# flyk_vr.conf -- run the original FLYK.EXE against the virtual VelociRender board. # # 1. python patha\vrrun.py [prefix] (board, 127.0.0.1:8620) # 2. $env:VRLINK='1'; G:\DOSBox-X\dosbox-x-vrlink.exe -conf patha\flyk_vr.conf # # C: is the staged asset tree (patha notes / stage step): # c:\temp\flykc\HPDAVE = sda4\HPDAVE (FLYK.EXE, SHARKS.SCN, BTL, MNG) # c:\temp\flykc\GEOMETRY = sda4\DPL3\GEOMETRY (satisfies SCN "GEOMETRY ..\geometry") # c:\temp\flykc\TEXTURE = sda4\DPL3\TEXTURE (satisfies SCN "TEXTURE ..\texture") # c:\temp\flykc\SHARKS = empty (no source dir survives on the drive) # Staging exists because sda4 has no GEOMETRY/SHARKS siblings for HPDAVE: FLYK ran # with dead search paths and built an empty world (object=NULL on every instance). [sdl] autolock=false # PHYSICAL STICK MODE (default): native joystick mapping, as validated on # BLADE. For KEYBOARD flight uncomment the two blocks below -- arrows = stick # X/Y, A/Z = throttle, Space = trigger (the shipped RPL4.RES has ONLY a # Thrustmaster VTV mapper; KEYBOARD-only L4CONTROLS crashes the game, so # keyboard flight = DOSBox synthesizing the game-port stick from keys). # NOTE: joysticktype=fcs remaps a physical stick's axes (resting throttle # reads as constant deflection = steady rotation) -- don't mix modes, and # delete the staged JOYSTICK.CAL after switching. #mapperfile=c:\temp\flykc\keyjoy.map #[joystick] #joysticktype=fcs [dosbox] memsize=32 # pod network: NETNUB (wattcp over a packet driver) hard-requires a NIC -- # NE2000 emulation + the drive's ODI stack (LSL+NE2000+ODIPKT, loaded by # run_game --netnub) recreate the 1996 BattleTech-center LAN inside DOSBox [ne2000] ne2000=true nicbase=300 nicirq=3 backend=auto [cpu] core=dynamic cycles=max [autoexec] mount c c:\temp\flykc c: call C:\RUNSCN.BAT