1115 lines
75 KiB
Text
1115 lines
75 KiB
Text
# This is the configuration file for dosbox-staging (0.81.1).
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# Lines starting with a '#' character are comments.
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[sdl]
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# fullscreen: Start directly in fullscreen (disabled by default).
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# Run INTRO and see Special Keys for window control hotkeys.
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# display: Number of display to use; values depend on OS and user settings (0 by default).
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# fullresolution: What resolution to use for fullscreen: 'original', 'desktop'
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# or a fixed size, e.g. 1024x768 ('desktop' by default).
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# windowresolution: Set intial window size for windowed mode. You can still resize the window
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# after startup.
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# default: Select the best option based on your environment and other
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# settings (such as whether aspect ratio correction is enabled).
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# small, medium, large (s, m, l):
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# Size the window relative to the desktop.
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# WxH: Specify window size in WxH format in logical units
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# (e.g., 1024x768).
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# window_position: Set initial window position for windowed mode:
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# auto: Let the window manager decide the position (default).
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# X,Y: Set window position in X,Y format (e.g., 250,100).
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# 0,0 is the top-left corner of the screen.
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# window_decorations: Enable window decorations in windowed mode (enabled by default).
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# transparency: Set the transparency of the DOSBox Staging screen (0 by default).
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# From 0 (no transparency) to 90 (high transparency).
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# host_rate: Set the host's refresh rate:
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# auto: Use SDI rates, or VRR rates when in fullscreen on a high-refresh
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# rate display (default).
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# sdi: Use serial device interface (SDI) rates, without further
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# adjustment.
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# vrr: Deduct 3 Hz from the reported rate (best practice for VRR
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# displays).
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# N: Specify custom refresh rate in Hz (decimal values are allowed;
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# 23.000 is the allowed minimum).
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# vsync: Set the host video driver's vertical synchronization (vsync) mode:
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# auto: Limit vsync to beneficial cases, such as when using an
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# interpolating VRR display in fullscreen (default).
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# on: Enable vsync. This can prevent tearing in some games but will
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# impact performance or drop frames when the DOS rate exceeds the
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# host rate (e.g. 70 Hz DOS rate vs 60 Hz host rate).
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# adaptive: Enables vsync when the frame rate is higher than the host rate,
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# but disables it when the frame rate drops below the host rate.
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# This is a reasonable alternative on macOS instead of 'on'.
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# Note: only valid in OpenGL output modes; otherwise treated as
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# 'on'.
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# off: Attempt to disable vsync to allow quicker frame presentation at
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# the risk of tearing in some games.
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# yield: Let the host's video driver control video synchronization.
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# Possible values: auto, on, adaptive, off, yield.
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# vsync_skip: Number of microseconds to allow rendering to block before skipping the
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# next frame. For example, a value of 7000 is roughly half the frame time
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# at 70 Hz. 0 disables this and will always render (default).
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# presentation_mode: Select the frame presentation mode:
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# auto: Intelligently time and drop frames to prevent emulation stalls,
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# based on host and DOS frame rates (default).
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# cfr: Always present DOS frames at a constant frame rate.
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# vfr: Always present changed DOS frames at a variable frame rate.
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# Possible values: auto, cfr, vfr.
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# output: Video system to use for output ('opengl' by default).
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# 'texture' and 'opengl' use bilinear interpolation, 'texturenb' and
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# 'openglnb' use nearest-neighbour (no-bilinear). Some shaders require
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# bilinear interpolation, making that the safest choice.
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# Possible values: texture, texturenb, opengl, openglnb.
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# Deprecated values: openglpp, surface, texturepp.
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# texture_renderer: Render driver to use in 'texture' output mode ('auto' by default).
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# Use 'texture_renderer = auto' for an automatic choice.
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# Possible values: auto, opengl, opengles2, software.
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# waitonerror: Keep the console open if an error has occurred (enabled by default).
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# priority: Priority levels to apply when active and inactive, respectively.
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# ('auto auto' by default)
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# 'auto' lets the host operating system manage the priority.
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# Possible values: auto, lowest, lower, normal, higher, highest.
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# mute_when_inactive: Mute the sound when the window is inactive (disabled by default).
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# pause_when_inactive: Pause emulation when the window is inactive (disabled by default).
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# mapperfile: Path to the mapper file ('mapper-sdl2-XYZ.map' by default, where XYZ is the
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# current version). Pre-configured maps are bundled in 'resources/mapperfiles'.
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# These can be loaded by name, e.g., with 'mapperfile = xbox/xenon2.map'.
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# Note: The '--resetmapper' command line option only deletes the default mapper
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# file.
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# screensaver: Use 'allow' or 'block' to override the SDL_VIDEO_ALLOW_SCREENSAVER environment
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# variable which usually blocks the OS screensaver while the emulator is
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# running ('auto' by default).
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# Possible values: auto, allow, block.
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fullscreen = false
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display = 0
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fullresolution = 320x200
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windowresolution = 320x200
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window_position = auto
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window_decorations = true
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transparency = 20
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host_rate = auto
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vsync = auto
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vsync_skip = 0
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presentation_mode = auto
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output = opengl
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texture_renderer = auto
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waitonerror = true
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priority = auto auto
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mute_when_inactive = false
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pause_when_inactive = false
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mapperfile = mapper-sdl2-0.81.1.map
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screensaver = auto
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[dosbox]
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# language: Select a language to use: 'br', 'de', 'en', 'es', 'fr', 'it', 'nl', 'pl',
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# or 'ru' (unset by default; this defaults to English).
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# Notes:
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# - This setting will override the 'LANG' environment variable, if set.
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# - The bundled 'resources/translations' directory with the executable holds
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# these files. Please keep it along-side the executable to support this
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# feature.
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# machine: Set the video adapter or machine to emulate:
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# hercules: Hercules Graphics Card (HGC) (see 'monochrome_palette').
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# cga_mono: CGA adapter connected to a monochrome monitor (see
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# 'monochrome_palette').
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# cga: IBM Color Graphics Adapter (CGA). Also enables composite
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# video emulation (see [composite] section).
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# pcjr: An IBM PCjr machine. Also enables PCjr sound and composite
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# video emulation (see [composite] section).
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# tandy: A Tandy 1000 machine with TGA graphics. Also enables Tandy
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# sound and composite video emulation (see [composite]
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# section).
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# ega: IBM Enhanced Graphics Adapter (EGA).
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# svga_paradise: Paradise PVGA1A SVGA card (no VESA VBE; 512K vmem by default,
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# can be set to 256K or 1MB with 'vmemsize'). This is the
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# closest to IBM's original VGA adapter.
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# svga_et3000: Tseng Labs ET3000 SVGA card (no VESA VBE; fixed 512K vmem).
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# svga_et4000: Tseng Labs ET4000 SVGA card (no VESA VBE; 1MB vmem by
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# default, can be set to 256K or 512K with 'vmemsize').
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# svga_s3: S3 Trio64 (VESA VBE 2.0; 4MB vmem by default, can be set to
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# 512K, 1MB, 2MB, or 8MB with 'vmemsize') (default)
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# vesa_oldvbe: Same as 'svga_s3' but limited to VESA VBE 1.2.
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# vesa_nolfb: Same as 'svga_s3' (VESA VBE 2.0), plus the "no linear
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# framebuffer" hack (needed only by a few games).
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# Possible values: hercules, cga_mono, cga, pcjr, tandy, ega, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
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# Deprecated values: vgaonly.
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# memsize: Amount of memory of the emulated machine has in MB (16 by default).
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# Best leave at the default setting to avoid problems with some games,
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# though a 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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# mcb_fault_strategy: How software-corrupted memory chain blocks should be handled:
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# repair: Repair (and report) faults using adjacent blocks (default).
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# report: Report faults but otherwise proceed as-is.
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# allow: Allow faults to go unreported (hardware behavior).
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# deny: Quit (and report) when faults are detected.
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# Possible values: repair, report, allow, deny.
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# vmemsize: Video memory in MB (1-8) or KB (256 to 8192). 'auto' uses the default for
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# the selected video adapter ('auto' by default). See the 'machine' setting for
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# the list of valid options per adapter.
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# Possible values: auto, 1, 2, 4, 8, 256, 512, 1024, 2048, 4096, 8192.
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# vmem_delay: Set video memory access delay emulation ('off' by default).
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# off: Disable video memory access delay emulation (default).
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# This is preferable for most games to avoid slowdowns.
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# on: Enable video memory access delay emulation (3000 ns).
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# This can help reduce or eliminate flicker in Hercules,
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# CGA, EGA, and early VGA games.
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# <value>: Set access delay in nanoseconds. Valid range is 0 to 20000 ns;
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# 500 to 5000 ns is the most useful range.
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# Note: Only set this on a per-game basis when necessary as it slows down
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# the whole emulator.
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# dos_rate: Customize the emulated video mode's frame rate.
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# default: The DOS video mode determines the rate (default).
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# host: Match the DOS rate to the host rate (see 'host_rate' setting).
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# <value>: Sets the rate to an exact value in between 24.000 and 1000.000 Hz.
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# Note: We recommend the 'default' rate, otherwise test and set on a per-game
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# basis.
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# vesa_modes: Controls the selection of VESA 1.2 and 2.0 modes offered:
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# compatible: A tailored selection that maximizes game compatibility.
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# This is recommended along with 4 or 8 MB of video memory
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# (default).
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# halfline: Supports the low-resolution halfline VESA 2.0 mode used by
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# Extreme Assault. Use only if needed, as it's not S3 compatible.
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# all: All modes for a given video memory size, however some games may
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# not use them properly (flickering) or may need more system
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# memory to use them.
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# Possible values: compatible, all, halfline.
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# vga_8dot_font: Use 8-pixel-wide fonts on VGA adapters (disabled by default).
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# vga_render_per_scanline: Emulate accurate per-scanline VGA rendering (enabled by default).
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# Currently, you need to disable this for a few games, otherwise they will crash
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# at startup (e.g., Deus, Ishar 3, Robinson's Requiem, Time Warriors).
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# speed_mods: Permit changes known to improve performance (enabled by default).
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# Currently, no games are known to be negatively affected by this.
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# Please file a bug with the project if you find a game that fails
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# when this is enabled so we will list them here.
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# autoexec_section: How autoexec sections are handled from multiple config files:
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# join: Combine them into one big section (legacy behavior; default).
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# overwrite: Use the last one encountered, like other config settings.
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# Possible values: join, overwrite.
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# automount: Mount 'drives/[c]' directories as drives on startup, where [c] is a lower-case
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# drive letter from 'a' to 'y' (enabled by default). The 'drives' folder can be
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# provided relative to the current directory or via built-in resources.
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# Mount settings can be optionally provided using a [c].conf file along-side
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# the drive's directory, with content as follows:
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# [drive]
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# type = dir, overlay, floppy, or cdrom
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# label = custom_label
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# path = path-specification, ie: path = %%path%%;c:\tools
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# override_drive = mount the directory to this drive instead (default empty)
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# verbose = true or false
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# startup_verbosity: Controls verbosity prior to displaying the program ('auto' by default):
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# Verbosity | Welcome | Early stdout
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# high | yes | yes
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# low | no | yes
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# quiet | no | no
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# auto | 'low' if exec or dir is passed, otherwise 'high'
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# Possible values: auto, high, low, quiet.
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# allow_write_protected_files: Many games open all their files with writable permissions; even files that they
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# never modify. This setting lets you write-protect those files while still
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# allowing the game to read them (enabled by default). A second use-case: if
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# you're using a copy-on-write or network-based filesystem, this setting avoids
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# triggering write operations for these write-protected files.
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# shell_config_shortcuts: Allow shortcuts for simpler configuration management (enabled by default).
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# E.g., instead of 'config -set sbtype sb16', it is enough to execute
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# 'sbtype sb16', and instead of 'config -get sbtype', you can just execute
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# the 'sbtype' command.
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language =
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#machine = svga_s3
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machine = svga_paradise
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memsize = 32
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mcb_fault_strategy = repair
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vmemsize = auto
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vmem_delay = off
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dos_rate = default
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vesa_modes = compatible
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vga_8dot_font = false
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vga_render_per_scanline = true
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speed_mods = true
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autoexec_section = join
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automount = true
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startup_verbosity = auto
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allow_write_protected_files = true
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shell_config_shortcuts = true
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[render]
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# aspect: Set the aspect ratio correction mode (enabled by default):
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# auto, on: Apply aspect ratio correction for modern square-pixel
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# flat-screen displays, so DOS video modes with non-square
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# pixels appear as they would on a 4:3 display aspect
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# ratio CRT monitor the majority of DOS games were
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# designed for. This setting only affects video modes that
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# use non-square pixels, such as 320x200 or 640x400;.
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# square-pixelmodes (e.g., 320x240, 640x480, and 800x600),
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# are displayed as-is.
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# square-pixels, off: Don't apply aspect ratio correction; all DOS video modes
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# are displayed with square pixels. Most 320x200 games
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# will appear squashed, but a minority of titles (e.g.,
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# DOS ports of PAL Amiga games) need square pixels to
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# appear as the artists intended.
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# stretch: Calculate the aspect ratio from the viewport's
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# dimensions. Combined with 'viewport', this mode is
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# useful to force arbitrary aspect ratios (e.g.,
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# stretching DOS games to fullscreen on 16:9 displays) and
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# to emulate the horizontal and vertical stretch controls
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# of CRT monitors.
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# Possible values: auto, on, square-pixels, off, stretch.
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# integer_scaling: Constrain the horizontal or vertical scaling factor to the largest integer
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# value so the image still fits into the viewport. The configured aspect ratio is
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# always maintained according to the 'aspect' and 'viewport' settings, which may
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# result in a non-integer scaling factor in the other dimension. If the image is
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# larger than the viewport, the integer scaling constraint is auto-disabled (same
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# as 'off'). Possible values:
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# auto: 'vertical' mode auto-enabled for adaptive CRT shaders only
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# (see 'glshader'), otherwise 'off' (default).
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# vertical: Constrain the vertical scaling factor to integer values.
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# This is the recommended setting for CRT shaders to avoid uneven
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# scanlines and interference artifacts.
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# horizontal: Constrain the horizontal scaling factor to integer values.
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# off: No integer scaling constraint is applied; the image fills the
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# viewport while maintaining the configured aspect ratio.
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# Possible values: auto, vertical, horizontal, off.
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# viewport: Set the viewport size (maximum drawable area). The video output is always
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# contained within the viewport while taking the configured aspect ratio into
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# account (see 'aspect'). Possible values:
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# fit: Fit the viewport into the available window/screen (default).
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# There might be padding (black areas) around the image with
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# 'integer_scaling' enabled.
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# WxH: Set a fixed viewport size in WxH format in logical units
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# (e.g., 960x720). The specified size must not be larger than
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# the desktop. If it's larger than the window size, it's
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# scaled to fit within the window.
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# N%: Similar to 'WxH' but the size is specified as a percentage
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# of the desktop size.
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# relative H% V%: The viewport is set to a 4:3 aspect ratio rectangle fit into
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# the available window/screen, then it's scaled by the H and V
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# horizontal and vertical scaling factors (valid range is from
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# 20% to 300%). The resulting viewport is allowed to extend
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# beyond the window/screen. Useful to force arbitrary display
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# aspect ratios with 'aspect = stretch' and to zoom into the
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# image. This effectively emulates the horizontal and vertical
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# stretch controls of CRT monitors.
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# Notes:
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# - Using 'relative' mode with 'integer_scaling' enabled could lead to
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# surprising (but correct) results.
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# - You can use the 'Stretch Axis', 'Inc Stretch', and 'Dec Stretch' hotkey
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# actions to set the stretch in 'relative' mode in real-time.
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# monochrome_palette: Set the palette for monochrome display emulation ('amber' by default).
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# Works only with the 'hercules' and 'cga_mono' machine types.
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# Note: You can also cycle through the available palettes via hotkeys.
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# Possible values: amber, green, white, paperwhite.
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# cga_colors: Set the interpretation of CGA RGBI colours. Affects all machine types capable
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# of displaying CGA or better graphics. Built-in presets:
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# default: The canonical CGA palette, as emulated by VGA adapters
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# (default).
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# tandy <bl>: Emulation of an idealised Tandy monitor with adjustable brown
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# level. The brown level can be provided as an optional second
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# parameter (0 - red, 50 - brown, 100 - dark yellow;
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# defaults to 50). E.g. tandy 100
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# tandy-warm: Emulation of the actual colour output of an unknown Tandy
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# monitor.
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# ibm5153 <c>: Emulation of the actual colour output of an IBM 5153 monitor
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# with a unique contrast control that dims non-bright colours
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# only. The contrast can be optionally provided as a second
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# parameter (0 to 100; defaults to 100), e.g. ibm5153 60
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# agi-amiga-v1, agi-amiga-v2, agi-amiga-v3:
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# Palettes used by the Amiga ports of Sierra AGI games.
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# agi-amigaish: A mix of EGA and Amiga colours used by the Sarien
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# AGI-interpreter.
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# scumm-amiga: Palette used by the Amiga ports of LucasArts EGA games.
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# colodore: Commodore 64 inspired colours based on the Colodore palette.
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# colodore-sat: Colodore palette with 20% more saturation.
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# dga16: A modern take on the canonical CGA palette with dialed back
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# contrast.
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# You can also set custom colours by specifying 16 space or comma separated
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# colour values, either as 3 or 6-digit hex codes (e.g. #f00 or #ff0000 for full
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# red), or decimal RGB triplets (e.g. (255, 0, 255) for magenta). The 16 colours
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# are ordered as follows:
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# black, blue, green, cyan, red, magenta, brown, light-grey, dark-grey,
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# light-blue, light-green, light-cyan, light-red, light-magenta, yellow, white.
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# Their default values, shown here in 6-digit hex code format, are:
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# #000000 #0000aa #00aa00 #00aaaa #aa0000 #aa00aa #aa5500 #aaaaaa
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# #555555 #5555ff #55ff55 #55ffff #ff5555 #ff55ff #ffff55 #ffffff
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# glshader: Set an adaptive CRT monitor emulation shader or a regular GLSL shader in OpenGL
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# output modes. Adaptive CRT shader options:
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# crt-auto: A CRT shader that prioritises developer intent and
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# how people experienced the game at the time of
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# release (default). The appropriate shader variant is
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# automatically selected based the graphics standard of
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# the current video mode and the viewport size,
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# irrespective of the 'machine' setting. This means
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# that even on an emulated VGA card you'll get
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# authentic single-scanned EGA monitor emulation with
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# visible "thick scanlines" in EGA games.
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# crt-auto-machine: Similar to 'crt-auto', but this picks a fixed CRT
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# monitor appropriate for the video adapter configured
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# via the 'machine' setting. E.g., CGA and EGA games
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# will appear double-scanned on an emulated VGA
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# adapter.
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# crt-auto-arcade: Emulation of an arcade or home computer monitor less
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# sharp than a typical PC monitor with thick scanlines
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# in low-resolution modes. This fantasy option does not
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# exist in real life, but it can be a lot of fun,
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# especially with DOS ports of Amiga games.
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# crt-auto-arcade-sharp: A sharper variant of the arcade shader for those who
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# like the thick scanlines but want to retain the
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# horizontal sharpness of a typical PC monitor.
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# Other options include 'sharp', 'none', a shader listed using the
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# '--list-glshaders' command-line argument, or an absolute or relative path
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# to a file. In all cases, you may omit the shader's '.glsl' file extension.
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aspect = auto
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integer_scaling = auto
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viewport = fit
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monochrome_palette = amber
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cga_colors = default
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glshader = crt-auto
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[composite]
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# composite: Enable composite mode on start (only for 'cga', 'pcjr', and 'tandy' machine
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# types; 'auto' by default). 'auto' lets the program decide.
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# Note: Fine-tune the settings below (i.e., 'hue') using the composite hotkeys,
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# then copy the new settings from the logs into your config.
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|
# 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: Hue of the RGB palette (0 by default).
|
|
# For example, adjust until the sky is blue.
|
|
# saturation: Intensity of colors, from washed out to vivid (100 by default).
|
|
# contrast: Ratio between the dark and light area (100 by default).
|
|
# brightness: Luminosity of the image, from dark to light (0 by default).
|
|
# convergence: Convergence of subpixel elements, from blurry to sharp (0 by default).
|
|
|
|
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 with the increase cycles hotkey (10 by default).
|
|
# Setting it lower than 100 will be a percentage.
|
|
# cycledown: Number of cycles subtracted with the decrease cycles hotkey (20 by default).
|
|
# Setting it lower than 100 will be a percentage.
|
|
|
|
core = auto
|
|
cputype = auto
|
|
cycles = max
|
|
cycleup = 10
|
|
cycledown = 20
|
|
|
|
[voodoo]
|
|
# voodoo: Enable 3dfx Voodoo emulation (enabled by default).
|
|
# voodoo_memsize: Set the amount of video memory for 3dfx Voodoo graphics, either 4 or 12 MB.
|
|
# The memory is used by the Frame Buffer Interface (FBI) and Texture Mapping Unit
|
|
# (TMU) as follows:
|
|
# 4: 2 MB for the FBI and one TMU with 2 MB (default).
|
|
# 12: 4 MB for the FBI and two TMUs, each with 4 MB.
|
|
# Possible values: 4, 12.
|
|
# voodoo_multithreading: Use threads to improve 3dfx Voodoo performance (enabled by default).
|
|
# voodoo_bilinear_filtering: Use bilinear filtering to emulate the 3dfx Voodoo's texture smoothing effect
|
|
# (disabled by default). Only suggested if you have a fast desktop-class CPU, as
|
|
# it can impact frame rates on slower systems.
|
|
|
|
voodoo = true
|
|
voodoo_memsize = 4
|
|
voodoo_multithreading = true
|
|
voodoo_bilinear_filtering = false
|
|
|
|
[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: Release the captured mouse by middle-clicking, and also capture it in
|
|
# seamless mode (enabled by default).
|
|
# mouse_multi_display_aware: Allow seamless mouse behavior and mouse pointer release to work in fullscreen
|
|
# mode on 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: Global mouse sensitivity for the horizontal and vertical axes, as a percentage
|
|
# (100 by default). Values can be separated by spaces, commas, or semicolons
|
|
# (i.e. 100,150). Negative values invert the axis, zero disables it.
|
|
# Providing only one value sets sensitivity for both axes.
|
|
# Sensitivity can be further fine-tuned per mouse interface using the internal
|
|
# MOUSECTL.COM tool available on the Z drive.
|
|
# 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 windowed 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 (default).
|
|
# none: no PS/2 mouse emulated.
|
|
# 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.
|
|
# vmware_mouse: VMware mouse interface (enabled by default).
|
|
# Fully compatible only with experimental 3rd party Windows 3.1x driver.
|
|
# Note: Requires PS/2 mouse to be enabled.
|
|
# virtualbox_mouse: VirtualBox mouse interface (enabled by default).
|
|
# Fully compatible only with 3rd party Windows 3.1x driver.
|
|
# Note: Requires PS/2 mouse to be enabled.
|
|
|
|
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
|
|
vmware_mouse = true
|
|
virtualbox_mouse = true
|
|
|
|
[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.
|
|
# 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, 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 = auto
|
|
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
|
|
|
|
[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.
|
|
# opl_fadeout: Fade out the OPL synth output after the last IO port write:
|
|
# off: Don't fade out; residual output will play forever (default).
|
|
# on: Wait 0.5s before fading out over a 0.5s period.
|
|
# <custom>: A custom fade-out definition in the following format:
|
|
# WAIT FADE
|
|
# Where WAIT is how long after the last IO port write fading begins,
|
|
# ranging between 100 and 5000 milliseconds; and FADE is the
|
|
# fade-out period, ranging between 10 and 3000 milliseconds.
|
|
# Examples:
|
|
# 300 200 (Wait 300ms before fading out over a 200ms period)
|
|
# 1000 3000 (Wait 1s before fading out over a 3s period)
|
|
# 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
|
|
opl_fadeout = off
|
|
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, and 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 = false
|
|
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 (default).
|
|
# off: Don't filter the output.
|
|
# <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 percentage 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 percentage 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_fadeout: Fade out the Tandy synth output after the last IO port write:
|
|
# off: Don't fade out; residual output will play forever (default).
|
|
# on: Wait 0.5s before fading out over a 0.5s period.
|
|
# <custom>: Custom fade out definition; see 'opl_fadeout' for details.
|
|
# 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_fadeout = off
|
|
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 startup.
|
|
# 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).
|
|
# Joystick emulation is disabled if no joystick is found.
|
|
# 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 (enabled 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 the COM1 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. The optional 'irq' parameter is common for all types.
|
|
# - for 'mouse': model (overrides the setting from the [mouse] section)
|
|
# - for 'direct': realport (required), rxdelay (optional).
|
|
# (e.g., realport:COM1, realport:ttyS0).
|
|
# - for 'modem': listenport, sock, bps (all optional).
|
|
# - for 'nullmodem': server, rxdelay, txdelay, telnet, usedtr,
|
|
# transparent, port, inhsocket, sock (all optional).
|
|
# The 'sock' parameter specifies the protocol to use at both sides of the
|
|
# connection. Valid values are 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' ('dummy' by default).
|
|
# Possible values: dummy, disabled, mouse, modem, nullmodem, direct.
|
|
# serial3: See 'serial1' ('disabled' by default).
|
|
# Possible values: dummy, disabled, mouse, modem, nullmodem, direct.
|
|
# serial4: See 'serial1' ('disabled' by default).
|
|
# 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.
|
|
# locale_period: Set locale epoch ('modern' by default). Historic settings (if available
|
|
# for the given country) try to mimic old DOS behaviour when displaying
|
|
# information such as dates, time, or numbers, modern ones follow current day
|
|
# practices for user experience more consistent with typical host systems.
|
|
# Possible values: historic, modern.
|
|
# country: Set DOS country code ('auto' by default).
|
|
# This affects country-specific information such as date, time, and decimal
|
|
# formats. The list of supported country codes can be displayed using
|
|
# '--list-countries' command-line argument. If set to 'auto', the country code
|
|
# corresponding to the selected keyboard layout will be used.
|
|
# keyboardlayout: Keyboard layout code ('auto' by default), i.e. 'us' for US English layout.
|
|
# Other possible values are the same as accepted by FreeDOS.
|
|
# 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). Setting it to empty disables persistent shell history.
|
|
# 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).
|
|
# pcjr_memory_config: PCjr memory layout ('expanded' by default).
|
|
# expanded: 640 KB total memory with applications residing above 128 KB.
|
|
# Compatible with most games.
|
|
# standard: 128 KB total memory with applications residing below 96 KB.
|
|
# Required for some older games (e.g., Jumpman, Troll).
|
|
# Possible values: expanded, standard.
|
|
|
|
xms = true
|
|
ems = true
|
|
umb = true
|
|
ver = 5.0
|
|
locale_period = modern
|
|
country = auto
|
|
keyboardlayout = auto
|
|
expand_shell_variable = auto
|
|
shell_history_file = shell_history.txt
|
|
setver_table_file =
|
|
pcjr_memory_config = expanded
|
|
|
|
[ipx]
|
|
# ipx: Enable IPX over UDP/IP emulation (disabled 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.
|
|
|
|
|