# This is the configuration file for DOSBox SVN. Lines starting with a # are comment lines and # are ignored by DOSBox. They are used to (briefly) document the effect of each option. [sdl] # fullscreen: ================================================================================================ # Start dosbox directly in fullscreen. (Press ALT-Enter to go back) # fullscreenmode: ================================================================================================ # Which Mode do you using with ALT-Enter for FullScreen. # Standard: Normal Fullscreen # Exklusiv: Desktop Fullscreen # display: ================================================================================================ # For Multi Monitor Systems. Set The Display Number. # vsync: ================================================================================================ # Sync to Vblank IF supported by the output device and renderer (if relevant). It can reduce # screen flickering, but it can also result in a slow DOSBox. # fullresolution: ================================================================================================ # What resolution to use for fullscreen: original, desktop or a fixed size (e.g. 1024x768). # Using your monitor's native resolution with aspect=true might give the best results. If you end # up with small window on a large screen, try an output different from surface. # windowresolution: ================================================================================================ # Scale the window to this size IF the output device supports hardware scaling. # (output=surface does not!) # windowborderless: ================================================================================================ # Remove the border in Window mode # output: ================================================================================================ # What video system to use for output. # Info DOSBox SDL1 - DOSBox SDL2 # Surface is now Surface # OpenGL is now Texture # OpenGLNB is now TextureNB # NB means No Bilinear Filtering. Dont't use OpenGL/NB with Voodoo. OpenGL and OpenGLNB can now # take advantage of external shaders. # Possible values: surface, texture, texturenb, texturebest, opengl, openglnb. # gl.shpath: ================================================================================================ # Set Shader Path # gl.shader: ================================================================================================ # What set of GLSL shaders to use with an OpenGL output. Keep empty if this is not desired. Note # that in case it is used, the respective shader files must be found in the "shaders" subdirectory # relatively to where the default DOSBox configuration file is stored or change the path in # "gl.shpath" For shader file naming convention, suppose that you have a pair of shader files ready: # mysample.vert and mysample.frag. Then shader=mysample should be set. # texture.renderer: ================================================================================================ # Choose a renderer driver if output=texture or output=texturenb. Use output=auto for an automatic # choice. # Possible values: auto, direct3d, direct3d11, opengl, opengles, opengles2, software, vulkan. # UseAspectHeight: ================================================================================================ # This will set the Screen height in combination with Aspect Ratio. Example: if you set 1280x1024, # this will shrink do the Aspect Scale 1280x960. If this set to false, Aspect Ratio has no Effect # to the Screen. I use most 1280x1024 and i dont like the Screen shrink # autolock: ================================================================================================ # Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock) # mmbutton: ================================================================================================ # If true, Release/Lock with Middle Mouse Button if you click on the screen. # sensitivity: ================================================================================================ # Mouse sensitivity. The optional second parameter specifies vertical sensitivity (e.g. 100,-50). # mousedelay: ================================================================================================ # Mouse Delay. Set Internal Pic Delay Parameter. in Emulated Windows 9x it need to configure 30.0 or # or higher. If you hear Crackling Sounds at mousemoves set this value higher. Default 5.0 # DisableSystemKeys: ================================================================================================ # Lock System Keys in Windows 95/98 Mode (ALT-Tab, ALT-Esc, CTRL-Esc, Win-Keys) if Mouse is Captured. # waitonerror: ================================================================================================ # Wait before closing the console if dosbox has an error. # priority: ================================================================================================ # Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/ # minimized. pause is only valid for the second entry. # Possible values: lowest, lower, normal, higher, highest, realtime, pause. # mapperfile: ================================================================================================ # File used to load/save the key/event mappings from. Resetmapper only works with the default value. # Dosbox Shutdown Key: ================================================================================================ # Change the DOSBox Shutdown Key: # 0: CTRL-F9 (default) # 1: CTRL+ALT+(Keypad *) # 2: CTRL+ALT+(Keypad -) # 3: CTRL+ALT+(Keypad +) # 4: CTRL+ALT+(Keypad /) # If you saved the mapper file and you change then Quit Key in the Config. The Old Values are in # mapper file. # VoodooUseOwnWindowRes: ================================================================================================ # Voodoo use the same Window Resolution how Dosbox 'windowresolution'. If set to true you can change # in the section 'pci' a other Resolution # VoodooUseOwnFullScRes: ================================================================================================ # Voodoo use the same Full Resolution how Dosbox 'fullresolution'. If set to true you can change # in the section 'pci' a other Resolution # VoodooDesktopFullScrn: ================================================================================================ # Voodoo Fullscreen Only. If true - The 3DFX Voodoo Screen use the Fullscreen Desktop Mode. # if false - The 3DFX Voodoo Screen use the normal Fullscreen. # WindowsTaskbarAdjust: ================================================================================================ # Window Only: Fine Adjust the height of the centered window. Use this if your Centered Window # under and behind the Windows Taskbar is. # DisableIntroStartup: ================================================================================================ # This disabled the Intro Startup fullscreen =true fullscreenmode = exklusiv display = 0 vsync =false fullresolution = desktop windowresolution = 1280x960 windowborderless = false output =Opengl gl.shpath =D:\hyperspin\Emulators\D-Fend Reloaded\DosBox [optionals]\DATA\SHADERS gl.shader =none texture.renderer =auto UseAspectHeight = true autolock = true mmbutton = true sensitivity =100 mousedelay = 5.00 DisableSystemKeys = false waitonerror = true priority = higher,normal mapperfile = \KeyMap.map Dosbox Shutdown Key = 0 VoodooUseOwnWindowRes = false VoodooUseOwnFullScRes = true VoodooDesktopFullScrn = true WindowsTaskbarAdjust = -5 DisableIntroStartup = false [dosbox] # language: ================================================================================================ # Select another language file. # machine: ================================================================================================ # The type of machine DOSBox tries to emulate. # Possible values: hercules, amstrad, tandy, pcjr, cga, cga_mono, ega, vga, vgaonly, svga, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe, vesa_no24bpp, vesa_nolfb_no24bpp. # captures: ================================================================================================ # Directory where things like wave, midi, screenshot get captured. # memsize: ================================================================================================ # Amount of memory DOSBox has in megabytes. # This value is best left at its default to avoid problems with some games, though few games # might require a higher value. There is generally no speed advantage when raising this value. # DOSBox Current Support Max Memory MS-DOS : 256MB # DOSBox Current Support Max Memory Windows 95: 512MB # DOSBox Current Support Max Memory Windows 98: 1GB (1024MB) # Max Memory for DOS Games (The don't like more): # - Goblins 3 : ~32MB # - Sleepwalker : ~ 4MB # memsvga3: ================================================================================================ # Amount of memory for the machine SVGA_S3. Possible Values are 0 (Dosbox Default) / 1 >> 32mb # Note: If a Program/ Game or Scene Demo comes with a Message e.q. Not enough Video Memory. You can # force this to use amount Memory. Note: The bigger the memory, the longer the Resolution Index list # Tip: If the screen is Garbage or looks not normal try vgaonly. If the screen flicker use vesa_nolfb # or the tool on Z: named nolfb.com # colormode_cga_mono: ================================================================================================ # Only for Machine: CGA Mono. Start with your favorite Pal CGA Mono Color Mode. # Possible values: green, amber, grey, paperwhite. # cobrimode_cga_mono: ================================================================================================ # Only for Machine: CGA Mono. Change Contrast/Brigthness Variant. Values are 0 or 1. # colormode_hercules: ================================================================================================ # Only for Machine: Hercules. Start with your favorite Hercules Color. # Possible values: green, amber, grey, paperwhite. # CutVesaResolutionIndex: ================================================================================================ # If nonzero, the VESA modelist is capped so that it contains no more than the specified number of # video modes did you set. Set this option to a value between 8 to 32 if the DOS application has # problems with long modelists or a fixed buffer for querying modes. Such programs may crash if # given the entire modelist supported by DOSBox. # Warcraft II by Blizzard: ..Set to a value between 8 and 16. This game has a fixed buffer that it # reads the modelist into. DOSBox's normal modelist is too long and the # game will overrun the buffer and crash without this setting. # Pyl (Software Mode) ..Set a Value between 24 and 34 # Quake 1.06 (DOS) ..Set 150 # I'm Include a tool from VesaLib Archiv, CHKVESA.COM. You can list the Resolution with this tool # LogVesaResolutionIndex: ================================================================================================ # Log the VESA Video mode List to 'dosbox_log'. # S3Screen_Fix_320x240x8: ================================================================================================ # This Patch and Change the Resolution at index 0x153. From 320x240x4 bit to 320x200x8 Bit. Use # this if your Game or Scene Demo Crashed with this Mode. Example? This fixed: (Default false) # - Scene Demo: RealTech 'Countdown' # S3Screen_Fix_400x300x8: ================================================================================================ # This Patch and Change the Resolution at index 0x166. From 400x300x8 bit to 320x480x8 Bit. Use # this if your Game or Scene Demo Crashed with this Mode. Example? This fixed: (Default false) # - Scene Demo: Habitual Demo # S3Screen_Fix_640x480x15: ================================================================================================ # This Patch and Change the Resolution Stretch at ndex 0x110. Example? This fixed: (Default false) # - Game: Alien Trilogy [DOS, 16Bit Screenmode] # S3Screen_Fix_640x480x16: ================================================================================================ # This Patch and Change the Resolution at index 0x211. From 640x480x16 bit to 320x480x8 Bit. Use # this if your Game or Scene Demo is stretched with this Mode. Example? This fixed: (Default false) # - Game: 3 Skulls of the Toltecs [Gold, Windows] # VesaVbe1.2_32Bit_Modes: ================================================================================================ # This Change the Vesa 1.2 High Color Modes to 8:8:8 (24-bit) (0x10F, 0x112, 0x115, 0x118). # Note: Version 1.2 of the VESA BIOS Extensions explicitly states 24Bit Color Modes not 32Bit. Set # this to false use 24Bit Modes. Default is True, DOSBox Original Settings. Example? This fixed: # - Scene Demo: COMA 'Parhaat' 1997 demo language = machine =svga_s3 captures =D:\hyperspin\Emulators\D-Fend Reloaded\Capture\Fantasy General\ memsize =32 memsvga3 =2 colormode_cga_mono = paperwhite cobrimode_cga_mono = 0 colormode_hercules = paperwhite CutVesaResolutionIndex = 0 LogVesaResolutionIndex = false S3Screen_Fix_320x240x8 = false S3Screen_Fix_400x300x8 = false S3Screen_Fix_640x480x15 = false S3Screen_Fix_640x480x16 = false VesaVbe1.2_32Bit_Modes = true [render] # frameskip: ================================================================================================ # How many frames DOSBox skips before drawing one. # aspect: ================================================================================================ # Do aspect correction, if your output method doesn't support scaling this can slow things down! # Note: For 3DFX set to false # scaler: ================================================================================================ # Scaler used to enlarge/enhance low resolution modes. If 'forced' is appended, then the scaler # will be used even if the result might not be desired.To use with output method: surface, texture # texturenb # Opengl/Openglnb only for shader. For Scanline Filter (scan, tv, rgb) set Aspect to False # Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x. # debug: ================================================================================================ # Debug Output for Modes, Aspect Ratios und Resoultion Handle. For the Developer frameskip = 0 aspect =true scaler =none debug = false [vesa_refresh] # Vesa_Graphic_Mode_512x384: ================================================================================================ # Set the Refresh rates for VESA graphics modes (Default Refresh Rate: 70) # Vesa_Graphic_Mode_640x350: Default Refresh Rate: 70 # Vesa_Graphic_Mode_640x400: Default Refresh Rate: 70 # Vesa_Graphic_Mode_640x480: Default Refresh Rate: 60 # Vesa_Graphic_Mode_720x480: Default Refresh Rate: 60 # Vesa_Graphic_Mode_800x600: Default Refresh Rate: 60 # Vesa_Graphic_Mode_1024x768: Default Refresh Rate: 50 # Vesa_Graphic_Mode_1188x344: Default Refresh Rate: 70 --> Note: VESA text mode 132x43 (9x8 character cell) # Vesa_Graphic_Mode_1188x400: Default Refresh Rate: 70 --> Note: VESA text modes 132x25 & 132x50 (9x16 & 9x8 character cells). # Vesa_Graphic_Mode_1188x480: Default Refresh Rate: 60 --> Note: VESA text mode 132x60 (9x8 character cell). # Vesa_Graphic_Mode_1152x864: Default Refresh Rate: 60 # Vesa_Graphic_Mode_1280x960: Default Refresh Rate: 60 # Vesa_Graphic_Mode_1280x1024: Default Refresh Rate: 60 # Vesa_Graphic_Mode_1600x1200: Default Refresh Rate: 60 # ================================================================================================ Vesa_Graphic_Mode_512x384 = 70 Vesa_Graphic_Mode_640x350 = 70 Vesa_Graphic_Mode_640x400 = 70 Vesa_Graphic_Mode_640x480 = 60 Vesa_Graphic_Mode_720x480 = 60 Vesa_Graphic_Mode_800x600 = 60 Vesa_Graphic_Mode_1024x768 = 60 Vesa_Graphic_Mode_1188x344 = 70 Vesa_Graphic_Mode_1188x400 = 70 Vesa_Graphic_Mode_1188x480 = 60 Vesa_Graphic_Mode_1152x864 = 60 Vesa_Graphic_Mode_1280x960 = 60 Vesa_Graphic_Mode_1280x1024 = 60 Vesa_Graphic_Mode_1600x1200 = 60 [cpu] # core: ================================================================================================ # CPU Core used in emulation. 'Auto' will switch to Dynamic if available and appropriate. # Possible values: auto, dynamic, dynamic_nodhfpu, full, normal, simple. # cputype: ================================================================================================ # CPU Type used in emulation. auto is the fastest choice. # Pentium Slow : CPUID 513, Support FPU + TimeStamp/RDTSC # PentiumPro Slow: CPUID . Additional set Features # If Win9x at the beginning crasht. You have set the false cpuident. # Possible values: auto, 386, 386_prefetch, 386_slow, 486_slow, 486_prefetch, pentium_slow, pentiumpro_slow. # cpuident: ================================================================================================ # CPU Ident for Pentium Pro Settings (Default 612) # Intel Pentium : 513, 543* # Intel Pentium pro : 610, 611, 612, 616 # AMD Athlon : 621 # AMD Duron : 631 # Intel Pentium II : 634, 650 # AMD Athlon : 642 # Intel Celeron : 660 # Intel Pentium III : 672, 673 # Intel Celeron/Xeon : 683 # Intel Pentium Overdrive: 1531 # # cycles: ================================================================================================ # Amount of instructions DOSBox tries to emulate each millisecond. Setting this value too high # results in sound dropouts and lags. Cycles can be set in 3 ways: # 'auto' tries to guess what a game needs. It usually works, but can fail for certain # games. # 'fixed #number' will set a fixed amount of cycles. This is what you usually need if'auto'fails # (Example: fixed 4000). # 'max' will allocate as much cycles as your computer is able to handle. The next # values based on The Speed Test Program, v1.14. Note: These values give an # approximate guide value to CPU_CycleMax aka Max Cyles # 'max 200%' Max Cycles can be overpowered or slowed downed. The Default Max Cycles is 100% # Max Cycles Values: 0 to 500%. 'i8088_477' CPU 8088 with a speed from 4,77mhz # 'i8088_716' CPU 8088 with a speed from 7,16mhz # 'i8088_954' CPU 8088 with a speed from 9,54mhz # 'i286_10' CPU 268 with a speed from 10mhz # 'i286_12' CPU 268 with a speed from 12mhz # 'i286_16' CPU 268 with a speed from 16mhz # 'i286_20' CPU 268 with a speed from 20mhz # 'i286_25' CPU 268 with a speed from 25mhz # 'i386dx_25' CPU 368DX with a speed from 25mhz # 'i386dx_33' CPU 368DX with a speed from 33mhz # 'i386dx_40' CPU 368DX with a speed from 40mhz # 'i486sx_25' CPU 468SX with a speed from 25mhz # 'i486dx_33' CPU 468DX with a speed from 33mhz # 'i486sx_33' CPU 468SX with a speed from 33mhz # 'i486sx_40' CPU 468SX with a speed from 33mhz (40mhz) SL Enhanced # 'i486dx_50' CPU 468DX with a speed from 50mhz # 'i486dx2_66' CPU 468DX with a speed from 66mhz # 'i486sx2_80' CPU 468DX2 with a speed from 50mhz (80mhz) # 'i486dx2_100' CPU 468DX2 with a speed from 80mhz (100mhz) # 'i486dx4_100' CPU 468DX4 with a speed from 100mhz # 'i486dx4_120' CPU 468DX4 with a speed from 120mhz # 'p60' CPU Pentium with a speed from 60mhz (66mhz) # 'p75' CPU Pentium with a speed from 75mhz (90mhz) # 'p100' CPU Pentium with a speed from 100mhz # # Possible values: auto, fixed, max, i8088_477, i8088_716, i8088_954, i286_10, i286_12, i286_16, i286_20, i286_25, i386dx_25, i386dx_33, i386dx_40, i486sx_25, i486dx_33, i486sx_33, i486sx_40, i486dx_50, i486dx2_66, i486sx2_80, i486dx2_100, i486dx4_100, i486dx4_120, p60, p75, p100. # cycleup: ================================================================================================ # Amount of cycles to decrease/increase with keycombos.(CTRL-F11/CTRL-F12) # cycledown: ================================================================================================ # Setting it lower than 100 will be a percentage. # speedmeter: ================================================================================================ # A simple speed meter. Allows to tune cycles very reliably to the maximum possible, while having # no impact on performance. Sourceforge: #75 speed meter, Author Moe # Enable-MMX: ================================================================================================ # Only use this with CPUID 543. MMX Added from Daum's Version. Set this to true can slowly things # Enable-SSE1: ================================================================================================ # Only use this with CPUID 543. Testing Only # Enable-SSE2: ================================================================================================ # Only use this with CPUID 543. Testing Only # Enable-OPTS: ================================================================================================ # Only use this with CPUID 543. Testing Only (POPCNT, MOVBE, CMPXCHG16B, SEP # Enable-3DNOW: ================================================================================================ # Only use this with CPUID 543. Testing Only core =auto cputype =auto cpuident = 612 cycles =auto cycleup =20 cycledown =20 speedmeter = false Enable-MMX = false Enable-SSE1 = false Enable-SSE2 = false Enable-OPTS = false Enable-3DNOW = false [ide, primary] # enable: ================================================================================================ # Enable IDE Interface # ISA-PNP Enumerate IDE: ================================================================================================ # List IDE device in ISA PnP BIOS enumeration # IDE IRQ: ================================================================================================ # Alternate I/O port for IDE controller (alt status, etc). Set to 0 for default. WARNING: Setting # the I/O port to non-standard values will not work unless the guest OS is using the ISA PnP BIOS # to detect the IDE controller. For best compatability set this value to io+0x106. # For example "IDE Base=1F0" and "IDE Base (alt)=3F6". # Int13FakeIO: ================================================================================================ # If set, force IDE state change on certain INT 13h commands. IDE registers will be changed as if # BIOS had carried out the action. If you are running Windows 3.11 or Windows 3.11 Windows for # Workgroups you must enable this option (and use -reservecyl 1) if you want 32-bit disk access # to work correctly in DOSBox. # Int13Fakev86IO: ================================================================================================ # If set, and int13fakeio is set, certain INT 13h commands will cause IDE emulation to issue fake CPU # I/O traps (GPF) in virtual 8086 mode and a fake IRQ signal. you must enable this option if you want # 32-bit disk access in Windows 95 to work with DOSBox. # Enable PIO32: ================================================================================================ # If set, 32-bit I/O reads and writes are handled directly (much like PCI IDE implementations) # If clear, 32-bit I/O will be handled as if two 16-bit I/O (much like ISA IDE implementations) # Ignore PIO32: ================================================================================================ # If 32-bit I/O is enabled, attempts to read/write 32-bit I/O will be ignored entirely. # In this way, you can have DOSBox emulate one of the strange quirks of 1995-1997 era laptop hardware # CDROM Spinup Time: ================================================================================================ # Emulated CD-ROM time in ms to spin up if CD is stationary. Set to 0 to use controller or CD-ROM # drive-specific default. # CDROM Spindown Timeout: ================================================================================================ # Emulated CD-ROM time in ms that drive will spin down automatically when not in use. Set to 0 to # use controller or CD-ROM drive-specific default. # CDROM Insertion Delay: ================================================================================================ # Emulated CD-ROM time in ms that drive will report "medium not present" to emulate the time it # takes for someone to take out a CD and insert a new one when DOSBox is instructed to swap or change # CDs. When running Windows 95 or higher a delay of 4000ms is recommended to ensure that auto-insert # notification triggers properly. Set to 0 to use controller or CD-ROM drive-specific default. enable = false ISA-PNP Enumerate IDE = false IDE IRQ = 0 IDE Base = 0 IDE Base (alt) = 0 Int13FakeIO = false Int13Fakev86IO = false Enable PIO32 = false Ignore PIO32 = false CDROM Spinup Time = 0 CDROM Spindown Timeout = 0 CDROM Insertion Delay = 0 [ide, secondary] enable = false ISA-PNP Enumerate IDE = false IDE IRQ = 0 IDE Base = 0 IDE Base (alt) = 0 Int13FakeIO = false Int13Fakev86IO = false Enable PIO32 = false Ignore PIO32 = false CDROM Spinup Time = 0 CDROM Spindown Timeout = 0 CDROM Insertion Delay = 0 [ide, tertiary] enable = false ISA-PNP Enumerate IDE = false IDE IRQ = 0 IDE Base = 0 IDE Base (alt) = 0 Int13FakeIO = false Int13Fakev86IO = false Enable PIO32 = false Ignore PIO32 = false CDROM Spinup Time = 0 CDROM Spindown Timeout = 0 CDROM Insertion Delay = 0 [ide, quaternary] enable = false ISA-PNP Enumerate IDE = false IDE IRQ = 0 IDE Base = 0 IDE Base (alt) = 0 Int13FakeIO = false Int13Fakev86IO = false Enable PIO32 = false Ignore PIO32 = false CDROM Spinup Time = 0 CDROM Spindown Timeout = 0 CDROM Insertion Delay = 0 [ide, quinternary] enable = false ISA-PNP Enumerate IDE = false IDE IRQ = 0 IDE Base = 0 IDE Base (alt) = 0 Int13FakeIO = false Int13Fakev86IO = false Enable PIO32 = false Ignore PIO32 = false CDROM Spinup Time = 0 CDROM Spindown Timeout = 0 CDROM Insertion Delay = 0 [ide, sexternary] enable = false ISA-PNP Enumerate IDE = false IDE IRQ = 0 IDE Base = 0 IDE Base (alt) = 0 Int13FakeIO = false Int13Fakev86IO = false Enable PIO32 = false Ignore PIO32 = false CDROM Spinup Time = 0 CDROM Spindown Timeout = 0 CDROM Insertion Delay = 0 [ide, septernary] enable = false ISA-PNP Enumerate IDE = false IDE IRQ = 0 IDE Base = 0 IDE Base (alt) = 0 Int13FakeIO = false Int13Fakev86IO = false Enable PIO32 = false Ignore PIO32 = false CDROM Spinup Time = 0 CDROM Spindown Timeout = 0 CDROM Insertion Delay = 0 [ide, octernary] enable = false ISA-PNP Enumerate IDE = false IDE IRQ = 0 IDE Base = 0 IDE Base (alt) = 0 Int13FakeIO = false Int13Fakev86IO = false Enable PIO32 = false Ignore PIO32 = false CDROM Spinup Time = 0 CDROM Spindown Timeout = 0 CDROM Insertion Delay = 0 [pci] # voodoo: ================================================================================================ # Enable VOODOO support. Use the Voodoo Emulation with the Output method (Cat: sdl) Recommend: # Texture(nb)/OpengGL(nb). Performance Setting: Set the exture Renderer to OpenGL. Acceleration # is disabled on auto, direct3d or Software NOTE: If you use SOFTWARE Mode. Aspect Ratio must set # to FALSE or you become gfx glitches. ( Default: opengl # Possible values: false, software, opengl, vulkan, auto. # Voodoo_Memory: ================================================================================================ # Specify VOODOO card memory size. # standard : 4MB card (2MB front buffer + 1x2MB texture unit) # max : 12MB card (4MB front buffer + 2x4MB texture units) # Possible values: standard, max. # Voodoo_MemXtra: ================================================================================================ # Amount Of Voodoo Videomemory. Set this greater as 0 will be Disable the Option above. (Default: 0) # # Voodoo_Filter: ================================================================================================ # Filtering in OpenGL Mode (Default: anisotropic) # none : Using System Default Settings # point : No Filtering. # bilinear : Full Filtering (cheapest) # trilinear : Good Filtering Mode # anisotropic : Best Filter Mode # testmode : Testing Only # Possible values: none, point, bilinear, trilinear, anisotropic, testmode. # Voodoo_GLShade: ================================================================================================ # Filtering in OpenGL Mode (Default: smooth) # none : Default Value # flat : GL_ShadeModel using flat # smooth : GL_ShadeModel using smooth # Possible values: none, flat, smooth. # Texture_Wrap_S: ================================================================================================ # Change this ONLY if you Problems with textures. Sets the wrap parameter for texture coordinate # gl_repeat : Default Value # gl_mirrored_repeat: # gl_clamp_to_edge : # gl_clamp_to_border: # Settings gl_clamp_to_edge will Fix F1'97 Texture Screen Beginners level # Possible values: gl_repeat, gl_mirrored_repeat, gl_clamp_to_edge, gl_clamp_to_border. # Texture_Wrap_R: ================================================================================================ # Change this ONLY if you Problems with textures. Sets the wrap parameter for texture coordinate # gl_repeat : Default Value # gl_mirrored_repeat: # gl_clamp_to_edge : # gl_clamp_to_border: # Possible values: gl_repeat, gl_mirrored_repeat, gl_clamp_to_edge, gl_clamp_to_border. # voodoo_Window: ================================================================================================ # Change Voodoo 3DFX Resolution in Window Mode. NOTE: 3DFX Games under DOS use 512x384/640x480 # Windows 9x Games begins at 512x384 or 640x480. Blood 1 3DFX must be set equal to the Screen # Config how in the Blood,cfg. This option works only if [sdl] --> VoodooUseOwnWindowRes = true # voodoo_Fullscreen: ================================================================================================ # Change Voodoo 3DFX Resolution in Fullscreen Mode. NOTE: 3DFX Games under DOS use 512x384/640x480 # Windows 9x Games begins at 512x384 or 640x480. Blood 1 3DFX must be set equal to the Screen # Config how in the Blood,cfg. This option works only if [sdl] --> VoodooUseOwnFullScRes = true # voodoo_Aspect: ================================================================================================ # Dont Stretch the Mode on Widescreen Resolutions. (Default: true) # ZoomScreen_Width: ================================================================================================ # Zoom Voodoo Game Screen (Width Aspect) (Default: 0) (Can used in combination with voodoo_Aspect) # ZoomScreen_Height: ================================================================================================ # Zoom Voodoo Game Screen (Height Aspect) (Default: 0) # Anisotropic_Level: ================================================================================================ # Anisotropic Filtering Levels. Only for Anisotropic Filter Mode (Default is Value 16) # a_ClipLowYHigh: ================================================================================================ # OpenGL Only, Alternate Height Patch for VooDoo's ClipLow Y High. # On some game the Height is on Higher Resolutions not normal. (Default false) # n_ClipLowYHigh: ================================================================================================ # OpenGL Only. Pitch VooDoo's ClipLow Y High (Default: 0) # compatible_flag: ================================================================================================ # This flag is intended to put the GL Into a Software (Default False) # gl_QuadsDraw_use: ================================================================================================ # OpenGL Only. Modify the 2D Texture on Higher Resolution and use GL_QUADS (Default False) # glScissor_flag: ================================================================================================ # If you have on High Resolution a problem with the Viewport and this is Cutted to Left/Bottom or. # the Screen looks ugly the rest from the Screen is Blank or Parts is Flickering/Tearing. # Set this to False forces to not use the glScissor calculation and free the fixed the Resolution: # - Argosy 2325 # - Pyl # - Warhammer: Dark Omen (Fixed Cutscenes) and i think on other 3DFX Games. (Default true) # glP_Smoth_flag: ================================================================================================ # OpenGL Only, Enable Antialiasing for points (Default false) (Just For Testing) # glL_Smoth_flag: ================================================================================================ # OpenGL Only, Enable Antialiasing for lines (Default false) (Just For Testing) # glG_Smoth_flag: ================================================================================================ # OpenGL Only, Enable Antialiasing for Polygons (Default false) (Just For Testing) # glBlendFc_flag: ================================================================================================ # OpenGL Only, Enable blending (Default false) (Just For Testing) # glPersCor_flag: ================================================================================================ # OpenGL Only, Enable GL_PERSPECTIVE_CORRECTION_HINT (Default false) # glGMipMap_flag: ================================================================================================ # OpenGL Only, Enable GL_GENERATE_MIPMAP_HINT (Default false) (Just For Testing) # gl_GLFog__flag: ================================================================================================ # OpenGL Only, Enable GL_FOG_HINT (Default false) (Just For Testing) # gl_ortho_zNear: ================================================================================================ # Modify the zNear Value (Default 0.0). Specify the distances to the nearer clipping planes # gl_ortho_zFar: ================================================================================================ # OpenGL Only. Modify the zFar Value (Default -1.0) Specify the dists to the farther depth # clipping planes Change this to negative ~9.0 will fix the Far Objects in Pyl on High Resolution # gl_Major_Version: ================================================================================================ # Change the OpengGL Context Major Version. Do not set too high otherwise Opengl crashes. (default 2) # gl_Minor_Version: ================================================================================================ # Change the OpengGL Context Minor Version.Do not set too high otherwise Opengl crashes. (default 1) # sh_FbzcpCca_Sw2: ================================================================================================ # Set this to False Fix F1'97 Massive Grafic Glitch # Shader: The FBZCOLORPATH in the switch FBZCP_CC_ASELECT will be not used (default true) # LFB_ScreenFixFrnt: ================================================================================================ # Set this to true will be Fix the LFB Front Buffer Static Draw Screen # This is a Temporary Fix and will not work on all Resolutions except eq 1280x960. (default false) # Games: # -> Road To India (Movie Stutter and Zoom Mismatch) # LFB_ScreenFixBack: ================================================================================================ # Set this to true will be Fix the LFB Back Buffer Static Draw Screen # This is a Temporary Fix and will not work on all Resolutions except eq 1280x960. (default false) # Games: # ->Prince Of Perisa 3D # -> Tomb Raider # -> Warhammer - Dark Omen # LFB_LogRegisterNr: ================================================================================================ # Set this to true will be Logging the Frame Buffer Mode and Register Nr. (default false) # LFB_SetPixel_X: ================================================================================================ # Modify the X Coords on the LFB (Default 0.0). Attention Developer Valaue # LFB_SetPixel_Y: ================================================================================================ # Modify the Y Coords on the LFB (Default 0.0). Attention Developer Valaue voodoo =false Voodoo_Memory = max Voodoo_MemXtra = 0 Voodoo_Filter = trilinear Voodoo_GLShade = none Texture_Wrap_S = gl_repeat Texture_Wrap_R = gl_repeat voodoo_Window = 512x384 voodoo_Fullscreen = 1440x1080 voodoo_Aspect = true ZoomScreen_Width = 0 ZoomScreen_Height = 0 Anisotropic_Level = 16.00 a_ClipLowYHigh = false n_ClipLowYHigh = 0 compatible_flag = false gl_QuadsDraw_use =false glScissor_flag = true glP_Smoth_flag = false glL_Smoth_flag = false glG_Smoth_flag = false glBlendFc_flag = false glPersCor_flag = false glGMipMap_flag = false gl_GLFog__flag = false gl_ortho_zNear = 0.00 gl_ortho_zFar = -1.00 gl_Major_Version = 2 gl_Minor_Version = 1 sh_FbzcpCca_Sw2 = true LFB_ScreenFixFrnt = false LFB_ScreenFixBack = false LFB_LogRegisterNr = false LFB_SetPixel_X = 0.00 LFB_SetPixel_Y = 0.00 [mixer] # nosound: ================================================================================================ # Enable silent mode, sound is still emulated though. # rate: ================================================================================================ # Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality. # Possible values: 96000, 48000, 44100, 32000, 22050, 16000, 11025, 8000. # accurate: ================================================================================================ # Enable Sample Accurate Mixing: # at the expense of some emulation performance. Enable this option for DOS games and demos that # require such accuracy for correct Tandy/OPL output including digitized speech. This option can # also help eliminate minor errors in Gravis Ultrasound emulation that result in random echo # attenuation effects. # blocksize: ================================================================================================ # Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged. # Possible values: -1, 0, 512, 1024, 1536, 2048, 2560, 3072, 3584, 4096, 4608, 5120, 5632, 6144, 6656, 7168, 7680, 8192. # prebuffer: ================================================================================================ # How many milliseconds of data to keep on top of the blocksize. # UseMediaKeys: # nosound = false rate = 44100 accurate = false blocksize = 1024 prebuffer = 25 UseMediaKeys = false [midi] # mpu401: ================================================================================================ # Type of MPU-401 to emulate. # Possible values: intelligent, uart, none. # mididevice: ================================================================================================ # Device that will receive the MIDI data from MPU-401. # Possible values: default, win32, mt32, fluidsynth, none. # midiconfig: ================================================================================================ # Special configuration options for the device driver. This is usually the id or part of the name # of the device you want to use Find the id/name in DOsbox with the command 'mixer /listmidi' or # in the case of coreaudio, you can specify a soundfont here. When using a Roland MT-32 rev. 0 as # midi output device, some games may require a delay in order to prevent 'buffer overflow' issues. # In that case, add 'delaysysex', for example: 'midiconfig=2 delaysysex' See the README/Manual for # more details. # fluid.driver: ================================================================================================ # Driver to use with Fluidsynth (Linux/Mac), Leave blank under Windows. # Possible values: dsound, portaudio, sndman, jack, file, default. # fluid.soundfont: ================================================================================================ # Soundfont to use with Fluidsynth. One must be specified. # fluid.samplerate: ================================================================================================ # The sample rate of the audio generated by the synthesizer # Possible values: 96000, 48000, 44100, 32000, 22050. # fluid.gain: ================================================================================================ # The gain is applied to the final or master output of the synthesizer. It is set to a low value # by default to avoid the saturation of the output when many notes are played. # Min: 0.00 # Max: 10.00 (Default 0.5) # fluid.polyphony: ================================================================================================ # The polyphony defines how many voices can be played in parallel. A note event produces one or # more voices. Its good to set this to a value which the system can handle and will thus limit # FluidSynth's CPU usage. When FluidSynth runs out of voices it will begin terminating lower priority # voices for new note events.Min: 1 # Max: 65535 (Default 256) # fluid.cores: ================================================================================================ # Fluidsynth CPU cores to use:Min: 1 # Max: 256 (Default is "default") # # fluid.periods: ================================================================================================ # The number of the audio buffers used by the driver. This number of buffers, multiplied by the # buffer size (see setting audio.period-size), determines the maximum latency of the audio driver. # System Defaults: 16 (Linux, Mac OS X), 8 (Windows). # Min: 2 # Max: 64 (Default 8) # fluid.periodsize: ================================================================================================ # The size of the audio buffers (in frames). System Defaults 64 (Linux, Mac OS X), 512 (Windows). # Min: 64 # Max: 8192 (Default 512) # fluid.reverb: ================================================================================================ # When set to "yes" the reverb effects module is activated. Otherwise, no reverb will be added # to the output signal. Note that the amount of signal sent to the reverb module depends on the # "reverb send" generator defined in the SoundFont. # Possible values: no, yes. # fluid.chorus: ================================================================================================ # When set to "yes" the chorus effects module is activated. Otherwise, no chorus will be added # to the output signal. Note that the amount of signal sent to the chorus module depends on the # "chorus send" generator defined in the SoundFont. # Possible values: no, yes. # fluid.reverb,roomsize: ================================================================================================ # Min: 0.00 # Max: 1.20 (Default 0.2) # fluid.reverb.damping: ================================================================================================ # Min: 0.00 # Max: 0.99 (Default 0) # fluid.reverb.width: ================================================================================================ # Min: 0 # Max: 100 (Default 0.1) # fluid.reverb.level: ================================================================================================ # Min: 0.00 # Max: 1.00 (Default 0.9) # fluid.chorus.number: ================================================================================================ # Min: 0 # Max: 99 (Default 3) # fluid.chorus.level: ================================================================================================ # Min: 0.00 # Max: 1.00 (Default 1) # fluid.chorus.speed: ================================================================================================ # Min: 0.30 # Max: 5.00 (Default 0.3) # fluid.chorus.depth: ================================================================================================ # Min: 0.0 # Max: 21.0 (Default 8.0) # fluid.chorus.type: ================================================================================================ # Fluidsynth Chorus Type. 0 = Sine Wave / 1 = Triangle Wave. # Possible values: 0, 1. # mt32.romdir: ================================================================================================ # Name of the directory where MT-32 Control and PCM ROM files can be found. Emulation requires # these files to work. Accepted file names are as follows: # MT32_CONTROL.ROM or CM32L_CONTROL.ROM - control ROM file. # MT32_PCM.ROM or CM32L_PCM.ROM - PCM ROM file. # mt32.reverse.stereo: ================================================================================================ # Reverse stereo channels for MT-32 output # mt32.verbose: ================================================================================================ # MT-32 debug logging # mt32.thread: ================================================================================================ # MT-32 rendering in separate thread # mt32.chunk: ================================================================================================ # Minimum milliseconds of data to render at once. Increasing this value reduces rendering overhead # which may improve performance but also increases audio lag Valid for rendering in separate thread # only. # Possible values: 2, 3, 16, 99, 100. # mt32.prebuffer: ================================================================================================ # How many milliseconds of data to render ahead Increasing this value may help to avoid underruns # but also. increases audio lag. Cannot be set less than or equal to mt32.chunk value. Valid for # rendering in separate thread only. # Possible values: 3, 4, 32, 199, 200. # mt32.partials: ================================================================================================ # The maximum number of partials playing simultaneously. # Possible values: 8, 9, 32, 255, 256. # mt32.dac: ================================================================================================ # MT-32 DAC input emulation mode # Nice = 0 - default # Produces samples at double the volume, without tricks. Higher quality than the real devices # # Pure = 1 # Produces samples that exactly match the bits output from the emulated LA32. Nicer overdrive # characteristics than the DAC hacks (it simply clips samples within range) Much less likely to # overdrive than any other mode. Half the volume of any of the other modes. Perfect for developers # while debugging :) # # GENERATION1 = 2 # Re-orders the LA32 output bits as in early generation MT-32s (according to Wikipedia). Bit order # at DAC (where each number represents the original LA32 output bit number and XX means the bit is # always low):. 15 13 12 11 10 09 08 07 06 05 04 03 02 01 00 XX # # GENERATION2 = 3 # Re-orders the LA32 output bits as in later generations (personally confirmed on my CM-32L - KG). # Bit order at DAC (where each number represents the original LA32 output bit number): # 15 13 12 11 10 09 08 07 06 05 04 03 02 01 00 14 # Possible values: 0, 1, 2, 3. # mt32.analog: ================================================================================================ # MT-32 analogue output emulation mode # Digital = 0 # Only digital path is emulated. The output samples correspond to the digital output signal appeared # at the DAC entrance. Fastest mode. # # Coarse = 1 # Coarse emulation of LPF circuit. High frequencies are boosted, sample rate remains unchanged. # A bit better sounding but also a bit slower. # # Accurate = 2 - default # Finer emulation of LPF circuit. Output signal is upsampled to 48 kHz to allow emulation of audible # mirror spectra above 16 kHz, which is passed through the LPF circuit without significant attenuation. # Sounding is closer to the analog output from real hardware but also slower than the modes 0 and 1. # # Oversampled = 3 # Same as the default mode 2 but the output signal is 2x oversampled, i.e. the output sample rate is # 96 kHz. Even slower than all the other modes but better retains highest frequencies while further # resampled in DOSBox mixer. # Possible values: 0, 1, 2, 3. # mt32.reverb.mode: ================================================================================================ # MT-32 reverb mode # Possible values: 0, 1, 2, 3, auto. # mt32.reverb.time: ================================================================================================ # MT-32 reverb decaying time # Possible values: 0, 1, 2, 3, 4, 5, 6, 7. # mt32.reverb.level: ================================================================================================ # MT-32 reverb level # Possible values: 0, 1, 2, 3, 4, 5, 6, 7. # mt32.rate: ================================================================================================ # Sample rate of MT-32 emulation. # Possible values: 96000, 48000, 44100, 32000, 22050, 16000, 11025, 8000. # mt32.src.quality: ================================================================================================ # MT-32 sample rate conversion quality # Value '0' is for the fastest conversion # Value '3' provides for the best conversion quality. # Default is 2. # Possible values: 0, 1, 2, 3. # mt32.niceampramp: ================================================================================================ # Toggles "Nice Amp Ramp" mode that improves amplitude ramp for sustaining instruments. Quick # changes of volume or expression on a MIDI channel may result in amp jumps on real hardware.When # "Nice Amp Ramp" mode is enabled, amp changes gradually instead. Otherwise, the emulation accuracy # is preserved. Default is true. # mpu401 = intelligent mididevice = default midiconfig = 1 fluid.driver = default fluid.soundfont =D:\hyperspin\Emulators\D-Fend Reloaded\DosBox [optionals]\DATA\SOUNDFONT\8MBGMSFX.SF2 fluid.samplerate = 44100 fluid.gain = 0.5 fluid.polyphony = 256 fluid.cores = default fluid.periods = 8 fluid.periodsize = 512 fluid.reverb = yes fluid.chorus = yes fluid.reverb,roomsize = .2 fluid.reverb.damping = 0 fluid.reverb.width = 1 fluid.reverb.level = 0.9 fluid.chorus.number = 3 fluid.chorus.level = 1 fluid.chorus.speed = 0.3 fluid.chorus.depth = 8.0 fluid.chorus.type = 0 mt32.romdir =D:\hyperspin\Emulators\D-Fend Reloaded\DosBox [optionals]\DATA\MT32 mt32.reverse.stereo = false mt32.verbose = false mt32.thread = false mt32.chunk = 16 mt32.prebuffer = 32 mt32.partials = 32 mt32.dac = 0 mt32.analog = 2 mt32.reverb.mode = auto mt32.reverb.time = 5 mt32.reverb.level = 3 mt32.rate = 44100 mt32.src.quality = 2 mt32.niceampramp = true [sblaster] # sbtype: ================================================================================================ # Type of Soundblaster to emulate. 'gb' is Gameblaster. # Possible values: sb1, sb2, sbpro1, sbpro2, sb16, sb16vibra, gb, ess688, reveal_sc400, none. # sbbase: ================================================================================================ # The IO Base Address of the Soundblaster. # Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300. # irq: ================================================================================================ # IRQ Jumper of the SB. Set to -1 to start with a unassigned IRQ. # Possible values: 2, 3, 5, 7, 9, 10, 11, 12. # dma: ================================================================================================ # Low DMA Jumper of the SB. Set to -1 to start with a unassigned IRQ # Possible values: 0, 1, 3, 5, 6, 7. # hdma: ================================================================================================ # High DMA Jumper of the SB. Set to -1 to start with a unassigned IRQ # Possible values: 0, 1, 3, 5, 6, 7. # sbmixer: ================================================================================================ # Allow the Soundblaster Mixer to modify the DOSBox mixer. # oplmode: ================================================================================================ # Type of OPL emulation. On 'auto' the mode is determined by SB type. All OPL modes are Adlib- # compatible, except for 'cms'. SB Type = None together with OPL Mode = CMS will emulate a # Gameblaster. # Possible values: auto, cms, opl2, dualopl2, opl3, opl3gold. # oplemu: ================================================================================================ # Provider for the OPL emulation. # default # compat : Might provide a Better Quality (see oplrate as well) # fast # mame : Activate the MAME FM OPL, OPL2 and OPL3 Music Synthesizer # nuked : This is more accurate than current default, fast or compat # Possible values: default, compat, fast, mame, nuked. # oplrate: ================================================================================================ # Samplerate of OPL Music Emulation. Use 48000 for highest Quality (set the mixer rate accordingly). # Possible values: 96000, 48000, 44100, 32000, 22050, 16000, 11025, 8000. # fmstrength: ================================================================================================ # Strength of the FM playback volume in percent, in relation to PCM playback volume Default is 150. # Possible Values: 1 to 1000 (0.01x to 10x) # Enable.ASP/CSP: ================================================================================================ # Sound Blaster 16 Advanced Sound Processor/ Creative Sound Processor chip # If set, emulate the presence of the Advanced/Creative Sound Processor. NOTE: This only emulates # it's presence and the basic DSP commands to communicate with it. Actual ASP/CSP functions are not # yet implemented. Enable this for Windows95/98 Virtual Mode # Set.EnvVariable: ================================================================================================ # Soundblaster Enviroment Variable: # Whether or not to set the BLASTER environment variable automatically at startup # GoldPlay: ================================================================================================ # Enable Goldplay Emulation. (Default False) # GoldPlay.Force: ================================================================================================ # Always render Sound Blaster output sample-at-a-time. Testing option. You probably don't want to # enable this. # GoldPlay.Stereo: ================================================================================================ # Enable Goldplay Stereo. (Default False) # Enable workaround for goldplay stereo playback. Many DOS demos using this technique don't seem to # know they need to double the frequency when programming the DSP time constant for Pro stereo output. # If stereo playback seems to have artifacts consider enabling this option. For accurate emulation of # Sound Blaster hardware, disable this option. # DSP-DMA.Playback: ================================================================================================ # DSP Require interrupt acknowledge: # Possible Options # : 'Auto' # 'true' ,'1','on' # 'false','0','off' # If set, the DSP will halt DMA playback until IRQ acknowledgement occurs even in auto-init mode # (SB16 behavior). If clear, IRQ acknowledgement will have no effect on auto-init playback (SB Pro # and earlier & clone behavior) If set to 'auto' then behavior is determined by sbtype= setting. # This is a setting for hardware accuracy in emulation. If audio briefly plays then stops then your # DOS game and it's not using IRQ (but using DMA), try setting this option to 'false' or 'off' # DSP.ForceAutoInit: ================================================================================================ # Soundblaster Force DSP Auto-Init: # Treat all single-cycle DSP commands as auto-init to keep playback going. This option is a # workaround for DOS games or demos that use single-cycle DSP playback commands and have problems # with missing the Sound Blaster IRQ under load. Do not enable unless you need this workaround. # Needed for: # - Extreme "lunatic" demo (1993) # DSP.ForceReturn: ================================================================================================ # DSP Write Buffer Status Must Return 0x7f Or 0xff: # If set, force port 22Ch (DSP write buffer status) to return 0x7F or 0xFF. If not set, the port # may return 0x7F or 0xFF depending on what type of Sound Blaster is being emulated. Set this option # for some early DOS demos that make that assumption about port 22Ch. # Option is needed for: # Overload by Hysteria (1992) - Audio will crackle/saturate (8-bit overflow) except when sbtype=sb16 # DSP.BusyCycleRate: ================================================================================================ # Soundblaster DSP Busy Cycle Rate: # Sound Blaster 16 DSP chips appear to go busy periodically at some high clock rate whether the DSP # is actually doing anything for the system or not. This is an accuracy option for SB emulation. If # this option is nonzero, it will be interpreted as the busy cycle rate in Hz. If zero, busy cycle # will not be emulated. If -1,SB emulation will automatically choose a setting based on the sbtype= # setting # DSP.BusyWriteDelay: ================================================================================================ # DSP Write Busy Delay: # Amount of time in nanoseconds the DSP chip signals 'busy' after writing to the DSP (port 2xCh). # Set to -1 to use card-specific defaults. # WARNING: Setting the value too high (above 20000ns) may have detrimental effects to DOS games # that use IRQ 0 and DSP command 0x10 to play audio. Setting the value way too high (above 1000000ns) # can cause significant lag in DOS games. # DSP.BusyCyclePerma: ================================================================================================ # SB DSP Busy Cycle Always: # If set, the DSP busy cycle always happens. If clear, DSP busy cycle only happens when audio # playback is running. Default setting is to pick according to the sound card. # DSP.BusyCycleDuty: ================================================================================================ # Soundblaster DSP Busy Cycle Duty: # If emulating SB16 busy cycle, this value (0 to 100) controls the duty cycle of the busy cycle. # If this option is set to -1, Sound Blaster emulation will choose a value automatically according # to sbtype=. If 0, busy cycle emulation is disabled. # DMA.TransferRate: ================================================================================================ # Minimum DMA transfer left to increase attention across DSP blocks, in milliseconds. Set to -1 # for default. There are some DOS games/demos that use single-cycle DSP playback in their music # tracker and they micromanage the DMA transfer per block poorly in a way that causes popping and # artifacts. Setting this option to 0 for such DOS applications may reduce audible popping and # artifacts. # LimitSampleRates: ================================================================================================ # Soundblaster Sample Rate Limits: # If set limit DSP sample rate to what real hardware is limited too (Default = false) # I/O.PortAliasing: ================================================================================================ # Soundblaster IO Port Aliasing only: # If set, Sound Blaster ports alias by not decoding the LSB of the I/O port. This option only # applies when sbtype is set to sb1 or sb2 (not SBPro or SB16). This is a hack for the Electromotive # Force 'Internal Damage' demo which apparently relies on this behavior for Sound Blaster output. # Enable.BrokenCode: ================================================================================================ # Instant Direct DAC: # If set, direct DAC output commands are instantaneous. This option is intended as a quick fix for # games or demos that play direct DAC music/sound from the IRQ 0 timer who a) write the DSP command # and data without polling the DSP to ensure it's ready or b) can get locked into the IRQ 0 handler # waiting for DSP status when instructed to play at or beyond the DSP's maximum direct DAC sample rate. # This fix allows broken Sound Blaster code to work and should not be enabled unless necessary. # Needed for: # - Superiority Complex's "X-Mas 1993" demo # # SBHack-IRQ: ================================================================================================ # Specify a hack related to the Sound Blaster IRQ to avoid crashes in a handful of games and # demos. # none (default) :Emulate IRQs normally # cs_equ_ds :Do not fire IRQ unless two CPU segment registers match: CS == DS. # (Read Dosbox-X Wiki or source code for details.) # Possible values: none, cs_equ_ds. # SBHack-IRQ.UnMask: ================================================================================================ # PIC Umnask IRQ: # Start the DOS virtual machine with the sound blaster IRQ already unmasked at the PIC. Some early # DOS games/demos that support Sound Blaster expect the IRQ to fire but make no attempt to unmask # the IRQ. If audio cuts out no matter what IRQ you try, then try setting this option. # Option is needed for: # Public NMI "jump" demo (1992) # SBPro.StereoCtrl: ================================================================================================ # Soundblaster Stereo Control with SBPro only: # Default off. If set, Sound Blaster Pro stereo is not available when emulating sb16 or sb16vibra. # If clear, sb16 emulation will honor the sbpro stereo bit. Note that Creative SB16 cards do not # honor the stereo bit, and this option allows DOSBox emulate that fact. # SBPro.StereoBitSet: ================================================================================================ # Pre-set SBPro Stereo: # Start the DOS virtual machine with the Sound Blaster Pro stereo bit set (in the mixer). # A few demos support Sound Blaster Pro but forget to set this bit. # Option is needed for: # Inconexia by Iguana (1993) # Activate.Speaker: ================================================================================================ # Start the DOS virtual machine with the sound blaster speaker enabled. Sound Blaster Pro and older # cards have a speaker disable/enable command Normally the card boots up with the speaker disabled. # If a DOS game or demo attempts to play without enabling the speaker, set this option to true to # compensate. This setting has no meaning if emulating a Sound Blaster 16 card. # Reorcd SB Events: ================================================================================================ # Log sound blaster events to investigate where the problems are when a DO game or demo doesn't # work properly. sbtype =sb16 sbbase =220 irq =7 dma =1 hdma =5 sbmixer = true oplmode = auto oplemu = default oplrate = 44100 fmstrength = 150 Enable.ASP/CSP = false Set.EnvVariable = true GoldPlay = true GoldPlay.Force = false GoldPlay.Stereo = false DSP-DMA.Playback = auto DSP.ForceAutoInit = false DSP.ForceReturn = false DSP.BusyCycleRate = -1 DSP.BusyWriteDelay = -1 DSP.BusyCyclePerma = -1 DSP.BusyCycleDuty = -1 DMA.TransferRate = -1 LimitSampleRates = false I/O.PortAliasing = false Enable.BrokenCode = false SBHack-IRQ = none SBHack-IRQ.UnMask = false SBPro.StereoCtrl = false SBPro.StereoBitSet = false Activate.Speaker = false Reorcd SB Events = false [gus] # gus: ================================================================================================ # Enable the Gravis Ultrasound emulation. # gustype: ================================================================================================ # Type of Gravis Ultrasound to emulate. # - classic Original Gravis Ultrasound chipset # - classic37 Original Gravis Ultrasound with ICS Mixer (rev 3.7) # - max Gravis Ultrasound MAX emulation (with CS4231 codec) # - interwave Gravis Ultrasound Plug & Play (interwave) # Possible values: classic, classic37, max, interwave. # gusrate: ================================================================================================ # Sample rate of Ultrasound emulation. # Possible values: 96000, 48000, 44100, 32000, 22050, 16000, 11025, 8000. # fixrate: ================================================================================================ # Fixed Render Rate: # If set, Gravis Ultrasound audio output is rendered at a fixed sample rate specified by 'gusrate'. # This can provide better quality than real hardware, if desired. Else, Gravis Ultrasound emulation # will change the sample rate of it's output according to the number of active channels, just like # real hardware. Note: Defaults to 'false', while mainline DOSBox SVN is currently hardcoded to render # as if this setting is 'true'. # gusbase: ================================================================================================ # The IO base address of the Gravis Ultrasound. # Possible values: 210, 220, 230, 240, 250, 260, 280, 2a0, 2c0, 2e0, 300. # gusirq: ================================================================================================ # The IRQ number of the Gravis Ultrasound. # Possible values: 3, 5, 7, 9, 10, 11, 12, 15. # gusdma: ================================================================================================ # The DMA channel of the Gravis Ultrasound. # Possible values: 0, 1, 3, 5, 6, 7. # MemorySize: ================================================================================================ # If set, GF1 output will reduce in volume automatically if the sum of all channels exceeds full # volume. If not set, then loud music will clip to full volume just as it would on real hardware. # Enable this option for loud music if you want a more pleasing rendition without saturation and # distortion. (Default False) # IRQ-Hack: ================================================================================================ # Specify a hack related to the Gravis Ultrasound IRQ to avoid crashes in a handful of games and # demos. # none (default) :Emulate IRQs normally # cs_equ_ds :Do not fire IRQ unless two CPU segment registers match: CS == DS. # (Read Dosbox-X Wiki or source code for details.) # Possible values: none, cs_equ_ds. # ForceMIRQ: ================================================================================================ # Force Master IRQ: # Set this option if a DOS game or demo initializes the GUS but is unable to play any music. Some # demos, especially where the programmers wrote their own tracker, forget to set master IRQ enable # on the GUS, and then wonder why music isn't playing. prior to some GUS bugfixes they happend to # work anyway because DOSBox also ignored Master IRQ enable. Can restore that buggy behavior here. # Usually the cause is buggy GUS support that resets the GUS but fails to set the Master IRQ # enable bit. DOS games & demos that need this: (Default False) # - Juice: by Psychic Link (writes 0x300 to GUS reset which only enables DAC and takes card out of # reset, does not enable IRQ) # UnMaskIRQ: ================================================================================================ # Start the DOS virtual machine with the GUS IRQ already unmasked at the PIC. # UnMaskDMA: ================================================================================================ # GUS Unmask DMA: # Start the DOS virtual machine with the DMA channel already unmasked at the controller. # Use this for DOS applications that expect to operate the GUS but forget to unmask the DMA channel. # EnCPolling: ================================================================================================ # DMA Enable on DMA Control Polling: # If set, automatically enable GUS DMA transfer bit in specific cases when the DMA control register # is being polled. THIS IS A HACK. Some games and demoscene productions need this hack to avoid # hanging while uploading sample data to the Gravis Ultrasound due to bugs in their implementation. # ClearTcIRQ: ================================================================================================ # Clear DMA Terminal Count IRQ if excess polling # If the DOS application is seen polling the IRQ status register rapidly, automatically clear the # DMA TC IRQ status. This is a hack that should only be used with DOS applications that need it to # avoid bugs in their GUS support code. Needed for: # - Warcraft 2: if using GUS for music & sound, set this option to prevent the game from # hanging when you click on the buttons in the main menu. # ForceDetect: ================================================================================================ # Alyways tried to Install Ultrasound Drivers and the Setup/ Install/ CardCHK and ConScan tell # There is no a Card Or Unavailable with SB Setup and OPL Emu Mode is on. However. I added 0x348 # to the Write GUS Register. If this enabled, this will help Gravis Ultrasound to install and in # Combination with SB OPL EMU and the Ultrainit v2.28 work correctly # # Pantable: ================================================================================================ # Controls which table or equation is used for the Gravis Ultrasound panning emulation. # Accurate Emulation attempts to better reflect how the actual hardware handles panning, # while the old emulation uses a simpler idealistic mapping. # Possible values: old, accurate, default. # GusVolume: ================================================================================================ # Master Gravis Ultrasound GF1 volume: In decibels. Reducing the master volume can help with games # or demoscene productions where the music is too loud and clipping # R89Silent: ================================================================================================ # Mute Execute Read Register 0x89: # Let the few channels go silent and it sounds like arranged. (Was originally for test purposes, # since the music in Duke Nukem with this i like it so I leave the bool in. # MonoMixed: ================================================================================================ # Duke Nukem 1.5 Temporary Fix: # Lets the left channels mix. Strangely, these 8000 Hz, 8-bit, mono sound effects are only played # in the right channel. (With flip stereo then only on the left # ultrinit: ================================================================================================ # If set, start the GF1 in a fully initialized state (as if ULTRINIT had been run). If clear, leave # the card in an uninitialized state (as if cold boot). Some DOS games / demoscene productions will # hang or fail to use the Ultrasound hardware because they assume the card is initialized and their # hardware detect does not fully initialize the card. # ultradir: ================================================================================================ # Path to Ultrasound directory. In this directory there should be a MIDI directory that contains # the patch files for GUS playback. Patch sets used with Timidity should work fine. gus =false gustype = max gusrate = 44100 fixrate = false gusbase =240 gusirq =5 gusdma =3 MemorySize = -1 AutoAmp = false IRQ-Hack = none ForceMIRQ = false UnMaskIRQ = false UnMaskDMA = false EnCPolling = false ClearTcIRQ = false ForceDetect = false Pantable = default GusVolume = 0.00 R89Silent = false MonoMixed = false ultrinit = false ultradir =D:\ [innova] # innova: ================================================================================================ # Enable Innovation SSI-2001 Sound. Activate MOS6581 (SID) Sound Chip Card # samplerate: ================================================================================================ # Sample rate of the emulation. # Possible values: 96000, 48000, 44100, 32000, 22050, 16000, 11025, 8000. # sidbase: ================================================================================================ # SID Base Port (default 280h). # Possible values: 280, 2a0, 2c0, 2e0. # quality: ================================================================================================ # Set reSID quality/interpolation level (0 to 3). # 0: Off # 1: Interpolate # 2: Resample Fast # 3: Resample & Interpolate # Possible values: 0, 1, 2, 3. innova = false samplerate = 44100 sidbase = 280 quality = 0 [speaker] # pcspeaker: ================================================================================================ # Enable PC-Speaker emulation. # pcspeaker.mode: ================================================================================================ # Set the PC Speaker Emulation Compatibility: # old: Original Dosbox # new: For Games that didnt work with how Starcontrol etc.. # Possible values: old, new. # pcrate: ================================================================================================ # Sample rate of the PC-Speaker sound generation. # Possible values: 96000, 48000, 44100, 32000, 22050, 16000, 11025, 8000. # tandy: ================================================================================================ # Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to # 'tandy'. # Possible values: auto, on, off. # tandyrate: ================================================================================================ # Sample rate of the Tandy 3-Voice generation. # Possible values: 96000, 48000, 44100, 32000, 22050, 16000, 11025, 8000. # disney: ================================================================================================ # Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible). # ps1audio: ================================================================================================ # Enable IBM PS/1 Sound Audio Emulation.The PS/1 Audio Card includes a Programmable Sound Generator (PSG) with 3 square wave channels and # 1 channel for noise, and an 8-bit mono Digital-to-Analog Converter (DAC). The PSG is identical to # the Texas Instruments SN76496 used in the IBM PCjr, but with a different input clock rate # Sierra On-Line was particularly prolific, giving proper support for 3-voice PSG music and, for most # of the games, DAC sound effects and/or speech. Disney’s games had some support for the Card # # Possible values: on, off. # ps1audiorate: ================================================================================================ # Sample rate of the the IBM PS/1 Audio emulation. # Possible values: 96000, 48000, 44100, 32000, 22050, 16000, 11025, 8000. # ps1audioclock: ================================================================================================ # Set Audio Clock. To use the old version for ~3.5mhz, set '3579545'. Default is 4mhz ('4000000') pcspeaker = true pcspeaker.mode = old pcrate = 44100 tandy =auto tandyrate = 44100 disney =false ps1audio = off ps1audiorate = 44100 ps1audioclock = 4000000 [joystick] # joysticktype: ================================================================================================ # Type of joystick to emulate: auto (default) # 2axis : Supports two joysticks [Axes: 2, Buttons: 2] # 4axis : Supports one joystick [Axes: 4, Buttons: 4] (First joystick used) # 4axis_2: Supports one joystick [Axes: 4, Buttons: 4] (Second joystick used) # qshot6 : QuickShot6 Windows Pad [Axes: 2, Buttons: 6] # capcom : Capcom 6 Button (DOS) [Axes: 2, Buttons: 6] # inter6 : InterACT PcPad (Pro) [Axes: 2, Buttons: 6] # fcs : Thrustmaster [Axes: 3, Buttons: 4] # fcslw : Thrustmaster, Throttle [Axes: 3, Buttons: 4] # ch : CH Flightstick [Axes: 4, Buttons: 6] # chvp : CH Virtual Pilot Pro [Axes: 6, Buttons:10] # For Saitek Flight Systems or XInput on Host in Combination with Win9x CH Drivers # CH Virtual Pilot/ CH Flight Stick Pro # chgs : CH Gamestick 1.4 [Axes: 6, Buttons:10] # For XBox, F710 Controller on Host in Combination with Win9x CH GSC14 Drivers # wheel : Driving Wheel [Axes: 4, Buttons:4] # none : Disable joystick(s) Emulation # auto : Chooses emulation depending on real joystick(s). # (Remember to reset/ delet dosbox's mapperfile if you saved it earlier) # Possible values: auto, 2axis, 4axis, 4axis_2, fcs, fcslw, ch, chvp, chgs, qshot6, capcom, inter6, wheel, none. # joystickhost: ================================================================================================ # Specifed Type of joystick on your Host System in Combination with chvp # It Changes the Axes Values for Rudder /Pedals/ Throttle Axes # default : The Standard and default # SaitekX45 : Using Saitek-X45 Specs (Same are Default) # LgEx3DPro : Using Logitech 3D Pro # ldriveforcepro: Using Logitech Driving Force (Pro) # TFHotasOne : Using Thrustmaster Flight Hotas One # Possible values: default, saitekx45, lgex3dpro, tfhotasone, ldriveforcepro. # timed: ================================================================================================ # Enable timed intervals for axis. Experiment with this option, if your joystick drifts (away). # autofire: ================================================================================================ # Continuously fires as long as you keep the button pressed. # swap34: ================================================================================================ # Wrap the 3rd and the 4th axis. can be useful for certain joysticks. # buttonwrap: ================================================================================================ # Enable button wrapping at the number of emulated buttons. # circularinput: ================================================================================================ # enable translation of circular input to square output. # Try enabling this if your left analog stick can only move in a circle. # deadzone: ================================================================================================ # the percentage of motion to ignore. 100 turns the stick into a digital one. # buttons: ================================================================================================ # Overwrite the Default Emulated Buttons in DOSBox for 2axis,4axis,4axis_2 joysticktype =auto joystickhost = default timed =false autofire = false swap34 = false buttonwrap = false circularinput = false deadzone = 10 buttons = 0 [serial] # serial1: ================================================================================================ # Set type of device connected to com port. Can be disabled, dummy, modem, nullmodem, directserial. # Additional parameters must be in the same line in the form of parameter:value. Parameter for all # types is irq (optional). # directserial: realport (required), rxdelay (optional) (realport:COM1 realport:ttyS0) # modem : listenport (optional). # nullmodem : server, rxdelay, txdelay, telnet, usedtr, transparent, port, inhsocket # (all optional) # Example: serial1=modem listenport:5000 # Possible values: dummy, disabled, modem, nullmodem, directserial. # serial2: ================================================================================================ # see serial1 # Possible values: dummy, disabled, modem, nullmodem, directserial. # serial3: ================================================================================================ # see serial1 # Possible values: dummy, disabled, modem, nullmodem, directserial. # serial4: ================================================================================================ # see serial1 # Possible values: dummy, disabled, modem, nullmodem, directserial. serial1 = dummy serial2 = dummy serial3 = disabled serial4 = disabled [dos] # xms: ================================================================================================ # Enable XMS support. # ems: ================================================================================================ # Enable EMS support. The default (=true) provides the best compatibility but certain applications # may run better with other choices, or require EMS support to be disabled (=false) to work at all. # # Possible values: true, emsboard, emm386, false. # umb: ================================================================================================ # Enable UMB support. # files: ================================================================================================ # Number Of File Handles For DOS programs. (equivalent to "files=" in config.sys) (Default: 127) # LastDrive: ================================================================================================ # Increase and set max Logical Drives (equivalent to "lastdrive=" in config.sys (Default is e:) # # Possible values: a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z. # keyboardlayout: ================================================================================================ # Language code of the keyboard layout (or none). # Disable_DOS4GW: ================================================================================================ # Disable DOS/4GW Version 2.01a on Drive Z: # You can Unbind an old DOS/4GW e.q 1.97 from the Executbale by usinf the command DOS4GU.exe. Yes, # I have this renamed. Use a newer DOS/4GW speed up your Games. Example? Terminator: FS Skynet # Disable_DOS32A: ================================================================================================ # Disable the DOS32A Extender Version 9.1.2 on Drive Z: # Disable_CWSDPMI: ================================================================================================ # Disable the CWSDPMI on Drive Z: (For compatibility) # DOS4GW_As_DOS32: ================================================================================================ # Use DOS32A Extender 9.12 instead of DOS4GW 2.01 (e.q. as Benchmark and Compare) xms =true ems =true umb =true files = 127 LastDrive = e keyboardlayout = auto Disable_DOS4GW = false Disable_DOS32A = false Disable_CWSDPMI = false DOS4GW_As_DOS32 = false [ipx] # ipx: ================================================================================================ # Enable ipx over UDP/IP emulation. ipx = false [ne2000] # ne2000: ================================================================================================ # Enable Ethernet passthrough. Requires [Win]Pcap. # nicbase: ================================================================================================ # The base address of the NE2000 board. # nicirq: ================================================================================================ # The interrupt it uses. Note serial2 uses IRQ3 as default and remember IRQ 10 use IDE on more as # 3 Interfaces # macaddr: ================================================================================================ # The physical address the emulator will use on your network. If you have multiple DOSBoxes running # on your network this has to be changed for each. AC:DE:48 is an address range reserved for private # use, so modify the last three number blocks I.e. AC:DE:48:88:99:AB. # realnic: ================================================================================================ # Specifies which of your network interfaces is used. Write 'list' here to see the list of devices # in the log File. Then make your choice and put either the interface number (2 or something) or # a part of your adapters name, e.g. VIA here. ne2000 = false nicbase = 300 nicirq = 6 macaddr = AC:DE:48:88:99:AA realnic = list [pinhack] # pinhack: ================================================================================================ # Boolean: Enable pinball hacks to display whole table at once. Not enabled per default. Working: # - Absolute Pinball # - Epic Pinball # - Pinball 2000 # - Pinball Dreams I # - Pinball Dreams II # - Pinball Fantasies # - Pinball Illusions # - Pinball Mania # # pinhackaspectratio: ================================================================================================ # Used to force a custom aspect Ratio onto Dosbox, currently only works in Windowd Mode. Usefull # to get Pinball Tables Full Size with 16:9 Screens. Pinball Fantasies value is 1.87 # Use for this Fork 24. Can Combinated with Borderless Mode and rotate to 1080x1920 # pinhacktriggerwidth: ================================================================================================ # The X resolution (width) the pinball hack should trigger at. It is not checked by default or if # set to 0. Can be a range. # pinhacktriggerheight: ================================================================================================ # The Y resolution (height) the pinball hack should trigger at. Default is 240 (good for Pinball # Fantasies). Can be a range. # pinhackexpandwidth: ================================================================================================ # The X resolution (width) DOSBox will expand to if pinball hack is enabled and triggers. # Not very useful probably, but provided here in case someone finds a game where it is useful! # pinhackexpandheight: ================================================================================================ # The Y resolution (height) DOSBox will expand to if pinball hack is enabled and triggers. # pinhackpd: ================================================================================================ # Boolean: Enable pinball dreams to work correctly during intros. Default:false # # pinhackpsycho: ================================================================================================ # Boolean: Psycho Pinball tilt craphics are messed up if hack enabled. TODO, this is a placeholder # and has no function currently. # pinhackdoublewidth: ================================================================================================ # Used to enable forcing (or disabling) doublewidth with pinhack. The original patch disabled it, # but you may find it better enabled, or left to decide by dosbox and use aspect ratio correction # insread. normal=do not touch the setting, let DOSBox decide. yes=doublewidth. no=no doublewidth pinhack = false pinhackaspectratio = 24 pinhacktriggerwidth = 0 pinhacktriggerheight = 240 pinhackexpandwidth = 0 pinhackexpandheight = 608 pinhackpd = false pinhackpsycho = false pinhackdoublewidth = no [autoexec] @echo off SET PATH=Z:\ mount C "D:\hyperspin\EMULAT~1\D-FEND~1\VIRTUA~1\FANTAS~3\" imgmount E "D:\hyperspin\EMULAT~1\D-FEND~1\VIRTUA~1\FANTAS~3\ISO\Fantasy General.cue" -t iso -fs iso C: cd\ cd FG