Homebrew Dosbox .conf and .map files collection for Wiiflow

Tetsuo Shima

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@niuus Uh, sorry for that. Yes Joystick=none disables the controller. It's very important to use always
joysticktype=fcs
timed=true

Yes I mapped the L stick x and y axis in more than one game. Maybe @pedro702 I know what's your issue. If different keys are mapped to the same button of your gamepad, only one of the two inputs will work.
When you use an existing mapper from another game, you have to make sure that you delete ALL the previously mapped buttons.
I suggest you to restart on a blank map file, to avoid any possible conflict.
You can use this:
hand_shutdown "key 290 mod1"
hand_capmouse "key 291 mod1"
hand_fullscr "key 13 mod2"
hand_restart "key 278 mod1 mod2"
hand_pause "key 19 mod2"
hand_mapper "key 282 mod1"
hand_speedlock "key 293 mod2"
hand_recwave "key 287 mod1"
hand_caprawmidi "key 289 mod1 mod2"
hand_decfskip "key 288 mod1"
hand_incfskip "key 289 mod1"
hand_cycledown "key 292 mod1"
hand_cycleup "key 293 mod1"
hand_caprawopl "key 288 mod1 mod2"
hand_swapimg "key 285 mod1"
key_esc "key 27"
key_f1 "key 282"
key_f2 "key 283"
key_f3 "key 284"
key_f4 "key 285"
key_f5 "key 286"
key_f6 "key 287"
key_f7 "key 288"
key_f8 "key 289"
key_f9 "key 290"
key_f10 "key 291"
key_f11 "key 292"
key_f12 "key 293"
key_grave "key 96"
key_1 "key 49"
key_2 "key 50"
key_3 "key 51"
key_4 "key 52"
key_5 "key 53"
key_6 "key 54"
key_7 "key 55"
key_8 "key 56"
key_9 "key 57"
key_0 "key 48"
key_minus "key 45"
key_equals "key 61"
key_bspace "key 8"
key_tab "key 9"
key_q "key 113"
key_w "key 119"
key_e "key 101"
key_r "key 114"
key_t "key 116"
key_y "key 121"
key_u "key 117"
key_i "key 105"
key_o "key 111"
key_p "key 112"
key_lbracket "key 91"
key_rbracket "key 93"
key_enter "key 13"
key_capslock "key 301"
key_a "key 97"
key_s "key 115"
key_d "key 100"
key_f "key 102"
key_g "key 103"
key_h "key 104"
key_j "key 106"
key_k "key 107"
key_l "key 108"
key_semicolon "key 59"
key_quote "key 39"
key_backslash "key 92"
key_lshift "key 304"
key_lessthan "key 60"
key_z "key 122"
key_x "key 120"
key_c "key 99"
key_v "key 118"
key_b "key 98"
key_n "key 110"
key_m "key 109"
key_comma "key 44"
key_period "key 46"
key_slash "key 47"
key_rshift "key 303"
key_lctrl "key 306"
key_lalt "key 308"
key_space "key 32"
key_ralt "key 307"
key_rctrl "key 305"
key_printscreen "key 316"
key_scrolllock "key 302"
key_pause "key 19"
key_insert "key 277"
key_home "key 278"
key_pageup "key 280"
key_delete "key 127"
key_end "key 279"
key_pagedown "key 281"
key_up "key 273"
key_left "key 276"
key_down "key 274"
key_right "key 275"
key_numlock "key 300"
key_kp_divide "key 267"
key_kp_multiply "key 268"
key_kp_minus "key 269"
key_kp_7 "key 263"
key_kp_8 "key 264"
key_kp_9 "key 265"
key_kp_plus "key 270"
key_kp_4 "key 260"
key_kp_5 "key 261"
key_kp_6 "key 262"
key_kp_1 "key 257"
key_kp_2 "key 258"
key_kp_3 "key 259"
key_kp_enter "key 271"
key_kp_0 "key 256"
key_kp_period "key 266"
jbutton_0_0
jbutton_0_1
jaxis_0_1-
jaxis_0_1+
jaxis_0_0-
jaxis_0_0+
jbutton_0_2
jbutton_0_3
jbutton_1_0
jbutton_1_1
jaxis_0_2-
jaxis_0_2+
jaxis_0_3-
jaxis_0_3+
jaxis_1_0-
jaxis_1_0+
jaxis_1_1-
jaxis_1_1+
jbutton_0_4
jbutton_0_5
jhat_0_0_0
jhat_0_0_3
jhat_0_0_2
jhat_0_0_1
mod_1 "key 305" "key 306"
mod_2 "key 307" "key 308"
mod_3

--------------------- MERGED ---------------------------

I think we could start a thread on their forums and seek for a hand. From what i have seen over there, it would be the only port to console (not handheld) released and working.
I approve the idea :)
 
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niuus

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@niuus
Yes I mapped the L stick x and y axis in more than one game. Maybe @pedro702 I know what's your issue. If different keys are mapped to the same button of your gamepad, only one of the two inputs will work.
Does it really? I have been doing some games configs/maps to help your database, and mapping multiples keys to one button has not given me any issues.

At first i thought that joysticktype=fcs was just for emulating one of those old 4 buttons joysticks that you could connect to the midi port, in which case the mapping keyboard keys to the wii pads should always work, kinda like what the Joy2Key does in PC. Sadly, not the case.

I have been building maps for both Wiimote and Classic Controller at the same time (so people can choose one over the other with no file swapping), but the joysticktype=fcs setting creates a little problem in some games, disabling the dpad use as keyboard arrows, so if you want to use them again, you need to map them to the analog stick, which ruins the possibility for Wiimote-only gaming.

Gamecube controller mappings overlap the Wiimote, right? It still doesn't work for me (no input at all), so i have been ignoring it for the meantime, maybe i'm missing something.

Say, is the Alien Rampage 386 patch trick doable to Rayman? The game does not run fluidly since it requires a 486.
 
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Tetsuo Shima

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Does it really? I have been doing some games configs/maps to help your database, and mapping multiples keys to one button has not given me any issues.
Your help with the conf file is really appreciated! Thanks!!:)
Ok, let me try to explain with a practical example: let's assume you map 'W' to the D-pad Up for walking, and then you accidentally map 'A' also to the D-pad Up (or you're editing an existing map file from another game). When you'll press D-pad Up in the game, chances are that your character will stand still and will not walk. So always make sure to check your map files on a txt editor, and delete any undesired mappings. It's impossible to check for these things in the dosbox mapper.
At first i thought that joysticktype=fcs was just for emulating one of those old 4 buttons joysticks that you could connect to the midi port, in which case the mapping keyboard keys to the wii pads should always work, kinda like what the Joy2Key does in PC. Sadly, not the case.
I have been building maps for both Wiimote and Classic Controller at the same time (so people can choose one over the other with no file swapping), but the joysticktype=fcs setting creates a little problem in some games, disabling the dpad use as keyboard arrows, so if you want to use them again, you need to map them to the analog stick, which ruins the possibility for Wiimote-only gaming.
Well it's really strange... The sole purpose of joysticktype=fcs is to map the arrow keys to the D-pad, so I don't know why it's not working for you. All games must have that options if they're using the arrow keys. Timed=true always worked for me, but I remember someone in this thread having "spinning issues" in one game, so he had to set it to false.
In Dosbox Wii you don't really need to emulate any serial joystick for two reasons:
- Every single pc game natively supported keyboard (obviously), but we can't say the same thing about serial joysticks or pads. They only had 4 buttons, too limited for the great majority of dos games. Mapping the keyboard keys to the pad is always the best option and really has no downsides.
- Free all possible resources. One less thing to emulate on a so limited hardware such as the Wii.
Gamecube controller mappings overlap the Wiimote, right? It still doesn't work for me (no input at all), so i have been ignoring it for the meantime, maybe i'm missing something.
Say, is the Alien Rampage 386 patch trick doable to Rayman? The game does not run fluidly since it requires a 486.
Yes, sadly the GC pad ain't working. However it should work as per this chart:
sdl_button_mappings-png.122461
The trick I used for Alien Rampage only works if the game uses the dos4gw extender (regardless of the cpu type).
If it uses it there are chances you can replace it with the lighter Dos32a, but I hear it's not working for every dos4gw game.
You have to locate the file that contains the dos4gw (it's not always in the main .exe, usually it's in a big file - some trial and error may be required).
Sorry for the late response, had a hard time today.
 
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niuus

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Ok, let me try to explain with a practical example: let's assume you map 'W' to the D-pad Up for walking, and then you accidentally map 'A' also to the D-pad Up (or you're editing an existing map file from another game). When you'll press D-pad Up in the game, chances are that your character will stand still and will not walk. So always make sure to check your map files on a txt editor, and delete any undesired mappings. It's impossible to check for these things in the dosbox mapper.
Oh, i do understand that, that's why i always use a clean mapper file, manually edited by me with Notepad. The only understandable keys that you shouldn't be overlapping because they tend to do just one thing are, so far, Enter and Escape. Maybe there are a couple more, but so far, everything else i have been mapping to just one physical button has worked without issues. Fingers crossed.

Sometimes, extensive thinking ensues to make the most optimal mapping configuration to mimic a native console experience :D

Well it's really strange... The sole purpose of joysticktype=fcs is to map the arrow keys to the D-pad, so I don't know why it's not working for you. All games must have that options if they're using the arrow keys. Timed=true always worked for me, but I remember someone in this thread having "spinning issues" in one game, so he had to set it to false.
There was a misunderstanding. Allow me to clarify: it does work. But some titles create a conflict, and they completely disable dpad , so unless you manually map the arrows to, say, the Left analog stick, you are left without them. I will point out those titles when i upload the files i have been working these days. Feel free to check and maybe tweak those DOSBox.conf since i may be not have changed one thing or two, i'll point out which games may have room for improvement that i could not get 99% perfect regarding their sound or performance.

I congratulate your effort, it really is a tiring job to make the annotations and map the keys to the most optimal positions in the controllers! :lol: (i am aiming to do it for both Wiimote and Classic Controller, always)

My quick theory is that the conflict that happens when you activate joystick=fcs, is because those games that natively detect the virtual emulated joystick (like when you connected a controller to your midi port), clash with the hardcoded arrows to the dpad, so if you want them, you have no other option than to assign other axis/buttons to them.

In Dosbox Wii you don't really need to emulate any serial joystick for two reasons:
- Every single pc game natively supported keyboard (obviously), but we can't say the same thing about serial joysticks or pads. They only had 4 buttons, too limited for the great majority of dos games. Mapping the keyboard keys to the pad is always the best option and really has no downsides.
All of that i have always understood, but in reality, it is not working like that. The way i understand it, it should just work if i use joystick=none (which as you can see in the conf, depending on what you choose, it emulates one type of old joystick behavior) and just map the keys to buttons, same thing that my previous example software did (Joy2Key), since the point is to just use the controller as a passthrough of instructions, not having to rely on the games native recognition for serial joysticks.

BTW, while the vast majority of the prehistoric joysticks had 2 or 4 buttons, there were 8 buttons serial joysticks. I had one shaped like a PS controller :D

Yes, sadly the GC pad ain't working. However it should work as per this chart:
Yep, i got your chart from a previous post, but the GCN controller never reacts. It is also a shame that it would overlap with the Wiimote, so that means no configuration for the 3 at the same time can be made, if it ever started working again.

Sorry for the late response, had a hard time today.
Get some rest if you can!
 
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Tetsuo Shima

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Thank you niuus. You're really a precious help for me.
About the fcs conflicts, maybe you can try disaling all serial ports and see what happens. Don't know if it will work, though.
I disabled it entirely in some games, hoping to spare resources (but never noticed any actual difference)
serial1=disabled
serial2=disabled
serial3=disabled
serial4=disabled
but I had crashes with one game (can't remember now), so I had to reenable it, only for that game.
Ah, I also mapped the classic controllers, even if the pictures have only the wiimote. But I may have skipped some games, I'll check them,
 

niuus

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Thank you niuus. You're really a precious help for me.
About the fcs conflicts, maybe you can try disaling all serial ports and see what happens. Don't know if it will work, though.
I disabled it entirely in some games, hoping to spare resources (but never noticed any actual difference)
serial1=disabled
serial2=disabled
serial3=disabled
serial4=disabled
but I had crashes with one game (can't remember now), so I had to reenable it, only for that game.
Ah, I also mapped the classic controllers, even if the pictures have only the wiimote. But I may have skipped some games, I'll check them,
Yep, i have those always disabled, since for the moment, no game that i have encountered uses those. I am curious as to what game needed it on your tests, funny finding.
 

Tetsuo Shima

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Yep, i have those always disabled, since for the moment, no game that i have encountered uses those. I am curious as to what game needed it on your tests, funny finding.
I've checked, it was Blackthorne.
It failed to load with serial ports disabled, so I had to use:
serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled
 

Wiimpathy

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Yes, sadly the GC pad ain't working. However it should work as per this chart:
sdl_button_mappings-png.122461
It's one thing I've tried to fix in my mod apparently:
* GameCube pad support in-game : add joystick=fcs in Dosbox .conf file.
In SDL, Wiimotes #1 & #2 are at index 0 & 1. GC pad #1 & #2 are 4 & 5. They weren't even initialized. I don't know if that really work ok in the mod either.

Shame you didn't say about the filter bug earlier. It's a bit late now(already 4 years ago!).
 
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Tetsuo Shima

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It's one thing I've tried to fix in my mod apparently:
* GameCube pad support in-game : add joystick=fcs in Dosbox .conf file.
In SDL, Wiimotes #1 & #2 are at index 0 & 1. GC pad #1 & #2 are 4 & 5. They weren't even initialized. I don't know if that really work ok in the mod either.

Shame you didn't say about the filter bug earlier. It's a bit late now(already 4 years ago!).
I'm sorry Wiimpathy. I clearly remember reporting this bug to you, long ago. Weird, I can't find that post anymore... but I did not receive response and I didn't want to pester you :shy:
 

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No problem. You don't pester me at all. Maybe I've missed your post too.

It's just that there was a bigger chance to fix it back then. A bit too far now. And less motivation.
The mod would have been a good alternative. It really annoys me if it's unusable because of this bug.
 

Tetsuo Shima

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No problem. You don't pester me at all. Maybe I've missed your post too.

It's just that there was a bigger chance to fix it back then. A bit too far now. And less motivation.
The mod would have been a good alternative. It really annoys me if it's unusable because of this bug.
It's not unusable, even with this little bug. On the contrary, it's a blessing for me to be able to do all the mappings without the need of a usb keyboard. And I can even use the frameskip/ cycles buttons, the scaler is changed to norma2x only after I exit dosbox. So I can still do the tweakings to find the best speed. Then I open the conf with wiixplorer and manually change the scaler back to none. It's not a big issue for me actually, and I'll always continue to use your mod.:)
 

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it's a blessing for me to be able to do all the mappings without the need of a usb keyboard. And I can even use the frameskip/ cycles buttons, the scaler is changed to norma2x only after I exit dosbox. So I can still do the tweakings to find the best speed. Then I open the conf with wiixplorer and manually change the scaler back to none. It's not a big issue for me actually, and I'll always continue to use your mod.:)
There is a quicker workaround for that bug, for those who read this who also do their configs using Wiimpathy's mod, with the benefit of being able to see the current cycles: do use a USB keyboard (Ctrl+F11 and Ctrl+F12) and adjust to your liking, monitoring the sweet spot in the menu. This way you won't have to exit DOSBox, enter Wiixplorer, change the scaler back, save the file, and enter DOSBox again.

It's one thing I've tried to fix in my mod apparently:
* GameCube pad support in-game : add joystick=fcs in Dosbox .conf file.
In SDL, Wiimotes #1 & #2 are at index 0 & 1. GC pad #1 & #2 are 4 & 5. They weren't even initialized. I don't know if that really work ok in the mod either.
Not related to your port, but funny enough, i think BlueMSX Wii also lacks GCN controller support, in spite of being advertised as supported since official 1.0. (besides WUPC support on both emulators, which wasn't a thing around that time).
 
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Tetsuo Shima

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@niuus Yes I agree. Unfortunately in my wii I have usb port0 busted. It happened long ago, I had thought about repairing it, but I'm afraid to damage something. Having all my games to usb I can't connect anything else to my wii
 

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@niuus Yes I agree. Unfortunately in my wii I have usb port0 busted. It happened long ago, I had thought about repairing it, but I'm afraid to damage something. Having all my games to usb I can't connect anything else to my wii
Daum, that's a real shame. I hope you get another cheapo Wii someday.
 

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good news :)
ykhwong's dosbox was the only missing link
now I have 98SE with Daemon working fine using a 2GB image
If you want step by step guide I'll gladly post it here

P.S. I can make same stuff using a 256MB img file if you're interested

Hello, i Want to know how to do that


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ok, so i've downloaded your collection, the problem is i can't get the games to work. I downloaded couple of the games and put them in the respective folders. What happens is i go to wiflow, then choose dosbox from the emulators menu (loads well), games show up, then i choose one of the games that i've downloaded, and click on play. The screen goes black and my wii reloads. My question is should I change something in the dosbox-wii.ini in the sd:/wiilfow/plugins/ folder? It looks like this

[PLUGIN]
displayname=DOSBox
magic=44424F58
coverfolder=dosbox-wii
dolfile=dosbox.dol
romdir=dosbox
filetypes=.conf
consolecoverid=
covercolor=ffffff
bannersound=dosbox-wii.ogg
arguments=-conf|{device}:/{path}/{name}

1 why does it say filetype =.conf isn't that supposed to be .exe?
2 romdir=dosbox but the games are in the dosbox/games/ folder

so what it does is it loads configuration files? I'm lost. What should i do to get them to run?
 
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kokokool

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ok, so i've downloaded your collection, the problem is i can't get the games to work. I downloaded couple of the games and put them in the respective folders. What happens is i go to wiflow, then choose dosbox from the emulators menu (loads well), games show up, then i choose one of the games that i've downloaded, and click on play. The screen goes black and my wii reloads. My question is should I change something in the dosbox-wii.ini in the sd:/wiilfow/plugins/ folder? It looks like this

[PLUGIN]
displayname=DOSBox
magic=44424F58
coverfolder=dosbox-wii
dolfile=dosbox.dol
romdir=dosbox
filetypes=.conf
consolecoverid=
covercolor=ffffff
bannersound=dosbox-wii.ogg
arguments=-conf|{device}:/{path}/{name}

1 why does it say filetype =.conf isn't that supposed to be .exe?
2 romdir=dosbox but the games are in the dosbox/games/ folder

so what it does is it loads configuration files? I'm lost. What should i do to get them to run?

Since DOS game folders could be named different, double check if related conf file matches the same game directory.


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@zackcooper Yes, Dosbox launches the .conf file, which in turn is launching the game .exe
This is convenient because the .conf also contains all the required settings to make the game run good.
Since DOS game folders could be named different, double check if related conf file matches the same game directory.
This.
And also, are you using SD or USB for your games?
If they are on USB, you have to add
rompartition=1
to your plugin .ini
All the conf files in my collection are set up for USB, unless you edit the mount section.
 
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