![]() ![]() Mid-screen gap: the space between the screens.Screen rotation: rotates the screens, to simulate holding your DS sideways.Screen size: sets the window size to an integer size (1x, 2x, 3x, 4x).Separate savefiles: when enabled, loading/saving states will redirect regular saves to a separate file, as to keep your original save file intact.Network adapter: under direct mode, chooses which adapter to forward to.Direct mode: directly forwards network traffic to the host network by using libpcap.Toggling this may also help getting local multiplayer to work even on the same machine. Bind socket to any address: enables local multiplayer over LAN.WAV file: feeds a small WAV file as microphone input.White noise: feeds random noise as microphone input, which is enough for a lot of games.Microphone: uses input from the microphone connected to your PC, if any.Volume: sets the general volume for the emulated audio output.Note that changing this setting only changes the internal resolution for 3D graphics and does not affect the window size. Higher resolutions yield smoother graphics but may require more GPU power and may cause visual issues in certain games. Internal resolution: the resolution at which the renderer will render graphics.(in 0.7.3 and older this setting is found in the emulation settings dialog) Threaded: runs the rasterizer on a separate thread for better performance on multicore CPUs.This is forcefully enabled when using the OpenGL renderer as they work faster together. OpenGL display: uses OpenGL instead of Qt to draw the DS screens to the window. ![]() The OpenGL renderer is also capable of rendering at higher internal resolutions, allowing for better quality of 3D graphics. The OpenGL renderer will use your GPU, making it potentially faster but also less accurate. The software renderer is the most accurate, but also the most intensive on your CPU. 3D renderer: chooses which renderer to use to render the DS's 3D graphics.This functions the same as input config, but pertains to hotkeys, which are like special buttons controlling the emulator's features (for example, fullscreen, closing the lid, playing a microphone sample. And joystick mappings can have both a button/hat direction and axis assigned mapping one type will leave the other mapping type intact (for example mapping a button leaves the axis mapping intact). Key mappings can also be cleared by pressing Backspace, just like for joystick mappings. Joystick mappings can also be cleared by pressing Backspace.Īs of 0.8.1, it is possible to map keys with modifiers (Ctrl+Z, Shift+Q, Ctrl+Alt+K.). You can press Escape to cancel the mapping process, leaving the previous mapping unchanged. To map a button, click it, then press the desired key or joystick button. This is where you map keyboard and joystick input. Note that if your firmware comes from a DSi or 3DS, you should keep this enabled. ![]()
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