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@ThomasEricB
Created October 30, 2022 11:03
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Win98 DosBox Staging Config
# This is the configuration file for dosbox-staging (0.79.1).
# Lines starting with a '#' character are comments.
[sdl]
# fullscreen: Start directly in fullscreen.
# Run INTRO and see Special Keys for window control hotkeys.
# display: Number of display to use; values depend on OS and user settings.
# fullresolution: What resolution to use for fullscreen: 'original', 'desktop'
# or a fixed size (e.g. 1024x768).
# windowresolution: Set window size when running in windowed mode:
# default: Select the best option based on your
# environment and other settings.
# small, medium, or large (or s, m, l):
# Size the window relative to the desktop.
# <custom>: Scale the window to the given dimensions in
# WxH format. For example: 1024x768.
# Scaling is not performed for output=surface.
# viewport_resolution: Set the viewport size (drawable area) within the window/screen:
# fit: Fit the viewport to the available window/screen (default).
# <custom>: Limit the viewport within to a custom resolution or percentage of
# the desktop. Specified in WxH, N%, N.M%. Examples: 960x720 or 50%
# window_position: Set initial window position when running in windowed mode:
# auto: Let the window manager decide the position.
# <custom>: Set window position in X,Y format. For example: 250,100
# 0,0 is the top-left corner of the screen.
# window_decorations: Controls whether to display window decorations in windowed mode.
# transparency: Set the transparency of the DOSBox Staging screen.
# From 0 (no transparency) to 90 (high transparency).
# host_rate: Set the host's refresh rate:
# auto: Use SDI rates, or VRR rates when fullscreen on a high-refresh display.
# sdi: Use serial device interface (SDI) rates, without further adjustment.
# vrr: Deduct 3 Hz from the reported rate (best-practice for VRR displays).
# <custom>: Specify a custom rate as a whole or decimal value greater than 23.000.
# vsync: Synchronize with display refresh rate if supported. This can
# reduce flickering and tearing, but may also impact performance.
# vsync_skip: Number of microseconds to allow rendering to block before skipping the next frame. 0 disables this and will always render.
# presentation_mode: Optionally select the frame presentation mode:
# auto: Intelligently time and drop frames to prevent
# emulation stalls, based on host and DOS frame rates.
# cfr: Always present DOS frames at a constant frame rate.
# vfr: Always present changed DOS frames at a variable frame rate.
# Possible values: auto, cfr, vfr.
# output: What video system to use for output.
# Possible values: surface, texture, texturenb, texturepp, opengl, openglnb, openglpp.
# texture_renderer: Choose a renderer driver when using a texture output mode.
# Use texture_renderer=auto for an automatic choice.
# Possible values: auto, direct3d, direct3d11, direct3d12, opengl, opengles2, software.
# capture_mouse: Choose a mouse control method:
# onclick: Capture the mouse when clicking any button in the window.
# onstart: Capture the mouse immediately on start.
# seamless: Let the mouse move seamlessly; captures only with middle-click or hotkey.
# nomouse: Hide the mouse and don't send input to the game.
# Choose how middle-clicks are handled (second parameter):
# middlegame: Middle-clicks are sent to the game.
# middlerelease: Middle-click will release the captured mouse, and also capture when seamless.
# Defaults (if not present or incorrect): seamless middlerelease
# Possible values: seamless, onclick, onstart, nomouse.
# sensitivity: Mouse sensitivity. The optional second parameter specifies vertical sensitivity (e.g. 100,-50).
# raw_mouse_input: Enable this setting to bypass your operating system's mouse
# acceleration and sensitivity settings. This works in
# fullscreen or when the mouse is captured in window mode.
# waitonerror: Wait before closing the console if dosbox has an error.
# priority: Priority levels to apply when active and inactive, respectively.
# auto: Let the host operating system manage the priority (valid for both).
# Default is: 'auto auto'
# Possible values: auto, lowest, lower, normal, higher, highest.
# mute_when_inactive: Mute the sound when the window is inactive.
# pause_when_inactive: Pause emulation when the window is inactive.
# mapperfile: File used to load/save the key/event mappings.
# Pre-configured maps are bundled in the 'resources/mapperfiles' directory.
# They can be loaded by name, for example: mapperfile = xbox/xenon2.map
# Note: the -resetmapper commandline flag only deletes the default mapperfile.
# screensaver: Use 'allow' or 'block' to override the SDL_VIDEO_ALLOW_SCREENSAVER
# environment variable (which usually blocks the OS screensaver
# while the emulator is running).
# Possible values: auto, allow, block.
fullscreen = false
display = 0
fullresolution = original
windowresolution = 640x400
viewport_resolution = fit
window_position = auto
window_decorations = true
transparency = 0
host_rate = auto
vsync = true
vsync_skip = 7000
presentation_mode = auto
output = openglpp
texture_renderer = opengl
capture_mouse = onclick middlerelease
sensitivity = 100
raw_mouse_input = false
waitonerror = true
priority = high normal
mute_when_inactive = false
pause_when_inactive = false
mapperfile = mapper-sdl2-0.79.1.map
screensaver = auto
[dosbox]
# language: Select a language to use: de, en, es, fr, it, nl, pl, and ru
# Notes: This setting will override the 'LANG' environment, if set.
# The 'resources/translations' directory bundled with the executable holds
# these files. Please keep it along-side the executable to support this feature.
# machine: The type of machine DOSBox tries to emulate.
# Possible values: hercules, cga, cga_mono, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
# memsize: Amount of memory DOSBox has in megabytes.
# This value is best left at its default to avoid problems with some games,
# though few games might require a higher value.
# There is generally no speed advantage when raising this value.
# mcb_fault_strategy: How software-corrupted memory chain blocks should be handled:
# deny: Quit (and report) when faults are detected (default).
# repair: Repair (and report) faults using adjacent chain blocks.
# report: Report faults but otherwise proceed as-is.
# allow: Allow faults to go unreported (hardware behavior).
# The default (deny) is recommended unless a game is failing with MCB corruption errors.
# Possible values: deny, repair, report, allow.
# vmemsize: Video memory in MiB (1-8) or KiB (256 to 8192). 'auto' uses the default per video adapter.
# Possible values: auto, 1, 2, 4, 8, 256, 512, 1024, 2048, 4096, .
# dos_rate: Customize the emulated video mode's frame rate, in Hz:
# default: The DOS video mode determines the rate (recommended).
# host: Match the DOS rate to the host rate (see 'host_rate' setting).
# <value>: Sets the rate to an exact value, between 24.000 and 1000.000 (Hz).
# We recommend the 'default' rate; otherwise test and set on a per-game basis.
# vesa_modes: Controls the selection of VESA 1.2 and 2.0 modes offered:
# compatible A tailored selection that maximizes game compatibility.
# This is recommended along with 4 or 8 MB of video memory.
# halfline Supports the low-resolution halfline VESA 2.0 mode used by
# Extreme Assault. Use only if needed, as it's not S3 compatible.
# all Offers all modes for a given video memory size, however
# some games may not use them properly (flickering) or may need
# more system memory (mem = ) to use them.
# Possible values: compatible, all, halfline.
# speed_mods: Permit changes known to improve performance. Currently no games are known
# to be affected by this. Please file a bug with the project if you find a
# game that fails when this is set to true so we will list them here.
# autoexec_section: How autoexec sections are handled from multiple config files.
# join : combines them into one big section (legacy behavior).
# overwrite : use the last one encountered, like other conf settings.
# Possible values: join, overwrite.
# automount: Mounts 'drives/[c]' directories as drives on startup, where [c] is
# a lower-case drive letter from a to y. The 'drives' folder can be
# provided relative to the current directory or via built-in resources.
# Mount settings can be optionally provided using a [c].conf file along-
# -side the drive's directory, with content as follows:
# [drive]
# type = dir, overlay, floppy, or cdrom
# label = custom_label
# path = path-specification, ie: path = %%path%%;c:\tools
# override_drive = mount the directory to this drive instead (default empty)
# verbose = true or false
# startup_verbosity: Controls verbosity prior to displaying the program:
# Verbosity | Welcome | Early stdout
# high | yes | yes
# low | no | yes
# quiet | no | no
# auto | 'low' if exec or dir is passed, otherwise 'high'
# Possible values: auto, high, low, quiet.
language =
machine = svga_s3
captures = capture
memsize = 32
mcb_fault_strategy = repair
vmemsize = 8
dos_rate = default
vesa_modes = compatible
speed_mods = true
autoexec_section = join
automount = true
startup_verbosity = auto
[render]
# frameskip: How many frames DOSBox skips before drawing one.
# aspect: Scales the vertical resolution to produce a 4:3 display aspect
# ratio, matching that of the original standard-definition monitors
# for which the majority of DOS games were designed. This setting
# only affects video modes that use non-square pixels, such as
# 320x200 or 640x400; where as square-pixel modes, such as 640x480
# and 800x600, will be displayed as-is.
# monochrome_palette: Select default palette for monochrome display.
# Works only when emulating hercules or cga_mono.
# You can also cycle through available colours using F11.
# Possible values: white, paperwhite, green, amber.
# cga_colors: Sets the interpretation of CGA RGBI colors. Affects all machine types capable of
# displaying CGA or better graphics. Built-in presets:
# default: The canonical CGA palette, as emulated by VGA adapters (default).
# tandy [BL]: Emulation of an idealised Tandy monitor with adjustable Brown Level
# (0 - red, 50 - brown, 100 - dark yellow; defaults to 50).
# tandy-warm: Emulation of the actual color output of an unknown Tandy monitor.
# ibm5153 [C]: Emulation of the actual color output of an IBM 5153 monitor with
# a unique Contrast control that dims non-bright colors only
# (0 to 100; defaults to 100).
# agi-amiga-v1, agi-amiga-v2, agi-amiga-v3:
# Palettes used by the Amiga ports of Sierra AGI games
# (see the manual for further details).
# agi-amigaish: A mix of EGA and Amiga colors used by the Sarien AGI-interpreter.
# scumm-amiga: Palette used by the Amiga ports of LucasArts EGA games.
# colodore: Commodore 64 inspired colors based on the Colodore palette.
# colodore-sat: Colodore palette with 20% more saturation.
# dga16: A modern take on the canonical CGA palette with dialed back contrast.
# You can also set custom colors by specifying 16 space or comma separated color values,
# either as 3 or 6-digit hex codes (e.g. #f00 or #ff0000 for full red), or decimal
# RGB triplets (e.g. (255, 0, 255) for magenta).
# scaler: Scaler used to enlarge/enhance low resolution modes.
# If 'forced' is appended, then the scaler will be used even if
# the result might not be desired.
# Note that some scalers may use black borders to fit the image
# within your configured display resolution. If this is
# undesirable, try either a different scaler or enabling
# fullresolution output.
# Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.
# glshader: Either 'none' or a GLSL shader name. Works only with
# OpenGL output. Can be either an absolute path, a file
# in the 'glshaders' subdirectory of the DOSBox
# configuration directory, one of the bundled shaders:
# advinterp2x, advinterp3x, advmame2x, advmame3x,
# crt-easymode-flat, crt-fakelottes-flat, rgb2x, rgb3x,
# scan2x, scan3x, tv2x, tv3x, sharp (default).
frameskip = 0
aspect = true
monochrome_palette = white
cga_colors = default
scaler = none
glshader = default
[composite]
# composite: Enable composite mode on start. 'auto' lets the program decide.
# Note: Fine-tune the settings below (ie: hue) using the composite hotkeys.
# Then read the new settings from your console and enter them here.
# Possible values: auto, on, off.
# era: Era of composite technology. When 'auto', PCjr uses new and CGA/Tandy use old.
# Possible values: auto, old, new.
# hue: Appearance of RGB palette. For example, adjust until sky is blue.
# saturation: Intensity of colors, from washed out to vivid.
# contrast: Ratio between the dark and light area.
# brightness: Luminosity of the image, from dark to light.
# convergence: Convergence of subpixel elements, from blurry to sharp (CGA and Tandy-only).
composite = auto
era = auto
hue = 0
saturation = 100
contrast = 100
brightness = 0
convergence = 0
[cpu]
# core: CPU Core used in emulation. auto will switch to dynamic if available and
# appropriate.
# Possible values: auto, dynamic, normal, simple.
# cputype: CPU Type used in emulation. auto is the fastest choice.
# Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
# cycles: Number of instructions DOSBox tries to emulate each millisecond.
# Setting this value too high results in sound dropouts and lags.
# Cycles can be set in 3 ways:
# 'auto' tries to guess what a game needs.
# It usually works, but can fail for certain games.
# 'fixed #number' will set a fixed number of cycles. This is what you usually
# need if 'auto' fails (Example: fixed 4000).
# 'max' will allocate as much cycles as your computer is able to
# handle.
# Possible values: auto, fixed, max.
# cycleup: Number of cycles added or subtracted with speed control hotkeys.
# Run INTRO and see Special Keys for list of hotkeys.
# cycledown: Setting it lower than 100 will be a percentage.
core = dynamic
cputype = pentium_slow
cycles = max 105%
cycleup = 1000
cycledown = 1000
[mixer]
# nosound: Enable silent mode, sound is still emulated though.
# rate: Mixer sample rate.
# Possible values: 8000, 11025, 16000, 22050, 32000, 44100, 48000.
# blocksize: Mixer block size; larger values might help with sound stuttering but sound will also be more lagged.
# Possible values: 128, 256, 512, 1024, 2048, 4096, 8192.
# prebuffer: How many milliseconds of sound to render on top of the blocksize; larger values might help with sound stuttering but sound will also be more lagged.
# negotiate: Let the system audio driver negotiate (possibly) better rate and blocksize settings.
# compressor: Enable the auto-leveling compressor on the master channel to prevent clipping
# of the audio output:
# off: Disable compressor.
# on: Enable compressor (default).
# crossfeed: Set crossfeed globally on all stereo channels for headphone listening:
# off: No crossfeed (default).
# on: Enable crossfeed (at strength 40).
# <strength>: Set crossfeed strength from 0 to 100, where 0 means no crossfeed (off)
# and 100 full crossfeed (effectively turning stereo content into mono).
# Note: You can set per-channel crossfeed via mixer commands.
# reverb: Enable reverb globally to add a sense of space to the sound:
# off: No reverb (default).
# on: Enable reverb (medium preset).
# tiny: Simulates the sound of a small integrated speaker in a room;
# specifically designed for small-speaker audio systems
# (PC Speaker, Tandy, PS/1 Audio, and LPT DAC devices).
# small: Adds a subtle sense of space; good for games that use a single
# synth channel (typically OPL) for both music and sound effects.
# medium: Medium room preset that works well with a wide variety of games.
# large: Large hall preset recommended for games that use separate
# channels for music and digital audio.
# huge: A stronger variant of the large hall preset; works really well
# in some games with more atmospheric soundtracks.
# Note: You can fine-tune per-channel reverb levels via mixer commands.
# Possible values: off, on, tiny, small, medium, large, huge.
# chorus: Enable chorus globally to add a sense of stereo movement to the sound:
# off: No chorus (default).
# on: Enable chorus (normal preset).
# light: A light chorus effect (especially suited for
# synth music that features lots of white noise.)
# normal: Normal chorus that works well with a wide variety of games.
# strong: An obvious and upfront chorus effect.
# Note: You can fine-tune per-channel chorus levels via mixer commands.
# Possible values: off, on, light, normal, strong.
nosound = false
rate = 44100
blocksize = 4096
prebuffer = 70
negotiate = false
compressor = false
crossfeed = off
reverb = off
chorus = off
[midi]
# mididevice: Device that will receive the MIDI data (from the emulated MIDI
# interface - MPU-401). Choose one of the following:
# 'fluidsynth', to use the built-in MIDI synthesizer. See the
# [fluidsynth] section for detailed configuration.
# 'mt32', to use the built-in Roland MT-32 synthesizer.
# See the [mt32] section for detailed configuration.
# 'auto', to use the first working external MIDI player. This
# might be a software synthesizer or physical device.
# Possible values: auto, win32, fluidsynth, mt32, none.
# midiconfig: Configuration options for the selected MIDI interface.
# This is usually the id or name of the MIDI synthesizer you want
# to use (find the id/name with DOS command 'mixer /listmidi').
# - This option has no effect when using the built-in synthesizers
# (mididevice = fluidsynth or mt32).
# - If you're using a physical Roland MT-32 with revision 0 PCB,
# the hardware may require a delay in order to prevent its
# buffer from overflowing. In that case, add 'delaysysex',
# for example: 'midiconfig=2 delaysysex'.
# See the README/Manual for more details.
# mpu401: Type of MPU-401 to emulate.
# Possible values: intelligent, uart, none.
mididevice = auto
midiconfig =
mpu401 = intelligent
[fluidsynth]
# soundfont: Path to a SoundFont file in .sf2 format. You can use an
# absolute or relative path, or the name of an .sf2 inside
# the 'soundfonts' directory within your DOSBox configuration
# directory.
# Note: The optional volume scaling percentage after the filename
# has been deprecated. Please use a mixer command instead to
# change the FluidSynth audio channel's volume, e.g.:
# MIXER FSYNTH 200
# fsynth_chorus: Chorus effect: 'auto', 'on', 'off', or custom values.
# When using custom values:
# All five must be provided in-order and space-separated.
# They are: voice-count level speed depth modulation-wave, where:
# - voice-count is an integer from 0 to 99.
# - level is a decimal from 0.0 to 10.0
# - speed is a decimal, measured in Hz, from 0.1 to 5.0
# - depth is a decimal from 0.0 to 21.0
# - modulation-wave is either 'sine' or 'triangle'
# For example: chorus = 3 1.2 0.3 8.0 sine
# Note: You can disable the FluidSynth chorus and enable the
# mixer-level chorus on the FluidSynth channel instead, or
# enable both chorus effects at the same time. Whether this
# sounds good depends on the SoundFont and the chorus settings
# being used.
# fsynth_reverb: Reverb effect: 'auto', 'on', 'off', or custom values.
# When using custom values:
# All four must be provided in-order and space-separated.
# They are: room-size damping width level, where:
# - room-size is a decimal from 0.0 to 1.0
# - damping is a decimal from 0.0 to 1.0
# - width is a decimal from 0.0 to 100.0
# - level is a decimal from 0.0 to 1.0
# For example: reverb = 0.61 0.23 0.76 0.56
# Note: You can disable the FluidSynth reverb and enable the
# mixer-level reverb on the FluidSynth channel instead, or
# enable both reverb effects at the same time. Whether this
# sounds good depends on the SoundFont and the reverb settings
# being used.
# fsynth_filter: Filter for the FluidSynth audio output:
# off: Don't filter the output (default).
# <custom>: Custom filter definition; see 'sb_filter' for details.
soundfont = default.sf2
fsynth_chorus = auto
fsynth_reverb = auto
fsynth_filter = off
[mt32]
# model: Model of synthesizer to use.
# 'auto' picks the first model with available ROMs, in order as listed.
# 'cm32l' and 'mt32' pick the first model of their type, in the order listed.
# 'mt32_old' and 'mt32_new' are aliases for 1.07 and 2.04, respectively.
# Possible values: auto, cm32l, cm32l_102, cm32l_100, mt32, mt32_old, mt32_107, mt32_106, mt32_105, mt32_104, mt32_bluer, mt32_new, mt32_204.
# romdir: The directory containing ROMs for one or more models.
# The directory can be absolute or relative, or leave it blank to
# use the 'mt32-roms' directory in your DOSBox configuration
# directory. Other common system locations will be checked as well.
# ROM files inside this directory may include any of the following:
# - MT32_CONTROL.ROM and MT32_PCM.ROM, for the 'mt32' model.
# - CM32L_CONTROL.ROM and CM32L_PCM.ROM, for the 'cm32l' model.
# - Unzipped MAME MT-32 and CM-32L ROMs, for the versioned models.
# mt32_filter: Filter for the Roland MT-32/CM-32L audio output:
# off: Don't filter the output (default).
# <custom>: Custom filter definition; see 'sb_filter' for details.
model = auto
romdir =
mt32_filter = off
[sblaster]
# sbtype: Type of Sound Blaster to emulate. 'gb' is Game Blaster.
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
# sbbase: The IO address of the Sound Blaster.
# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
# irq: The IRQ number of the Sound Blaster.
# Possible values: 7, 5, 3, 9, 10, 11, 12.
# dma: The DMA number of the Sound Blaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# hdma: The High DMA number of the Sound Blaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the Sound Blaster mixer to modify the DOSBox mixer.
# sbwarmup: Silence initial DMA audio after card power-on, in milliseconds.
# This mitigates pops heard when starting many SB-based games.
# Reduce this if you notice intial playback is missing audio.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by 'sbtype'.
# All OPL modes are AdLib-compatible, except for 'cms'.
# Possible values: auto, cms, opl2, dualopl2, opl3, opl3gold, none.
# sb_filter: Type of filter to emulate for the Sound Blaster digital sound output:
# auto: Use the appropriate filter determined by 'sbtype'.
# sb1, sb2, sbpro1, sbpro2, sb16:
# Use the filter of this Sound Blaster model.
# modern: Use linear interpolation upsampling that acts as a low-pass filter;
# this is the legacy DOSBox behaviour (default).
# off: Don't filter the output.
# <custom>: One or two custom filters in the following format:
# TYPE ORDER FREQ
# Where TYPE can be 'hpf' (high-pass) or 'lpf' (low-pass),
# ORDER is the order of the filter from 1 to 16
# (1st order = 6dB/oct slope, 2nd order = 12dB/oct, etc.),
# and FREQ is the cutoff frequency in Hz. Examples:
# lpf 2 12000
# hpf 3 120 lfp 1 6500
# sb_filter_always_on: Force the Sound Blaster filter to be always on
# (disallow programs from turning the filter off).
# opl_filter: Type of filter to emulate for the Sound Blaster OPL output:
# auto: Use the appropriate filter determined by 'sbtype' (default).
# sb1, sb2, sbpro1, sbpro2, sb16:
# Use the filter of this Sound Blaster model.
# off: Don't filter the output.
# <custom>: Custom filter definition; see 'sb_filter' for details.
# cms_filter: Filter for the Sound Blaster CMS output:
# on: Filter the output (default).
# off: Don't filter the output.
# <custom>: Custom filter definition; see 'sb_filter' for details.
sbtype = sb16
sbbase = 220
irq = 7
dma = 1
hdma = 5
sbmixer = true
sbwarmup = 100
oplmode = auto
sb_filter = modern
sb_filter_always_on = false
opl_filter = auto
cms_filter = on
[gus]
# gus: Enable Gravis UltraSound emulation.
# gusbase: The IO base address of the Gravis UltraSound.
# Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
# gusirq: The IRQ number of the Gravis UltraSound.
# Possible values: 5, 3, 7, 9, 10, 11, 12.
# gusdma: The DMA channel of the Gravis UltraSound.
# Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to UltraSound directory. In this directory
# there should be a MIDI directory that contains
# the patch files for GUS playback. Patch sets used
# with Timidity should work fine.
# gus_filter: Filter for the Gravis UltraSound audio output:
# off: Don't filter the output (default).
# <custom>: Custom filter definition; see 'sb_filter' for details.
gus = false
gusbase = 240
gusirq = 5
gusdma = 3
ultradir = C:\ULTRASND
gus_filter = off
[innovation]
# sidmodel: Model of chip to emulate in the Innovation SSI-2001 card:
# - auto: Selects the 6581 chip.
# - 6581: The original chip, known for its bassy and rich character.
# - 8580: A later revision that more closely matched the SID specification.
# It fixed the 6581's DC bias and is less prone to distortion.
# The 8580 is an option on reproduction cards, like the DuoSID.
# - none: Disables the card.
# Possible values: auto, 6581, 8580, none.
# sidclock: The SID chip's clock frequency, which is jumperable on reproduction cards.
# - default: uses 0.895 MHz, per the original SSI-2001 card.
# - c64ntsc: uses 1.023 MHz, per NTSC Commodore PCs and the DuoSID.
# - c64pal: uses 0.985 MHz, per PAL Commodore PCs and the DuoSID.
# - hardsid: uses 1.000 MHz, available on the DuoSID.
# Possible values: default, c64ntsc, c64pal, hardsid.
# sidport: The IO port address of the Innovation SSI-2001.
# Possible values: 240, 260, 280, 2a0, 2c0.
# 6581filter: The SID's analog filtering meant that each chip was physically unique.
# Adjusts the 6581's filtering strength as a percent from 0 to 100.
# 8580filter: Adjusts the 8580's filtering strength as a percent from 0 to 100.
# innovation_filter: Filter for the Innovation audio output:
# off: Don't filter the output (default).
# <custom>: Custom filter definition; see 'sb_filter' for details.
sidmodel = none
sidclock = default
sidport = 280
6581filter = 50
8580filter = 50
innovation_filter = off
[speaker]
# pcspeaker: PC speaker emulation model:
# discrete: Waveform is created using discrete steps (default).
# Works well for games that use RealSound-type effects.
# impulse: Waveform is created using sinc impulses.
# Recommended for square-wave games, like Commander Keen.
# While improving accuracy, it is more CPU intensive.
# none/off: Don't use the PC Speaker.
# Possible values: discrete, impulse, none, off.
# pcspeaker_filter: Filter for the PC Speaker output:
# on: Filter the output (default).
# off: Don't filter the output.
# <custom>: Custom filter definition; see 'sb_filter' for details.
# tandy: Enable Tandy Sound System emulation.For 'auto', emulation is present only if machine is set to 'tandy'.
# Possible values: auto, on, off.
# tandy_filter: Filter for the Tandy synth output:
# on: Filter the output (default).
# off: Don't filter the output.
# <custom>: Custom filter definition; see 'sb_filter' for details.
# tandy_dac_filter: Filter for the Tandy DAC output:
# on: Filter the output (default).
# off: Don't filter the output. <custom>: Custom filter definition; see 'sb_filter' for details.
# lpt_dac: Type of DAC plugged into the parallel port:
# disney: Disney Sound Source.
# covox: Covox Speech Thing.
# ston1: Stereo-on-1 DAC, in stereo up to 30 kHz.
# none/off: Don't use a parallel port DAC (default).
# Possible values: none, disney, covox, ston1, off.
# lpt_dac_filter: Filter for the LPT DAC audio device(s):
# on: Filter the output (default).
# off: Don't filter the output.
# <custom>: Custom filter definition; see 'sb_filter' for details.
# ps1audio: Enable IBM PS/1 Audio emulation.
# ps1audio_filter: Filter for the PS/1 Audio synth output:
# on: Filter the output (default).
# off: Don't filter the output.
# <custom>: Custom filter definition; see 'sb_filter' for details.
# ps1audio_dac_filter: Filter for the PS/1 Audio DAC output:
# on: Filter the output (default).
# off: Don't filter the output.
# <custom>: Custom filter definition; see 'sb_filter' for details.
pcspeaker = discrete
pcspeaker_filter = on
tandy = auto
tandy_filter = on
tandy_dac_filter = on
lpt_dac = none
lpt_dac_filter = on
ps1audio = false
ps1audio_filter = on
ps1audio_dac_filter = on
[joystick]
# joysticktype: Type of joystick to emulate: auto (default),
# auto : Detect and use any joystick(s), if possible.,
# 2axis : Support up to two joysticks.
# 4axis : Support the first joystick only.
# 4axis_2 : Support the second joystick only.
# fcs : Support a Thrustmaster-type joystick.
# ch : Support a CH Flightstick-type joystick.
# hidden : Prevent DOS from seeing the joystick(s), but enable them for mapping.
# disabled : Fully disable joysticks: won't be polled, mapped, or visible in DOS.
# (Remember to reset DOSBox's mapperfile if you saved it earlier)
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, hidden, disabled.
# timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
# autofire: continuously fires as long as you keep the button pressed.
# swap34: swap the 3rd and the 4th axis. Can be useful for certain joysticks.
# buttonwrap: enable button wrapping at the number of emulated buttons.
# circularinput: enable translation of circular input to square output.
# Try enabling this if your left analog stick can only move in a circle.
# deadzone: the percentage of motion to ignore. 100 turns the stick into a digital one.
# use_joy_calibration_hotkeys: Activates hotkeys to allow realtime calibration of the joystick's x and y axis.
# Only consider this if in-game calibration fails and other settings have been tried.
# - Ctrl/Cmd+Arrow-keys adjusts the axis' scalar value:
# - left and right diminish or magnify the x-axis scalar, respectively.
# - down and up diminish or magnify the y-axis scalar, respectively.
# - Alt+Arrow-keys adjusts the axis' offset position:
# - left and right shift x-axis offset in the given direction.
# - down and up shift the y-axis offset in the given direction.
# - Reset the X and Y calibration using Ctrl+Delete and Ctrl+Home, respectively.
# Each tap will report X or Y calibration values you can set below. When you find parameters that work,
# quit the game, switch this setting back to false, and populate the reported calibration parameters.
# joy_x_calibration: Apply x-axis calibration parameters from the hotkeys. Default is 'auto'.
# joy_y_calibration: Apply Y-axis calibration parameters from the hotkeys. Default is 'auto'.
joysticktype = auto
timed = true
autofire = false
swap34 = false
buttonwrap = false
circularinput = false
deadzone = 10
use_joy_calibration_hotkeys = false
joy_x_calibration = auto
joy_y_calibration = auto
[serial]
# serial1: set type of device connected to com port.
# Can be disabled, dummy, mouse, modem, nullmodem, direct.
# Additional parameters must be on the same line in the form of
# parameter:value. Parameter for all types is irq (optional).
# for mouse:
# type, can be one of:
# 2btn: 2 buttons, Microsoft serial mouse
# 3btn: 3 buttons, Logitech serial mouse
# wheel: 3 buttons + wheel serial mouse
# msm: 3 buttons, Mouse Systems Mouse
# 2btn+msm, 3btn+msm, wheel+msm : autoselection
# rate, can be normal or smooth (more frequent updates than on real PC)
# Default is type:wheel+msm rate:smooth
# for direct: realport (required), rxdelay (optional).
# (realport:COM1 realport:ttyS0).
# for modem: listenport, sock, baudrate (all optional).
# for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
# transparent, port, inhsocket, sock (all optional).
# SOCK parameter specifies the protocol to be used by both sides
# of the conection. 0 for TCP and 1 for ENet reliable UDP.
# Example: serial1=modem listenport:5000 sock:1
# Possible values: dummy, disabled, mouse, modem, nullmodem, direct.
# serial2: see serial1
# Possible values: dummy, disabled, mouse, modem, nullmodem, direct.
# serial3: see serial1
# Possible values: dummy, disabled, mouse, modem, nullmodem, direct.
# serial4: see serial1
# Possible values: dummy, disabled, mouse, modem, nullmodem, direct.
# phonebookfile: File used to map fake phone numbers to addresses.
serial1 = dummy
serial2 = dummy
serial3 = disabled
serial4 = disabled
phonebookfile = phonebook.txt
[dos]
# xms: Enable XMS support.
# ems: Enable EMS support. The default (=true) provides the best
# compatibility but certain applications may run better with
# other choices, or require EMS support to be disabled (=false)
# to work at all.
# Possible values: true, emsboard, emm386, false.
# umb: Enable UMB support.
# ver: Set DOS version (5.0 by default). Specify as major.minor format.
# A single number is treated as the major version.
# Common settings are 3.3, 5.0, 6.22, and 7.1.
# country: Set DOS country code which will affect country-specific
# information such as date, time, and decimal formats.
# If set to 0, the country code corresponding to the
# selected keyboard layout will be used.
# expand_shell_variable: Enable expanding environment variables such as %PATH%
# while in the DOS command shell. FreeDOS and MS-DOS 7/8
# COMMAND.COM supports this behavior.
# keyboardlayout: Language code of the keyboard layout (or none).
xms = true
ems = true
umb = true
ver = 5.0
country = 0
expand_shell_variable = false
keyboardlayout = auto
[ipx]
# ipx: Enable ipx over UDP/IP emulation.
ipx = false
[ethernet]
# ne2000: Enable emulation of a Novell NE2000 network card on a software-based
# network (using libslirp) with properties as follows:
# - 255.255.255.0 : Subnet mask of the 10.0.2.0 virtual LAN.
# - 10.0.2.2 : IP of the gateway and DHCP service.
# - 10.0.2.3 : IP of the virtual DNS server.
# - 10.0.2.15 : First IP provided by DHCP, your IP!
# Note: Inside DOS, setting this up requires an NE2000 packet driver,
# DHCP client, and TCP/IP stack. You might need port-forwarding
# from the host into the DOS guest, and from your router to your
# host when acting as the server for multiplayer games.
# nicbase: The base address of the NE2000 card.
# Note: Addresses 220 and 240 might not be available as they're assigned
# to the Sound Blaster and Gravis UltraSound by default.
# Possible values: 200, 220, 240, 260, 280, 2c0, 300, 320, 340, 360.X
# nicirq: The interrupt used by the NE2000 card.
# Note: IRQs 3 and 5 might not be available as they're assigned
# to 'serial2' and the Gravis UltraSound by default.
# Possible values: 3, 4, 5, 9, 10, 11, 12, 14, 15.
# macaddr: The MAC address of the NE2000 card.
# tcp_port_forwards: Forwards one or more TCP ports from the host into the DOS guest.
# The format is:
# port1 port2 port3 ... (e.g., 21 80 443)
# This will forward FTP, HTTP, and HTTPS into the DOS guest.
# If the ports are privileged on the host, a mapping can be used
# host:guest ..., (e.g., 8021:21 8080:80)
# This will forward ports 8021 and 8080 to FTP and HTTP in the guest
# A range of adjacent ports can be abbreviated with a dash:
# start-end ... (e.g., 27910-27960)
# This will forward ports 27910 to 27960 into the DOS guest.
# Mappings and ranges can be combined, too:
# hstart-hend:gstart-gend ..., (e.g, 8040-8080:20-60)
# This forwards ports 8040 to 8080 into 20 to 60 in the guest
# Notes:
# - If mapped ranges differ, the shorter range is extended to fit.
# - If conflicting host ports are given, only the first one is setup.
# - If conflicting guest ports are given, the latter rule takes precedent.
# udp_port_forwards: Forwards one or more UDP ports from the host into the DOS guest.
# The format is the same as for TCP port forwards.
ne2000 = true
nicbase = 300
nicirq = 3
macaddr = AC:DE:48:88:99:AA
tcp_port_forwards =
udp_port_forwards =
[autoexec]
# Lines in this section will be run at startup.
# You can put your MOUNT lines here.
@echo off
mount c: e:\test\
imgmount 0 E:\test\win98c.img -t floppy -fs none
imgmount 2 E:\test\Win98SE.img -size 512,63,255,522 -t hdd -fs none
imgmount e E:\dosbox-staging-windows-x86_64-v0.79.1\dosbox-staging-windows-x86_64-v0.79.1\diablo.iso -t iso -fs none
COUNTRY 55
KEYB br275
boot c:
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