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	<updated>2026-04-27T20:11:22Z</updated>
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	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:CPU&amp;diff=135510</id>
		<title>Configuration:CPU</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:CPU&amp;diff=135510"/>
		<updated>2018-10-02T01:14:02Z</updated>

		<summary type="html">&lt;p&gt;Collector: /* cycles = fixed nnnn | max [default%] [limit cycle limit] | auto [realmode default] [protected mode default%] [limit &amp;quot;cycle limit&amp;quot;] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CPU section controls how DOSBox tries to emulate the CPU, how fast the emulation should be, and to adjust it. DOSBox offers 4 different methods of [[/cpu/core/Intro|CPU emulation]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;core&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== core = [[/cpu/core/simple|simple]] | [[/cpu/core/normal|normal]]| [[/cpu/core/dynamic|dynamic]] | auto ====&lt;br /&gt;
[[/cpu/core/Intro|CPU core]] used in emulation. The choices result in a different efficency of DOSBox and in very rare cases have an effect on stability.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;normal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''normal''' || The program is interpreted instruction by instruction. This approach is a lot more CPU demanding than dynamic core but allows for a more fine-grained time emulation and is needed on platforms for which DOSBox doesn't have a dynamic core.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;simple&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''simple''' || Basically the same as normal, but optimized for real-mode (older) games. In case a protected-mode game is started, it automatically switches back to normal core.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;dynamic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''dynamic''' || The program instructions are, in blocks, translated to host processor instructions that execute directly. See also [http://en.wikipedia.org/wiki/Just-in-time_compilation ]. In the most cases this approach is more efficent than interpretation, except for programs that employ massive self-modifying code. This option is not present on all host platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;auto&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''auto''' || Real-mode programs are run with the normal core. For protected mode programs it switches to dynamic core, if available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;full&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''full''' || Deprecated.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Default is '''auto'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cputype&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== cputype = auto | 386 | 386_slow | 486_slow | pentium_slow | 386_prefetch ====&lt;br /&gt;
CPU Type used in emulation. '''auto''' is the fastest choice.&lt;br /&gt;
&lt;br /&gt;
:(since 0.73)&lt;br /&gt;
&lt;br /&gt;
Default is '''auto'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cycles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== cycles = fixed ''nnnn'' | max [''default''%] [limit ''cycle limit''] | auto [''realmode default''] [''protected mode default''%] [limit &amp;quot;cycle limit&amp;quot;] ====&lt;br /&gt;
Amount of instructions DOSBox tries to emulate each millisecond. Set to '''max''' to automatically run as many cycles as possible.  '''auto''' setting switches to '''max''' if appropriate.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;fixed&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;'''fixed ''nnnn'' ''' || Sets the emulated CPU speed to a fixed amount of cycles (''nnnn''). A value of 3000 equates 3 MIPS. If this value is too high some games will run too fast or crash. How high you can go depends on the power of your host CPU and on the selected core (above). If the value is too high for your CPU the emulation will slow down and the sound starts to skip.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''max''' || Automatically sets the cycles so approximately the (optional) ''default''%-value of your host CPU is used. If the value is not specified it defaults to 100%. The optional ''limit'' parameter limits the maximum speed to the specified value.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;auto&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''auto''' || For realmode games, this option switches to ''realmode default'' number of cycles or 3000 if not specified. When switching to protected mode, cycles is internally switched to '''max''' using the remaining optional parameters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Default is '''auto'''.&lt;br /&gt;
====== Examples: ======&lt;br /&gt;
* ''cycles=fixed 5000'', ''cycles=5000'' - All games you start are run with a fixed speed of ~5 MIPS. Useful for speed sensitive games or games that need a continuous CPU speed. You can change the actual value with Ctrl+F11 and Ctrl+F12 ([[SpecialKeys|keycombo]]) while DOSBox runs.&lt;br /&gt;
* ''cycles=max'' - All games you start run at the maximum speed your CPU permits. Use Ctrl+F11 and Ctrl+F12 to change the percentage of your CPU to be used.&lt;br /&gt;
* ''cycles=max limit 50000'' - All games you start run at up to 50000 cycles, depending on the power of your CPU.&lt;br /&gt;
* ''cycles=max 50%'' - About 50% of your CPU power will be used.&lt;br /&gt;
* ''cycles=auto'' - Realmode games will run at 3000 cycles. Protected mode games run with ''cycles=max''.&lt;br /&gt;
* ''cycles=auto 5000 50% limit 50000'' - Realmode games run with 5000 fixed cycles, protected mode games with ''cycles=max 50% limit 50000''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cycleup&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== cycleup = ''nnn'' ====&lt;br /&gt;
Amount of cycles to increase with [[SpecialKeys|keycombo]].&lt;br /&gt;
&lt;br /&gt;
Default is '''10'''. Setting it lower than 100 will be a percentage of the current value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cycledown&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== cycledown = ''nnn'' ====&lt;br /&gt;
Amount of cycles to decrease with [[SpecialKeys|keycombo]].&lt;br /&gt;
&lt;br /&gt;
Default is '''20'''. Setting it lower than 100 will be a percentage of the current value.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:CPU&amp;diff=135509</id>
		<title>Configuration:CPU</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:CPU&amp;diff=135509"/>
		<updated>2018-10-02T00:36:39Z</updated>

		<summary type="html">&lt;p&gt;Collector: /* core = simple | normal| dynamic | auto */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CPU section controls how DOSBox tries to emulate the CPU, how fast the emulation should be, and to adjust it. DOSBox offers 4 different methods of [[/cpu/core/Intro|CPU emulation]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;core&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== core = [[/cpu/core/simple|simple]] | [[/cpu/core/normal|normal]]| [[/cpu/core/dynamic|dynamic]] | auto ====&lt;br /&gt;
[[/cpu/core/Intro|CPU core]] used in emulation. The choices result in a different efficency of DOSBox and in very rare cases have an effect on stability.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;normal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''normal''' || The program is interpreted instruction by instruction. This approach is a lot more CPU demanding than dynamic core but allows for a more fine-grained time emulation and is needed on platforms for which DOSBox doesn't have a dynamic core.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;simple&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''simple''' || Basically the same as normal, but optimized for real-mode (older) games. In case a protected-mode game is started, it automatically switches back to normal core.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;dynamic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''dynamic''' || The program instructions are, in blocks, translated to host processor instructions that execute directly. See also [http://en.wikipedia.org/wiki/Just-in-time_compilation ]. In the most cases this approach is more efficent than interpretation, except for programs that employ massive self-modifying code. This option is not present on all host platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;auto&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''auto''' || Real-mode programs are run with the normal core. For protected mode programs it switches to dynamic core, if available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;full&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; '''full''' || Deprecated.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Default is '''auto'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cputype&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== cputype = auto | 386 | 386_slow | 486_slow | pentium_slow | 386_prefetch ====&lt;br /&gt;
CPU Type used in emulation. '''auto''' is the fastest choice.&lt;br /&gt;
&lt;br /&gt;
:(since 0.73)&lt;br /&gt;
&lt;br /&gt;
Default is '''auto'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cycles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== cycles = fixed ''nnnn'' | max [''default''%] [limit ''cycle limit''] | auto [''realmode default''] [''protected mode default''%] [limit &amp;quot;cycle limit&amp;quot;] ====&lt;br /&gt;
Amount of instructions DOSBox tries to emulate each millisecond. Set to '''max''' to automatically run as many cycles as possible.  '''auto''' setting switches to '''max''' if appropriate.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''fixed ''nnnn'' ''' || Sets the emulated CPU speed to a fixed amount of cycles (''nnnn''). A value of 3000 equates 3 MIPS. If this value is too high some games will run too fast or crash. How high you can go depends on the power of your host CPU and on the selected core (above). If the value is too high for your CPU the emulation will slow down and the sound starts to skip.&lt;br /&gt;
|-&lt;br /&gt;
| '''max''' || Automatically sets the cycles so approximately the (optional) ''default''%-value of your host CPU is used. If the value is not specified it defaults to 100%. The optional ''limit'' parameter limits the maximum speed to the specified value.&lt;br /&gt;
|-&lt;br /&gt;
| '''auto''' || For realmode games, this option switches to ''realmode default'' number of cycles or 3000 if not specified. When switching to protected mode, cycles is internally switched to '''max''' using the remaining optional parameters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Default is '''auto'''.&lt;br /&gt;
====== Examples: ======&lt;br /&gt;
* ''cycles=fixed 5000'', ''cycles=5000'' - All games you start are run with a fixed speed of ~5 MIPS. Useful for speed sensitive games or games that need a continuous CPU speed. You can change the actual value with Ctrl+F11 and Ctrl+F12 ([[SpecialKeys|keycombo]]) while DOSBox runs.&lt;br /&gt;
* ''cycles=max'' - All games you start run at the maximum speed your CPU permits. Use Ctrl+F11 and Ctrl+F12 to change the percentage of your CPU to be used.&lt;br /&gt;
* ''cycles=max limit 50000'' - All games you start run at up to 50000 cycles, depending on the power of your CPU.&lt;br /&gt;
* ''cycles=max 50%'' - About 50% of your CPU power will be used.&lt;br /&gt;
* ''cycles=auto'' - Realmode games will run at 3000 cycles. Protected mode games run with ''cycles=max''.&lt;br /&gt;
* ''cycles=auto 5000 50% limit 50000'' - Realmode games run with 5000 fixed cycles, protected mode games with ''cycles=max 50% limit 50000''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cycleup&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== cycleup = ''nnn'' ====&lt;br /&gt;
Amount of cycles to increase with [[SpecialKeys|keycombo]].&lt;br /&gt;
&lt;br /&gt;
Default is '''10'''. Setting it lower than 100 will be a percentage of the current value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cycledown&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== cycledown = ''nnn'' ====&lt;br /&gt;
Amount of cycles to decrease with [[SpecialKeys|keycombo]].&lt;br /&gt;
&lt;br /&gt;
Default is '''20'''. Setting it lower than 100 will be a percentage of the current value.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:CPU&amp;diff=135508</id>
		<title>Configuration:CPU</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:CPU&amp;diff=135508"/>
		<updated>2018-10-02T00:34:21Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CPU section controls how DOSBox tries to emulate the CPU, how fast the emulation should be, and to adjust it. DOSBox offers 4 different methods of [[/cpu/core/Intro|CPU emulation]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;core&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== core = [[/cpu/core/simple|simple]] | [[/cpu/core/normal|normal]]| [[/cpu/core/dynamic|dynamic]] | auto ====&lt;br /&gt;
[[/cpu/core/Intro|CPU core]] used in emulation. The choices result in a different efficency of DOSBox and in very rare cases have an effect on stability.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''normal''' || The program is interpreted instruction by instruction. This approach is a lot more CPU demanding than dynamic core but allows for a more fine-grained time emulation and is needed on platforms for which DOSBox doesn't have a dynamic core.&lt;br /&gt;
|-&lt;br /&gt;
| '''simple''' || Basically the same as normal, but optimized for real-mode (older) games. In case a protected-mode game is started, it automatically switches back to normal core.&lt;br /&gt;
|-&lt;br /&gt;
| '''dynamic''' || The program instructions are, in blocks, translated to host processor instructions that execute directly. See also [http://en.wikipedia.org/wiki/Just-in-time_compilation ]. In the most cases this approach is more efficent than interpretation, except for programs that employ massive self-modifying code. This option is not present on all host platforms.&lt;br /&gt;
|-&lt;br /&gt;
| '''auto''' || Real-mode programs are run with the normal core. For protected mode programs it switches to dynamic core, if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''full''' || Deprecated.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Default is '''auto'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cputype&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== cputype = auto | 386 | 386_slow | 486_slow | pentium_slow | 386_prefetch ====&lt;br /&gt;
CPU Type used in emulation. '''auto''' is the fastest choice.&lt;br /&gt;
&lt;br /&gt;
:(since 0.73)&lt;br /&gt;
&lt;br /&gt;
Default is '''auto'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cycles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== cycles = fixed ''nnnn'' | max [''default''%] [limit ''cycle limit''] | auto [''realmode default''] [''protected mode default''%] [limit &amp;quot;cycle limit&amp;quot;] ====&lt;br /&gt;
Amount of instructions DOSBox tries to emulate each millisecond. Set to '''max''' to automatically run as many cycles as possible.  '''auto''' setting switches to '''max''' if appropriate.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''fixed ''nnnn'' ''' || Sets the emulated CPU speed to a fixed amount of cycles (''nnnn''). A value of 3000 equates 3 MIPS. If this value is too high some games will run too fast or crash. How high you can go depends on the power of your host CPU and on the selected core (above). If the value is too high for your CPU the emulation will slow down and the sound starts to skip.&lt;br /&gt;
|-&lt;br /&gt;
| '''max''' || Automatically sets the cycles so approximately the (optional) ''default''%-value of your host CPU is used. If the value is not specified it defaults to 100%. The optional ''limit'' parameter limits the maximum speed to the specified value.&lt;br /&gt;
|-&lt;br /&gt;
| '''auto''' || For realmode games, this option switches to ''realmode default'' number of cycles or 3000 if not specified. When switching to protected mode, cycles is internally switched to '''max''' using the remaining optional parameters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Default is '''auto'''.&lt;br /&gt;
====== Examples: ======&lt;br /&gt;
* ''cycles=fixed 5000'', ''cycles=5000'' - All games you start are run with a fixed speed of ~5 MIPS. Useful for speed sensitive games or games that need a continuous CPU speed. You can change the actual value with Ctrl+F11 and Ctrl+F12 ([[SpecialKeys|keycombo]]) while DOSBox runs.&lt;br /&gt;
* ''cycles=max'' - All games you start run at the maximum speed your CPU permits. Use Ctrl+F11 and Ctrl+F12 to change the percentage of your CPU to be used.&lt;br /&gt;
* ''cycles=max limit 50000'' - All games you start run at up to 50000 cycles, depending on the power of your CPU.&lt;br /&gt;
* ''cycles=max 50%'' - About 50% of your CPU power will be used.&lt;br /&gt;
* ''cycles=auto'' - Realmode games will run at 3000 cycles. Protected mode games run with ''cycles=max''.&lt;br /&gt;
* ''cycles=auto 5000 50% limit 50000'' - Realmode games run with 5000 fixed cycles, protected mode games with ''cycles=max 50% limit 50000''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cycleup&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== cycleup = ''nnn'' ====&lt;br /&gt;
Amount of cycles to increase with [[SpecialKeys|keycombo]].&lt;br /&gt;
&lt;br /&gt;
Default is '''10'''. Setting it lower than 100 will be a percentage of the current value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;cycledown&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== cycledown = ''nnn'' ====&lt;br /&gt;
Amount of cycles to decrease with [[SpecialKeys|keycombo]].&lt;br /&gt;
&lt;br /&gt;
Default is '''20'''. Setting it lower than 100 will be a percentage of the current value.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:RENDER&amp;diff=135507</id>
		<title>Configuration:RENDER</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:RENDER&amp;diff=135507"/>
		<updated>2018-10-02T00:32:04Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rendering (drawing) section controls methods that DOSBox uses to improve the speed and quality of the graphics displayed on the screen. E.g. it can &amp;quot;forget&amp;quot; (skip) the every 3rd screen update (which will save time), or it can try to smooth out some of the coarse low-resolution graphics that was used on old displays, but which looks bad when shown on a modern, high-resolution screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;frameskip&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== frameskip = ''nnn'' ====&lt;br /&gt;
How many frames DOSBox skips before drawing one.&lt;br /&gt;
&lt;br /&gt;
Default is '''0'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;aspect&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== aspect = true | '''false''' ====&lt;br /&gt;
Do [[/render/aspect|aspect correction]]. It only affects non-square pixel modes like VGA Mode 13h, which has a resolution of 320x200 pixels and is used by many DOS games (DOOM, etc). Recommended as such games were designed for 4:3 displays, and without aspect correction will look distorted and not as the developer intended.&lt;br /&gt;
&lt;br /&gt;
Default is '''false'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;scaler&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== scaler = none | normal2x | normal3x | tv2x | tv3x | rgb2x | rgb3x | scan2x | scan3x | advmame2x | advmame3x | advinterp2x | advinterp3x | 2xsai | super2xsai | supereagle | hq2x | hq3x ====&lt;br /&gt;
&lt;br /&gt;
Specifies which scaler is used to enlarge and enhance low resolution modes, BEFORE any additional scaling done according to the Fullresolution and Windowresolution settings under [sdl]. To see comparisons between the different scalers, see [[Scaler]].&lt;br /&gt;
:none: no scaling is performed.&lt;br /&gt;
:normal: nearest-neighbour scaling (big square pixels).&lt;br /&gt;
:scan: like 'normal', but with horizontal black lines.&lt;br /&gt;
:tv: like 'scan', but with darkened versions of the data instead of black lines.&lt;br /&gt;
:rgb: simulates the phosphors on a dot trio CRT.&lt;br /&gt;
:advmame: smooths corners and removes jaggies from diagonal lines.&lt;br /&gt;
:advinterp: identical to 'advmame'.&lt;br /&gt;
:sai: similar to 'advmame' but with much softer color gradients and edges.&lt;br /&gt;
:supersai: similar to 'sai' but sharper.&lt;br /&gt;
:hq: a 'high quality' scaler which delivers a cleaner and sharper image than 'advmame' or 'sai' scalers.&lt;br /&gt;
&lt;br /&gt;
Default is '''normal2x'''.&lt;br /&gt;
&lt;br /&gt;
Supported scalers which still need descriptions: supereagle&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:DOSBox&amp;diff=135506</id>
		<title>Configuration:DOSBox</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:DOSBox&amp;diff=135506"/>
		<updated>2018-10-02T00:30:24Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''[dosbox]''' section contains various settings that do not pertain to any other section (e.g. setting the language used in DOSBox help texts, where to store screen captures, etc.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;language&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;language = path-to-language-file&lt;br /&gt;
:Select another [[Language File|language file]].&lt;br /&gt;
:The default value empty ''(language=      )''.&lt;br /&gt;
:(since 0.??)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;memsize&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;memsize = nn&lt;br /&gt;
:Amount of high memory (in megabytes) available to programs.&lt;br /&gt;
:Note: DOSBox always allocates 1 MB of low memory, so the total amount of memory equals 1 MB of low memory, plus whatever is allocated for high memory.&lt;br /&gt;
:The default value is 16 ''(memsize=16)''.&lt;br /&gt;
:(since 0.??)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;machine&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;machine = hercules | cga | tandy | cga | tandy | pcjr | ega | vgaonly | svga_s3 | svga_et3000 | svga_et4000 | svga_paradise | vesa_nolfb | vesa_oldvbe&lt;br /&gt;
:(since 0.73)&lt;br /&gt;
:(previously '''machine = hercules | cga | tandy | vga''')&lt;br /&gt;
:The type of machine (specifically the type of graphics hardware) DOSBox tries to emulate.&lt;br /&gt;
:The default value is svga_s3 ''(machine=svga_s3)'' (was previously vga)&lt;br /&gt;
:Definitions are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;svga_s3&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''svga_s3''' ('''vga''' on DOSBox 0.71 and 0.72) is ''SVGA (Super Video Graphics Array)'': A loose standard designed to allow graphics modes superior to that of VGA. This option emulates an S3 Trio64, one of the most compatible SVGA cards, supporting 256 colors at up to 1600x1200 and full (32- or 24-bit) color at up to 1024x768. It is nearly 100% backwards compatible with VGA, and thus is backwards compatible with EGA and CGA (except 16-color composite mode). It is not backwards compatible with special Tandy, PCjr or Hercules Monochrome graphics modes. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://ipggi.wordpress.com/2008/03/16/dosbox-graphic-and-machine-emulation-cga-vga-tandy-pcjr-hercules/ and http://www.datasheetarchive.com/S3%20TRIO%2064-datasheet.html)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;vgaonly&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:: '''vgaonly''' ('''vga''' on DOSBox 0.70 and previous) is ''VGA (Video Graphics Array)'': IBM's graphics system introduced with the PS/2. True VGA supports 16 colors at 640x480 resolution, or 256 colors at 320x200 resolution (and not 256 colors at 640x480, even though many people think it does). VGA colors are chosen from a palette of 262,144 colors (not 16.7 million) because VGA uses 6 bits to specify each color, instead of the 8 that is the standard today. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://www.pcguide.com/ref/video/stdVGA-c.html. See also [[wikipedia:Video Graphics Array]] and http://members.chello.at/theodor.lauppert/games/vga.htm)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;CGA&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''CGA''' (''Color Graphics Adapter''): Refers to IBM's first color graphics card. The CGA supports several different modes; the highest quality text mode is 80x25 characters in 16 colors. Graphics modes range from monochrome at 640x200 (which is worse than the Hercules card) to 16 colors at 160x200 in composite mode. However, for gaming, by far the most common mode was 4 colors at 320×200 pixels. While various hacks allowed substitution of one of the 16 colors above, there were only two official palettes for this mode:&lt;br /&gt;
::*Magenta, cyan, white and background color (black by default). (much more common for gaming)&lt;br /&gt;
::*Red, green, brown and background color (black by default). (Can sometimes be selected as an alternate on some games).&lt;br /&gt;
::Note that SVGA fully supports most CGA modes (except the 16-color composite mode), so you should be able to leave DosBox in SVGA mode and play most CGA games.&lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from [[wikipedia:Color Graphics Adapter]], http://www.pcguide.com/ref/video/stdCGA-c.html, and http://members.chello.at/theodor.lauppert/games/cga.htm)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tandy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''Tandy''': Refers to the additional graphics modes available on a Tandy 1000 or PCjr, which included 160x100x16, 160x200x16, 320x200x16, and 640x200x4. The Tandy RL/SL/TL series also added a 640x200x16 mode. Also backwards compatible with CGA, except for 16-color composite mode. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://www.mobygames.com/attribute/sheet/attributeId,31/)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PCjr&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''PCjr''': Refers not to a graphics mode but an entire system developed by IBM, and the company's first attempt at a home computer. Its graphics modes are identical to that of the Tandy, but it is not 100% compatible with any other IBM computer. Allows the user to boot cartridge files specifically designed for this system (.jrc).&lt;br /&gt;
::&amp;lt;small&amp;gt;(infofrom [[wikipedia:IBM PCjr]] and www.dosbox.com/DOSBoxManual.html)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hercules&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''Hercules''': Refers to a graphics card developed by Hercules Computer Technology as a competitor to CGA for monochrome monitors. Hercules systems generate both high-resolution text and graphics. The resolution is 720 by 348 and only a two colors (foreground and background) are supported. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://www.webopedia.com/TERM/H/Hercules_graphics.html and [[wikipedia:Hercules Graphics Card]])&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;EGA&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''EGA''' (''Enhanced Graphics Adapter''): Refers to a graphics card developed by IBM between the CGA and VGA, and thus has capabilities between the two. It supports 16 colors at a time from a set of 64 possible in resolutions up to 640x350. It also supports all the color modes of CGA except 16-color composite mode. This mode is rarely needed as VGA and SVGA can handle all the same modes.&lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from [[wikipedia:Enhanced Graphics Adapter]])&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
::Aditional SVGA modes (only necessary if '''svga_s3''' doesn't work.)&lt;br /&gt;
&amp;lt;div id=&amp;quot;vesa_oldvbe&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::*'''vesa_oldvbe''' the same as svga_s3, but uses a lower version of VESA (1.3), the code used to interface with SVGA cards. This is necessary for some older SVGA programs. &lt;br /&gt;
&amp;lt;div id=&amp;quot;vesa_nolfb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::*'''vesa_nolfb''' the same as svga_s3 introduces a no-line frame buffer hack. Sometimes runs faster than plain svga_s3. Only needed in a few games due to either a bug in DOSBox or the line-frame buffer mode of the game.&lt;br /&gt;
&amp;lt;div id=&amp;quot;svga_paradise&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::*'''svga_paradise''' emulates the Paradise PVGA1A and is only capable of  the SVGA resolutions of 256 colors at 640×480 and 16 colors at 800×600. Like all SVGA modes, it is nearly 100% backwards compatible with VGA.&lt;br /&gt;
&amp;lt;div id=&amp;quot;svga_et3000&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::*'''svga_et3000''' emulates the Tseng Labs ET3000, which can handle everything the Paradise card can plus 256 colors at 800×600 and 16 colors at 1024×768.&lt;br /&gt;
&amp;lt;div id=&amp;quot;svga_et4000&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::*'''svga_et4000''' emulates the Tseng Labs ET4000, which is the same as the ET3000 except it can also handle 256 colors at 1024×768.&lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://ipggi.wordpress.com/2008/03/16/dosbox-graphic-and-machine-emulation-cga-vga-tandy-pcjr-hercules/)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;captures&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;captures = path-to-capture-directory&lt;br /&gt;
:Directory where things like music (wave and MIDI) and screenshots are captured when special keys CTRL-F5 and CTRL-F6 are used. Screenshots will be captured and saved as (PNG) files with a resolution of 320x200.&lt;br /&gt;
:Note: &amp;lt;s&amp;gt;The capture directory will not be created automatically - you must create it before you start capturing music and screenshoots, otherwise nothing will be saved.&amp;lt;/s&amp;gt; As of v0.73 (possibly prior) it is created automatically on first use.&lt;br /&gt;
:The default value is capture ''(captures=capture)''.&lt;br /&gt;
:(since 0.62).&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:DOSBox&amp;diff=135505</id>
		<title>Configuration:DOSBox</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:DOSBox&amp;diff=135505"/>
		<updated>2018-10-02T00:27:25Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''[dosbox]''' section contains various settings that do not pertain to any other section (e.g. setting the language used in DOSBox help texts, where to store screen captures, etc.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;language&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;language = path-to-language-file&lt;br /&gt;
:Select another [[Language File|language file]].&lt;br /&gt;
:The default value empty ''(language=      )''.&lt;br /&gt;
:(since 0.??)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;memsize&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;memsize = nn&lt;br /&gt;
:Amount of high memory (in megabytes) available to programs.&lt;br /&gt;
:Note: DOSBox always allocates 1 MB of low memory, so the total amount of memory equals 1 MB of low memory, plus whatever is allocated for high memory.&lt;br /&gt;
:The default value is 16 ''(memsize=16)''.&lt;br /&gt;
:(since 0.??)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;machine&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;machine = hercules | cga | tandy | cga | tandy | pcjr | ega | vgaonly | svga_s3 | svga_et3000 | svga_et4000 | svga_paradise | vesa_nolfb | vesa_oldvbe&lt;br /&gt;
:(since 0.73)&lt;br /&gt;
:(previously '''machine = hercules | cga | tandy | vga''')&lt;br /&gt;
:The type of machine (specifically the type of graphics hardware) DOSBox tries to emulate.&lt;br /&gt;
:The default value is svga_s3 ''(machine=svga_s3)'' (was previously vga)&lt;br /&gt;
:Definitions are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;svga_s3&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''svga_s3''' ('''vga''' on DOSBox 0.71 and 0.72) is ''SVGA (Super Video Graphics Array)'': A loose standard designed to allow graphics modes superior to that of VGA. This option emulates an S3 Trio64, one of the most compatible SVGA cards, supporting 256 colors at up to 1600x1200 and full (32- or 24-bit) color at up to 1024x768. It is nearly 100% backwards compatible with VGA, and thus is backwards compatible with EGA and CGA (except 16-color composite mode). It is not backwards compatible with special Tandy, PCjr or Hercules Monochrome graphics modes. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://ipggi.wordpress.com/2008/03/16/dosbox-graphic-and-machine-emulation-cga-vga-tandy-pcjr-hercules/ and http://www.datasheetarchive.com/S3%20TRIO%2064-datasheet.html)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;vgaonly&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:: '''vgaonly''' ('''vga''' on DOSBox 0.70 and previous) is ''VGA (Video Graphics Array)'': IBM's graphics system introduced with the PS/2. True VGA supports 16 colors at 640x480 resolution, or 256 colors at 320x200 resolution (and not 256 colors at 640x480, even though many people think it does). VGA colors are chosen from a palette of 262,144 colors (not 16.7 million) because VGA uses 6 bits to specify each color, instead of the 8 that is the standard today. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://www.pcguide.com/ref/video/stdVGA-c.html. See also [[wikipedia:Video Graphics Array]] and http://members.chello.at/theodor.lauppert/games/vga.htm)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;CGA&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''CGA''' (''Color Graphics Adapter''): Refers to IBM's first color graphics card. The CGA supports several different modes; the highest quality text mode is 80x25 characters in 16 colors. Graphics modes range from monochrome at 640x200 (which is worse than the Hercules card) to 16 colors at 160x200 in composite mode. However, for gaming, by far the most common mode was 4 colors at 320×200 pixels. While various hacks allowed substitution of one of the 16 colors above, there were only two official palettes for this mode:&lt;br /&gt;
::*Magenta, cyan, white and background color (black by default). (much more common for gaming)&lt;br /&gt;
::*Red, green, brown and background color (black by default). (Can sometimes be selected as an alternate on some games).&lt;br /&gt;
::Note that SVGA fully supports most CGA modes (except the 16-color composite mode), so you should be able to leave DosBox in SVGA mode and play most CGA games.&lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from [[wikipedia:Color Graphics Adapter]], http://www.pcguide.com/ref/video/stdCGA-c.html, and http://members.chello.at/theodor.lauppert/games/cga.htm)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tandy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''Tandy''': Refers to the additional graphics modes available on a Tandy 1000 or PCjr, which included 160x100x16, 160x200x16, 320x200x16, and 640x200x4. The Tandy RL/SL/TL series also added a 640x200x16 mode. Also backwards compatible with CGA, except for 16-color composite mode. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://www.mobygames.com/attribute/sheet/attributeId,31/)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PCjr&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''PCjr''': Refers not to a graphics mode but an entire system developed by IBM, and the company's first attempt at a home computer. Its graphics modes are identical to that of the Tandy, but it is not 100% compatible with any other IBM computer. Allows the user to boot cartridge files specifically designed for this system (.jrc).&lt;br /&gt;
::&amp;lt;small&amp;gt;(infofrom [[wikipedia:IBM PCjr]] and www.dosbox.com/DOSBoxManual.html)&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hercules&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''Hercules''': Refers to a graphics card developed by Hercules Computer Technology as a competitor to CGA for monochrome monitors. Hercules systems generate both high-resolution text and graphics. The resolution is 720 by 348 and only a two colors (foreground and background) are supported. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://www.webopedia.com/TERM/H/Hercules_graphics.html and [[wikipedia:Hercules Graphics Card]])&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;EGA&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::'''EGA''' (''Enhanced Graphics Adapter''): Refers to a graphics card developed by IBM between the CGA and VGA, and thus has capabilities between the two. It supports 16 colors at a time from a set of 64 possible in resolutions up to 640x350. It also supports all the color modes of CGA except 16-color composite mode. This mode is rarely needed as VGA and SVGA can handle all the same modes.&lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from [[wikipedia:Enhanced Graphics Adapter]])&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
::Aditional SVGA modes (only necessary if '''svga_s3''' doesn't work.)&lt;br /&gt;
::*'''vesa_oldvbe''' the same as svga_s3, but uses a lower version of VESA (1.3), the code used to interface with SVGA cards. This is necessary for some older SVGA programs. &lt;br /&gt;
::*'''vesa_nolfb''' the same as svga_s3 introduces a no-line frame buffer hack. Sometimes runs faster than plain svga_s3. Only needed in a few games due to either a bug in DOSBox or the line-frame buffer mode of the game.&lt;br /&gt;
::*'''svga_paradise''' emulates the Paradise PVGA1A and is only capable of  the SVGA resolutions of 256 colors at 640×480 and 16 colors at 800×600. Like all SVGA modes, it is nearly 100% backwards compatible with VGA.&lt;br /&gt;
::*'''svga_et3000''' emulates the Tseng Labs ET3000, which can handle everything the Paradise card can plus 256 colors at 800×600 and 16 colors at 1024×768.&lt;br /&gt;
::*'''svga_et4000''' emulates the Tseng Labs ET4000, which is the same as the ET3000 except it can also handle 256 colors at 1024×768.&lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://ipggi.wordpress.com/2008/03/16/dosbox-graphic-and-machine-emulation-cga-vga-tandy-pcjr-hercules/)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;captures&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;captures = path-to-capture-directory&lt;br /&gt;
:Directory where things like music (wave and MIDI) and screenshots are captured when special keys CTRL-F5 and CTRL-F6 are used. Screenshots will be captured and saved as (PNG) files with a resolution of 320x200.&lt;br /&gt;
:Note: &amp;lt;s&amp;gt;The capture directory will not be created automatically - you must create it before you start capturing music and screenshoots, otherwise nothing will be saved.&amp;lt;/s&amp;gt; As of v0.73 (possibly prior) it is created automatically on first use.&lt;br /&gt;
:The default value is capture ''(captures=capture)''.&lt;br /&gt;
:(since 0.62).&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:DOSBox&amp;diff=135504</id>
		<title>Configuration:DOSBox</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:DOSBox&amp;diff=135504"/>
		<updated>2018-10-02T00:24:16Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''[dosbox]''' section contains various settings that do not pertain to any other section (e.g. setting the language used in DOSBox help texts, where to store screen captures, etc.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;language&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;language = path-to-language-file&lt;br /&gt;
:Select another [[Language File|language file]].&lt;br /&gt;
:The default value empty ''(language=      )''.&lt;br /&gt;
:(since 0.??)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;memsize&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;memsize = nn&lt;br /&gt;
:Amount of high memory (in megabytes) available to programs.&lt;br /&gt;
:Note: DOSBox always allocates 1 MB of low memory, so the total amount of memory equals 1 MB of low memory, plus whatever is allocated for high memory.&lt;br /&gt;
:The default value is 16 ''(memsize=16)''.&lt;br /&gt;
:(since 0.??)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;machine&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;machine = hercules | cga | tandy | cga | tandy | pcjr | ega | vgaonly | svga_s3 | svga_et3000 | svga_et4000 | svga_paradise | vesa_nolfb | vesa_oldvbe&lt;br /&gt;
:(since 0.73)&lt;br /&gt;
:(previously '''machine = hercules | cga | tandy | vga''')&lt;br /&gt;
:The type of machine (specifically the type of graphics hardware) DOSBox tries to emulate.&lt;br /&gt;
:The default value is svga_s3 ''(machine=svga_s3)'' (was previously vga)&lt;br /&gt;
:Definitions are as follows:&lt;br /&gt;
&lt;br /&gt;
::'''svga_s3''' ('''vga''' on DOSBox 0.71 and 0.72) is ''SVGA (Super Video Graphics Array)'': A loose standard designed to allow graphics modes superior to that of VGA. This option emulates an S3 Trio64, one of the most compatible SVGA cards, supporting 256 colors at up to 1600x1200 and full (32- or 24-bit) color at up to 1024x768. It is nearly 100% backwards compatible with VGA, and thus is backwards compatible with EGA and CGA (except 16-color composite mode). It is not backwards compatible with special Tandy, PCjr or Hercules Monochrome graphics modes. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://ipggi.wordpress.com/2008/03/16/dosbox-graphic-and-machine-emulation-cga-vga-tandy-pcjr-hercules/ and http://www.datasheetarchive.com/S3%20TRIO%2064-datasheet.html)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
:: '''vgaonly''' ('''vga''' on DOSBox 0.70 and previous) is ''VGA (Video Graphics Array)'': IBM's graphics system introduced with the PS/2. True VGA supports 16 colors at 640x480 resolution, or 256 colors at 320x200 resolution (and not 256 colors at 640x480, even though many people think it does). VGA colors are chosen from a palette of 262,144 colors (not 16.7 million) because VGA uses 6 bits to specify each color, instead of the 8 that is the standard today. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://www.pcguide.com/ref/video/stdVGA-c.html. See also [[wikipedia:Video Graphics Array]] and http://members.chello.at/theodor.lauppert/games/vga.htm)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
::'''CGA''' (''Color Graphics Adapter''): Refers to IBM's first color graphics card. The CGA supports several different modes; the highest quality text mode is 80x25 characters in 16 colors. Graphics modes range from monochrome at 640x200 (which is worse than the Hercules card) to 16 colors at 160x200 in composite mode. However, for gaming, by far the most common mode was 4 colors at 320×200 pixels. While various hacks allowed substitution of one of the 16 colors above, there were only two official palettes for this mode:&lt;br /&gt;
::*Magenta, cyan, white and background color (black by default). (much more common for gaming)&lt;br /&gt;
::*Red, green, brown and background color (black by default). (Can sometimes be selected as an alternate on some games).&lt;br /&gt;
::Note that SVGA fully supports most CGA modes (except the 16-color composite mode), so you should be able to leave DosBox in SVGA mode and play most CGA games.&lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from [[wikipedia:Color Graphics Adapter]], http://www.pcguide.com/ref/video/stdCGA-c.html, and http://members.chello.at/theodor.lauppert/games/cga.htm)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
::'''Tandy''': Refers to the additional graphics modes available on a Tandy 1000 or PCjr, which included 160x100x16, 160x200x16, 320x200x16, and 640x200x4. The Tandy RL/SL/TL series also added a 640x200x16 mode. Also backwards compatible with CGA, except for 16-color composite mode. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://www.mobygames.com/attribute/sheet/attributeId,31/)&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
::'''PCjr''': Refers not to a graphics mode but an entire system developed by IBM, and the company's first attempt at a home computer. Its graphics modes are identical to that of the Tandy, but it is not 100% compatible with any other IBM computer. Allows the user to boot cartridge files specifically designed for this system (.jrc).&lt;br /&gt;
::&amp;lt;small&amp;gt;(infofrom [[wikipedia:IBM PCjr]] and www.dosbox.com/DOSBoxManual.html)&amp;lt;/small&amp;gt;&lt;br /&gt;
::'''Hercules''': Refers to a graphics card developed by Hercules Computer Technology as a competitor to CGA for monochrome monitors. Hercules systems generate both high-resolution text and graphics. The resolution is 720 by 348 and only a two colors (foreground and background) are supported. &lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://www.webopedia.com/TERM/H/Hercules_graphics.html and [[wikipedia:Hercules Graphics Card]])&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
::'''EGA''' (''Enhanced Graphics Adapter''): Refers to a graphics card developed by IBM between the CGA and VGA, and thus has capabilities between the two. It supports 16 colors at a time from a set of 64 possible in resolutions up to 640x350. It also supports all the color modes of CGA except 16-color composite mode. This mode is rarely needed as VGA and SVGA can handle all the same modes.&lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from [[wikipedia:Enhanced Graphics Adapter]])&amp;lt;/small&amp;gt;&lt;br /&gt;
::&amp;lt;br/&amp;gt;&lt;br /&gt;
::Aditional SVGA modes (only necessary if '''svga_s3''' doesn't work.)&lt;br /&gt;
::*'''vesa_oldvbe''' the same as svga_s3, but uses a lower version of VESA (1.3), the code used to interface with SVGA cards. This is necessary for some older SVGA programs. &lt;br /&gt;
::*'''vesa_nolfb''' the same as svga_s3 introduces a no-line frame buffer hack. Sometimes runs faster than plain svga_s3. Only needed in a few games due to either a bug in DOSBox or the line-frame buffer mode of the game.&lt;br /&gt;
::*'''svga_paradise''' emulates the Paradise PVGA1A and is only capable of  the SVGA resolutions of 256 colors at 640×480 and 16 colors at 800×600. Like all SVGA modes, it is nearly 100% backwards compatible with VGA.&lt;br /&gt;
::*'''svga_et3000''' emulates the Tseng Labs ET3000, which can handle everything the Paradise card can plus 256 colors at 800×600 and 16 colors at 1024×768.&lt;br /&gt;
::*'''svga_et4000''' emulates the Tseng Labs ET4000, which is the same as the ET3000 except it can also handle 256 colors at 1024×768.&lt;br /&gt;
::&amp;lt;small&amp;gt;(info taken from http://ipggi.wordpress.com/2008/03/16/dosbox-graphic-and-machine-emulation-cga-vga-tandy-pcjr-hercules/)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;captures = path-to-capture-directory&lt;br /&gt;
:Directory where things like music (wave and MIDI) and screenshots are captured when special keys CTRL-F5 and CTRL-F6 are used. Screenshots will be captured and saved as (PNG) files with a resolution of 320x200.&lt;br /&gt;
:Note: &amp;lt;s&amp;gt;The capture directory will not be created automatically - you must create it before you start capturing music and screenshoots, otherwise nothing will be saved.&amp;lt;/s&amp;gt; As of v0.73 (possibly prior) it is created automatically on first use.&lt;br /&gt;
:The default value is capture ''(captures=capture)''.&lt;br /&gt;
:(since 0.62).&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:SDL&amp;diff=135503</id>
		<title>Configuration:SDL</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:SDL&amp;diff=135503"/>
		<updated>2018-10-02T00:22:35Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section contains all of the low level system settings for how DOSBox interacts with your real hardware. You can define what resolutions are emulated, how DOSBox should treat errors or listen to your keyboard and mouse. You can often achieve a fair level of optimization by working with these setting, though for the most part leaving them at their default settings will create the best experience. These settings are passed on to the SDL Library which handles low level things like input and thread priority.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;fullscreen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;fullscreen = true | false&lt;br /&gt;
:Start DOSBox directly in fullscreen.&lt;br /&gt;
:Default is false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;fulldouble&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;fulldouble = true | false&lt;br /&gt;
:Use double buffering in fullscreen. See [http://en.wikipedia.org/wiki/Multiple_buffering]&lt;br /&gt;
:Default is false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;fullresolution&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;fullresolution = ''width'' x ''height'' | original | desktop&lt;br /&gt;
:Scale the application to this size IF the output device supports hardware scaling (i.e. any output other than surface). Original is the game's default or chosen (through setup.exe or in-game menu) resolution. If original resolution is less than desktop resolution, DOSBox will switch the screen resolution to the closest match requested by the game or application. For example, if a game in DOSBox is requesting a graphics screen resolution of (320 x 240) while your desktop is (1920 x 1200), DosBox will switch to (320x240) or the next highest resolution supported by your GPU drivers, e.g. (800 x 600) if the former is not available. Many games will be below the minimum resolution supported by modern video cards, so DOSBox will scale the game up to at least that minimum. Note: the scaler setting under [render] is also able to scale up the original resolution to some degree. Those changes are performed before any additional scaling done with fullresolution setting.&lt;br /&gt;
:Default is original.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;windowresolution&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;windowresolution = ''width'' x ''height'' | original | desktop&lt;br /&gt;
:Scale the window to this size IF the output device supports hardware scaling (i.e. any output other than surface). Original is the game's default or chosen (through setup.exe or in-game menu) resolution. Note: the scaler setting under [render] is also able to scale up the original resolution to some degree. Those changes are performed before any scaling done with windowresolution setting.&lt;br /&gt;
:Default is original.&lt;br /&gt;
&amp;lt;div id=&amp;quot;output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;output = surface | overlay | opengl | openglnb | ddraw&lt;br /&gt;
:What to use for output. Surface does not support scaling or aspect correction. More information here: [http://www.vogons.org/viewtopic.php?=&amp;amp;p=102291]&lt;br /&gt;
:Default is surface.&lt;br /&gt;
&amp;lt;div id=&amp;quot;autolock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;autolock = true | false&lt;br /&gt;
:Mouse will automatically lock, if you click on the screen.&lt;br /&gt;
:Default is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;sensitivity&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sensitivity = 1..1000&lt;br /&gt;
:Mouse sensitivity.&lt;br /&gt;
:Default is 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;waitonerror&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;waitonerror = true | false&lt;br /&gt;
:Wait before closing the console if DOSBox has an error.&lt;br /&gt;
:Default is true.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;priority&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;priority = ''when-focused'',''when-minimzed''&lt;br /&gt;
:Priority levels for DOSBox. Second entry behind the comma is for when DOSBox is not focused/minimized. Valid priorities are: lowest, lower, normal, higher, highest, and pause.&lt;br /&gt;
:Default is higher,normal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mapperfile&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mapperfile = ''path-to-mapper-file''&lt;br /&gt;
:File used to load/save the key/event mappings from.&lt;br /&gt;
:Default is mapper-&amp;lt;version&amp;gt;.txt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;usescancodes&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;usescancodes = true | false&lt;br /&gt;
:Avoid usage of symkeys, might not work on all operating systems.&lt;br /&gt;
:Default is true.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:SDL&amp;diff=135502</id>
		<title>Configuration:SDL</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:SDL&amp;diff=135502"/>
		<updated>2018-10-02T00:21:07Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section contains all of the low level system settings for how DOSBox interacts with your real hardware. You can define what resolutions are emulated, how DOSBox should treat errors or listen to your keyboard and mouse. You can often achieve a fair level of optimization by working with these setting, though for the most part leaving them at their default settings will create the best experience. These settings are passed on to the SDL Library which handles low level things like input and thread priority.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;fullscreen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;fullscreen = true | false&lt;br /&gt;
:Start DOSBox directly in fullscreen.&lt;br /&gt;
:Default is false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;fulldouble&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;fulldouble = true | false&lt;br /&gt;
:Use double buffering in fullscreen. See [http://en.wikipedia.org/wiki/Multiple_buffering]&lt;br /&gt;
:Default is false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;fullresolution&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;fullresolution = ''width'' x ''height'' | original | desktop&lt;br /&gt;
:Scale the application to this size IF the output device supports hardware scaling (i.e. any output other than surface). Original is the game's default or chosen (through setup.exe or in-game menu) resolution. If original resolution is less than desktop resolution, DOSBox will switch the screen resolution to the closest match requested by the game or application. For example, if a game in DOSBox is requesting a graphics screen resolution of (320 x 240) while your desktop is (1920 x 1200), DosBox will switch to (320x240) or the next highest resolution supported by your GPU drivers, e.g. (800 x 600) if the former is not available. Many games will be below the minimum resolution supported by modern video cards, so DOSBox will scale the game up to at least that minimum. Note: the scaler setting under [render] is also able to scale up the original resolution to some degree. Those changes are performed before any additional scaling done with fullresolution setting.&lt;br /&gt;
:Default is original.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;windowresolution&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;windowresolution = ''width'' x ''height'' | original | desktop&lt;br /&gt;
:Scale the window to this size IF the output device supports hardware scaling (i.e. any output other than surface). Original is the game's default or chosen (through setup.exe or in-game menu) resolution. Note: the scaler setting under [render] is also able to scale up the original resolution to some degree. Those changes are performed before any scaling done with windowresolution setting.&lt;br /&gt;
:Default is original.&lt;br /&gt;
&amp;lt;div id=&amp;quot;output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;output = surface | overlay | opengl | openglnb | ddraw&lt;br /&gt;
:What to use for output. Surface does not support scaling or aspect correction. More information here: [http://www.vogons.org/viewtopic.php?=&amp;amp;p=102291]&lt;br /&gt;
:Default is surface.&lt;br /&gt;
&amp;lt;div id=&amp;quot;autolock&amp;quot;&amp;gt;&lt;br /&gt;
;&amp;lt;/div&amp;gt;autolock = true | false&lt;br /&gt;
:Mouse will automatically lock, if you click on the screen.&lt;br /&gt;
:Default is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;sensitivity&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sensitivity = 1..1000&lt;br /&gt;
:Mouse sensitivity.&lt;br /&gt;
:Default is 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;waitonerror&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;waitonerror = true | false&lt;br /&gt;
:Wait before closing the console if DOSBox has an error.&lt;br /&gt;
:Default is true.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;priority&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;priority = ''when-focused'',''when-minimzed''&lt;br /&gt;
:Priority levels for DOSBox. Second entry behind the comma is for when DOSBox is not focused/minimized. Valid priorities are: lowest, lower, normal, higher, highest, and pause.&lt;br /&gt;
:Default is higher,normal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mapperfile&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mapperfile = ''path-to-mapper-file''&lt;br /&gt;
:File used to load/save the key/event mappings from.&lt;br /&gt;
:Default is mapper-&amp;lt;version&amp;gt;.txt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;usescancodes&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;usescancodes = true | false&lt;br /&gt;
:Avoid usage of symkeys, might not work on all operating systems.&lt;br /&gt;
:Default is true.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Configuration:SDL&amp;diff=135501</id>
		<title>Configuration:SDL</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Configuration:SDL&amp;diff=135501"/>
		<updated>2018-10-02T00:19:05Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section contains all of the low level system settings for how DOSBox interacts with your real hardware. You can define what resolutions are emulated, how DOSBox should treat errors or listen to your keyboard and mouse. You can often achieve a fair level of optimization by working with these setting, though for the most part leaving them at their default settings will create the best experience. These settings are passed on to the SDL Library which handles low level things like input and thread priority.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;fullscreen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;fullscreen = true | false&lt;br /&gt;
:Start DOSBox directly in fullscreen.&lt;br /&gt;
:Default is false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;fulldouble&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;fulldouble = true | false&lt;br /&gt;
:Use double buffering in fullscreen. See [http://en.wikipedia.org/wiki/Multiple_buffering]&lt;br /&gt;
:Default is false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;fullresolution&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;fullresolution = ''width'' x ''height'' | original | desktop&lt;br /&gt;
:Scale the application to this size IF the output device supports hardware scaling (i.e. any output other than surface). Original is the game's default or chosen (through setup.exe or in-game menu) resolution. If original resolution is less than desktop resolution, DOSBox will switch the screen resolution to the closest match requested by the game or application. For example, if a game in DOSBox is requesting a graphics screen resolution of (320 x 240) while your desktop is (1920 x 1200), DosBox will switch to (320x240) or the next highest resolution supported by your GPU drivers, e.g. (800 x 600) if the former is not available. Many games will be below the minimum resolution supported by modern video cards, so DOSBox will scale the game up to at least that minimum. Note: the scaler setting under [render] is also able to scale up the original resolution to some degree. Those changes are performed before any additional scaling done with fullresolution setting.&lt;br /&gt;
:Default is original.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;windowresolution&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;windowresolution = ''width'' x ''height'' | original | desktop&lt;br /&gt;
:Scale the window to this size IF the output device supports hardware scaling (i.e. any output other than surface). Original is the game's default or chosen (through setup.exe or in-game menu) resolution. Note: the scaler setting under [render] is also able to scale up the original resolution to some degree. Those changes are performed before any scaling done with windowresolution setting.&lt;br /&gt;
:Default is original.&lt;br /&gt;
&amp;lt;div id=&amp;quot;output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;output = surface | overlay | opengl | openglnb | ddraw&lt;br /&gt;
:What to use for output. Surface does not support scaling or aspect correction. More information here: [http://www.vogons.org/viewtopic.php?=&amp;amp;p=102291]&lt;br /&gt;
:Default is surface.&lt;br /&gt;
&amp;lt;div id=&amp;quot;autolock&amp;quot;&amp;gt;&lt;br /&gt;
;&amp;lt;/div&amp;gt;autolock = true | false&lt;br /&gt;
:Mouse will automatically lock, if you click on the screen.&lt;br /&gt;
:Default is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;sensitivity&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sensitivity = 1..1000&lt;br /&gt;
:Mouse sensitivity.&lt;br /&gt;
:Default is 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;waitonerror&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;waitonerror = true | false&lt;br /&gt;
:Wait before closing the console if DOSBox has an error.&lt;br /&gt;
:Default is true.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;priority&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;priority = ''when-focused'',''when-minimzed''&lt;br /&gt;
:Priority levels for DOSBox. Second entry behind the comma is for when DOSBox is not focused/minimized. Valid priorities are: lowest, lower, normal, higher, highest, and pause.&lt;br /&gt;
:Default is higher,normal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mapperfile&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mapperfile = ''path-to-mapper-file''&lt;br /&gt;
:File used to load/save the key/event mappings from.&lt;br /&gt;
:Default is mapper-&amp;lt;version&amp;gt;.txt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;usescancodes&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;usescancodes = true | false&lt;br /&gt;
:Avoid usage of symkeys, might not work on all operating systems.&lt;br /&gt;
:Default is true.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=User:Collector&amp;diff=135500</id>
		<title>User:Collector</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=User:Collector&amp;diff=135500"/>
		<updated>2018-07-16T18:50:18Z</updated>

		<summary type="html">&lt;p&gt;Collector: Created page with &amp;quot;I am Andrew Branscom, owner and creator of [http://sierrahelp.com/ The Sierra Help Pages], the largest Sierra On-Line tech site on the net. I am known as Collector in the Sier...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am Andrew Branscom, owner and creator of [http://sierrahelp.com/ The Sierra Help Pages], the largest Sierra On-Line tech site on the net. I am known as Collector in the Sierra and gaming communities.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:Robin_Hood:_Conquests_of_the_Longbow&amp;diff=4424</id>
		<title>GAMES:Robin Hood: Conquests of the Longbow</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:Robin_Hood:_Conquests_of_the_Longbow&amp;diff=4424"/>
		<updated>2012-04-08T06:43:28Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Game&lt;br /&gt;
|title=Robin Hood: Conquests of the Longbow&lt;br /&gt;
|developer=Sierra On-Line, Inc.&lt;br /&gt;
|publisher=Sierra On-Line, Inc.&lt;br /&gt;
|released=1991&lt;br /&gt;
|status=Perfect&lt;br /&gt;
|executable='''SCIDHUV.EXE'''&lt;br /&gt;
|installer='''INSTALL.EXE'''&lt;br /&gt;
|setup='''INSTALL.EXE'''}}&lt;br /&gt;
&lt;br /&gt;
Sierra's ''Robin Hood: Conquests of the Longbow'' works perfectly on DOSBox 0.72 running on Windows Vista Home Premium.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:Robin_Hood:_Conquests_of_the_Longbow&amp;diff=4423</id>
		<title>GAMES:Robin Hood: Conquests of the Longbow</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:Robin_Hood:_Conquests_of_the_Longbow&amp;diff=4423"/>
		<updated>2012-04-08T06:41:24Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Game&lt;br /&gt;
|title=Robin Hood: Conquests of the Longbow&lt;br /&gt;
|developer=Sierra On-Line, Inc.&lt;br /&gt;
|publisher=Sierra On-Line, Inc.&lt;br /&gt;
|released=1991&lt;br /&gt;
|status=Perfect&lt;br /&gt;
|executable='''SCIDHUV.EXE or ROBIN.BAT or SIERRA.bat, the .bat files simply executes SCIDHUV.EXE'''&lt;br /&gt;
|installer='''INSTALL.EXE'''&lt;br /&gt;
|Setup='''INSTALL.EXE'''}}&lt;br /&gt;
&lt;br /&gt;
Sierra's ''Robin Hood: Conquests of the Longbow'' works perfectly on DOSBox 0.72 running on Windows Vista Home Premium.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:Lords_of_the_Realm_II&amp;diff=4422</id>
		<title>GAMES:Lords of the Realm II</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:Lords_of_the_Realm_II&amp;diff=4422"/>
		<updated>2012-04-08T06:34:34Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lords of the Realms II, a strategic game combinig (fantastic!) turn-based strategic organization of the realm and real-time battles and sieges (here one notices the age of the game...), works perfectly with DOSBox 0.70, with sounds, music and speech.  Just perfect!&lt;br /&gt;
&lt;br /&gt;
To play without CD, install the game through DOSBox, copy the FILES folder from the CD to the installed folder and edit the cdpath= entry in the LORDS2.INI to cdpath=C:\FILES (if you have the game's folder mounted as C:. To force the game to use the high resolution versions of the SMK cut scenes, replace the contents of the SMK_LOW folder with that of the SMK_HIGH.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:Laura_Bow_2:_The_Dagger_of_Amon_Ra&amp;diff=4421</id>
		<title>GAMES:Laura Bow 2: The Dagger of Amon Ra</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:Laura_Bow_2:_The_Dagger_of_Amon_Ra&amp;diff=4421"/>
		<updated>2012-04-08T06:19:29Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Found to function both on Windows Vista (x64) and Mac OS X.  &lt;br /&gt;
&lt;br /&gt;
Be sure to setup the correct audio hardware with INSTALL.EXE or manually edit the RESOURCE.CFG.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Talk:GAMES:Laura_Bow_2:_The_Dagger_of_Amon_Ra&amp;diff=4420</id>
		<title>Talk:GAMES:Laura Bow 2: The Dagger of Amon Ra</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Talk:GAMES:Laura_Bow_2:_The_Dagger_of_Amon_Ra&amp;diff=4420"/>
		<updated>2012-04-08T06:17:12Z</updated>

		<summary type="html">&lt;p&gt;Collector: Created page with &amp;quot;&amp;quot;On Windows 7, there appears to be an issue with MIDI playback, where the incorrect MIDI patches are played (tubular bells where there should be a brass ensemble, for example)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;On Windows 7, there appears to be an issue with MIDI playback, where the incorrect MIDI patches are played (tubular bells where there should be a brass ensemble, for example).&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This would be because the wrong sound driver was was specified in the RESOURCE.CFG file, probably the MT-32 driver (the default) was selected without an MT-32 unit.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:King%27s_Quest_V:_Absence_Makes_the_Heart_Go_Yonder!&amp;diff=4419</id>
		<title>GAMES:King's Quest V: Absence Makes the Heart Go Yonder!</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:King%27s_Quest_V:_Absence_Makes_the_Heart_Go_Yonder!&amp;diff=4419"/>
		<updated>2012-04-08T06:12:11Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Works in DOSBox 0.73.&lt;br /&gt;
&lt;br /&gt;
Note that if there is not an absolute path set for the RESOURCE.CFG in the autoexec section or batch file, the game will complain that there is no room for save games, i.e., if the game's folder is mounted as C:\ then start the game with:&lt;br /&gt;
&lt;br /&gt;
 SIERRA.EXE C:\RESOURCE.CFG&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:King%27s_Quest:_Quest_for_the_Crown&amp;diff=4418</id>
		<title>GAMES:King's Quest: Quest for the Crown</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:King%27s_Quest:_Quest_for_the_Crown&amp;diff=4418"/>
		<updated>2012-04-08T06:03:40Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''King's Quest''' (both the original version and the enhanced remake) works fine under DOSBox 0.72, but you can get enhanced sound from the original version by changing your dosbox.conf file to emulate a Tandy computer.&lt;br /&gt;
&lt;br /&gt;
The 1987 version and enhanced remake (1990) was compatible with DOS:&lt;br /&gt;
 [dosbox]&lt;br /&gt;
 machine=tandy&lt;br /&gt;
&lt;br /&gt;
The 1984 version was distributed with a PC Booter disk that overrode the operating system:&lt;br /&gt;
 [dosbox]&lt;br /&gt;
 machine=cga&lt;br /&gt;
 &lt;br /&gt;
 [autoexec]&lt;br /&gt;
 mount c C:\KQ1&lt;br /&gt;
 boot KQ.img&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:Jones_in_the_Fast_Lane&amp;diff=4417</id>
		<title>GAMES:Jones in the Fast Lane</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:Jones_in_the_Fast_Lane&amp;diff=4417"/>
		<updated>2012-04-08T05:59:36Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Both floppy and CD-ROM versions work in DOSBox 0.74. Some extra steps are required to get the digital audio on the CD-ROM version to work.&lt;br /&gt;
&lt;br /&gt;
The SoundBlaster driver from the CD-ROM version of the game will not initialize if a CD-ROM drive has not been mounted with low level support. Also, the GOSiERRA SoundBlaster patcher will not work with this driver. The SB driver from ''Mixed-up Mother Goose'' SCI1 Enhanced CD-ROM (not the later SCI32 version ''Mixed-up Mother Goose Deluxe''), AUDBLASX.DRV, can be exchanged for the AUDBLAST.DRV that shipped with the Jones CD. Either rename the driver or adjust it in the RESOURCE.CFG. The GOSiERRA SoundBlaster patcher does not work with this driver, either, so the game will have to be started with no more than 5000 to 6000 cycles, normal core.&lt;br /&gt;
&lt;br /&gt;
The SHP installer allows for full hard drive instillation and includes a manually patched SB driver that does not require the CD to be mounted nor does it have to have the cycles set so low. It works with both floppy and CD versions.&lt;br /&gt;
&lt;br /&gt;
http://sierrahelp.com/Patches-Updates/NewSierraInstallers.html#J&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:Jones_in_the_Fast_Lane&amp;diff=4416</id>
		<title>GAMES:Jones in the Fast Lane</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:Jones_in_the_Fast_Lane&amp;diff=4416"/>
		<updated>2012-04-08T04:27:44Z</updated>

		<summary type="html">&lt;p&gt;Collector: Created page with &amp;quot;Both floppy and CD-ROM versions work in DOSBox 0.74. Some extra steps are required to get the digital audio on the CD-ROM version to work.  The SoundBlaster driver from the CD...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Both floppy and CD-ROM versions work in DOSBox 0.74. Some extra steps are required to get the digital audio on the CD-ROM version to work.&lt;br /&gt;
&lt;br /&gt;
The SoundBlaster driver from the CD-ROM version of the game will not initialize if a CD-ROM drive has not been mounted with low level support. Also, the GOSiERRA SoundBlaster patcher will not work with this driver. The SB driver from ''Mixed-up Mother Goose'' SCI1.1 Enhanced CD-ROM (not the later SCI32 version ''Mixed-up Mother Goose Deluxe''), AUDBLASX.DRV, can be exchanged for the AUDBLAST.DRV that shipped with the Jones CD. Either rename the driver or adjust it in the RESOURCE.CFG. The GOSiERRA SoundBlaster patcher does not work with this driver, either, so the game will have to be started with no more than 5000 to 6000 cycles, normal core.&lt;br /&gt;
&lt;br /&gt;
The SHP installer allows for full hard drive instillation and includes a manually patched SB driver that does not require the CD to be mounted nor does it have to have the cycles set so low. It works with both floppy and CD versions.&lt;br /&gt;
&lt;br /&gt;
http://sierrahelp.com/Patches-Updates/NewSierraInstallers.html#J&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:Gold_Rush!&amp;diff=4415</id>
		<title>GAMES:Gold Rush!</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:Gold_Rush!&amp;diff=4415"/>
		<updated>2012-04-08T03:49:48Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Video works. Audio does not begin until after the intro starts. This is normal.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:Gold_Rush!&amp;diff=4414</id>
		<title>GAMES:Gold Rush!</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:Gold_Rush!&amp;diff=4414"/>
		<updated>2012-04-08T03:49:16Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Video works. Audio does not begin until after the intro starts.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:Black_Cauldron&amp;diff=4413</id>
		<title>GAMES:Black Cauldron</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:Black_Cauldron&amp;diff=4413"/>
		<updated>2012-04-08T03:41:58Z</updated>

		<summary type="html">&lt;p&gt;Collector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Black Cauldron''' works fine under DOSBox 0.72, but you can get enhanced sound from the original version by changing your dosbox.conf file to emulate a Tandy computer. &lt;br /&gt;
&lt;br /&gt;
The 1987 version was compatible with DOS:&lt;br /&gt;
 [dosbox]&lt;br /&gt;
 machine=tandy&lt;br /&gt;
&lt;br /&gt;
The 1985 version was distributed with a PC Booter disk that overrode the operating system:&lt;br /&gt;
 [dosbox]&lt;br /&gt;
 machine=cga&lt;br /&gt;
 &lt;br /&gt;
 [autoexec]&lt;br /&gt;
 echo PRESS CTRL F4 TO CHANGE FLOPPIES&lt;br /&gt;
 boot BC-1.img BC-2.img&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=Building_DOSBox_with_MinGW&amp;diff=4269</id>
		<title>Building DOSBox with MinGW</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=Building_DOSBox_with_MinGW&amp;diff=4269"/>
		<updated>2010-11-29T22:24:27Z</updated>

		<summary type="html">&lt;p&gt;Collector: /* Example for Building DosBOX 7.1 on OpenSUSE 10.2 Linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Building your own version of DOSBox ==&lt;br /&gt;
&lt;br /&gt;
Why to do this?&amp;lt;br&amp;gt;&lt;br /&gt;
Because any resource-intensive program can benefit greatly from optimization for your exact processor.&amp;lt;br&amp;gt;&lt;br /&gt;
[[System_Requirements|System Requirements]] states that a P3 1Ghz can emulate a 3/486 - early dos games. I have compiled Dosbox and SDL myself for this processor, 1Ghz P3, and I can run games from 95/96 OK (Caesar 2, C&amp;amp;C: Red Alert).&lt;br /&gt;
So, if you have the skill, the performance increase is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1. Grab the source ===&lt;br /&gt;
&lt;br /&gt;
First, grab the latest version of the DOSBox source code. A fairly often updated SVN-Dump can be found at: http://source.dosbox.com/dosboxsvn.tgz&lt;br /&gt;
&lt;br /&gt;
Download it and extract it to a separate directory.&lt;br /&gt;
&lt;br /&gt;
=== 2. SDL ===&lt;br /&gt;
&lt;br /&gt;
DOSBox uses SDL (Simple DirectMedia Layer) to access your graphics and sound hardware, so you'll need to download it as well. Grab the latest source at&lt;br /&gt;
&lt;br /&gt;
: http://www.libsdl.org/&lt;br /&gt;
&lt;br /&gt;
and extract to a separate directory.&lt;br /&gt;
&lt;br /&gt;
When working on Windows, you might want to save a lot of effort and just use the SDL (and optionally SDL_net) .DLL files included with the latest official DOSBox release, as compiling SDL with full options (e.g. DirectX support) is a bit involved. There are also pre-built .DLL files on the SDL web site (Runtime Libraries -&amp;gt; Win32) that you can try at&lt;br /&gt;
&lt;br /&gt;
: http://www.libsdl.org/download-1.2.php&lt;br /&gt;
&lt;br /&gt;
Note that as of 12 Dec 2004, ddraw (DirectDraw) rendering mode will not work in DOSBox unless you either use the SDL.dll included with the latest version of DOSBox, or build your own SDL.dll with the changes mentioned in the &amp;quot;Compiling SDL&amp;quot; section below.&lt;br /&gt;
&lt;br /&gt;
=== 3. Compiling environment ===&lt;br /&gt;
&lt;br /&gt;
When working on Windows, you'll most likely need a compiling environment. We suggest using the combination of MiniGW and MSYS, which can be found at&lt;br /&gt;
&lt;br /&gt;
: http://prdownloads.sf.net/mingw/&lt;br /&gt;
&lt;br /&gt;
You'll need to download both the latest MiniGW and MSYS. After downloading, install MiniGW and MSYS (in this order). The MSYS-Installer should ask for the installation directory of MiniGW, so you should pick the path where you installed it. After the installation, run the MSYS.BAT and you should see a unix-like command prompt. &lt;br /&gt;
&lt;br /&gt;
=== 4. Compiling SDL ===&lt;br /&gt;
&lt;br /&gt;
Navigate to the directory where you extracted the SDL-source (using unix commands) and type&lt;br /&gt;
&lt;br /&gt;
 ./configure&lt;br /&gt;
 make&lt;br /&gt;
 make install&lt;br /&gt;
&lt;br /&gt;
Some MinGW-specific info on compiling SDL under Windows is available at&lt;br /&gt;
&lt;br /&gt;
: http://www.libsdl.org/extras/win32/mingw32/README.txt&lt;br /&gt;
&lt;br /&gt;
If you are having trouble with a message like 'no acceptable ld found in $PATH' try 'export LD=/c/gxx-2.95.2/bin/ld.exe' (or wherever you have the exe; GCC 2.95 in this case).&lt;br /&gt;
&lt;br /&gt;
Also, if you have trouble getting ddraw (DirectDraw) working in DOSBox, see this post on the DOSBox forum for a possible fix:&lt;br /&gt;
&lt;br /&gt;
: http://vogons.zetafleet.com/viewtopic.php?p=48050&amp;amp;highlight=#48050&lt;br /&gt;
&lt;br /&gt;
==== 4b. SDL-net (optional) ====&lt;br /&gt;
&lt;br /&gt;
If you want to benefit from DOSBox's Modem-Emulation or IPX-Support, you'll also need the SDL-net library, which can be found at&lt;br /&gt;
&lt;br /&gt;
: http://www.libsdl.org/projects/SDL_net/&lt;br /&gt;
&lt;br /&gt;
Download, extract, and compile as you did with SDL.&lt;br /&gt;
&lt;br /&gt;
If you skipped building your own SDL.dll, you can use the one included with the latest official release of DOSBox or you can get a SDL_net win32 binary (.DLL) release on the SDL web site at the URL above.&lt;br /&gt;
&lt;br /&gt;
=== 5. Compiling DOSBox ===&lt;br /&gt;
&lt;br /&gt;
After compiling you'll need to adjust the PATH variable to point at the directory where the freshly built SDL-Library can be found.&lt;br /&gt;
&lt;br /&gt;
''Note: if you want to use SDL-net, do the same with that library.''&lt;br /&gt;
&lt;br /&gt;
Then, change to the directory where you extracted the DOSBox-Source and type&lt;br /&gt;
&lt;br /&gt;
 ./configure&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
to compile DOSBox. If everything worked, you should have a &amp;lt;tt&amp;gt;DOSBOX.EXE&amp;lt;/tt&amp;gt; in the &amp;lt;tt&amp;gt;./src&amp;lt;/tt&amp;gt; - directory.&lt;br /&gt;
&lt;br /&gt;
=== 6. Running ===&lt;br /&gt;
&lt;br /&gt;
The easiest way to run the new executable is to copy it (and your fresh &amp;lt;tt&amp;gt;SDL.dll&amp;lt;/tt&amp;gt; ''and maybe even the SDL_net.dll'') to the installation-directory of a non-SVN-version of DOSBox. That way, you have the needed directory structure and configuration files.&lt;br /&gt;
&lt;br /&gt;
=== Example for Building DOSBox 0.71 on OpenSUSE 10.2 Linux ===&lt;br /&gt;
&lt;br /&gt;
-Remove the existing DOSBox version if you have it.&lt;br /&gt;
&lt;br /&gt;
-Obtain and extract the DOSBox source code.&lt;br /&gt;
&lt;br /&gt;
-SUSE linux 10.2 already has SDL and alsa installed, but you need to install the SDL-devel package and alsa-devel package (for header files and libs).&lt;br /&gt;
&lt;br /&gt;
-Obtain the SDL_Sound src from http://icculus.org/SDL_sound/downloads.  Extract the source somewhere.&lt;br /&gt;
 Run configure --with-sdl-prefix=/usr/lib64 --with-sdl-exec-prefix=/usr&lt;br /&gt;
 make&lt;br /&gt;
 make install (need to be root)&lt;br /&gt;
&lt;br /&gt;
-OK, now you have everything you need to compile DOSBox.  cd to your DOSBox directory, then run this at the shell:&lt;br /&gt;
 export CPPFLAGS=&amp;quot;-I/usr/local/include/SDL&amp;quot;&lt;br /&gt;
 export LDFLAGS=&amp;quot;-L/usr/local/lib&amp;quot;&lt;br /&gt;
 configure --with-sdl-prefix=/usr/lib64 --with-sdl-exec-prefix=/usr --with-alsa-prefix=/usr/lib64&lt;br /&gt;
    --with-alsa-inc-prefix=/usr/include/alsa&lt;br /&gt;
 make&lt;br /&gt;
 make install (need to be root).&lt;br /&gt;
&lt;br /&gt;
-The reason for the shell variables is that it seemed to be the only way configure could find the files it needed.  There aren't any config options to find the SDL_sound library, and I tried giving it -libdir= and -includedir=, but that didn't work.&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
	<entry>
		<id>http://www.dosbox.com/wiki/index.php?title=GAMES:EcoQuest:_The_Search_for_Cetus&amp;diff=4234</id>
		<title>GAMES:EcoQuest: The Search for Cetus</title>
		<link rel="alternate" type="text/html" href="http://www.dosbox.com/wiki/index.php?title=GAMES:EcoQuest:_The_Search_for_Cetus&amp;diff=4234"/>
		<updated>2010-11-16T05:45:20Z</updated>

		<summary type="html">&lt;p&gt;Collector: Corrected information about MPC version of game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ecoquest: The Search for Cetus is an educational adventure game produced by Sierra Entertainment.  It is definitely kid-friendly and runs quite well on DOSbox. The CD-ROM version needs to have the correct path to the game's resources in the RESOURCE.CFG for the speech to be heard. Install the game within DOSBox with both a C: drive and a CD-ROM drive mounted or manually edit the RESOURCE.CFG to point to the correct path. You can also use the new installer to set it up automatically http://sierrahelp.com/Patches-Updates/NewSierraInstallers.html#EcoQ1&lt;/div&gt;</summary>
		<author><name>Collector</name></author>
	</entry>
</feed>