First post, by Quadko
- Rank
- Newbie
Edit:
I ended up writing JoyMon, the Joystick Monitor for DOSBox in assembly to test joysticks and joystick code in DOSBox. App and source available at:
joelmcintyre.com/joymon.html
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Original Post:
If I were to write a game for DosBox (wouldn't have to work in real Dos) to be used with modern joysticks, i.e. HOTAS or dual stick game controllers, is there a recommended way to access that inside dosbox? I'm guessing the answer is something like "turn on Thrustmaster emulation and use BIOS int call Int 15#84" or something. I'm assuming some emulation is more efficient than others? I assume cycle counting the joystick port is not the best way? Or is there a "for dosbox" joystick library out there I should just use?
This is more curiosity about future projects than actual code-in-progress work, but I was curious given the initial dreadful PC joystick implementation and a desire for a plethora of buttons and axes. (Hm, axes - axies... learn something new every day! Spelling days aren't my favorite, though.)
I know it's a trivial use of time machines, but if I had one I think I'd go back and beat some sense into the original PC designers. "They could'a been a contender" vs. nintendo, at least. CGA games are fine fun, but the joysticks just stunk. I'm still working on hacking Pango to get the joystick code to work on an XT, since mr programmer coded a fixed value greater than any of my joysticks can provide for right/down. Oops, off topic before I even press submit!
😀