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DOSBox ECE (for Windows & Linux)

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Reply 380 of 1550, by Yesterplay80

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Taiyoumaru wrote:

Just a quick question, what's changed in ECE 4095.2?

That's what changed: More RAM and more VRAM

My full-featured DOSBox SVN builds for Windows & Linux: Vanilla DOSBox and DOSBox ECE (Google Drive Mirror)

Reply 382 of 1550, by Yesterplay80

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tlk wrote:
Yesterplay80 wrote:
Taiyoumaru wrote:

Just a quick question, what's changed in ECE 4095.2?

That's what changed: More RAM and more VRAM

What PC config you've got to play Blood at 1024x768?

I have an older Notebook with an i7-3630QM (2.4 to 3.4 GHz) and my desktop with an i7-7770 (4.2 to 4.5 Ghz). The video linked in the blog post was made on the notebook.

My full-featured DOSBox SVN builds for Windows & Linux: Vanilla DOSBox and DOSBox ECE (Google Drive Mirror)

Reply 384 of 1550, by Yesterplay80

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Choum wrote:

Is there any documentation on how to activate the emulation of roland MT32 in dosbox ECE ?

As with evry configuration, you have to edit the .conf file. I don't know if you specify a certain .conf file or if you just use the basic one created by DOSBox at first start (located in C:\Users\YOUR USER NAME\AppData\Local\DOSBox\dosbox-ECE.conf).

Set

mididevice=mt32

and

mt32.romdir=PATH TO YOUR DIRECTOTY CONTAINING THE ROMS

, for example

mt32.romdir=D:\DOSBOX\ROMS

The rest depends on your game, just make sure to select the Roland or MT-32 option in its sound setup.

My full-featured DOSBox SVN builds for Windows & Linux: Vanilla DOSBox and DOSBox ECE (Google Drive Mirror)

Reply 386 of 1550, by dingoagogo

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I learned about ECE just a few days ago while trying to figure out how to compile the DOSBox SVN on my own. I want to thank you for sharing your excellent project! 😁

Yesterplay80 wrote:
Taiyoumaru wrote:

Just a quick question, what's changed in ECE 4095.2?

That's what changed: More RAM and more VRAM

I have found that if I use my default Windows 3.11 installation (svga_s3, S3 Trio64/32 1.70.04 drivers) with any of the ECE builds after r4095, I just get a blank screen after the Windows splash screen. Interestingly, I found that if I use an older driver version (S3 Trio64/32 1.51-04) I get the Windows desktop, but the cursor is replaced with a large black square. If I change the machine type and drivers (e.g. svga_et4000) it works fine.

In your blog entry, you point out that the new VRAM amount is not adjustable. Is this amount of memory somehow not compatible with the Windows drivers? Or is there a bug in the code that is causing this? If it is because the amount of memory is not comaptible, would it be possible to make the amount adjustable? Or switch to the default amount?

Reply 388 of 1550, by Yesterplay80

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Then it's obviously as dingoagogo assumed: The Windows driver doesn't support the changed card configuration.

It would surely be possible to make the setting changeable via the .conf file, but so far I don't exactly know how. So for the time being, there are two options: Leave the setting inside, breaking WIndows 3.11 or remove the setting again, reintroducing flickering in build engine games. I personally would go with the first option, because I still see DOSBox primarily as a DOS game emulator. What would you people prefer?

My full-featured DOSBox SVN builds for Windows & Linux: Vanilla DOSBox and DOSBox ECE (Google Drive Mirror)

Reply 389 of 1550, by Qbix

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For what it is worth, We are working on some alternative fixes for the build engine problem.

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

Reply 390 of 1550, by Yesterplay80

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Qbix wrote:

For what it is worth, We are working on some alternative fixes for the build engine problem.

That's great news, Qbix! 😁

My full-featured DOSBox SVN builds for Windows & Linux: Vanilla DOSBox and DOSBox ECE (Google Drive Mirror)

Reply 391 of 1550, by dingoagogo

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Yesterplay80 wrote:

It would surely be possible to make the setting changeable via the .conf file, but so far I don't exactly know how. So for the time being, there are two options: Leave the setting inside, breaking WIndows 3.11 or remove the setting again, reintroducing flickering in build engine games. I personally would go with the first option, because I still see DOSBox primarily as a DOS game emulator. What would you people prefer?

I agree, leave the setting as it is for DOS games. Until access to the setting in the config file can be worked out, or some other fix comes along, I can easily use the older build for my Windows games.

Reply 392 of 1550, by KainXVIII

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I do not change any drivers, but this how W311 looks in 4077 version of ECE build

krnl386_002.png
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Fair use/fair dealing exception

And this how in latest build (4101) - mouse cursor is black square.

krnl386_003.png
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Fair use/fair dealing exception

Reply 393 of 1550, by Delfino Furioso

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KainXVIII wrote:
I do not change any drivers, but this how W311 looks in 4077 version of ECE build <normal arrow cursor> […]
Show full quote

I do not change any drivers, but this how W311 looks in 4077 version of ECE build
<normal arrow cursor>

And this how in latest build (4101) - mouse cursor is black square.
<black box as a cursor>

I can confirm this behaviour using the ECE r4109 build.
The SVN r4109 build provided by yesterplay does not seem to be affected.

The black box cursor appears with any combination of output/scaler/aspect/resolution settings

I've been able to determine that ECE builds up to r4095 are unaffected.
The "bug" (?) is there since the r4098 build.

I can't test the r4096 and r4097 builds because they're not available on yesterplay blog anymore.

.

Reply 394 of 1550, by Yesterplay80

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Yes, the changed amount of video memory obviously causes this problem in Windows 3.11, so for that to run you're better off using the vanilla DOSBox SVN for the time being.

My full-featured DOSBox SVN builds for Windows & Linux: Vanilla DOSBox and DOSBox ECE (Google Drive Mirror)

Reply 395 of 1550, by KainXVIII

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Any reason why Steam overlay not working with Alien Rampage + openglnb output and latest Dosbox ECE? Overlay works with dosbox that game come with (0.74, unknown svn), openglnb..

Reply 396 of 1550, by Yesterplay80

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KainXVIII wrote:

Any reason why Steam overlay not working with Alien Rampage + openglnb output and latest Dosbox ECE? Overlay works with dosbox that game come with (0.74, unknown svn), openglnb..

I just tried it here. The overlay works, it just doesn't disappear any more where the black borders are. The same happens with the current SVN, though.

In the game directory of the Steam version of the game there's a diff file with small changes to the OpenGL rendering, maybe that's the difference:

Index: src/gui/sdlmain.cpp
===================================================================
--- src/gui/sdlmain.cpp (revision 3936)
+++ src/gui/sdlmain.cpp (working copy)
@@ -990,6 +990,8 @@
break;
#if C_OPENGL
case SCREEN_OPENGL:
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
if (sdl.opengl.pixel_buffer_object) {
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT);
glBindTexture(GL_TEXTURE_2D, sdl.opengl.texture);

My full-featured DOSBox SVN builds for Windows & Linux: Vanilla DOSBox and DOSBox ECE (Google Drive Mirror)

Reply 397 of 1550, by KainXVIII

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Here is my conf file for Alien Rampage and Dosbox ECE, overlay does not work (same with Normality by the way)

# This is the configuration file for DOSBox ECE. (Please use the latest version of DOSBox)
# 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)
# 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, 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!)
# output: What video system to use for output.
# Some values are aliases for output-scaler combinations:
# surfacepp -- pixel-perfect scaling;
# surfacenp -- near-perfect scaling via oversampling;
# surfacenb and openglnb -- nearest-neighbor scaling.
# Possible values: surface, surfacepp, surfacenp, surfacenb, overlay, opengl, openglnb, ddraw.
# autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
# sensitivity: Mouse sensitivity.
# surfacenp-sharpness: Sharpness for the 'surfacenp' output type,
# Measured in percent.
# surface-collapse-dbl: Collapse row and column pairs in double-height and double-width modes
# when using the 'surface' output with a scaler: 'pp', 'np' or 'nb'.
# 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 default value.
# usescancodes: Avoid usage of symkeys, might not work on all operating systems.

fullscreen=true
fulldouble=false
fullresolution=desktop
windowresolution=800x600
output=openglnb
autolock=true
sensitivity=100
surfacenp-sharpness=50
surface-collapse-dbl=false
waitonerror=true
priority=higher,normal
mapperfile=mapper-ECE.map
usescancodes=true

[dosbox]
# language: Select another language file.
# machine: The type of machine DOSBox 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

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[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, normal4x, normal5x, normal6x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.

frameskip=0
aspect=true
scaler=none

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

core=auto
cputype=auto
cycles=max
cycleup=10
cycledown=20

[pci]
# voodoo: Enable VOODOO support.
# Possible values: false, software, opengl, auto.
# voodoomem: 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=auto
voodoomem=standard

[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=25

[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, 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 with 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, not needed under Windows. Available drivers depend on what Fluidsynth was compiled with
# Possible values: pulseaudio, alsa, oss, coreaudio, dsound, portaudio, sndman, jack, file, default.
# fluid.soundfont: Soundfont to use with Fluidsynth. One must be specified.
# fluid.samplerate: Sample rate to use with Fluidsynth.
# fluid.gain: Fluidsynth gain.
# fluid.polyphony: Fluidsynth polyphony.
# fluid.cores: Fluidsynth CPU cores to use, default.
# fluid.periods: Fluidsynth periods.
# fluid.periodsize: Fluidsynth period size.
# fluid.reverb: Fluidsynth use reverb.
# Possible values: no, yes.
# fluid.chorus: Fluidsynth use chorus.
# Possible values: no, yes.
# fluid.reverb,roomsize: Fluidsynth reverb room size.
# fluid.reverb.damping: Fluidsynth reverb damping.
# fluid.reverb.width: Fluidsynth reverb width.
# fluid.reverb.level: Fluidsynth reverb level.
# fluid.chorus.number: Fluidsynth chorus voices
# fluid.chorus.level: Fluidsynth chorus level.
# fluid.chorus.speed: Fluidsynth chorus speed.
# fluid.chorus.depth: Fluidsynth chorus depth.
# fluid.chorus.type: Fluidsynth chorus type. 0 is sine wave, 1 is 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: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# 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=2
fluid.driver=default
fluid.soundfont=
fluid.samplerate=48000
fluid.gain=.6
fluid.polyphony=256
fluid.cores=default
fluid.periods=8
fluid.periodsize=512
fluid.reverb=yes
fluid.chorus=yes
fluid.reverb,roomsize=.61
fluid.reverb.damping=.23
fluid.reverb.width=.76
fluid.reverb.level=.57
fluid.chorus.number=3
fluid.chorus.level=1.2
fluid.chorus.speed=.3
fluid.chorus.depth=8.0
fluid.chorus.type=0
mt32.romdir=
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, 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, opl3gold, none.
# oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
# Possible values: default, compat, fast, mame, nuked.
# 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.
# 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)

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=nuked
oplrate=44100
fmstrength=150

[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=true
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.
# 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.

joysticktype=auto
timed=true
autofire=false
swap34=false
buttonwrap=false
circularinput=false
deadzone=10

[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. 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.
# 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.

@echo off
mount c: Rampage
c:
cls
RAMPAGE
exit

Reply 398 of 1550, by Yesterplay80

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Here they work just as in vanilla DOSBox: https://youtu.be/AVYOJPFbbJE

Can anyone confirm this? Does it work in vanilla DOSBox for you?

My full-featured DOSBox SVN builds for Windows & Linux: Vanilla DOSBox and DOSBox ECE (Google Drive Mirror)

Reply 399 of 1550, by KainXVIII

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Yesterplay80 wrote:

Here they work just as in vanilla DOSBox: https://youtu.be/AVYOJPFbbJE

Can anyone confirm this? Does it work in vanilla DOSBox for you?

I will try with vanilla, but dosbox that was installed with game (not vanilla?) works alright with overlay.