DOS Zone
51–60 of 87 posts
Re: DOS Zone
#52Earlier quoted context omitted.
It's still not correct to call them DOS games as you can't run them on DOS.
That is an interesting semantic question, though - I would say something that needs an extender still counts as a "DOS" program, and I can't quite see the line between that and early Windows. I believe the line exists, mind, but I can't figure out how to define it.
edit: I see Vice City has been removed following a DMCA request!
Re: DOS Zone
#53Re: DOS Zone
#54First thing I did was pull up Sim City 3000 (I have so many hours of play time on this that never got recorded anywhere) to see if the simulation speed goes nutso like I remember on my old Windows ME MS-DOS Compaq back in the day. Every time I played the game on any XP or newer PC I get speed limited in Cheetah mode and it feels like it takes _forever_ for my city to develop. Not even installing WindowsME on an emula…
Re: DOS Zone
#55What the...? Those aren't DOS games, there are plenty Windows DirectX-based games in this site.
Fun fact: earlier Windows OSes ran on top of DOS.
Windows 3.x running in 386 Enhanced Mode had a very small multi-threaded preemptive kernel, which it used to handle its MS-DOS windows. So whilst each Windows program ran cooperatively within Windows and had no memory protection, Windows itself and each DOS window it opened were pre-emptively multitasked and had better memory protection. This wasn't very well documented, but it's the beginnings of Windows no longer running on top of DOS and instead taking over control of the machine.
Windows 3.1 also introduced "32 Bit Disk Access" which used a custom disk driver to bypass DOS and the BIOS and speed things up. Windows 3.11 (Windows for Workgroups) extended that to "32 Bit File Access", which bypassed DOS for file operations.
Windows 95 only used DOS as a bootstrapper. It would be completely incorrect to say that Windows 95 "ran on top of DOS", as once Windows 95 finished booting it had effectively pulled the rug out from DOS and was handling all I/O, memory operations, and so forth. It would be like saying that Linux runs on top of GRUB - GRUB is no longer in control of the machine, so it's just not true.
Not that I'm saying you were stating Windows 95 ran on top of DOS, you understand! I'm just putting this information here for educational reasons and expanding on your comment. ;-)
Re: DOS Zone
#56First thing I did was pull up Sim City 3000 (I have so many hours of play time on this that never got recorded anywhere) to see if the simulation speed goes nutso like I remember on my old Windows ME MS-DOS Compaq back in the day. Every time I played the game on any XP or newer PC I get speed limited in Cheetah mode and it feels like it takes _forever_ for my city to develop. Not even installing WindowsME on an emula…
Re: DOS Zone
#57Earlier quoted context omitted.
It's still not correct to call them DOS games as you can't run them on DOS.
That is an interesting semantic question, though - I would say something that needs an extender still counts as a "DOS" program, and I can't quite see the line between that and early Windows. I believe the line exists, mind, but I can't figure out how to define it.
DPMI was pretty much an "Operating System API/ABI".
Re: DOS Zone
#58Earlier quoted context omitted.
True, but in defense of the author site and from a personal perspective, the copyright laws are very skewed and allow for being paid for life for a craft that has been made once. Even heirs benefit from it for life. Isn't that wildly unfair for all the other jobs where you are paid for your work once for all? And irrespectively from the fact that what you designed has been produced by the million and still running...
> allow for being paid for life for a craft that has been made once It costs on average 7$ to buy a craft that took maybe 2 years for a team of 10 developers (since we are speaking of DOS era games). Are you suggesting such works should have been paid 7$ just once by one person? Reasoning like this is why most gaming companies pivoted to either use Denuvo or to make pay-to-win, ad-filled products. I cannot blame them…
Re: DOS Zone
#59Earlier quoted context omitted.
> allow for being paid for life for a craft that has been made once It costs on average 7$ to buy a craft that took maybe 2 years for a team of 10 developers (since we are speaking of DOS era games). Are you suggesting such works should have been paid 7$ just once by one person? Reasoning like this is why most gaming companies pivoted to either use Denuvo or to make pay-to-win, ad-filled products. I cannot blame them…
Let's not pretend any of the original developers from the early 2000s or even worse, from the 90s get any money from these old games you buy.
Re: DOS Zone
#60Earlier quoted context omitted.
Let's not pretend any of the original developers from the early 2000s or even worse, from the 90s get any money from these old games you buy.
The site pirates games that are still being sold by their original devs, like “Ports of Call”. Even for some games published by bigger companies, some of the original developers get a small cut on lifetime sales. So I don't need to “pretend” anything.