Comments (4)
That's how DOS gamepads work. Every PC/gamepad/joystick combination would result in completely different port input values. So games always offered a calibration option either in their in-game menus, or in their installers. So if a game has an install.exe or setup.exe, you might need to run that to see if it has a calibration option.
There is nothing dosbox itself can do about it.
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I'm open to my memory just being fallible, but I'm old enough to have used DOS machines and I'm pretty sure I remember most games working without calibration. Going through a couple of my games with gamepad support, I can see that Apogee's Hocus Pocus--which I played with a gamepad as a kid--has no gamepad calibration screen, so I'm not sure how this game would have ever worked historically if calibration was necessary.
Wacky Wheels does have a calibration screen, but calibrating my "gamepad" (i.e. whatever the Libretro gamepad is mapped as) doesn't seem to fix anything. I definitely feel like there's something other than "DOS gamepad support is weird" going on here.
I'll try the mainline, non-Libretro DOSBox at the nearest opportunity to see how things work over there.
EDIT: Mixed results on mainline DOSBox (tested on a Raspberry Pi). Hocus Pocus works out of the box, no calibration required. Wacky Wheels, however, has constant down/right input in-game, even after calibration. Oddly enough, this bad input isn't visible in SETUP.EXE
, where the calibration is performed and where you can run a pad test. It works great there, just broken in-game.
EDIT 2: Just to note, this was a brand new DOSBox installation, I've never used it before on my Pi, so there are no prior configurations involved here.
EDIT 3: Over on the Pi I was able to get rid of that spurious input in Wacky Wheels by setting the joystick to timed = false
.
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The cycles setting also affects this. Just like on real hardware; if you depressed the "turbo" button on a PC to lower the speed of the CPU, you'd need to calibrate again. So it might be that games that don't have a calibration option end up being CPU speed-sensitive. On CPUs that are too fast or too slow, input doesn't work correctly.
Anyway, I'll try and take a look at these games myself.
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There have been a couple changes and fixes to input handling. Does this happen to change anything in this case?
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Related Issues (20)
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