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Topic summary

Posted by Overdrijf
 - December 08, 2019, 12:52:50 AM
I'm taking a moment to appreciate that this is a thread about how to run an old game on this newfangled Windows XP thing.

I'm taking another moment to appreciate that the solution from back in those days still works.

I'm taking a third moment to appreciate how much smoother everything runs now that most of our current computers can handle Dosbox at 20.000 cpu cycles per second, rather than the "at least 3.500" (with an optional maximum frameskip of 2) that the opening post recommends.

I would like to take a fourth moment to appreciate even my phone runs it smoother than that, but that's not quite true yet. Maybe if you have a fancier phone than I have. But I will appreciate that in another decade or so.
Posted by Duplode
 - August 27, 2016, 01:17:40 AM
Quote from: Shoegazing Leo on August 27, 2016, 12:02:45 AM
I forgot how to record as video. What is the shortcut?

CTRL + ALT + F5.
Posted by Shoegazing Leo
 - August 27, 2016, 12:02:45 AM
I forgot how to record as video. What is the shortcut?
Posted by Shoegazing Leo
 - January 08, 2015, 03:50:15 PM
Worked well about 20000 cycles
Posted by dreadnaut
 - January 07, 2015, 11:16:33 PM
An i7 should blaze through any DosBox game, definitely configuration related. I have a much older machine (2007 called, they want it back...) but Stunts has no trouble.

I use the plain configuration, with just a few changes:

[sdl]
#       fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
fullscreen=false

# output: What video system to use for output.
#         Possible values: surface, overlay, opengl, openglnb, ddraw.
output=openglnb

# 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.
priority=higher,pause

[render]
# 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.
scaler=normal2x

[mixer]
# prebuffer: How many milliseconds of data to keep on top of the blocksize.
prebuffer=100

[cpu]
#  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.
cycles=20000

#   cycleup: Amount of cycles to decrease/increase with keycombo.(CTRL-F11/CTRL-F12)
cycleup=1000

# cycledown: Setting it lower than 100 will be a percentage.
cycledown=1000


In short: opengl for faster graphics, pause the game when I leave the window, larger buffer makes the sound nicer, and 20000 cycles so it runs smooth :)
Posted by CTG
 - January 07, 2015, 10:39:52 PM
OFF: I just realized that Windows 8.1 does not contain Experience Index function (the original Win8 did)... ::)
Posted by Shoegazing Leo
 - January 07, 2015, 10:09:47 PM
Intel Core i7 is


Posted by CTG
 - January 07, 2015, 09:11:21 PM
Quote from: Shoegazing Leo on January 07, 2015, 08:39:13 PM
I used the same cycles and copy your config file, but the video is not good (the images disappears) and I can't use full tile.

It depends on the computer parameters and the maybe on the OS, too.
Posted by Shoegazing Leo
 - January 07, 2015, 08:39:13 PM
I used the same cycles and copy your config file, but the video is not good (the images disappears) and I can't use full tile.
Posted by CTG
 - November 21, 2014, 07:19:58 PM
Quote from: Shoegazing Leo on November 21, 2014, 05:59:12 PM
how I can configure? With 3000 cycles looked so slow (and the tile is very small)

CTRL-F11 and CTRL-F12.

Btw here is my config file.


# 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=original
windowresolution=original
output=surface
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=false
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=12000
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.

mount C D:\Games\Stunts
C:

Posted by Shoegazing Leo
 - November 21, 2014, 05:59:12 PM
how I can configure? With 3000 cycles looked so slow (and the tile is very small)
Posted by CTG
 - November 21, 2014, 05:09:54 PM
Quote from: Shoegazing Leo on November 21, 2014, 04:57:32 PM
There is a easy way to play on a Win Seven installed on a 64-bit PC?

DOSBox. Proper settings are depending on your computer. I use it with 12000 cycles, 0 frameskip under 64-bit Windows 8.1.
Posted by Shoegazing Leo
 - November 21, 2014, 04:57:32 PM
There is a easy way to play on a Win Seven installed on a 64-bit PC?
Posted by Duplode
 - September 15, 2009, 01:36:31 AM
That's quite weird. Personally, I don't remember having this particular issue, but it's a fact that these emulated systems can be quite unpredictable for sure...
And welcome chapel  :)
Posted by chapel
 - September 14, 2009, 10:47:51 PM
when I try to run it in DOSBox, I get to the blue screen, then it says insert disk b
I tried it like 5 times
then I rebooted DOSBox and tried again, this time typing the entire 'stunts_k.exe' instead of just 'stunts_k' and it worked
strange