The Egg wrote:I wish I could be of more help, but I haven't messed with DOSbox in years (I'm going to start soon). Unfortunately DOS games were each basically their own environment, so even with a common emulator, joystick behavior is naturally going to vary wildly. I remember it being very frustrating even on native hardware, so getting an emulator to make a USB joystick to appear as if it's working through quirky old-school gameports could be a nightmare.
The most important thing is to get the movement axes working. For all the different buttons, a joystick-to-keyboard button mapper such as Joy2key could be a savior.
TwistedKestrel wrote:Hey, gameports were one of the things that more or less worked with minimal fiddling in DOS... as long as you had a joystick that had less than four buttons.
Hz so good wrote:I got it sorta working in Tie Fighter in DOSBox. Most of the 12 buttons on it are unrecognized. Just the trigger and the "hat" work. I'll check the timing in dosbox.conf, since it does tend to "wander" around a bit.
Hz so good wrote:I changed "timed" to false. anything else I need to change in the dosbox.conf?
# joysticktype: Type of joystick to emulate: auto (default), none,
# 2axis (supports two joysticks),
# 4axis (supports one joystick, first joystick used),
# 4axis_2 (supports one joystick, second joystick used),
# fcs (Thrustmaster), ch (CH Flightstick).
# none disables joystick emulation.
# auto chooses emulation depending on real joystick(s).
# (Remember to reset dosbox's mapperfile if you saved it earlier)
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
# timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
# autofire: continuously fires as long as you keep the button pressed.
# swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks.
# buttonwrap: enable button wrapping at the number of emulated buttons.
THIS is what I'm using, btw.