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Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#789
Originally Posted by Estel View Post
I have those things mapped to hardware keyboard for whole Maemo (just like keys F1-F12), but it doesn't work in dosbox (while more exotic things - like mentioned F1-F12 - are working flawlessly, without even using dosbox's mapper).
DosBox's standalone mapper only maps keys to keyboard scancodes, so it can't map any key to "symbols" which would require modifiers to be pressed in order to be generated (e.g. on US layout at least <, > both require Shift to be pressed).

To be able to generate < you would need some "macro" that would press Shift, then ',', then release Shift, and I don't believe the DOSBox mapper supports that (at least the versions I worked with).

The rover.sys trick works at an alternate level (= DOS's keyb), where you can actually map keys to _strings_ and thus there's no problem if you want to configure a key to generate <, > or even the string "i can write δόφ!".
Unfortunately, because rover.sys is basically emulating DOS's keyb, it will only work with programs that worked with DOS's keyb. This is the reason for e.g.:

Originally Posted by ikerrg View Post
Even after loading the rover.sys keyboard layout, the numbers are still not detected by some games. For example, the GoldenAxe for DOS shows a text screen to select the graphics mode just before starting the game. It is not possible to select any of the options with the numbers, they are not detected by the game. However, in the dos prompt the numbers are correctly written.
 

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