Already used in real DOS.
Cycles measures how much instructions does the simulated CPU over time, so it may be easy to get a "reference" between CPU power and cycles... but it may be not a exact reference.
You could try to get an old benchmark, and try some values of cycles until you get a value near the target computer (i.e.: an equivalent to a 8086@4.77 MHz). Because the differences between emulated CPU (1 instruction per cycle) and real CPUs (every instruction is executed in different number of cycles), you won't get exactly the same speed but don't worry... 4.77 MHz was not a exact value when there were 8086, 8088, Nec V20 and Nec V30 processors in the market.
Keep in mind that cycles works as a hard limit of CPU power, so it doesn't alwasy work as expected. There were at least three methods of speed control in games:
- Fixed delays: It is not a throttle control... the game has some fixed delays to make it playable. Some games worked only as expected in 4.77 MHz, other games let you choose your CPU type and adjust delays (a 80286@6 Mhz had bigger delays than a 8086@4.77 Mhz) to get a constant speed between systems. It this context, a fixed value of cycles may will work as expected.
- Benchmarking the CPU: Some other games benchmarked your CPU (first executed some instructions in a loop, timed it, and then get a fixed value for the delays). If the emulated CPU is too fast, the time of the benchmark will drop to zero and the game won't work. Lowering the cycles will make the game work again, but keep in mind that there won't be any differences between playing at 3000 or 4000 cycles (for example) because the game can throttle the speed (There are other methods of benchmarking the speed, that actully may work at full cycles).
- External timing: The game used some external events to synchronize the game. The most popular it vertical retrace... so you won't need to touch cycles (those events are not related to CPU, so raising/lowering cycles won't affect them).
Synchronizing DOSBox with vertical retrace won't affect game speed, because the game may not be aware of vertical retrace. To get a fixed speed will need to get a cycle-perfect emulated CPU, but I doubt it would worth the effort. I don't know any game that relies on exact cycle emulation (in other systems, like ZX Spectrum and Amstrad CPC there are games that need exact cycles, but that's another story).
I have traveled across the universe and through the years to find Her.
Sometimes going all the way is just a start...
I'm selling some stuff!