Configuration reference

NEShim is configured entirely through config.json placed alongside the executable. If the file does not exist at startup it is created with all defaults. Changes made through the in-game menu are written back to config.json on exit.


Core settings

Field Type Default Description
romPath string "game.nes" Path to the .nes ROM file. Relative paths are resolved from the executable directory.
windowTitle string "NEShim" Title shown in the window title bar and in the Windows taskbar.
windowMode string "Fullscreen" "Fullscreen" or "Windowed". Togglable at runtime via F11 or the Settings menu.

Save settings

Field Type Default Description
saveStateDirectory string "saves" Directory where save state files are written. Relative paths resolve from the executable directory.
saveRamPath string "game.srm" Path for battery-backed RAM persistence (used by games like Zelda and Metroid). Written on exit if the emulator reports the save RAM was modified.
activeSlot integer 0 Index of the currently selected save slot (0–7). Persisted across sessions.

Auto-save

NEShim writes autosave.state inside saveStateDirectory at three points:

  • When the in-game menu opens — captures the exact state at the moment the player pauses.
  • Every ~5 minutes during active gameplay — a frame counter fires after approximately 18,000 frames (~5 min at 60 fps).
  • On graceful exit — written when the window is closed or Exit is chosen from the menu, if the game is running.

No auto-save is written while the pre-game main menu is showing (i.e., before the player has started a game).

The auto-save file is separate from the eight manual slots and cannot be loaded from within the game. It exists as a recovery file for Steam Cloud — if the player’s session ends without a manual save, the auto-save gives Steam something to sync so progress is not lost on the next machine.

On a crash or force-quit, the most recent periodic or menu-triggered save remains on disk. At most ~5 minutes of progress is exposed between periodic saves; a clean shutdown always writes a fresh snapshot on exit regardless of when the last periodic save fired.

There are no config fields to enable, disable, or rename the auto-save file. The path is always <saveStateDirectory>/autosave.state.


Audio settings

Field Type Default Description
audioBufferFrames integer 3 Size of the audio ring buffer in frames (~16.67 ms each). Increase if you hear crackling; decrease to reduce latency. Range: 1–8 is typical.
audioDevice string "" Reserved for future use. Currently the audio system tries WASAPI shared mode, then falls back to WaveOut automatically.
volume integer 100 Master volume for game audio (0–100). Adjustable in the Sound menu.
soundScrubberEnabled boolean false When true, applies an extra low-pass at ~8 kHz after the standard NES filter chain, producing a warmer sound on modern speakers. See audio processors.
mainMenuMusicEnabled boolean true When false, silences the main menu music regardless of mainMenuMusicPath.
mainMenuMusicPath string "" Path to an audio file (MP3, WAV) played on the pre-game main menu. Looping. Leave empty to disable.

Video settings

Field Type Default Description
graphicsSmoothingEnabled boolean false When false, uses nearest-neighbour (pixel-perfect) scaling. When true, uses bilinear filtering for a softer look. Togglable in the Video menu.
mainMenuBackgroundPath string "" Path to an image file shown as the background on the pre-game main menu. Relative to exe or absolute.
sidebarLeftPath string "" Path to an image drawn in the left letterbox bar during gameplay. Scaled to fill the full bar area (cover, maintaining aspect ratio), centered, with any overflow cropped. Leave empty for black bars.
sidebarRightPath string "" Path to an image drawn in the right letterbox bar during gameplay. Same scaling rules as the left bar.
mainMenuPosition string "BottomCenter" Position of the menu panel on the main menu screen. Accepted values: "BottomCenter", "Center", "BottomLeft", "BottomRight", "TopLeft", "TopCenter", "TopRight".
showFps boolean false Displays a live FPS counter in the top-right corner during gameplay. Toggleable in the Video menu.

Input settings

Keyboard and gamepad button mappings

inputMappings is a dictionary mapping NES button names to a keyboard key name and/or a gamepad button name. Both are optional — you can have keyboard-only or gamepad-only bindings.

"inputMappings": {
  "P1 Up":     { "key": "W",          "gamepadButton": "DPadUp" },
  "P1 Down":   { "key": "S",          "gamepadButton": "DPadDown" },
  "P1 Left":   { "key": "A",          "gamepadButton": "DPadLeft" },
  "P1 Right":  { "key": "D",          "gamepadButton": "DPadRight" },
  "P1 A":      { "key": "OemPeriod",  "gamepadButton": "A" },
  "P1 B":      { "key": "OemComma",   "gamepadButton": "B" },
  "P1 Start":  { "key": "Return",     "gamepadButton": "Y" },
  "P1 Select": { "key": "RShiftKey",  "gamepadButton": "Back" }
}

Key names are values from the System.Windows.Forms.Keys enum (e.g. "W", "Return", "OemPeriod", "Space", "NumPad1"). The in-game menu’s keyboard rebind screen writes these for you.

Gamepad button names for XInput are: A, B, X, Y, Start, Back, LeftShoulder, RightShoulder, LeftThumb, RightThumb, DPadUp, DPadDown, DPadLeft, DPadRight. Start is reserved — it always opens/closes the pause menu and cannot be bound to a NES button.

When a Steam Input controller is connected, the gamepadButton fields in this map are ignored for that controller. Input comes from the Steam Input action set instead. See Input system — Steam Input.

Gamepad deadzone

Field Type Default Description
gamepadDeadzone integer 8000 Analog stick deadzone threshold for XInput (raw axis value, ±32767 max). Increase if the character drifts without input.

Hotkey mappings

hotkeyMappings maps action names to keyboard key names. These are not NES button presses — they are system-level shortcuts processed before the emulator sees input.

"hotkeyMappings": {
  "SaveActiveSlot": "F5",
  "LoadActiveSlot": "F9",
  "SelectSlot1":    "F1",
  "SelectSlot2":    "F2",
  "SelectSlot3":    "F3",
  "SelectSlot4":    "F4",
  "SelectSlot5":    "F6",
  "SelectSlot6":    "F7",
  "SelectSlot7":    "F8",
  "SelectSlot8":    "F12",
  "ToggleWindow":   "F11"
}

OpenMenu is not configurable. The menu is always opened/closed by Escape (keyboard), Start (gamepad), or the configured gamepadHotkeyMappings entry. Escape and Start are system-reserved and cannot be remapped.

Gamepad hotkey mappings

gamepadHotkeyMappings maps action names to XInput button names for gamepad-triggered system shortcuts.

"gamepadHotkeyMappings": {
  "OpenMenu": "LeftShoulder"
}

This is separate from inputMappings — hotkeys are edge-triggered system actions; input mappings are held-down NES button presses.


Developer / diagnostic settings

These fields are not exposed in any in-game menu. They are intended for publishers building and tuning a specific release. Set them directly in config.json.

Field Type Default Description
enableLogging boolean false When true, diagnostic output is appended to neshim.log in the executable directory. Useful for debugging startup, audio, or Steam handshake issues. Do not ship with this enabled — it creates a log file on the player’s machine.
region string "Auto" NES emulation region. Controls CPU clock rate, PPU scanline timing, APU frame counter, and the VSync rate used by the frame-timing loop. "Auto" detects from the ROM’s iNES header (correct for most ROMs). "NTSC" forces ~60.099 Hz; "PAL" forces ~50.007 Hz; "Dendy" forces ~49.99 Hz (Russian clone variant).
analogStickMode string "Cardinal" How the left analog stick maps to the NES D-pad when both axes exceed the deadzone simultaneously. "Cardinal" (default) — the dominant axis wins; only the axis with the larger absolute value registers. Prevents accidental diagonals in games with 4-directional movement. "Diagonal" — both axes register simultaneously, enabling true diagonal input for games with 8-directional movement.
achievementPublicKey string "" ECDSA-P256 public key (SubjectPublicKeyInfo DER format, base64-encoded) used to verify achievement signatures at runtime. Used when no key is embedded in the binary at build time (AchievementSigner.EmbeddedPublicKeyBase64). When both are absent, no achievements fire. Set to the public half printed by seal-achievements --gen-keypair. See Achievement system — Key management.

Full example config.json

{
  "romPath": "mygame.nes",
  "windowTitle": "My Awesome NES Game",
  "windowMode": "Fullscreen",
  "saveStateDirectory": "saves",
  "saveRamPath": "game.srm",
  "activeSlot": 0,
  "audioBufferFrames": 3,
  "audioDevice": "",
  "gamepadDeadzone": 8000,
  "inputMappings": {
    "P1 Up":     { "key": "W",         "gamepadButton": "DPadUp" },
    "P1 Down":   { "key": "S",         "gamepadButton": "DPadDown" },
    "P1 Left":   { "key": "A",         "gamepadButton": "DPadLeft" },
    "P1 Right":  { "key": "D",         "gamepadButton": "DPadRight" },
    "P1 A":      { "key": "OemPeriod", "gamepadButton": "A" },
    "P1 B":      { "key": "OemComma",  "gamepadButton": "B" },
    "P1 Start":  { "key": "Return",    "gamepadButton": "Y" },
    "P1 Select": { "key": "RShiftKey", "gamepadButton": "Back" }
  },
  "gamepadHotkeyMappings": {
    "OpenMenu": "LeftShoulder"
  },
  "hotkeyMappings": {
    "SaveActiveSlot": "F5",
    "LoadActiveSlot": "F9",
    "SelectSlot1":    "F1",
    "SelectSlot2":    "F2",
    "SelectSlot3":    "F3",
    "SelectSlot4":    "F4",
    "SelectSlot5":    "F6",
    "SelectSlot6":    "F7",
    "SelectSlot7":    "F8",
    "SelectSlot8":    "F12",
    "ToggleWindow":   "F11"
  },
  "mainMenuBackgroundPath": "art/menu_bg.png",
  "sidebarLeftPath":  "art/sidebar_left.png",
  "sidebarRightPath": "art/sidebar_right.png",
  "mainMenuMusicPath": "audio/menu_theme.mp3",
  "volume": 80,
  "soundScrubberEnabled": false,
  "mainMenuMusicEnabled": true,
  "graphicsSmoothingEnabled": false,
  "mainMenuPosition": "BottomCenter",
  "showFps": false,

  "_comment_developer_settings": "The fields below are developer-only and not exposed in any menu.",
  "enableLogging": false,
  "region": "Auto",
  "analogStickMode": "Cardinal",
  "achievementPublicKey": ""
}