon' input devices. Analog stick displacement may be mapped to neGcon rotation angle either linearly, quadratically or cubically. 'Quadratic' allows for greater precision than 'Linear' when making small movements. 'Cubic' further increases small movement precision, but 'exaggerates' larger movements. Note: 'Linear' is only recommended when using racing wheel peripherals. Conventional controllers implement analog input in a manner fundamentally different from the neGcon 'twist' mechanism, such that linear mapping over-amplifies small movements, impairing fine control. In most cases, 'Quadratic' provides the closest approximation of real hardware.",
NULL,
"input",
{
{ "linear", "Linear" },
{ "quadratic", "Quadratic" },
{ "cubic", "Cubic" },
{ NULL, NULL },
},
"linear"
},
{
BEETLE_OPT(negcon_deadzone),
"neGcon Twist Deadzone",
NULL,
"Choose the deadzone of the RetroPad left analog stick when simulating the 'twist' action of emulated 'neGcon' input devices. Used to eliminate controller drift. Note: Most neGcon-compatible titles provide in-game options for setting a 'twist' deadzone value. To avoid loss of precision, the in-game deadzone should *always* be set to zero. Any required adjustments should *only* be applied via this core option. This is particularly important when 'neGcon Twist Response' is set to 'Quadratic' or 'Cubic'.",
NULL,
"input",
{
{ "0%", NULL },
{ "5%", NULL },
{ "10%", NULL },
{ "15%", NULL },
{ "20%", NULL },
{ "25%", NULL },
{ "30%", NULL },
{ NULL, NULL },
},
"0%"
},
{
BEETLE_OPT(use_mednafen_memcard0_method),
"Memory Card 0 Method (Restart Required)",
NULL,
"Choose the save data format used for memory card 0. 'Mednafen' may be used for compatibility with the stand-alone version of Mednafen. When used with Beetle PSX, Libretro (.srm) and Mednafen (.mcr) saves have internally identical formats and can be converted between one another via renaming.",
NULL,
"memcards",
{
{ "libretro", "Libretro" },
{ "mednafen", "Mednafen" },
{ NULL, NULL },
},
"libretro"
},
{
BEETLE_OPT(enable_memcard1),
"Enable Memory Card 1 (Restart Required)",
NULL,
"Emulate a second memory card in slot 1. When disabled, games can only access the memory card in slot 0. Note: Some games require this option to be disabled for correct operation (e.g. Codename Tenka). Note: Memory Card 1 uses the Mednafen (.mcr) save format.",
NULL,
"memcards",
{
{ "enabled", NULL },
{ "disabled", NULL },
{ NULL, NULL },
},
"enabled"
},
{
BEETLE_OPT(shared_memory_cards),
"Shared Memory Cards (Restart Required)",
NULL,
"When enabled, all games will save to and load from the same memory card files. When disabled, separate memory card files will be generated for each item of loaded content. Note: if 'Memory Card 0 Method' is set to 'Libretro', only the right memory card will be affected.",
NULL,
"memcards",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(memcard_left_index),
"Memory Card Left Index",
NULL,
"Change the memory card currently loaded in the left slot. This option will only work if Memory Card 0 method is set to Mednafen. The default card is index 0.",
NULL,
"memcards",
{
{ "0", NULL },
{ "1", NULL },
{ "2", NULL },
{ "3", NULL },
{ "4", NULL },
{ "5", NULL },
{ "6", NULL },
{ "7", NULL },
{ "8", NULL },
{ "9", NULL },
{ "10", NULL },
{ "11", NULL },
{ "12", NULL },
{ "13", NULL },
{ "14", NULL },
{ "15", NULL },
{ "16", NULL },
{ "17", NULL },
{ "18", NULL },
{ "19", NULL },
{ "20", NULL },
{ "21", NULL },
{ "22", NULL },
{ "23", NULL },
{ "24", NULL },
{ "25", NULL },
{ "26", NULL },
{ "27", NULL },
{ "28", NULL },
{ "29", NULL },
{ "30", NULL },
{ "31", NULL },
{ "32", NULL },
{ "33", NULL },
{ "34", NULL },
{ "35", NULL },
{ "36", NULL },
{ "37", NULL },
{ "38", NULL },
{ "39", NULL },
{ "40", NULL },
{ "41", NULL },
{ "42", NULL },
{ "43", NULL },
{ "44", NULL },
{ "45", NULL },
{ "46", NULL },
{ "47", NULL },
{ "48", NULL },
{ "49", NULL },
{ "50", NULL },
{ "51", NULL },
{ "52", NULL },
{ "53", NULL },
{ "54", NULL },
{ "55", NULL },
{ "56", NULL },
{ "57", NULL },
{ "58", NULL },
{ "59", NULL },
{ "60", NULL },
{ "61", NULL },
{ "62", NULL },
{ "63", NULL },
{ NULL, NULL },
},
"0"
},
{
BEETLE_OPT(memcard_right_index),
"Memory Card Right Index",
NULL,
"Change the memory card currently loaded in the right slot. This option will only work if Memory Card 1 is enabled. The default card is index 1.",
NULL,
"memcards",
{
{ "0", NULL },
{ "1", "1 (Default)" },
{ "2", NULL },
{ "3", NULL },
{ "4", NULL },
{ "5", NULL },
{ "6", NULL },
{ "7", NULL },
{ "8", NULL },
{ "9", NULL },
{ "10", NULL },
{ "11", NULL },
{ "12", NULL },
{ "13", NULL },
{ "14", NULL },
{ "15", NULL },
{ "16", NULL },
{ "17", NULL },
{ "18", NULL },
{ "19", NULL },
{ "20", NULL },
{ "21", NULL },
{ "22", NULL },
{ "23", NULL },
{ "24", NULL },
{ "25", NULL },
{ "26", NULL },
{ "27", NULL },
{ "28", NULL },
{ "29", NULL },
{ "30", NULL },
{ "31", NULL },
{ "32", NULL },
{ "33", NULL },
{ "34", NULL },
{ "35", NULL },
{ "36", NULL },
{ "37", NULL },
{ "38", NULL },
{ "39", NULL },
{ "40", NULL },
{ "41", NULL },
{ "42", NULL },
{ "43", NULL },
{ "44", NULL },
{ "45", NULL },
{ "46", NULL },
{ "47", NULL },
{ "48", NULL },
{ "49", NULL },
{ "50", NULL },
{ "51", NULL },
{ "52", NULL },
{ "53", NULL },
{ "54", NULL },
{ "55", NULL },
{ "56", NULL },
{ "57", NULL },
{ "58", NULL },
{ "59", NULL },
{ "60", NULL },
{ "61", NULL },
{ "62", NULL },
{ "63", NULL },
{ NULL, NULL },
},
"1"
},
{
BEETLE_OPT(pgxp_mode),
"PGXP Operation Mode",
NULL,
"Allows 3D objects to be rendered with subpixel precision, minimizing distortion and jitter of 3D objects seen on original hardware due to the usage of fixed point vertex coordinates. 'Memory Only' mode has minimal compatibility issues and is recommended for general use. 'Memory + CPU (Buggy)' mode can reduce jitter even further but has high performance requirements and may cause various geometry errors.",
NULL,
"pgxp",
{
{ "disabled", NULL },
{ "memory only", "Memory Only" },
{ "memory + CPU", "Memory + CPU (Buggy)" },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(pgxp_2d_tol),
"PGXP 2D Geometry Tolerance",
NULL,
"Hide more glaring errors in PGXP operations: the value specifies the tolerance in which PGXP values will be kept in case of geometries without proper depth information.",
NULL,
"pgxp",
{
{ "disabled", NULL },
{ "0px", NULL },
{ "1px", NULL },
{ "2px", NULL },
{ "3px", NULL },
{ "4px", NULL },
{ "5px", NULL },
{ "6px", NULL },
{ "7px", NULL },
{ "8px", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(pgxp_nclip),
"PGXP Primitive Culling",
NULL,
"Use PGXP's NCLIP implementation. Improves appearance by reducing holes in geometries with PGXP coordinates. Known to cause some games to lock up in various circumstances.",
NULL,
"pgxp",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) || defined(HAVE_VULKAN)
{
BEETLE_OPT(pgxp_vertex),
"PGXP Vertex Cache",
NULL,
"Cache PGXP-enhanced vertex positions for re-use across polygon draws. Can potentially improve object alignment and reduce visible seams when rendering textures, but false positives when querying the cache may produce graphical glitches. It is currently recommended to leave this option disabled. This option is applied only when PGXP Operation Mode is enabled. Only supported by the hardware renderers.",
NULL,
"pgxp",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(pgxp_texture),
"PGXP Perspective Correct Texturing",
NULL,
"Replace native PSX affine texture mapping with perspective correct texture mapping. Eliminates position-dependent distortion and warping of textures, resulting in properly aligned textures. This option is applied only when PGXP Operation Mode is enabled. Only supported by the hardware renderers.",
NULL,
"pgxp",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
#endif
{
BEETLE_OPT(line_render),
"Line-to-Quad Hack",
NULL,
"Choose line-to-quad hack method. Some games (e.g. Doom, Hexen, Soul Blade, etc.) draw horizontal lines by stretching single-pixel-high triangles across the screen, which are rasterized as a row of pixels on original hardware. This hack detects these small triangles and converts them to quads as required, allowing them to be displayed properly on the hardware renderers and at upscaled internal resolutions. 'Aggressive' is required for some titles (e.g. Dark Forces, Duke Nukem) but may otherwise introduce graphical glitches. Leave at 'Default' if unsure.",
NULL,
"hacks",
{
{ "default", "Default" },
{ "aggressive", "Aggressive" },
{ "disabled", NULL },
{ NULL, NULL },
},
"default"
},
{
BEETLE_OPT(widescreen_hack),
"Widescreen Mode Hack",
NULL,
"Render 3D content anamorphically and output the emulated framebuffer at a widescreen aspect ratio. Produces best results with fully 3D games. 2D elements will be horizontally stretched and may be misaligned.",
NULL,
"hacks",
{
{ "disabled", NULL },
{ "enabled", NULL },
{ NULL, NULL },
},
"disabled"
},
{
BEETLE_OPT(widescreen_hack_aspect_ratio),
"Widescreen Mode Hack Aspect Ratio",
NULL,
"Choose the aspect ratio to be used by the Widescreen Mode Hack.",
NULL,
"hacks",
{
{ "16:9", NULL },
{ "16:10", NULL },
{ "18:9", NULL },
{ "19:9", NULL },
{ "20:9", NULL },
{ "21:9", NULL }, // 64:27
{ "32:9", NULL },
{ NULL, NULL },
},
"16:9"
},
{
BEETLE_OPT(cpu_freq_scale),
"CPU Frequency Scaling (Overclock)",
NULL,
"Overclock (or underclock) the emulated PSX CPU. Overclocking can eliminate slowdown and improve frame rates in certain games at the expense of increased performance requirements. Note that some games have an internal frame rate limiter and may not benefit from overclocking. May cause certain effects to animate faster than intended in some titles when overclocked.",
NULL,
"hacks",
{
{ "50%", NULL },
{ "60%", NULL },
{ "70%", NULL },
{ "80%", NULL },
{ "90%", NULL },
{ "100%(native)", "100% (Native)" },
{ "110%", NULL },
{ "120%", NULL },
{ "130%", NULL },
{ "140%", NULL },
{ "150%", NULL },
{ "160%", NULL },
{ "170%", NULL },
{ "180%", NULL },
{ "190%", NULL },
{ "200%", NULL },
{ "210%", NULL },
{ "220%", NULL },
{ "230%", NULL },
{ "240%", NULL },
{ "250%", NULL },
{ "260%", NULL },
{ "270%", NULL },
{ "280%", NULL },
{ "290%", NULL },
{ "300%", NULL },
{ "310%", NULL },
{ "320%", NULL },
{ "330%", NULL },
{ "340%", NULL },
{ "350%", NULL },
{ "360%", NULL },
{ "370%", NULL },
{ "380%", NULL },
{ "390%", NULL },
{ "400%", NULL },
{ "410%", NULL },
{ "420%", NULL },
{ "430%", NULL },
{ "440%", NULL },
{ "450%", NULL },
{ "460%", NULL },
{ "470%", NULL },
{ "480%", NULL },
{ "490%", NULL },
{ "500%", NULL },
{ "510%", NULL },
{ "520%", NULL },
{ "530%", NULL },
{ "540%", NULL },
{ "550%", NULL },
{ "560%", NULL },
{ "570%", NULL },
{ "580%", NULL },
{ "590%", NULL },
{ "600%", NULL },
{ "610%", NULL },
{ "620%", NULL },
{ "630%", NULL },
{ "640%", NULL },
{ "650%", NULL },
{ "660%", NULL },
{ "670%", NULL },
{ "680%", NULL },
{ "690%", NULL },
{ "700%", NULL },
{ "710%", NULL },
{ "720%", NULL },
{ "730%", NULL },
{ "740%", NULL },
{ "750%", NULL },
{ NULL, NULL },
},
"100%(native)"
},
{
BEETLE_OPT(gte_overclock),
"GTE Overclock",
NULL,
"Lower all emulated GTE (CPU coprocessor for 3D graphics) operations to a constant one-cycle latency. For games that make heavy use of the GTE, this can greatly improve frame rate and frame time stability.",
NULL,
"hacks",
{