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xbox360 gamepad Wolf/Doom controls

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First post, by x2DNostalgiax

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Hi, new to the forums.

I have a couple of questions for the knowledgable members here. I am using the latest XBCD drivers for my 360 gamepad and am running dosbox .74. These games work great, and I have even been able to calibrate my gamepad to work properly through use of the XBCD drivers. But for one, the controls on Doom seem to be a tad unresponsive; such as delayed movement (lag like) as well, the analog sticks don't seem to be pressure sensitive (press left direction lightly to move slowly). As well I cannot shoot while sprinting and moveing direction (my sprint button is left trigger, my fire button is right trigger, and direction is right analog). I suppose what I am trying to achieve is to get the controls as close to playing the XBLA version of Doom as possible. Like I said, the controls are all in place except for these minor flaws.

Now for Wolfenstein,

The issue os strafe. Unlike Doom, Wolfenstein requires two key presses for strafe. The control setup I have for Doom seems to work great except for the lack of strafe. The default key commands for strafe on Wolf are (hold alt + use direction). How can I get these two functions in a single gamepad command? (ie pressing direction on left analog stick). Again, I am trying to achieve the same control scheme as used on the XBLA version of Wolfenstein. I suppose I am wondering if the dosbox keymapper or the XBCD drivers have an option for simulating two key presses in a single fucnction on the gamepad. I would prefer to stay out of having to use another external program like pinnacle or what have you, but if need be then I will go from there.

and if anyone is wondering why I just don't play these versions on XBLA, well I do, but like you...I want my experience to be as authentic as possible. Without having to mutter around with the keyboard of course 😀

Reply 1 of 32, by robertmo

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what is your Operating System?
what are your PC specifications?

post content of "DOSBox Status Window" (in Windows: right click on its title bar -> edit)
enclose your dosbox's config file

Reply 2 of 32, by robertmo

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x2DNostalgiax wrote:

Now for Wolfenstein,

The issue os strafe. Unlike Doom, Wolfenstein requires two key presses for strafe. The control setup I have for Doom seems to work great except for the lack of strafe. The default key commands for strafe on Wolf are (hold alt + use direction). How can I get these two functions in a single gamepad command? (ie pressing direction on left analog stick). Again, I am trying to achieve the same control scheme as used on the XBLA version of Wolfenstein. I suppose I am wondering if the dosbox keymapper or the XBCD drivers have an option for simulating two key presses in a single fucnction on the gamepad. I would prefer to stay out of having to use another external program like pinnacle or what have you, but if need be then I will go from there.

even if you use external program you still won't be able to strafe and turn around at the same time, cause if strafe button is pressed turning around works like strafing.

x2DNostalgiax wrote:

As well I cannot shoot while sprinting and moveing direction (my sprint button is left trigger, my fire button is right trigger, and direction is right analog).

check how trigger works in joystick's control panel: they are + and - of the same axis so if you press both at the same time the result is 0, as if none was pressed. You would have to change them in your drivers to work as normal buttons instead of axis.

x2DNostalgiax wrote:

But for one, the controls on Doom seem to be a tad unresponsive; such as delayed movement (lag like) as well, the analog sticks don't seem to be pressure sensitive (press left direction lightly to move slowly).

It is like that in both: doom and wolf, not just doom.
That is cause both games use joy as a D-pad (as arrows). That is why you have a separate button for running. You can either run or walk. The reason why you think it is delayed is that for half way of the stick it does nothing and for the other half it moves. If you more the stick half way and start from there you will notice the response is not delayed. So it is better to map movements to D-pad.

Reply 3 of 32, by x2DNostalgiax

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Thank you for your response.

-To be able to strafe and turn at the same time is basically the setup with all modern fps games and seems to be what developers implemented with the release of classic fps games, such as doom/wolf for xbox live arcade. This is exactly what you can do in the classic wolfenstein game for xbla. I was trying to implement it in dosbox as well.

-The funny thing about this is that I can shoot while running straight but as soon as direction is added to the mix I cannot fire. I suppose it may be something to do with the right analog (direction) and the left trigger (sprint) cancelling the action of fire (right trigger), I duuno, I remember it being a pain to get dosbox to recognize both analog sticks in the first place.

-You are probably right on the ball in regards to the "delayed movement". I noticed this too, it's either move or don't move, there is no soft move. Not only that but the threshold is not until the stick is almost halfway or fully pressed in the appropriate direction making movement feel delayed in comparison to the copy I downloaded on xbox live. I wonder how "nerve" (had part to do with the port for xbla) had these modern controls implemented? I cannot see even trying to use the dpad for movement as it pretty much would bring me back to square one and I may as well just try to readapt to using the trusty old keyboard setup from the 90's.

As far as my operating system goes, I am just running this program on a laptop that is several years old now.

Windows xp
P4 (512 ram? not sure have to check later)
ati 128mb video card

I am currently in the process of purchasing an up to date desktop system.

I won't be able to post my status window yet as I am on my way to work but I see no issues that come up. It recognizes my controller and the appropraite driver.

Here's a quick copy/paste of my config, pretty much default other than video/resolution.

# This is the configurationfile for DOSBox 0.74. (Please use the latest version of DOSBox)
# Lines starting with a # are commentlines 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)
# fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
# fullresolution: What resolution to use for fullscreen: original or 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!)
# 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. (Press CTRL-F10 to unlock)
# 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. Resetmapper only works with the defaul value.
# usescancodes: Avoid usage of symkeys, might not work on all operating systems.

fullscreen=false
fulldouble=false
fullresolution=0x0
windowresolution=original
output=ddraw
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-0.74.map
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, then 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=true
scaler=normal2x

[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 decrease/increase with keycombo.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.

core=auto
cputype=auto
cycles=auto
cycleup=10
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: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
# Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.

nosound=false
rate=44100
blocksize=1024
prebuffer=20

[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 the README/Manual for more details.

mpu401=intelligent
mididevice=default
midiconfig=

[sblaster]
# sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, 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 might provide better quality (see oplrate as well).
# Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
# Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=default
oplrate=44100

[gus]
# gus: Enable the Gravis Ultrasound emulation.
# gusrate: Sample rate of Ultrasound emulation.
# Possible values: 44100, 48000, 32000, 22050, 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=44100
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: 44100, 48000, 32000, 22050, 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: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).

pcspeaker=true
pcrate=44100
tandy=auto
tandyrate=44100
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).
# (Remember to reset dosbox's mapperfile if you saved it earlier)
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
# 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.

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

[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).
# 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.
# You can put your MOUNT lines here.

Last edited by x2DNostalgiax on 2010-06-13, 15:05. Edited 1 time in total.

Reply 4 of 32, by robertmo

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post content of "DOSBox Status Window"

Reply 5 of 32, by x2DNostalgiax

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I will post my status window at a later time tonight. What hosting site is used here to post pictures?

Reply 6 of 32, by robertmo

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post content of "DOSBox Status Window" (in Windows: right click on its title bar -> edit)
no need for a picture for text copy/pasting

Reply 7 of 32, by x2DNostalgiax

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Here it is,

DOSBox version 0.74
Copyright 2002-2010 DOSBox Team, published under GNU GPL.
---
CONFIG:Loading primary settings from config file C:\Documents and Settings\HP\Lo
cal Settings\Application Data\DOSBox\dosbox-0.74.conf
MIDI:Opened device:win32
One joystick reported, initializing with 4axis
Using joystick XBCD XBox Gamepad with 5 axes, 12 buttons and 1 hat(s)
MAPPER: Loading mapper settings from C:\Documents and Settings\HP\Local Settings
\Application Data\DOSBox\mapper-0.74.map
DOSBox switched to max cycles, because of the setting: cycles=auto. If the game
runs too fast try a fixed cycles amount in DOSBox's options.

Reply 8 of 32, by robertmo

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enclose your mapper-0.74.map file

Reply 9 of 32, by x2DNostalgiax

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How do I access may mapper file? All I see is an option to reset...

Reply 10 of 32, by robertmo

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x2DNostalgiax wrote:

from C:\Documents and Settings\HP\Local Settings
\Application Data\DOSBox\mapper-0.74.map

Reply 11 of 32, by x2DNostalgiax

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Still can't find it following the appropriate folders...

After I open my HP folder I do not see an option for local settings. I wonder if the gamepad needs to be plugged in?

Reply 12 of 32, by robertmo

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the folder is hidden so you have to change your file browser options to show hidden files/folders

Reply 13 of 32, by x2DNostalgiax

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OK, I will have a look when I get back to my computer then.

On a side note,

Just for the heck of it I reset my mapper settings yesterday and just messed around with the keyboard settings etc. During all of this I came to realize that Doom follows the same concept as Wolf in regards to strafe. You need to hold a key and press the appropriate direction. This is odd to me as I was able to strafe just by pressing the direction on the left analog stick when my gamepad was calibrated. The in-game control menu shows this. So how was I able to set this as one press of the left analog stick? I cannot remember if maybe Doom had a readme type file that had the controls listed and possibly there may have been a preset "left strafe"/"right strafe" single key action that I mapped. I will have to look when I get back to my computer.

I am just wondering if all of this is even worth it as we discussed before about the "laggy" feeling of using the gamepad due to the lack of pressure sensitive movement etc. Is there absolutely no way I can achieve this? I suppose I will have to try out the d-pad instead and just plain old suck it up and get used to it.

On a final note,

Is it just me or does Wolfenstein seem a bit choppy in dosbox? Doom seems smooth as butter just like I remember it but Wolf is deffinately choppy in comparison to the version on XBLA and the way I remember it. Just curious about that.

Reply 14 of 32, by x2DNostalgiax

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Now that I think of it. It may be possible that Doom2 had a single key action for "strafe left" and "strafe right". I may have calibrated my gamepad for this game first and it may just be compatible with Ultimate Doom as well.

Reply 15 of 32, by robertmo

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x2DNostalgiax wrote:

Is it just me or does Wolfenstein seem a bit choppy in dosbox? Doom seems smooth as butter just like I remember it but Wolf is deffinately choppy in comparison to the version on XBLA and the way I remember it. Just curious about that.

checked dosbox's manual?

Reply 16 of 32, by x2DNostalgiax

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Not really, seeing as how Doom works almost flawlessly in regards to my P4 cpu. I am very particular and I notice the slightest little things, and this is one example.

Reply 17 of 32, by robertmo

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so check dosbox's manual 😀

Reply 18 of 32, by x2DNostalgiax

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I will "check dosbox's manual" grrr

Do you see any way that I can get my analog sticks more responsive as per my earlier post or am I beat?

Reply 19 of 32, by Qbix

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i think robertmo was trying to make you find the section on the special keys
in order to speed the game up

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