357 lines
19 KiB
Text
357 lines
19 KiB
Text
# This is the configuration file for DOSBox SVN. (Please use the latest version of DOSBox)
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# Lines starting with a # are comment lines and are ignored by DOSBox.
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# They are used to (briefly) document the effect of each option.
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[sdl]
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# fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
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# vsync: Sync to Vblank IF supported by the output device and renderer (if relevant).
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# It can reduce screen flickering, but it can also result in a slow DOSBox.
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# fullresolution: What resolution to use for fullscreen: original, desktop or a fixed size (e.g. 1024x768).
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# Using your monitor's native resolution with aspect=true might give the best results.
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# If you end up with small window on a large screen, try an output different from surface.On Windows 10 with display scaling (Scale and layout) set to a value above 100%, it is recommended
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# to use a lower full/windowresolution, in order to avoid window size problems.
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# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
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# (output=surface does not!)
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# output: What video system to use for output.
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# Possible values: surface, texture, texturenb.
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# gl.shader: What set of GLSL shaders to use with an OpenGL output. Keep empty if this is not desired.
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# Note that in case it is used, the respective shader files must be found in the "shaders" subdirectory
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# relatively to where the default DOSBox configuration fiel is stored. For shader file naming convention,
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# suppose that you have a pair of shader files ready: mysample.vert and mysample.frag.
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# Then shader=mysample should be set.
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#
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# texture.renderer: Choose a renderer driver if output=texture or output=texturenb. Use output=auto for an automatic choice.
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# Possible values: auto, opengl, software.
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# autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
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# sensitivity: Mouse sensitivity. The optional second parameter specifies vertical sensitivity (e.g. 100,-50).
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# waitonerror: Wait before closing the console if dosbox has an error.
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# priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
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# pause is only valid for the second entry.
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# Possible values: lowest, lower, normal, higher, highest, pause.
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# mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the default value.
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fullscreen = true
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vsync = false
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fullresolution = 0x0
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windowresolution = original
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output = texturenb
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gl.shader =
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texture.renderer = auto
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autolock = true
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sensitivity = 100
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waitonerror = true
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priority = higher,normal
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mapperfile = mapper-sdl2-SVN.map
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[dosbox]
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# language: Select another language file.
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# machine: The type of machine DOSBox tries to emulate.
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# Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
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# captures: Directory where things like wave, midi, screenshot get captured.
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# memsize: Amount of memory DOSBox has in megabytes.
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# This value is best left at its default to avoid problems with some games,
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# though few games might require a higher value.
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# There is generally no speed advantage when raising this value.
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language =
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machine = svga_s3
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captures = capture
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memsize = 16
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[render]
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# frameskip: How many frames DOSBox skips before drawing one.
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# aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!
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# scaler: Scaler used to enlarge/enhance low resolution modes. If 'forced' is appended,
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# then the scaler will be used even if the result might not be desired.
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# To fit a scaler in the resolution used at full screen may require a border or side bars,
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# to fill the screen entirely, depending on your hardware, a different scaler/fullresolution might work.
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# Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.
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frameskip = 0
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aspect = true
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scaler = none
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[cpu]
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# core: CPU Core used in emulation. auto will switch to dynamic if available and
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# appropriate.
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# Possible values: auto, dynamic, normal, simple.
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# cputype: CPU Type used in emulation. auto is the fastest choice.
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# Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
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# cycles: Amount of instructions DOSBox tries to emulate each millisecond.
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# Setting this value too high results in sound dropouts and lags.
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# Cycles can be set in 3 ways:
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# 'auto' tries to guess what a game needs.
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# It usually works, but can fail for certain games.
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# 'fixed #number' will set a fixed amount of cycles. This is what you usually
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# need if 'auto' fails (Example: fixed 4000).
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# 'max' will allocate as much cycles as your computer is able to
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# handle.
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# Possible values: auto, fixed, max.
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# cycleup: Amount of cycles to decrease/increase with keycombos.(CTRL-F11/CTRL-F12)
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# cycledown: Setting it lower than 100 will be a percentage.
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core = auto
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cputype = auto
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cycles = auto
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cycleup = 10
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cycledown = 20
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[mixer]
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# nosound: Enable silent mode, sound is still emulated though.
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# rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
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# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
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# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
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# Possible values: 1024, 2048, 4096, 8192, 512, 256.
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# prebuffer: How many milliseconds of data to keep on top of the blocksize.
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nosound = false
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rate = 44100
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blocksize = 1024
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prebuffer = 25
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[midi]
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# mpu401: Type of MPU-401 to emulate.
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# Possible values: intelligent, uart, none.
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# mididevice: Device that will receive the MIDI data from MPU-401.
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# Possible values: default, win32, alsa, oss, coreaudio, coremidi, fluidsynth, mt32, none.
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# midiconfig: Special configuration options for the device driver. This is usually the id or part of the name of the device you want to use (find the id/name with mixer/listmidi).
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# Or in the case of coreaudio, you can specify a soundfont here.
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# When using a Roland MT-32 rev. 0 as midi output device, some games may require a delay in order to prevent 'buffer overflow' issues.
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# In that case, add 'delaysysex', for example: midiconfig=2 delaysysex
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# See the README/Manual for more details.
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# fluid.driver: Driver to use with Fluidsynth, not needed under Windows. Available drivers depend on what Fluidsynth was compiled with
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# Possible values: pulseaudio, alsa, oss, coreaudio, dsound, portaudio, sndman, jack, file, default.
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# fluid.soundfont: Soundfont to use with Fluidsynth. One must be specified.
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# fluid.samplerate: Sample rate to use with Fluidsynth.
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# fluid.gain: Fluidsynth gain.
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# fluid.polyphony: Fluidsynth polyphony.
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# fluid.cores: Fluidsynth CPU cores to use, default.
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# fluid.periods: Fluidsynth periods.
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# fluid.periodsize: Fluidsynth period size.
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# fluid.reverb: Fluidsynth use reverb.
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# Possible values: no, yes.
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# fluid.chorus: Fluidsynth use chorus.
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# Possible values: no, yes.
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# fluid.reverb,roomsize: Fluidsynth reverb room size.
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# fluid.reverb.damping: Fluidsynth reverb damping.
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# fluid.reverb.width: Fluidsynth reverb width.
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# fluid.reverb.level: Fluidsynth reverb level.
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# fluid.chorus.number: Fluidsynth chorus voices
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# fluid.chorus.level: Fluidsynth chorus level.
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# fluid.chorus.speed: Fluidsynth chorus speed.
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# fluid.chorus.depth: Fluidsynth chorus depth.
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# fluid.chorus.type: Fluidsynth chorus type. 0 is sine wave, 1 is triangle wave.
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# Possible values: 0, 1.
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# mt32.romdir: Name of the directory where MT-32 Control and PCM ROM files can be found. Emulation requires these files to work.
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# Accepted file names are as follows:
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# MT32_CONTROL.ROM or CM32L_CONTROL.ROM - control ROM file.
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# MT32_PCM.ROM or CM32L_PCM.ROM - PCM ROM file.
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# mt32.reverse.stereo: Reverse stereo channels for MT-32 output
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# mt32.verbose: MT-32 debug logging
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# mt32.thread: MT-32 rendering in separate thread
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# mt32.chunk: Minimum milliseconds of data to render at once.
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# Increasing this value reduces rendering overhead which may improve performance but also increases audio lag.
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# Valid for rendering in separate thread only.
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# Possible values: 2, 3, 16, 99, 100.
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# mt32.prebuffer: How many milliseconds of data to render ahead.
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# Increasing this value may help to avoid underruns but also increases audio lag.
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# Cannot be set less than or equal to mt32.chunk value.
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# Valid for rendering in separate thread only.
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# Possible values: 3, 4, 32, 199, 200.
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# mt32.partials: The maximum number of partials playing simultaneously.
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# Possible values: 8, 9, 32, 255, 256.
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# mt32.dac: MT-32 DAC input emulation mode
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# Nice = 0 - default
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# Produces samples at double the volume, without tricks.
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# Higher quality than the real devices
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#
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# Pure = 1
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# Produces samples that exactly match the bits output from the emulated LA32.
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# Nicer overdrive characteristics than the DAC hacks (it simply clips samples within range)
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# Much less likely to overdrive than any other mode.
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# Half the volume of any of the other modes.
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# Perfect for developers while debugging :)
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#
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# GENERATION1 = 2
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# Re-orders the LA32 output bits as in early generation MT-32s (according to Wikipedia).
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# Bit order at DAC (where each number represents the original LA32 output bit number, and XX means the bit is always low):
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# 15 13 12 11 10 09 08 07 06 05 04 03 02 01 00 XX
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#
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# GENERATION2 = 3
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# Re-orders the LA32 output bits as in later generations (personally confirmed on my CM-32L - KG).
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# Bit order at DAC (where each number represents the original LA32 output bit number):
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# 15 13 12 11 10 09 08 07 06 05 04 03 02 01 00 14
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# Possible values: 0, 1, 2, 3.
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# mt32.analog: MT-32 analogue output emulation mode
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# Digital = 0
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# Only digital path is emulated. The output samples correspond to the digital output signal appeared at the DAC entrance.
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# Fastest mode.
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#
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# Coarse = 1
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# Coarse emulation of LPF circuit. High frequencies are boosted, sample rate remains unchanged.
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# A bit better sounding but also a bit slower.
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#
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# Accurate = 2 - default
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# Finer emulation of LPF circuit. Output signal is upsampled to 48 kHz to allow emulation of audible mirror spectra above 16 kHz,
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# which is passed through the LPF circuit without significant attenuation.
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# Sounding is closer to the analog output from real hardware but also slower than the modes 0 and 1.
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#
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# Oversampled = 3
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# Same as the default mode 2 but the output signal is 2x oversampled, i.e. the output sample rate is 96 kHz.
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# Even slower than all the other modes but better retains highest frequencies while further resampled in DOSBox mixer.
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# Possible values: 0, 1, 2, 3.
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# mt32.reverb.mode: MT-32 reverb mode
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# Possible values: 0, 1, 2, 3, auto.
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# mt32.reverb.time: MT-32 reverb decaying time
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# Possible values: 0, 1, 2, 3, 4, 5, 6, 7.
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# mt32.reverb.level: MT-32 reverb level
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# Possible values: 0, 1, 2, 3, 4, 5, 6, 7.
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mpu401 = intelligent
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# FluidSynth Software Synthesizer
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mididevice = fluidsynth
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fluid.driver = pulseaudio
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fluid.soundfont = /usr/share/soundfonts/GeneralUser.sf2
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[sblaster]
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# sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
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# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
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# sbbase: The IO address of the soundblaster.
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# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
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# irq: The IRQ number of the soundblaster.
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# Possible values: 7, 5, 3, 9, 10, 11, 12.
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# dma: The DMA number of the soundblaster.
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# Possible values: 1, 5, 0, 3, 6, 7.
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# hdma: The High DMA number of the soundblaster.
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# Possible values: 1, 5, 0, 3, 6, 7.
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# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
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# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
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# Possible values: auto, cms, opl2, dualopl2, opl3, opl3gold, none.
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# oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
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# Possible values: default, compat, fast, mame.
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# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
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# Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.
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sbtype = sb16
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sbbase = 220
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irq = 7
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dma = 1
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hdma = 5
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sbmixer = true
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oplmode = auto
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oplemu = default
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oplrate = 44100
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[gus]
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# gus: Enable the Gravis Ultrasound emulation.
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# gusrate: Sample rate of Ultrasound emulation.
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# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
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# gusbase: The IO base address of the Gravis Ultrasound.
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# Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
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# gusirq: The IRQ number of the Gravis Ultrasound.
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# Possible values: 5, 3, 7, 9, 10, 11, 12.
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# gusdma: The DMA channel of the Gravis Ultrasound.
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# Possible values: 3, 0, 1, 5, 6, 7.
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# ultradir: Path to Ultrasound directory. In this directory
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# there should be a MIDI directory that contains
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# the patch files for GUS playback. Patch sets used
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# with Timidity should work fine.
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gus = false
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gusrate = 44100
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gusbase = 240
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gusirq = 5
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gusdma = 3
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ultradir = C:\ULTRASND
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[speaker]
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# pcspeaker: Enable PC-Speaker emulation.
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# pcrate: Sample rate of the PC-Speaker sound generation.
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# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
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# tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
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# Possible values: auto, on, off.
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# tandyrate: Sample rate of the Tandy 3-Voice generation.
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# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
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# disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).
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pcspeaker = true
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pcrate = 44100
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tandy = auto
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tandyrate = 44100
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disney = true
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[joystick]
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# joysticktype: Type of joystick to emulate: auto (default), none,
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# 2axis (supports two joysticks),
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# 4axis (supports one joystick, first joystick used),
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# 4axis_2 (supports one joystick, second joystick used),
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# fcs (Thrustmaster), ch (CH Flightstick).
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# none disables joystick emulation.
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# auto chooses emulation depending on real joystick(s).
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# (Remember to reset dosbox's mapperfile if you saved it earlier)
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# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
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# timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
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# autofire: continuously fires as long as you keep the button pressed.
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# swap34: swap the 3rd and the 4th axis. Can be useful for certain joysticks.
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# buttonwrap: enable button wrapping at the number of emulated buttons.
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# circularinput: enable translation of circular input to square output.
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# Try enabling this if your left analog stick can only move in a circle.
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# deadzone: the percentage of motion to ignore. 100 turns the stick into a digital one.
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joysticktype = auto
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timed = true
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autofire = false
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swap34 = false
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buttonwrap = false
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circularinput = false
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deadzone = 10
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[serial]
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# serial1: set type of device connected to com port.
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# Can be disabled, dummy, modem, nullmodem, directserial.
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# Additional parameters must be in the same line in the form of
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# parameter:value. Parameter for all types is irq (optional).
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# for directserial: realport (required), rxdelay (optional).
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# (realport:COM1 realport:ttyS0).
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# for modem: listenport (optional).
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# for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
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# transparent, port, inhsocket (all optional).
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# Example: serial1=modem listenport:5000
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# Possible values: dummy, disabled, modem, nullmodem, directserial.
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# serial2: see serial1
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# Possible values: dummy, disabled, modem, nullmodem, directserial.
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# serial3: see serial1
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# Possible values: dummy, disabled, modem, nullmodem, directserial.
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# serial4: see serial1
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# Possible values: dummy, disabled, modem, nullmodem, directserial.
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serial1 = dummy
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serial2 = dummy
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serial3 = disabled
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serial4 = disabled
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[dos]
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# xms: Enable XMS support.
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# ems: Enable EMS support. The default (=true) provides the best
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# compatibility but certain applications may run better with
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# other choices, or require EMS support to be disabled (=false)
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# to work at all.
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# Possible values: true, emsboard, emm386, false.
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# umb: Enable UMB support.
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# keyboardlayout: Language code of the keyboard layout (or none).
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xms = true
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ems = true
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umb = true
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keyboardlayout = auto
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[ipx]
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# ipx: Enable ipx over UDP/IP emulation.
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ipx = false
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[autoexec]
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# Lines in this section will be run at startup.
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# You can put your MOUNT lines here.
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