# This is the configuration file for dosbox-staging (0.80.0). # Lines starting with a '#' character are comments. [sdl] # fullscreen: Start directly in fullscreen. # Run INTRO and see Special Keys for window control hotkeys. # display: Number of display to use; values depend on OS and user settings. # fullresolution: What resolution to use for fullscreen: 'original', 'desktop' # or a fixed size (e.g. 1024x768). # windowresolution: Set window size when running in windowed mode: # default: Select the best option based on your # environment and other settings. # small, medium, or large (or s, m, l): # Size the window relative to the desktop. # : Scale the window to the given dimensions in # WxH format. For example: 1024x768. # Scaling is not performed for output=surface. # viewport_resolution: Set the viewport size (drawable area) within the window/screen: # fit: Fit the viewport to the available window/screen (default). # : Limit the viewport within to a custom resolution or percentage of # the desktop. Specified in WxH, N%, N.M%. Examples: 960x720 or 50% # window_position: Set initial window position when running in windowed mode: # auto: Let the window manager decide the position. # : Set window position in X,Y format. For example: 250,100 # 0,0 is the top-left corner of the screen. # window_decorations: Controls whether to display window decorations in windowed mode. # transparency: Set the transparency of the DOSBox Staging screen. # From 0 (no transparency) to 90 (high transparency). # host_rate: Set the host's refresh rate: # auto: Use SDI rates, or VRR rates when fullscreen on a high-refresh # display. # sdi: Use serial device interface (SDI) rates, without further # adjustment. # vrr: Deduct 3 Hz from the reported rate (best-practice for VRR # displays). # : Specify a custom rate as a whole or decimal value greater than # 23.000. # vsync: Synchronize with display refresh rate if supported. This can # reduce flickering and tearing, but may also impact performance. # vsync_skip: Number of microseconds to allow rendering to block before skipping the next # frame. 0 disables this and will always render. # presentation_mode: Optionally select the frame presentation mode: # auto: Intelligently time and drop frames to prevent # emulation stalls, based on host and DOS frame rates. # cfr: Always present DOS frames at a constant frame rate. # vfr: Always present changed DOS frames at a variable frame rate. # Possible values: auto, cfr, vfr. # output: What video system to use for output. # Possible values: surface, texture, texturenb, texturepp, opengl, openglnb, openglpp. # texture_renderer: Choose a renderer driver when using a texture output mode. # Use texture_renderer=auto for an automatic choice. # Possible values: auto, direct3d, direct3d11, direct3d12, opengl, opengles2, software. # waitonerror: Keep the console open if an error has occurred. # priority: Priority levels to apply when active and inactive, respectively. # auto: Let the host operating system manage the priority (valid for both). # Default is: 'auto auto' # Possible values: auto, lowest, lower, normal, higher, highest. # mute_when_inactive: Mute the sound when the window is inactive. # pause_when_inactive: Pause emulation when the window is inactive. # mapperfile: File used to load/save the key/event mappings. # Pre-configured maps are bundled in the 'resources/mapperfiles' directory. # They can be loaded by name, for example: mapperfile = xbox/xenon2.map # Note: the -resetmapper commandline flag only deletes the default mapperfile. # screensaver: Use 'allow' or 'block' to override the SDL_VIDEO_ALLOW_SCREENSAVER # environment variable (which usually blocks the OS screensaver # while the emulator is running). # Possible values: auto, allow, block. fullscreen = true display = 0 fullresolution = desktop windowresolution = 1280x960 viewport_resolution = fit window_position = auto window_decorations = true transparency = 0 host_rate = auto vsync = false vsync_skip = 7000 presentation_mode = cfr output = opengl texture_renderer = auto waitonerror = true priority = auto auto mute_when_inactive = false pause_when_inactive = false mapperfile = mapper-sdl2-0.78.0.map screensaver = auto [dosbox] # language: Select a language to use: de, en, es, fr, it, nl, pl, and ru # Notes: This setting will override the 'LANG' environment, if set. # The 'resources/translations' directory bundled with the executable holds # these files. Please keep it along-side the executable to support this # feature. # machine: The type of machine DOSBox tries to emulate. # Possible values: hercules, cga, cga_mono, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe. # captures: Directory where things like wave, midi, screenshot get captured. # memsize: Amount of memory DOSBox has in megabytes. # This value is best left at its default to avoid problems with some games, # though few games might require a higher value. # There is generally no speed advantage when raising this value. # mcb_fault_strategy: How software-corrupted memory chain blocks should be handled: # deny: Quit (and report) when faults are detected (default). # repair: Repair (and report) faults using adjacent chain blocks. # report: Report faults but otherwise proceed as-is. # allow: Allow faults to go unreported (hardware behavior). # The default (deny) is recommended unless a game is failing with MCB corruption # errors. # Possible values: deny, repair, report, allow. # vmemsize: Video memory in MiB (1-8) or KiB (256 to 8192). 'auto' uses the default per # video adapter. # Possible values: auto, 1, 2, 4, 8, 256, 512, 1024, 2048, 4096, 8192. # dos_rate: Customize the emulated video mode's frame rate, in Hz: # default: The DOS video mode determines the rate (recommended). # host: Match the DOS rate to the host rate (see 'host_rate' setting). # : Sets the rate to an exact value, between 24.000 and 1000.000 (Hz). # We recommend the 'default' rate; otherwise test and set on a per-game basis. # vesa_modes: Controls the selection of VESA 1.2 and 2.0 modes offered: # compatible A tailored selection that maximizes game compatibility. # This is recommended along with 4 or 8 MB of video memory. # halfline Supports the low-resolution halfline VESA 2.0 mode used by # Extreme Assault. Use only if needed, as it's not S3 compatible. # all Offers all modes for a given video memory size, however # some games may not use them properly (flickering) or may need # more system memory (mem = ) to use them. # Possible values: compatible, all, halfline. # speed_mods: Permit changes known to improve performance. Currently no games are known # to be affected by this. Please file a bug with the project if you find a # game that fails when this is set to true so we will list them here. # autoexec_section: How autoexec sections are handled from multiple config files. # join : combines them into one big section (legacy behavior). # overwrite : use the last one encountered, like other conf settings. # Possible values: join, overwrite. # automount: Mounts 'drives/[c]' directories as drives on startup, where [c] is # a lower-case drive letter from a to y. The 'drives' folder can be # provided relative to the current directory or via built-in resources. # Mount settings can be optionally provided using a [c].conf file along- # -side the drive's directory, with content as follows: # [drive] # type = dir, overlay, floppy, or cdrom # label = custom_label # path = path-specification, ie: path = %%path%%;c:\tools # override_drive = mount the directory to this drive instead (default empty) # verbose = true or false # startup_verbosity: Controls verbosity prior to displaying the program: # Verbosity | Welcome | Early stdout # high | yes | yes # low | no | yes # quiet | no | no # auto | 'low' if exec or dir is passed, otherwise 'high' # Possible values: auto, high, low, quiet. language = machine = svga_s3 captures = capture memsize = 16 mcb_fault_strategy = deny vmemsize = auto dos_rate = default vesa_modes = compatible speed_mods = true autoexec_section = join automount = true startup_verbosity = quiet [render] # aspect: Scales the vertical resolution to produce a 4:3 display aspect # ratio, matching that of the original standard-definition monitors # for which the majority of DOS games were designed. This setting # only affects video modes that use non-square pixels, such as # 320x200 or 640x400; where as square-pixel modes, such as 640x480 # and 800x600, will be displayed as-is. # monochrome_palette: Select default palette for monochrome display. # Works only when emulating hercules or cga_mono. # You can also cycle through available colours using F11. # Possible values: white, paperwhite, green, amber. # cga_colors: Sets the interpretation of CGA RGBI colors. Affects all machine types capable # of displaying CGA or better graphics. Built-in presets: # default: The canonical CGA palette, as emulated by VGA adapters # (default). # tandy [BL]: Emulation of an idealised Tandy monitor with adjustable # brown level. The brown level can be provided as an optional # second parameter (0 - red, 50 - brown, 100 - dark yellow; # defaults to 50). E.g. tandy 100 # tandy-warm: Emulation of the actual color output of an unknown Tandy # monitor. # ibm5153 [C]: Emulation of the actual color output of an IBM 5153 monitor # with a unique contrast control that dims non-bright colors # only. The contrast can be optionally provided as a second # parameter (0 to 100; defaults to 100), e.g. ibm5153 60 # agi-amiga-v1, agi-amiga-v2, agi-amiga-v3: # Palettes used by the Amiga ports of Sierra AGI games # (see the manual for further details). # agi-amigaish: A mix of EGA and Amiga colors used by the Sarien # AGI-interpreter. # scumm-amiga: Palette used by the Amiga ports of LucasArts EGA games. # colodore: Commodore 64 inspired colors based on the Colodore palette. # colodore-sat: Colodore palette with 20% more saturation. # dga16: A modern take on the canonical CGA palette with dialed back # contrast. # You can also set custom colors by specifying 16 space or comma separated color # values, either as 3 or 6-digit hex codes (e.g. #f00 or #ff0000 for full red), # or decimal RGB triplets (e.g. (255, 0, 255) for magenta). The 16 colors are # ordered as follows: # black, blue, green, cyan, red, magenta, brown, light-grey, dark-grey, # light-blue, light-green, light-cyan, light-red, light-magenta, yellow, # and white. # Their default values, shown here in 6-digit hex code format, are: # #000000 #0000aa #00aa00 #00aaaa #aa0000 #aa00aa #aa5500 #aaaaaa #555555 # #5555ff #55ff55 #55ffff #ff5555 #ff55ff #ffff55 and #ffffff, respectively. # glshader: Options include 'default', 'none', a shader listed using the --list-glshaders # command-line argument, or an absolute or relative path to a file. # In all cases, you may omit the shader's '.glsl' file extension. aspect = false monochrome_palette = amber cga_colors = default glshader = none [composite] # composite: Enable composite mode on start. 'auto' lets the program decide. # Note: Fine-tune the settings below (ie: hue) using the composite hotkeys. # Then read the new settings from your console and enter them here. # Possible values: auto, on, off. # era: Era of composite technology. When 'auto', PCjr uses new and CGA/Tandy use old. # Possible values: auto, old, new. # hue: Appearance of RGB palette. For example, adjust until sky is blue. # saturation: Intensity of colors, from washed out to vivid. # contrast: Ratio between the dark and light area. # brightness: Luminosity of the image, from dark to light. # convergence: Convergence of subpixel elements, from blurry to sharp (CGA and Tandy-only). composite = auto era = auto hue = 0 saturation = 100 contrast = 100 brightness = 0 convergence = 0 [cpu] # core: CPU Core used in emulation. auto will switch to dynamic if available and # appropriate. # Possible values: auto, dynamic, normal, simple. # cputype: CPU Type used in emulation. auto is the fastest choice. # Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch. # cycles: Number of instructions DOSBox tries to emulate each millisecond. # Setting this value too high results in sound dropouts and lags. # Cycles can be set in 3 ways: # 'auto' tries to guess what a game needs. # It usually works, but can fail for certain games. # 'fixed #number' will set a fixed number of cycles. This is what you usually # need if 'auto' fails (Example: fixed 4000). # 'max' will allocate as much cycles as your computer is able to # handle. # Possible values: auto, fixed, max. # cycleup: Number of cycles added or subtracted with speed control hotkeys. # Run INTRO and see Special Keys for list of hotkeys. # cycledown: Setting it lower than 100 will be a percentage. core = auto cputype = auto cycles = fixed 9620 cycleup = 10 cycledown = 20 [mouse] # mouse_capture: Choose a mouse control method: # onclick: Capture the mouse when clicking any button in the window. # onstart: Capture the mouse immediately on start. # seamless: Let the mouse move seamlessly; captures only with middle-click or # hotkey. # nomouse: Hide the mouse and don't send input to the game. # Possible values: seamless, onclick, onstart, nomouse. # mouse_middle_release: If true, middle-click will release the captured mouse, and also # capture when seamless. # mouse_sensitivity: Default mouse sensitivity. 100 is a base value, 150 is 150% sensitivity, etc. # Negative values reverse mouse direction, 0 disables the movement completely. # The optional second parameter specifies vertical sensitivity (e.g. 100,200). # Setting can be adjusted in runtime (also per mouse interface) using internal # MOUSECTL.COM tool, available on drive Z:. # mouse_raw_input: Enable to bypass your operating system's mouse acceleration and sensitivity # settings. Works in fullscreen or when the mouse is captured in window mode. # dos_mouse_driver: Enable built-in DOS mouse driver. # 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: Updates mouse movement counters immediately, without waiting for interrupt. # 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 file a bug with the project if you find another game that fails when # this is enabled, we will 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. # Default: intellimouse # Possible values: standard, intellimouse. # 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: wheel+msm # Notes: # Go to [serial] section to enable/disable COM port mice. # Possible values: 2button, 3button, wheel, msm, 2button+msm, 3button+msm, wheel+msm. mouse_capture = onstart mouse_middle_release = true mouse_sensitivity = 100 mouse_raw_input = true dos_mouse_driver = true dos_mouse_immediate = false ps2_mouse_model = intellimouse com_mouse_model = wheel+msm [mixer] # nosound: Enable silent mode, sound is still emulated though. # rate: Mixer sample rate. # Possible values: 8000, 11025, 16000, 22050, 32000, 44100, 48000. # blocksize: Mixer block size; larger values might help with sound stuttering but sound will # also be more lagged. # Possible values: 128, 256, 512, 1024, 2048, 4096, 8192. # prebuffer: How many milliseconds of sound to render on top of the blocksize; larger values # might help with sound stuttering but sound will also be more lagged. # negotiate: Let the system audio driver negotiate (possibly) better rate and blocksize # settings. # compressor: Enable the auto-leveling compressor on the master channel to prevent clipping # of the audio output: # off: Disable compressor. # on: Enable compressor (default). # crossfeed: Set crossfeed globally on all stereo channels for headphone listening: # off: No crossfeed (default). # on: Enable crossfeed (at strength 40). # : Set crossfeed strength from 0 to 100, where 0 means no crossfeed # (off) and 100 full crossfeed (effectively turning stereo content # into mono). # Note: You can set per-channel crossfeed via mixer commands. # reverb: Enable reverb globally to add a sense of space to the sound: # off: No reverb (default). # on: Enable reverb (medium preset). # tiny: Simulates the sound of a small integrated speaker in a room; # specifically designed for small-speaker audio systems # (PC Speaker, Tandy, PS/1 Audio, and LPT DAC devices). # small: Adds a subtle sense of space; good for games that use a single # synth channel (typically OPL) for both music and sound effects. # medium: Medium room preset that works well with a wide variety of games. # large: Large hall preset recommended for games that use separate # channels for music and digital audio. # huge: A stronger variant of the large hall preset; works really well # in some games with more atmospheric soundtracks. # Note: You can fine-tune per-channel reverb levels via mixer commands. # Possible values: off, on, tiny, small, medium, large, huge. # chorus: Enable chorus globally to add a sense of stereo movement to the sound: # off: No chorus (default). # on: Enable chorus (normal preset). # light: A light chorus effect (especially suited for # synth music that features lots of white noise.) # normal: Normal chorus that works well with a wide variety of games. # strong: An obvious and upfront chorus effect. # Note: You can fine-tune per-channel chorus levels via mixer commands. # Possible values: off, on, light, normal, strong. nosound = false rate = 44100 blocksize = 1024 prebuffer = 25 negotiate = true compressor = true crossfeed = 33 reverb = on chorus = on [midi] # mididevice: Device that will receive the MIDI data (from the emulated MIDI # interface - MPU-401). Choose one of the following: # 'fluidsynth', to use the built-in MIDI synthesizer. See the # [fluidsynth] section for detailed configuration. # 'mt32', to use the built-in Roland MT-32 synthesizer. # See the [mt32] section for detailed configuration. # 'auto', to use the first working external MIDI player. This # might be a software synthesizer or physical device. # Possible values: auto, win32, fluidsynth, mt32, none. # midiconfig: Configuration options for the selected MIDI interface. # This is usually the id or name of the MIDI synthesizer you want # to use (find the id/name with DOS command 'mixer /listmidi'). # - This option has no effect when using the built-in synthesizers # (mididevice = fluidsynth or mt32). # - If you're using a physical Roland MT-32 with revision 0 PCB, # the hardware may require a delay in order to prevent its # buffer from overflowing. In that case, add 'delaysysex', # for example: 'midiconfig=2 delaysysex'. # See the README/Manual for more details. # mpu401: Type of MPU-401 to emulate. # Possible values: intelligent, uart, none. mididevice = mt32 midiconfig = mpu401 = intelligent [fluidsynth] # soundfont: Path to a SoundFont file in .sf2 format. You can use an # absolute or relative path, or the name of an .sf2 inside # the 'soundfonts' directory within your DOSBox configuration # directory. # Note: The optional volume scaling percentage after the filename # has been deprecated. Please use a mixer command instead to # change the FluidSynth audio channel's volume, e.g.: # MIXER FSYNTH 200 # fsynth_chorus: Chorus effect: 'auto', 'on', 'off', or custom values. # When using custom values: # All five must be provided in-order and space-separated. # They are: voice-count level speed depth modulation-wave, where: # - voice-count is an integer from 0 to 99. # - level is a decimal from 0.0 to 10.0 # - speed is a decimal, measured in Hz, from 0.1 to 5.0 # - depth is a decimal from 0.0 to 21.0 # - modulation-wave is either 'sine' or 'triangle' # For example: chorus = 3 1.2 0.3 8.0 sine # Note: You can disable the FluidSynth chorus and enable the # mixer-level chorus on the FluidSynth channel instead, or # enable both chorus effects at the same time. Whether this # sounds good depends on the SoundFont and the chorus settings # being used. # fsynth_reverb: Reverb effect: 'auto', 'on', 'off', or custom values. # When using custom values: # All four must be provided in-order and space-separated. # They are: room-size damping width level, where: # - room-size is a decimal from 0.0 to 1.0 # - damping is a decimal from 0.0 to 1.0 # - width is a decimal from 0.0 to 100.0 # - level is a decimal from 0.0 to 1.0 # For example: reverb = 0.61 0.23 0.76 0.56 # Note: You can disable the FluidSynth reverb and enable the # mixer-level reverb on the FluidSynth channel instead, or # enable both reverb effects at the same time. Whether this # sounds good depends on the SoundFont and the reverb settings # being used. # fsynth_filter: Filter for the FluidSynth audio output: # off: Don't filter the output (default). # : Custom filter definition; see 'sb_filter' for details. soundfont = ..\SNDFNT\SoundCanvas.sf2 fsynth_chorus = auto fsynth_reverb = auto fsynth_filter = off [mt32] # model: Model of synthesizer to use. # 'auto' picks the first model with available ROMs, in order as listed. # 'cm32l' and 'mt32' pick the first model of their type, in the order listed. # 'mt32_old' and 'mt32_new' are aliases for 1.07 and 2.04, respectively. # Possible values: auto, cm32l, cm32l_102, cm32l_100, mt32, mt32_old, mt32_107, mt32_106, mt32_105, mt32_104, mt32_bluer, mt32_new, mt32_204. # romdir: The directory containing ROMs for one or more models. # The directory can be absolute or relative, or leave it blank to # use the 'mt32-roms' directory in your DOSBox configuration # directory. Other common system locations will be checked as well. # ROM files inside this directory may include any of the following: # - MT32_CONTROL.ROM and MT32_PCM.ROM, for the 'mt32' model. # - CM32L_CONTROL.ROM and CM32L_PCM.ROM, for the 'cm32l' model. # - Unzipped MAME MT-32 and CM-32L ROMs, for the versioned models. # mt32_filter: Filter for the Roland MT-32/CM-32L audio output: # off: Don't filter the output (default). # : Custom filter definition; see 'sb_filter' for details. model = mt32 romdir = ..\SNDFNT mt32_filter = off [sblaster] # sbtype: Type of Sound Blaster to emulate. 'gb' is Game Blaster. # Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none. # sbbase: The IO address of the Sound Blaster. # Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300. # irq: The IRQ number of the Sound Blaster. # Possible values: 7, 5, 3, 9, 10, 11, 12. # dma: The DMA number of the Sound Blaster. # Possible values: 1, 5, 0, 3, 6, 7. # hdma: The High DMA number of the Sound Blaster. # Possible values: 1, 5, 0, 3, 6, 7. # sbmixer: Allow the Sound Blaster mixer to modify the DOSBox mixer. # sbwarmup: Silence initial DMA audio after card power-on, in milliseconds. # This mitigates pops heard when starting many SB-based games. # Reduce this if you notice intial playback is missing audio. # oplmode: Type of OPL emulation. On 'auto' the mode is determined by 'sbtype'. # All OPL modes are AdLib-compatible, except for 'cms'. # Possible values: auto, cms, opl2, dualopl2, opl3, opl3gold, none. # sb_filter: Type of filter to emulate for the Sound Blaster digital sound output: # auto: Use the appropriate filter determined by 'sbtype'. # sb1, sb2, sbpro1, sbpro2, sb16: # Use the filter of this Sound Blaster model. # modern: Use linear interpolation upsampling that acts as a low-pass # filter; this is the legacy DOSBox behaviour (default). # off: Don't filter the output. # : One or two custom filters in the following format: # TYPE ORDER FREQ # Where TYPE can be 'hpf' (high-pass) or 'lpf' (low-pass), # ORDER is the order of the filter from 1 to 16 # (1st order = 6dB/oct slope, 2nd order = 12dB/oct, etc.), # and FREQ is the cutoff frequency in Hz. Examples: # lpf 2 12000 # hpf 3 120 lfp 1 6500 # sb_filter_always_on: Force the Sound Blaster filter to be always on # (disallow programs from turning the filter off). # opl_filter: Type of filter to emulate for the Sound Blaster OPL output: # auto: Use the appropriate filter determined by 'sbtype' (default). # sb1, sb2, sbpro1, sbpro2, sb16: # Use the filter of this Sound Blaster model. # off: Don't filter the output. # : Custom 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 filter definition; see 'sb_filter' for details. sbtype = sb16 sbbase = 220 irq = 7 dma = 1 hdma = 5 sbmixer = true sbwarmup = 100 oplmode = auto sb_filter = auto sb_filter_always_on = false opl_filter = auto cms_filter = on [gus] # gus: Enable Gravis UltraSound emulation. # gusbase: The IO base address of the Gravis UltraSound. # Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300. # gusirq: The IRQ number of the Gravis UltraSound. # Possible values: 5, 3, 7, 9, 10, 11, 12. # gusdma: The DMA channel of the Gravis UltraSound. # Possible values: 3, 0, 1, 5, 6, 7. # ultradir: Path to UltraSound directory. In this directory # there should be a MIDI directory that contains # the patch files for GUS playback. Patch sets used # with Timidity should work fine. # gus_filter: Filter for the Gravis UltraSound audio output: # off: Don't filter the output (default). # : Custom filter definition; see 'sb_filter' for details. gus = true gusbase = 240 gusirq = 5 gusdma = 3 ultradir = X:\ULTRASND gus_filter = off [innovation] # sidmodel: Model of chip to emulate in the Innovation SSI-2001 card: # - auto: Selects the 6581 chip. # - 6581: The original chip, known for its bassy and rich character. # - 8580: A later revision that more closely matched the SID specification. # It fixed the 6581's DC bias and is less prone to distortion. # The 8580 is an option on reproduction cards, like the DuoSID. # - none: Disables the card. # Possible values: auto, 6581, 8580, none. # sidclock: The SID chip's clock frequency, which is jumperable on reproduction cards. # - default: uses 0.895 MHz, per the original SSI-2001 card. # - c64ntsc: uses 1.023 MHz, per NTSC Commodore PCs and the DuoSID. # - c64pal: uses 0.985 MHz, per PAL Commodore PCs and the DuoSID. # - hardsid: uses 1.000 MHz, available on the DuoSID. # Possible values: default, c64ntsc, c64pal, hardsid. # sidport: The IO port address of the Innovation SSI-2001. # Possible values: 240, 260, 280, 2a0, 2c0. # 6581filter: The SID's analog filtering meant that each chip was physically unique. # Adjusts the 6581's filtering strength as a percent from 0 to 100. # 8580filter: Adjusts the 8580's filtering strength as a percent from 0 to 100. # innovation_filter: Filter for the Innovation audio output: # off: Don't filter the output (default). # : Custom 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 filter definition; see 'sb_filter' for details. # tandy: Enable Tandy Sound System emulation. # For 'auto', emulation is present only if machine is set to 'tandy'. # Possible values: auto, on, off. # tandy_filter: Filter for the Tandy synth output: # on: Filter the output (default). # off: Don't filter the output. # : Custom 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 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 filter definition; see 'sb_filter' for details. # ps1audio: Enable IBM PS/1 Audio emulation. # ps1audio_filter: Filter for the PS/1 Audio synth output: # on: Filter the output (default). # off: Don't filter the output. # : Custom 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 filter definition; see 'sb_filter' for details. pcspeaker = discrete pcspeaker_filter = on tandy = auto tandy_filter = on tandy_dac_filter = on lpt_dac = none lpt_dac_filter = on ps1audio = false ps1audio_filter = on ps1audio_dac_filter = on [reelmagic] # reelmagic: ReelMagic (aka REALmagic) MPEG playback support. # off: Disable support (default). # cardonly: Initialize the card without loading the FMPDRV.EXE driver. # on: Initialize the card and load the FMPDRV.EXE on start-up. # reelmagic_key: Set the 32-bit magic key used to decode the game's videos. # auto: Use the built-in routines to determine the key (default). # common: Use the most commonly found key, which is 0x40044041. # thehorde: Use The Horde's key, which is 0xC39D7088. # : 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 (default), # auto : Detect and use any joystick(s), if possible., # 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. Experiment with this option, if your # joystick drifts (away). # autofire: continuously fires as long as you keep the button pressed. # swap34: swap the 3rd and the 4th axis. Can be useful for certain joysticks. # buttonwrap: enable button wrapping at the number of emulated buttons. # circularinput: enable translation of circular input to square output. # Try enabling this if your left analog stick can only move in a circle. # deadzone: the percentage of motion to ignore. 100 turns the stick into a digital one. # use_joy_calibration_hotkeys: Activates hotkeys to allow realtime calibration of the joystick's x and y axis. # Only consider this if in-game calibration fails and other settings have been # tried. # - Ctrl/Cmd+Arrow-keys adjusts the axis' scalar value: # - left and right diminish or magnify the x-axis scalar, respectively. # - down and up diminish or magnify the y-axis scalar, respectively. # - Alt+Arrow-keys adjusts the axis' offset position: # - left and right shift x-axis offset in the given direction. # - down and up shift the y-axis offset in the given direction. # - Reset the X and Y calibration using Ctrl+Delete and Ctrl+Home, respectively. # Each tap will report X or Y calibration values you can set below. When you find # parameters that work, quit the game, switch this setting back to false, and # populate the reported calibration parameters. # joy_x_calibration: Apply x-axis calibration parameters from the hotkeys. Default is 'auto'. # joy_y_calibration: Apply Y-axis calibration parameters from the hotkeys. Default is 'auto'. joysticktype = auto timed = true autofire = false swap34 = false buttonwrap = false circularinput = false deadzone = 10 use_joy_calibration_hotkeys = false joy_x_calibration = auto joy_y_calibration = auto [serial] # serial1: set type of device connected to com port. # Can be disabled, dummy, mouse, modem, nullmodem, direct. # Additional parameters must be on the same line in the form of # parameter:value. Parameter for all types is irq (optional). # for mouse: # model, overrides setting from [mouse] section # for direct: realport (required), rxdelay (optional). # (realport:COM1 realport:ttyS0). # for modem: listenport, sock, baudrate (all optional). # for nullmodem: server, rxdelay, txdelay, telnet, usedtr, # transparent, port, inhsocket, sock (all optional). # SOCK parameter specifies the protocol to be used by both sides # of the conection. 0 for TCP and 1 for ENet reliable UDP. # Example: serial1=modem listenport:5000 sock:1 # Possible values: dummy, disabled, mouse, modem, nullmodem, direct. # serial2: see serial1 # Possible values: dummy, disabled, mouse, modem, nullmodem, direct. # serial3: see serial1 # Possible values: dummy, disabled, mouse, modem, nullmodem, direct. # serial4: see serial1 # Possible values: dummy, disabled, mouse, modem, nullmodem, direct. # phonebookfile: File used to map fake phone numbers to addresses. serial1 = dummy serial2 = dummy serial3 = disabled serial4 = disabled phonebookfile = phonebook.txt [dos] # xms: Enable XMS support. # ems: Enable EMS support. The default (=true) provides the best # compatibility but certain applications may run better with # other choices, or require EMS support to be disabled (=false) # to work at all. # Possible values: true, emsboard, emm386, false. # umb: Enable UMB support. # ver: Set DOS version (5.0 by default). Specify as major.minor format. # A single number is treated as the major version. # Common settings are 3.3, 5.0, 6.22, and 7.1. # country: Set DOS country code which will affect country-specific # information such as date, time, and decimal formats. # If set to 0, the country code corresponding to the # selected keyboard layout will be used. # expand_shell_variable: Enable expanding environment variables such as %PATH% # while in the DOS command shell. FreeDOS and MS-DOS 7/8 # COMMAND.COM supports this behavior. # keyboardlayout: Language code of the keyboard layout (or none). xms = true ems = true umb = true ver = 6.22 country = 0 expand_shell_variable = false keyboardlayout = auto [ipx] # ipx: Enable ipx over UDP/IP emulation. ipx = false [ethernet] # ne2000: Enable emulation of a Novell NE2000 network card on a software-based # network (using libslirp) with properties as follows: # - 255.255.255.0 : Subnet mask of the 10.0.2.0 virtual LAN. # - 10.0.2.2 : IP of the gateway and DHCP service. # - 10.0.2.3 : IP of the virtual DNS server. # - 10.0.2.15 : First IP provided by DHCP, your IP! # Note: Inside DOS, setting this up requires an NE2000 packet driver, # DHCP client, and TCP/IP stack. You might need port-forwarding # from the host into the DOS guest, and from your router to your # host when acting as the server for multiplayer games. # nicbase: The base address of the NE2000 card. # Note: Addresses 220 and 240 might not be available as they're assigned # to the Sound Blaster and Gravis UltraSound by default. # Possible values: 200, 220, 240, 260, 280, 2c0, 300, 320, 340, 360. # nicirq: The interrupt used by the NE2000 card. # Note: IRQs 3 and 5 might not be available as they're assigned # to 'serial2' and the Gravis UltraSound by default. # Possible values: 3, 4, 5, 9, 10, 11, 12, 14, 15. # macaddr: The MAC address of the NE2000 card. # tcp_port_forwards: Forwards one or more TCP ports from the host into the DOS guest. # The format is: # port1 port2 port3 ... (e.g., 21 80 443) # This will forward FTP, HTTP, and HTTPS into the DOS guest. # If the ports are privileged on the host, a mapping can be used # host:guest ..., (e.g., 8021:21 8080:80) # This will forward ports 8021 and 8080 to FTP and HTTP in the guest # A range of adjacent ports can be abbreviated with a dash: # start-end ... (e.g., 27910-27960) # This will forward ports 27910 to 27960 into the DOS guest. # Mappings and ranges can be combined, too: # hstart-hend:gstart-gend ..., (e.g, 8040-8080:20-60) # This forwards ports 8040 to 8080 into 20 to 60 in the guest # Notes: # - If mapped ranges differ, the shorter range is extended to fit. # - If conflicting host ports are given, only the first one is setup. # - If conflicting guest ports are given, the latter rule takes precedent. # udp_port_forwards: Forwards one or more UDP ports from the host into the DOS guest. # The format is the same as for TCP port forwards. ne2000 = true nicbase = 300 nicirq = 3 macaddr = AC:DE:48:88:99:AA tcp_port_forwards = udp_port_forwards = [autoexec] # Lines in this section will be run at startup. # You can put your MOUNT lines here. @ECHO ON mount C Lem3 PATH=;Z:;C:; @ECHO OFF C: l3cd.exe exit