Created
November 29, 2023 20:38
-
-
Save ekondis/42cdc9aaed40f91c3cd6572524d15054 to your computer and use it in GitHub Desktop.
dosbox-staging configuration
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# This is the configuration file for dosbox-staging (0.81.0-alpha). | |
# Lines starting with a '#' character are comments. | |
[sdl] | |
# fullscreen: Start directly in fullscreen (disabled by default). | |
# Run INTRO and see Special Keys for window control hotkeys. | |
# display: Number of display to use; values depend on OS and user settings (0 by default). | |
# fullresolution: What resolution to use for fullscreen: 'original', 'desktop' | |
# or a fixed size, e.g. 1024x768 ('desktop' by default). | |
# windowresolution: Set window size when running in windowed mode: | |
# default: Select the best option based on your environment and | |
# other settings. | |
# small, medium, large (s, m, l): | |
# Size the window relative to the desktop. | |
# <custom>: Scale the window to the given dimensions in WxH format. | |
# For example: 1024x768. | |
# 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 (default). | |
# <custom>: Set window position in X,Y format. For example: 250,100 | |
# 0,0 is the top-left corner of the screen. | |
# window_decorations: Enable window decorations in windowed mode (enabled by default). | |
# transparency: Set the transparency of the DOSBox Staging screen (0 by default). | |
# 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 (default). | |
# 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 an integer or decimal Hz value | |
# (23.000 is the allowed minimum). | |
# vsync: Set the host video driver's vertical synchronization (vsync) mode: | |
# auto: Limit vsync to beneficial cases, such as when using an | |
# interpolating VRR display in fullscreen (default). | |
# on: Enable vsync. This can prevent tearing in some games but will | |
# impact performance or drop frames when the DOS rate exceeds the | |
# host rate (e.g. 70 Hz DOS rate vs 60 Hz host rate). | |
# adaptive: Enables vsync when the frame rate is higher than the host rate, | |
# but disables it when the frame rate drops below the host rate. | |
# Note: only valid in OpenGL output modes; otherwise treated as 'on'. | |
# off: Attempt to disable vsync to allow quicker frame presentation at | |
# the risk of tearing in some games. | |
# yield: Let the host's video driver control video synchronization. | |
# Possible values: auto, on, adaptive, off, yield. | |
# vsync_skip: Number of microseconds to allow rendering to block before skipping the | |
# next frame. For example, a value of 7000 is roughly half the frame time | |
# at 70 Hz. 0 disables this and will always render (default). | |
# presentation_mode: Select the frame presentation mode: | |
# auto: Intelligently time and drop frames to prevent emulation stalls, | |
# based on host and DOS frame rates (default). | |
# 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: Video system to use for output ('opengl' by default). | |
# 'texture' and 'opengl' use bilinear interpolation, 'texturenb' and | |
# 'openglnb' use nearest-neighbour (no-bilinear). Some shaders require | |
# bilinear interpolation, making that the safest choice. | |
# Possible values: texture, texturenb, opengl, openglnb. | |
# Deprecated values: openglpp, surface, texturepp. | |
# texture_renderer: Render driver to use in 'texture' output mode ('auto' by default). | |
# Use 'texture_renderer = auto' for an automatic choice. | |
# Possible values: auto, opengl, opengles2, software. | |
# waitonerror: Keep the console open if an error has occurred (enabled by default). | |
# priority: Priority levels to apply when active and inactive, respectively. | |
# ('auto auto' by default) | |
# 'auto' lets the host operating system manage the priority. | |
# Possible values: auto, lowest, lower, normal, higher, highest. | |
# mute_when_inactive: Mute the sound when the window is inactive (disabled by default). | |
# pause_when_inactive: Pause emulation when the window is inactive (disabled by default). | |
# 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 command line 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 ('auto' by default). | |
# Possible values: auto, allow, block. | |
fullscreen = false | |
display = 0 | |
fullresolution = desktop | |
windowresolution = default | |
viewport_resolution = fit | |
window_position = auto | |
window_decorations = true | |
transparency = 0 | |
host_rate = auto | |
vsync = off | |
vsync_skip = 0 | |
presentation_mode = auto | |
output = opengl | |
texture_renderer = auto | |
waitonerror = true | |
priority = auto auto | |
mute_when_inactive = false | |
pause_when_inactive = false | |
mapperfile = mapper-sdl2-0.81.0-alpha.map | |
screensaver = auto | |
[dosbox] | |
# language: Select a language to use: 'de', 'en', 'es', 'fr', 'it', 'nl', 'pl', or 'ru' | |
# (unset by default; this defaults to English) | |
# Notes: | |
# - This setting will override the 'LANG' environment variable, if set. | |
# - The bundled 'resources/translations' directory with the executable holds | |
# these files. Please keep it along-side the executable to support this | |
# feature. | |
# machine: Set the video adapter or machine to emulate: | |
# hercules: Hercules Graphics Card (HGC) (see 'monochrome_palette'). | |
# cga_mono: CGA adapter connected to a monochrome monitor (see | |
# 'monochrome_palette'). | |
# cga: IBM Color Graphics Adapter (CGA). Also enables composite | |
# video emulation (see [composite] section). | |
# pcjr: An IBM PCjr machine. Also enables PCjr sound and composite | |
# video emulation (see [composite] section). | |
# tandy: A Tandy 1000 machine with TGA graphics. Also enables Tandy | |
# sound and composite video emulation (see [composite] | |
# section). | |
# ega: IBM Enhanced Graphics Adapter (EGA). | |
# svga_paradise: Paradise PVGA1A SVGA card (no VESA VBE; 512K vmem by default, | |
# can be set to 256K or 1MB with 'vmemsize'). This is the | |
# closest to IBM's original VGA adapter. | |
# svga_et3000: Tseng Labs ET3000 SVGA card (no VESA VBE; fixed 512K vmem). | |
# svga_et4000: Tseng Labs ET4000 SVGA card (no VESA VBE; 1MB vmem by | |
# default, can be set to 256K or 512K with 'vmemsize'). | |
# svga_s3: S3 Trio64 (VESA VBE 2.0; 4MB vmem by default, can be set to | |
# 512K, 1MB, 2MB, or 8MB with 'vmemsize') (default) | |
# vesa_oldvbe: Same as 'svga_s3' but limited to VESA VBE 1.2. | |
# vesa_nolfb: Same as 'svga_s3' (VESA VBE 2.0), plus the "no linear | |
# framebuffer" hack (needed only by a few games). | |
# Possible values: hercules, cga_mono, cga, pcjr, tandy, ega, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe. | |
# Deprecated values: vgaonly. | |
# memsize: Amount of memory of the emulated machine has in MB (16 by default). | |
# Best leave at the default setting to avoid problems with some games, | |
# though a 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: | |
# repair: Repair (and report) faults using adjacent blocks (default). | |
# report: Report faults but otherwise proceed as-is. | |
# allow: Allow faults to go unreported (hardware behavior). | |
# deny: Quit (and report) when faults are detected. | |
# Possible values: repair, report, allow, deny. | |
# vmemsize: Video memory in MB (1-8) or KB (256 to 8192). 'auto' uses the default for | |
# the selected video adapter ('auto' by default). See the 'machine' setting for | |
# the list of valid options per adapter. | |
# Possible values: auto, 1, 2, 4, 8, 256, 512, 1024, 2048, 4096, 8192. | |
# dos_rate: Customize the emulated video mode's frame rate, in Hz: | |
# default: The DOS video mode determines the rate (recommended; default). | |
# 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 | |
# (default). | |
# 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: All modes for a given video memory size, however some games | |
# may not use them properly (flickering) or may need | |
# more system memory to use them. | |
# Possible values: compatible, all, halfline. | |
# vga_8dot_font: Use 8-pixel-wide fonts on VGA adapters (disabled by default). | |
# speed_mods: Permit changes known to improve performance (enabled by default). | |
# Currently, no games are known to be negatively affected by this. | |
# Please file a bug with the project if you find a game that fails | |
# when this is enabled so we will list them here. | |
# autoexec_section: How autoexec sections are handled from multiple config files: | |
# join: Combine them into one big section (legacy behavior; default). | |
# overwrite: Use the last one encountered, like other config settings. | |
# Possible values: join, overwrite. | |
# automount: Mount 'drives/[c]' directories as drives on startup, where [c] is a lower-case | |
# drive letter from 'a' to 'y' (enabled by default). 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 ('auto' by default): | |
# 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. | |
# allow_write_protected_files: Many games open all their files with writable permissions; even files that they | |
# never modify. This setting lets you write-protect those files while still | |
# allowing the game to read them. A second use-case: if you're using a | |
# copy-on-write or network-based filesystem, this setting avoids triggering | |
# write-operations for these write-protected files. | |
# shell_config_shortcuts: Allow shortcuts for direct configuration management (enabled by default), i.e. | |
# instead of 'config -set sbtype sb16' it is enough to execute 'sbtype sb16', | |
# and instead of 'config -get sbtype' it is enough to execute 'sbtype' command. | |
language = | |
machine = svga_s3 | |
memsize = 16 | |
mcb_fault_strategy = repair | |
vmemsize = auto | |
dos_rate = default | |
vesa_modes = compatible | |
vga_8dot_font = false | |
speed_mods = true | |
autoexec_section = join | |
automount = true | |
startup_verbosity = auto | |
allow_write_protected_files = true | |
shell_config_shortcuts = true | |
[render] | |
# aspect: Apply aspect ratio correction for modern square-pixel flat-screen displays, | |
# so DOS resolutions with non-square pixels appear as they would on a 4:3 display | |
# aspect ratio CRT monitor the majority of DOS games were designed for (enabled | |
# by default). This setting only affects video modes that use non-square pixels, | |
# such as 320x200 or 640x400; square-pixel modes, such as 320x240, 640x480, and | |
# 800x600 are displayed as-is. | |
# integer_scaling: Constrain the horizontal or vertical scaling factor to integer values. | |
# The correct aspect ratio is always maintained according to the 'aspect' | |
# setting, which may result in a non-integer scaling factor in the other | |
# direction. If the image is larger than the viewport, the integer scaling | |
# constraint is auto-disabled (same as 'off'). Possible values: | |
# auto: 'vertical' mode auto-enabled for adaptive CRT shaders only, | |
# otherwise 'off' (default). | |
# vertical: Constrain the vertical scaling factor to integer values within | |
# the viewport. This is the recommended setting when using CRT | |
# shaders to avoid uneven scanlines and unwanted interference | |
# artifacts. | |
# horizontal: Constrain the horizontal scaling factor to integer values within | |
# the viewport. | |
# off: No integer scaling constraint is applied; the image fills the | |
# viewport according to the 'aspect' setting. | |
# Possible values: auto, vertical, horizontal, off. | |
# monochrome_palette: Set the palette for monochrome display emulation ('amber' by default). | |
# Works only with the 'hercules' and 'cga_mono' machine types. | |
# Note: You can also cycle through the available palettes via hotkeys. | |
# Possible values: amber, green, white, paperwhite. | |
# cga_colors: Set the interpretation of CGA RGBI colours. 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. The brown level can be provided as an optional second | |
# parameter (0 - red, 50 - brown, 100 - dark yellow; | |
# defaults to 50). E.g. tandy 100 | |
# tandy-warm: Emulation of the actual colour output of an unknown Tandy | |
# monitor. | |
# ibm5153 <c>: Emulation of the actual colour output of an IBM 5153 monitor | |
# with a unique contrast control that dims non-bright colours | |
# only. The contrast can be optionally provided as a second | |
# parameter (0 to 100; defaults to 100), e.g. ibm5153 60 | |
# agi-amiga-v1, agi-amiga-v2, agi-amiga-v3: | |
# Palettes used by the Amiga ports of Sierra AGI games. | |
# agi-amigaish: A mix of EGA and Amiga colours used by the Sarien | |
# AGI-interpreter. | |
# scumm-amiga: Palette used by the Amiga ports of LucasArts EGA games. | |
# colodore: Commodore 64 inspired colours 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 colours by specifying 16 space or comma separated | |
# colour 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). The 16 colours | |
# are ordered as follows: | |
# black, blue, green, cyan, red, magenta, brown, light-grey, dark-grey, | |
# light-blue, light-green, light-cyan, light-red, light-magenta, yellow, white. | |
# Their default values, shown here in 6-digit hex code format, are: | |
# #000000 #0000aa #00aa00 #00aaaa #aa0000 #aa00aa #aa5500 #aaaaaa | |
# #555555 #5555ff #55ff55 #55ffff #ff5555 #ff55ff #ffff55 #ffffff | |
# glshader: Set an adaptive CRT monitor emulation shader or a regular GLSL shader in OpenGL | |
# output modes. | |
# Adaptive CRT shader options: | |
# crt-auto: A CRT shader that prioritises developer intent and how | |
# people experienced the game at the time of release | |
# (default). The appropriate shader variant is | |
# automatically selected based the graphics standard of | |
# the current video mode and the viewport resolution, | |
# irrespective of the 'machine' setting. This means that | |
# even on an emulated VGA card you'll get authentic | |
# single-scanned EGA monitor emulation with visible | |
# "thick scanlines" in EGA games. | |
# crt-auto-machine: Similar to 'crt-auto', but this picks a fixed CRT | |
# monitor appropriate for the video adapter configured | |
# via the 'machine' setting. E.g., CGA and EGA games | |
# will appear double-scanned on an emulated VGA | |
# adapter. | |
# crt-auto-arcade: Emulation of an arcade or home computer monitor less | |
# sharp than a typical PC monitor with thick scanlines | |
# in low-resolution modes. This fantasy option does not | |
# exist in real life, but it can be a lot of fun, | |
# especially with DOS ports of Amiga games. | |
# crt-auto-arcade-sharp: A sharper variant of the arcade shader for those who | |
# like the thick scanlines but want to retain the | |
# horizontal sharpness of a typical PC monitor. | |
# Other options include 'sharp', 'none', a shader listed using the | |
# --list-glshaders command-line argument, or an absolute or relative path | |
# to a file. In all cases, you may omit the shader's '.glsl' file extension. | |
aspect = true | |
integer_scaling = auto | |
monochrome_palette = amber | |
cga_colors = default | |
glshader = crt-auto | |
[composite] | |
# composite: Enable composite mode on start ('auto' by default). | |
# 'auto' lets the program decide. | |
# Note: Fine-tune the settings below (i.e., 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 ('auto' by default). | |
# When 'auto', PCjr uses 'new', and CGA/Tandy use 'old'. | |
# Possible values: auto, old, new. | |
# hue: Appearance of RGB palette. For example, adjust until the 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' by default). 'auto' will switch to dynamic | |
# if available and appropriate. | |
# Possible values: auto, dynamic, normal, simple. | |
# cputype: CPU type used in emulation ('auto' by default). '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 per millisecond | |
# ('auto' by default). Setting this value too high may result in sound drop-outs | |
# and lags. | |
# auto: Try to guess what a game needs. It usually works, but can | |
# fail with certain games. | |
# fixed <number>: Set a fixed number of cycles. This is what you usually | |
# need if 'auto' fails (e.g. 'fixed 4000'). | |
# max: 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 | |
# (10 by default). | |
# cycledown: Setting it lower than 100 will be a percentage (20 by default). | |
core = auto | |
cputype = auto | |
cycles = auto | |
cycleup = 10 | |
cycledown = 20 | |
[voodoo] | |
# voodoo_memsize: Memory size (in MB) of the 3dfx Voodoo card (12 MB as default). | |
# Possible values: disabled, 4, 12. | |
# voodoo_perf: Performance optimisations to use when emulating the 3dfx Voodoo card: | |
# 0: No optimizations. | |
# 1: Multi-threading (default). | |
# 2: Disable bilinear filtering. | |
# 3: All optimizations (both 1 and 2). | |
# Note: Voodoo emulation is software-based and does not use host-level | |
# OpenGL calls. | |
voodoo_memsize = 12 | |
voodoo_perf = 1 | |
[capture] | |
# capture_dir: Directory where the various captures are saved, such as audio, video, MIDI | |
# and screenshot captures. ('capture' in the current working directory by | |
# default). | |
# default_image_capture_formats: Set the capture format of the default screenshot action ('upscaled' by | |
# default): | |
# upscaled: The image is bilinear-sharp upscaled and the correct aspect | |
# ratio is maintained, depending on the 'aspect' setting. The | |
# vertical scaling factor is always an integer. For example, | |
# 320x200 content is upscaled to 1600x1200 (5:6 integer scaling), | |
# 640x480 to 1920x1440 (3:3 integer scaling), and 640x350 to | |
# 1400x1050 (2.1875:3 scaling; fractional horizontally and | |
# integer vertically). The filenames of upscaled screenshots | |
# have no postfix (e.g. 'image0001.png'). | |
# rendered: The post-rendered, post-shader image shown on the screen is | |
# captured. The filenames of rendered screenshots end with | |
# '-rendered' (e.g. 'image0001-rendered.png'). | |
# raw: The contents of the raw framebuffer is captured (this always | |
# results in square pixels). The filenames of raw screenshots | |
# end with '-raw' (e.g. 'image0001-raw.png'). | |
# If multiple formats are specified separated by spaces, the default | |
# screenshot action will save multiple images in the specified formats. | |
# Keybindings for taking single screenshots in specific formats are also | |
# available. | |
capture_dir = capture | |
default_image_capture_formats = upscaled | |
[mouse] | |
# mouse_capture: Set the mouse capture behaviour: | |
# onclick: Capture the mouse when clicking any mouse button in the window | |
# (default). | |
# onstart: Capture the mouse immediately on start. Might not work correctly | |
# on some host operating systems. | |
# seamless: Let the mouse move seamlessly between the DOSBox window and the | |
# rest of the desktop; captures only with middle-click or hotkey. | |
# Seamless mouse does not work correctly with all the games. | |
# Windows 3.1x can be made compatible with a custom mouse driver. | |
# nomouse: Hide the mouse and don't send mouse input to the game. | |
# For touch-screen control, use 'seamless'. | |
# Possible values: seamless, onclick, onstart, nomouse. | |
# mouse_middle_release: If enabled, middle-click will release the captured mouse, and also capture | |
# when seamless (enabled by default). | |
# mouse_multi_display_aware: Allows mouse seamless behavior and mouse pointer release to work in fullscreen | |
# mode for systems with more than one display. (enabled by default). | |
# Note: You should disable this if it incorrectly detects multiple displays | |
# when only one should actually be used. This might happen if you are | |
# using mirrored display mode or using an AV receiver's HDMI input for | |
# audio-only listening. | |
# mouse_sensitivity: Mouse sensitivity for the horizontal and vertical axes, as a percentage | |
# (100,100 by default). Negative values invert the axis, zero disables it. | |
# Providing only one value sets sensitivity for both axes. | |
# The setting can be adjusted in runtime (also per mouse interface) using | |
# internal MOUSECTL.COM tool, available on drive Z. | |
# mouse_raw_input: Enable to bypass your operating system's mouse acceleration and sensitivity | |
# settings (enabled by default). Works in fullscreen or when the mouse is | |
# captured in window mode. | |
# dos_mouse_driver: Enable built-in DOS mouse driver (enabled by default). | |
# Notes: | |
# - Disable if you intend to use original MOUSE.COM driver in emulated DOS. | |
# - When guest OS is booted, built-in driver gets disabled automatically. | |
# dos_mouse_immediate: Update mouse movement counters immediately, without waiting for interrupt | |
# (disabled by default). May improve gameplay, especially in fast-paced games | |
# (arcade, FPS, etc.), as for some games it effectively boosts the mouse | |
# sampling rate to 1000 Hz, without increasing interrupt overhead. | |
# Might cause compatibility issues. List of known incompatible games: | |
# - Ultima Underworld: The Stygian Abyss | |
# - Ultima Underworld II: Labyrinth of Worlds | |
# Please report it if you find another incompatible game so we can update this | |
# list. | |
# ps2_mouse_model: PS/2 AUX port mouse model: | |
# standard: 3 buttons, standard PS/2 mouse. | |
# intellimouse: 3 buttons + wheel, Microsoft IntelliMouse. | |
# explorer: 5 buttons + wheel, Microsoft IntelliMouse Explorer. | |
# none: no PS/2 mouse emulated. | |
# Default: explorer | |
# Possible values: standard, intellimouse, explorer, none. | |
# com_mouse_model: COM (serial) port default mouse model: | |
# 2button: 2 buttons, Microsoft mouse. | |
# 3button: 3 buttons, Logitech mouse; | |
# mostly compatible with Microsoft mouse. | |
# wheel: 3 buttons + wheel; | |
# mostly compatible with Microsoft mouse. | |
# msm: 3 buttons, Mouse Systems mouse; | |
# NOT compatible with Microsoft mouse. | |
# 2button+msm: Automatic choice between '2button' and 'msm'. | |
# 3button+msm: Automatic choice between '3button' and 'msm'. | |
# wheel+msm: Automatic choice between 'wheel' and 'msm' (default). | |
# Note: Enable COM port mice in the [serial] section. | |
# Possible values: 2button, 3button, wheel, msm, 2button+msm, 3button+msm, wheel+msm. | |
mouse_capture = onclick | |
mouse_middle_release = true | |
mouse_multi_display_aware = true | |
mouse_sensitivity = 100 | |
mouse_raw_input = true | |
dos_mouse_driver = true | |
dos_mouse_immediate = false | |
ps2_mouse_model = explorer | |
com_mouse_model = wheel+msm | |
[mixer] | |
# nosound: Enable silent mode (disabled by default). | |
# Sound is still fully emulated in silent mode, but DOSBox outputs silence. | |
# rate: Mixer sample rate (48000 by default). | |
# Possible values: 8000, 11025, 16000, 22050, 32000, 44100, 48000. | |
# blocksize: Mixer block size in sample frames (512 by default). Larger values might help | |
# with sound stuttering but the 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 | |
# (20 by default). Larger values might help with sound stuttering but the sound | |
# will also be more lagged. | |
# negotiate: Let the system audio driver negotiate possibly better sample rate and blocksize | |
# settings (enabled by default). | |
# 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: Enable crossfeed globally on all stereo channels for headphone listening: | |
# off: No crossfeed (default). | |
# on: Enable crossfeed (normal preset). | |
# light: Light crossfeed (strength 15). | |
# normal: Normal crossfeed (strength 40). | |
# strong: Strong crossfeed (strength 65). | |
# Note: You can fine-tune each channel's crossfeed strength using the MIXER. | |
# Possible values: off, on, light, normal, strong. | |
# 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 each channel's reverb level using the MIXER. | |
# 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 each channel's chorus level using the MIXER. | |
# Possible values: off, on, light, normal, strong. | |
nosound = false | |
rate = 48000 | |
blocksize = 512 | |
prebuffer = 20 | |
negotiate = true | |
compressor = true | |
crossfeed = off | |
reverb = off | |
chorus = off | |
[midi] | |
# mididevice: Set where MIDI data from the emulated MPU-401 MIDI interface is sent | |
# ('auto' by default): | |
# oss: Use the Linux OSS MIDI playback interface. | |
# alsa: Use the Linux ALSA MIDI playback interface. | |
# fluidsynth: The built-in FluidSynth MIDI synthesizer (SoundFont player). | |
# See the [fluidsynth] section for detailed configuration. | |
# mt32: The built-in Roland MT-32 synthesizer. | |
# See the [mt32] section for detailed configuration. | |
# auto: Either one of the built-in MIDI synthesisers (if `midiconfig` is | |
# set to 'fluidsynth' or 'mt32'), or a MIDI device external to | |
# DOSBox (any other 'midiconfig' value). This might be a software | |
# synthesizer or physical device. This is the default behaviour. | |
# none: Disable MIDI output. | |
# Possible values: auto, oss, alsa, fluidsynth, mt32, none. | |
# midiconfig: Configuration options for the selected MIDI interface (unset by default). | |
# This is usually the ID or name of the MIDI synthesizer you want | |
# to use (find the ID/name with the DOS command 'MIXER /LISTMIDI'). | |
# Notes: | |
# - This option has no effect when using the built-in synthesizers | |
# ('mididevice = fluidsynth' or 'mididevice = mt32'). | |
# - When using ALSA, use the Linux command 'aconnect -l' to list all open | |
# MIDI ports and select one (e.g. 'midiconfig = 14:0' for sequencer | |
# client 14, port 0). | |
# - 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' (e.g. 'midiconfig = 2 delaysysex'). | |
# mpu401: MPU-401 mode to emulate ('intelligent' by default). | |
# Possible values: intelligent, uart, none. | |
# raw_midi_output: Enable raw, unaltered MIDI output (disabled by default). | |
# The MIDI drivers of many games don't fully conform to the MIDI standard, | |
# which makes editing the MIDI recordings of these games very error-prone and | |
# cumbersome in MIDI sequencers, often resulting in hanging or missing notes. | |
# DOSBox corrects the MIDI output of such games by default. This results in no | |
# audible difference whatsoever; it only affects the representation of the MIDI | |
# data. You should only enable 'raw_midi_output' if you really need to capture | |
# the raw, unaltered MIDI output of a program, e.g. when working with music | |
# applications, or when debugging MIDI issues. | |
mididevice = mt32 | |
midiconfig = | |
mpu401 = intelligent | |
raw_midi_output = false | |
[fluidsynth] | |
# soundfont: Path to a SoundFont file in .sf2 format ('default.sf2' by default). | |
# You can use an absolute or relative path, or the name of an .sf2 inside the | |
# 'soundfonts' directory within your DOSBox configuration directory. | |
# An optional percentage value after the name will scale the SoundFont's volume. | |
# This is useful for normalising the volume of different SoundFonts. | |
# E.g. 'my_soundfont.sf2 50' will attenuate the volume by 50%. | |
# The percentage value can range from 1 to 800. | |
# fsynth_chorus: Chorus effect: 'auto' (default), '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' (default), '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: The Roland MT-32/CM-32ML model to use. | |
# You must have the ROM files for the selected model available (see 'romdir'). | |
# The lookup order for models that don't specify a version in their name is | |
# performed in order as listed. | |
# auto: Pick the first available model (default). | |
# cm32l: Pick the first available CM-32L model. | |
# mt32_old: Pick the first available "old" MT-32 model (v1.0x). | |
# mt32_new: Pick the first available "new" MT-32 model (v2.0x). | |
# mt32: Pick the first available MT-32 model. | |
# <version>: Use the exact specified model version (e.g., 'mt32_204'). | |
# Possible values: auto, cm32l, cm32l_102, cm32l_100, cm32ln_100, mt32, mt32_old, mt32_107, mt32_106, mt32_105, mt32_104, mt32_bluer, mt32_new, mt32_207, mt32_206, mt32_204, mt32_203. | |
# romdir: The directory containing the Roland MT-32/CM-32ML ROMs. | |
# 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. | |
# Notes: | |
# - The file names of the ROM files do not matter; the ROMS are identified by | |
# their checksums. | |
# - Both interleaved and non-interlaved ROM files are supported. | |
# 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 = /usr/local/share/Roland-MT32-ROMs/ | |
mt32_filter = off | |
[sblaster] | |
# sbtype: Type of Sound Blaster to emulate ('sb16' by default). | |
# 'gb' is Game Blaster. | |
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none. | |
# sbbase: The IO address of the Sound Blaster (220 by default). | |
# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300. | |
# irq: The IRQ number of the Sound Blaster (7 by default). | |
# Possible values: 3, 5, 7, 9, 10, 11, 12. | |
# dma: The DMA channel of the Sound Blaster (1 by default). | |
# Possible values: 0, 1, 3, 5, 6, 7. | |
# hdma: The High DMA channel of the Sound Blaster 16 (5 by default). | |
# Possible values: 0, 1, 3, 5, 6, 7. | |
# sbmixer: Allow the Sound Blaster mixer to modify the DOSBox mixer (enabled by default). | |
# sbwarmup: Silence initial DMA audio after card power-on, in milliseconds | |
# (100 by default). 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 ('auto' by default). | |
# 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; disabled by default). | |
# 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 (disabled by default). | |
# The default settings of base address 240, IRQ 5, and DMA 3 have been chosen | |
# so the GUS can coexist with a Sound Blaster card. This works fine for the | |
# majority of programs, but some games and demos expect the GUS factory | |
# defaults of base address 220, IRQ 11, DMA 1. | |
# gusbase: The IO base address of the Gravis UltraSound (240 by default). | |
# Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300. | |
# gusirq: The IRQ number of the Gravis UltraSound (5 by default). | |
# Possible values: 3, 5, 7, 9, 10, 11, 12. | |
# gusdma: The DMA channel of the Gravis UltraSound (3 by default). | |
# Possible values: 0, 1, 3, 5, 6, 7. | |
# ultradir: Path to UltraSound directory ('C:\ULTRASND' by default). | |
# In this directory there should be a 'MIDI' directory that contains the patch | |
# files for GUS playback. | |
# 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 = true | |
gusbase = 240 | |
gusirq = 5 | |
gusdma = 3 | |
ultradir = C:\ULTRASND | |
gus_filter = off | |
[imfc] | |
# imfc: Enable the IBM Music Feature Card (disabled by default). | |
# imfc_base: The IO base address of the IBM Music Feature Card (2A20 by default). | |
# Possible values: 2a20, 2a30. | |
# imfc_irq: The IRQ number of the IBM Music Feature Card (3 by default). | |
# Possible values: 2, 3, 4, 5, 6, 7. | |
# imfc_filter: Filter for the IBM Music Feature Card output: | |
# on: Filter the output. | |
# off: Don't filter the output (default). | |
# <custom>: Custom filter definition; see 'sb_filter' for details. | |
imfc = false | |
imfc_base = 2a20 | |
imfc_irq = 3 | |
imfc_filter = on | |
[innovation] | |
# sidmodel: Model of chip to emulate in the Innovation SSI-2001 card: | |
# auto: Use 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: Disable the card (default). | |
# Possible values: auto, 6581, 8580, none. | |
# sidclock: The SID chip's clock frequency, which is jumperable on reproduction cards. | |
# default: 0.895 MHz, per the original SSI-2001 card (default). | |
# c64ntsc: 1.023 MHz, per NTSC Commodore PCs and the DuoSID. | |
# c64pal: 0.985 MHz, per PAL Commodore PCs and the DuoSID. | |
# hardsid: 1.000 MHz, available on the DuoSID. | |
# Possible values: default, c64ntsc, c64pal, hardsid. | |
# sidport: The IO port address of the Innovation SSI-2001 (280 by default). | |
# Possible values: 240, 260, 280, 2a0, 2c0. | |
# 6581filter: Adjusts the 6581's filtering strength as a percent from 0 to 100 | |
# (50 by default). The SID's analog filtering meant that each chip was | |
# physically unique. | |
# 8580filter: Adjusts the 8580's filtering strength as a percent from 0 to 100 | |
# (50 by default). | |
# 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: Set the Tandy/PCjr 3 Voice sound emulation: | |
# auto: Automatically enable Tandy/PCjr sound for the 'tandy' and 'pcjr' | |
# machine types only (default). | |
# on: Enable Tandy/PCjr sound with DAC support, when possible. | |
# Most games also need the machine set to 'tandy' or 'pcjr' to work. | |
# psg: Only enable the card's three-voice programmable sound generator | |
# without DAC to avoid conflicts with other cards using DMA 1. | |
# off: Disable Tandy/PCjr sound. | |
# Possible values: auto, on, psg, 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 (disabled by default). | |
# 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 | |
[reelmagic] | |
# reelmagic: ReelMagic (aka REALmagic) MPEG playback support: | |
# off: Disable support (default). | |
# cardonly: Initialize the card without loading the FMPDRV.EXE driver. | |
# on: Initialize the card and load the FMPDRV.EXE on start-up. | |
# reelmagic_key: Set the 32-bit magic key used to decode the game's videos: | |
# auto: Use the built-in routines to determine the key (default). | |
# common: Use the most commonly found key, which is 0x40044041. | |
# thehorde: Use The Horde's key, which is 0xC39D7088. | |
# <custom>: Set a custom key in hex format (e.g., 0x12345678). | |
# reelmagic_fcode: Override the frame rate code used during video playback: | |
# 0: No override: attempt automatic rate discovery (default). | |
# 1 to 7: Override the frame rate to one the following (use 1 through 7): | |
# 1=23.976, 2=24, 3=25, 4=29.97, 5=30, 6=50, or 7=59.94 FPS. | |
reelmagic = off | |
reelmagic_key = auto | |
reelmagic_fcode = 0 | |
[joystick] | |
# joysticktype: Type of joystick to emulate: | |
# auto: Detect and use any joystick(s), if possible (default). | |
# 2axis: Support up to two joysticks, each with 2 axis | |
# 4axis: Support the first joystick only, as a 4-axis type. | |
# 4axis_2: Support the second joystick only, as a 4-axis type. | |
# fcs: Emulate joystick as an original Thrustmaster FCS. | |
# ch: Emulate joystick as an original CH Flightstick. | |
# 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 (disabled by default). | |
# Experiment with this option, if your joystick drifts away. | |
# autofire: Fire continuously as long as the button is pressed | |
# (disabled by default). | |
# swap34: Swap the 3rd and the 4th axis (disabled by default). | |
# Can be useful for certain joysticks. | |
# buttonwrap: Enable button wrapping at the number of emulated buttons (disabled by default). | |
# circularinput: Enable translation of circular input to square output (disabled by default). | |
# Try enabling this if your left analog stick can only move in a circle. | |
# deadzone: Percentage of motion to ignore (10 by default). | |
# 100 turns the stick into a digital one. | |
# use_joy_calibration_hotkeys: Enable hotkeys to allow realtime calibration of the joystick's X and Y axes | |
# (disabled by default). Only consider this if in-game calibration fails and | |
# other settings have been tried. | |
# - Ctrl/Cmd+Arrow-keys adjust 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 adjust 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 disabled, and | |
# populate the reported calibration parameters. | |
# joy_x_calibration: Apply X-axis calibration parameters from the hotkeys ('auto' by default). | |
# joy_y_calibration: Apply Y-axis calibration parameters from the hotkeys ('auto' by default). | |
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 ('dummy' by default). | |
# Additional parameters must be on the same line in the form of | |
# parameter:value. Parameter for all types is irq (optional). | |
# - for 'mouse': model, overrides setting from [mouse] section | |
# - for 'direct': realport (required), rxdelay (optional). | |
# (realport:COM1 realport:ttyS0). | |
# - for 'modem': listenport, sock, bps (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 | |
# ('phonebook.txt' by default). | |
serial1 = dummy | |
serial2 = dummy | |
serial3 = disabled | |
serial4 = disabled | |
phonebookfile = phonebook.txt | |
[dos] | |
# xms: Enable XMS support (enabled by default). | |
# ems: Enable EMS support (enabled by default). Enabled provides the best | |
# compatibility but certain applications may run better with other choices, | |
# or require EMS support to be disabled to work at all. | |
# Possible values: true, emsboard, emm386, false. | |
# umb: Enable UMB support (enabled by default). | |
# ver: Set DOS version (5.0 by default). Specify in 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 (0 by default). | |
# This affects 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. | |
# keyboardlayout: Language code of the keyboard layout, or 'auto' ('auto' by default). | |
# expand_shell_variable: Enable expanding environment variables such as %PATH% in the DOS command shell | |
# (auto by default, enabled if DOS version >= 7.0). | |
# FreeDOS and MS-DOS 7/8 COMMAND.COM supports this behavior. | |
# Possible values: auto, true, false. | |
# shell_history_file: File containing persistent command line history ('shell_history.txt' | |
# by default). | |
# setver_table_file: File containing the list of applications and assigned DOS versions, in a | |
# tab-separated format, used by SETVER.EXE as a persistent storage | |
# (empty by default). | |
xms = true | |
ems = true | |
umb = true | |
ver = 5.0 | |
country = 0 | |
keyboardlayout = auto | |
expand_shell_variable = auto | |
shell_history_file = shell_history.txt | |
setver_table_file = | |
[ipx] | |
# ipx: Enable IPX over UDP/IP emulation (enabled by default). | |
ipx = false | |
[ethernet] | |
# ne2000: Enable emulation of a Novell NE2000 network card on a software-based | |
# network (using libslirp) with properties as follows (enabled by default): | |
# - 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: Base address of the NE2000 card (300 by default). | |
# 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. | |
# nicirq: The interrupt used by the NE2000 card (3 by default). | |
# 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 ('AC:DE:48:88:99:AA' by default). | |
# tcp_port_forwards: Forward one or more TCP ports from the host into the DOS guest | |
# (unset by default). | |
# 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: Forward one or more UDP ports from the host into the DOS guest | |
# (unset by default). 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. | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment