VOGONS


First post, by Greenflag

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Hello,

I was lucky enough to get an original copy of Super Street Fighter II Turbo on Ebay last week. I didn't even have to use DosBox to install the game, went fine without it, however no matter what I do I can't get my controllers to run with the game. I'm using a SFIV 360 Fight Pad, which is based on a standard 360 controller and a Logitech Dual Action. To be more specific no button does work. I can use the d-pad and even my analogsticks, but buttons won't work.

Can anybody help me? How can I make the game register my buttons?

Thanks in advance.

Reply 1 of 37, by wd

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Why do you post in the dosbox forum if you don't use dosbox?

Reply 2 of 37, by Greenflag

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I wrote that I didn't have to use it to INSTALL the game. I didn't say I'm not using it to play.

Reply 4 of 37, by wd

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As DosFreak says obviously your logic

I didn't even have to use DosBox to install the game, went fine without it

is flawed.

Reply 5 of 37, by Greenflag

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What's the difference? If it makes a difference I'll do it again by using DOSBox. I know how to use DOSBox, but I just had to double click installer of SSF2T and it went well. I could only start the actual game with DOSBox, though.

I'm not quite sure if you got me right, I own a legal version of Super Street Fighter II Turbo. So give me a reason please.

Reply 6 of 37, by Qbix

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paths might be different
game might detect things during install.

Water flows down the stream
How to ask questions the smart way!

Reply 7 of 37, by ADDiCT

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You are the one asking for help, so we don't necessarily have to give you anything (; . Just install the game in DOSBox and use the exact same mounting you've used for installing when starting the game. This rules out a number of potential errors.

EDIT: ah, Qbix beat me to it.

Reply 8 of 37, by Greenflag

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Okay, I installed it once again using DOSBox this time. I get the same problem unfortunately. D-Pad and sticks work, but none of my buttons. From what I've found in these forums so far, there have been quite some problems with controllers of any kind, but I never read anything about buttons not working...there have been issues with the d-pad or sticks.

Weird, because both work for me...it's the same on both controllers.

Reply 9 of 37, by ADDiCT

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Do both controllers work in Windows (drivers installed, etc.)? Test them with a native Windows game or something. Also, check the control panel thingy for both controllers, you know, the tool where you see which buttons are pressed etc.

Next step: is DOSBox recognizing both controllers (text in status window)? You can start DOSBox with the "-noconsole" switch to make it create a "stdout.txt" file with what would go in the status window. Paste the contents of that file.

You should also try starting DOSBox with only one of the two controllers connected.

EDIT: oh, and also - which OS are you on, which hardware, what's your dosbox.conf, etc. .

Reply 10 of 37, by Greenflag

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Tried it with only one controller connected, same problem. Controllers do work in Street Fighter IV for example.

DOSBox.conf:

# This is the configurationfile for DOSBox 0.73. # Lines starting with a # are commentlines. # They are used to (briefly) docume […]
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# This is the configurationfile for DOSBox 0.73.
# Lines starting with a # are commentlines.
# They are used to (briefly) document the effect of each option.

[sdl]
# fullscreen: Start dosbox directly in fullscreen.
# fulldouble: Use double buffering in fullscreen.
# fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
# output: What video system to use for output.
# Possible values: surface, overlay, opengl, openglnb, ddraw.
# autolock: Mouse will automatically lock, if you click on the screen.
# sensitivity: Mouse sensitivity.
# 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, pause.
# mapperfile: File used to load/save the key/event mappings from.
# usescancodes: Avoid usage of symkeys, might not work on all operating systems.

fullscreen=false
fulldouble=false
fullresolution=original
windowresolution=original
output=surface
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper.txt
usescancodes=true

[dosbox]
# language: Select another language file.
# machine: The type of machine tries to emulate.
# Possible values: hercules, cga, 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.

language=
machine=svga_s3
captures=capture
memsize=16

[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!.
# scaler: Scaler used to enlarge/enhance low resolution modes. If 'forced' is appended,the scaler will be used even if the result might not be desired.
# Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x,

tv3x, rgb2x, rgb3x, scan2x, scan3x.

frameskip=0
aspect=false
scaler=hq3x

[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: 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
#
# Possible values: auto, fixed, max.
# cycleup: Amount of cycles to increase/decrease with keycombo.
# cycledown: Setting it lower than 100 will be a percentage.

core=dynamic
cputype=auto
cycles=fixed 6500
cycleup=500
cycledown=20

[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: 22050, 44100, 48000, 32000, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
# Possible values: 2048, 4096, 8192, 1024, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.

nosound=false
rate=22050
blocksize=2048
prebuffer=10

[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, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use. See README for details.

mpu401=intelligent
mididevice=default
midiconfig=

[sblaster]
# sbtype: Type of sblaster to emulate.
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, none.
# sbbase: The IO address of the soundblaster.
# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
# irq: The IRQ number of the soundblaster.
# Possible values: 7, 5, 3, 9, 10, 11, 12.
# dma: The DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# hdma: The High DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
# Possible values: auto, cms, opl2, dualopl2, opl3, none.
# oplemu: Provider for the OPL emulation. compat or old might provide better quality (see oplrate as well).
# Possible values: default, compat, fast, old.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
# Possible values: 22050, 49716, 44100, 48000, 32000, 16000, 11025, 8000.

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=default
oplrate=22050

[gus]
# gus: Enable the Gravis Ultrasound emulation.
# gusrate: Sample rate of Ultrasound emulation.
# Possible values: 22050, 44100, 48000, 32000, 16000, 11025, 8000, 49716.
# 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=false
gusrate=22050
gusbase=240
gusirq=5
gusdma=3
ultradir=C:\ULTRASND

[speaker]
# pcspeaker: Enable PC-Speaker emulation.
# pcrate: Sample rate of the PC-Speaker sound generation.
# Possible values: 22050, 44100, 48000, 32000, 16000, 11025, 8000, 49716.
# 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: 22050, 44100, 48000, 32000, 16000, 11025, 8000, 49716.
# disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).

pcspeaker=true
pcrate=22050
tandy=auto
tandyrate=22050
disney=true

[joystick]
# joysticktype: Type of joystick to emulate: auto (default), none,
# 2axis (supports two joysticks),
# 4axis (supports one joystick, first joystick used),
# 4axis_2 (supports one joystick, second joystick used),
# fcs (Thrustmaster), ch (CH Flightstick).
# none disables joystick emulation.
# auto chooses emulation depending on real joystick(s).
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
# timed: enable timed intervals for axis. (false is old style behaviour).
# 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.

joysticktype=auto
timed=true
autofire=false
swap34=false
buttonwrap=true

[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.
# for directserial: realport (required), rxdelay (optional).
# (realport:COM1 realport:ttyS0).
# for modem: listenport (optional).
# for 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.
# umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).

xms=true
ems=true
umb=true
keyboardlayout=auto

[ipx]
# ipx: Enable ipx over UDP/IP emulation.

ipx=false

[autoexec]
# Lines in this section will be run at startup.

Hardware:

Intel Core 2 Duo E7200, 2x2,53GHz
Patriot 3 GB 800 MHz RAM
Sapphire Radeon HD4890 Vapor-X 1GB
Gigabyte EP35-DS3

OS: Windows XP Home, SP3

stdout.txt says:

DOSBox version 0.73 Copyright 2002-2009 DOSBox Team, published under GNU GPL. --- CONFIG:Loading primary settings from config fi […]
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DOSBox version 0.73
Copyright 2002-2009 DOSBox Team, published under GNU GPL.
---
CONFIG:Loading primary settings from config file dosbox.conf
MIDI:Opened device:win32
DOS keyboard layout loaded with main language code GR for layout gr
Two or more joysticks reported, initializing with 2axis
Using joystick Logitech Dual Action with 4 axes, 12 buttons and 1 hat(s)
Using joystick Controller (Street Fighter IV FightPad) with 5 axes, 10 buttons and 1 hat(s)

Reply 11 of 37, by robertmo

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check whether how both sticks work properly in windows' joystick control panel

Reply 12 of 37, by Greenflag

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They both work. It's 100% not a hardware error.

Reply 13 of 37, by robertmo

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do all analog sticks work properly? i mean do they move fluently, ,not just jump to the boarder

check what happens if you press the analog button on the pad

Reply 14 of 37, by Greenflag

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Mate, my problem is that the buttons won't work. Analog sticks and D-Pad are working fine in SSF2T. Whenever I try to switch from keyboard to joypad I need to calibrate it ingame and I get stuck at the point when the game asks me to "press any key to continue".

There is nothing wrong with my controllers, they work 100% in any other game as well as in Windows. I've also tried to use them with another DOS game One Must Fall 2097 and the controllers worked 100%. Problem only exists with SSF2T. 🙁

Reply 15 of 37, by robertmo

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tried timed= ?

Reply 16 of 37, by ADDiCT

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Yeah, from the outputs you've posted it seems the controllers are working.

Some more things to try:
- set "buttonwrap=false". You will want to set this anyway because otherwise you'll only have two buttons per controller with the other buttons "repeating" (i.e. b1=b1, b2=b2, b3=b1, b4=b2, etc.).
- try various "joysticktype" settings

Other than that i'm out of ideas. You could test if other games in DOSBox do recognize the buttons correctly (especially b3+). I don't like fighting games very much but IIRC SFII always was a 6-button game. Maybe the game's devs implemented some special routines or controller "driver" for a special kind of controller which isn't compatible with DOSBox. In the DOS days gamepads were not very common, maybe the game doesn't even support more than 2 or 4 buttons. You could check the manual or a readme file for more info on that (the MobyGames tech specs for the game only state "Joystick (Analog), Keyboard"). There's a patch, too (euro version, see "Related Downloads" for the US patch).

If everything fails you could still use the mapper to map keyboard commands to your controller buttons. That should work if DOSBox correctly identifies the buttons (which it seems it does).

EDIT: from the patch readme:

1. Added a joypad configuration system. Previously the Punch/Kick assignments for joypads were restricted to the defaul […]
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1. Added a joypad configuration system.
Previously the Punch/Kick assignments for joypads were restricted to the
defaults. The buttons are now configurable by changing the PAD.CFG file
Edit this file in a text editor to reconfigure the buttons for your 4 or
6 button joypad. Full instructions can be found in the PAD.CFG file.

Reply 17 of 37, by Greenflag

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It works!

I changed buttonwrap=false and installed the 1.5 patch. After that, my Logitech Dual Action only had 2 of its buttons working, I unplugged it and tried with my Fightpad connected - works. Every button of my Fightpad is registered correctly by the game. The order of kicks/punches is a little messed up, but I'm changing it right now.

I can't use the controller in the main menu. Once I get to the character selection I can activate P1 with it.

Maybe you guys can help me with another little problem: The game feels a little bit sluggish, let's say I'm starting a new arcade round and I can hear the stage music before my loading screen wears off. Is there any way to improve it? It lags and freezes a little bit from time to time.

Any tips or guides?

Thank you everybody for your help so far! 😁

Reply 18 of 37, by robertmo

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cycles?

Reply 19 of 37, by Greenflag

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Look at my config above, I set it to 6500 and I read that SSF2T runs best with low cycles, check: http://www.dosbox.com/comp_list.php?showID=369&letter=S

Is changing amount of cycles my only option?

Have a look at what these two guys say:

http://www.dosbox.com/comp_list.php?showID=713&letter=S

"need protected mode" "runs fine but slow under full core"