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SDL Now Supports DOS

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Re: SDL Now Supports DOS

#102
post #17
post #8

Earlier quoted context omitted.

The real question is "why not?" :)

I think this PR is awesome, and I can totally see myself playing around with this at some point. Being able to create DOS executables of SDL projects is just ... cool! But I do wonder about the practicality. This would, I presume (never done DOS development, never touched a memory extender) only run on 386+ CPUs, and maybe more importantly, probably require a newer CPU than that to run anything non-trivial at accepta…

> "real DOS machines" this can practically target.

Define "real DOS machine".

But I would give you my definition: something with ISA slot so you can hear that awful 2.0 stereo SB Pro-compatible with a hiss what could be almost parseltongue. Video card of choice.

So basically anything between 386sx to P3 Tualatin and some rare and weird cases even P4 and AMD Athlon.

https://theretroweb.com/motherboards?page=1&itemsPerPage=24&...

Re: SDL Now Supports DOS

#103
post #54

Earlier quoted context omitted.

Welcome to Amiga games, in many cases the floppy would contain the boot loader that would directly jump into the game. At least on the Amiga 500 you would not go through the trouble to start Workbench, only to load the game, unless you were a lucky owner of an external hard drive.

PC had bare metal games too. They were called “booters” and you can find an entire category of them on mobygames: https://www.mobygames.com/platform/pc-booter/

Yeah, but I never saw them, missed my reply on the other thread?

Re: SDL Now Supports DOS

#104
Note this uses DJGPP, which switches processor to 32 bit mode via DPMI. You won't get old-school experience of segmented memory, near pointers and 64KB limits everywhere.

Re: SDL Now Supports DOS

#105
>Timer: Native PIT-based timer using DJGPP's uclock()

I want to commend Dj Delorie for doing a great job. As a poor child at that time having access to a proper compiler which could ran on my old PC which only ran DOS, was awesome and amazing.

Re: SDL Now Supports DOS

#106
post #17

Earlier quoted context omitted.

I think this PR is awesome, and I can totally see myself playing around with this at some point. Being able to create DOS executables of SDL projects is just ... cool! But I do wonder about the practicality. This would, I presume (never done DOS development, never touched a memory extender) only run on 386+ CPUs, and maybe more importantly, probably require a newer CPU than that to run anything non-trivial at accepta…

> "real DOS machines" this can practically target. Define "real DOS machine". But I would give you my definition: something with ISA slot so you can hear that awful 2.0 stereo SB Pro-compatible with a hiss what could be almost parseltongue. Video card of choice. So basically anything between 386sx to P3 Tualatin and some rare and weird cases even P4 and AMD Athlon. https://theretroweb.com/motherboards?page=1&itemsPer…

A real DOS machine is running on a 8086 (or 8088)

ISA is part of IBM-compatibility.

Re: SDL Now Supports DOS

#107

Earlier quoted context omitted.

That... Shouldn’t be terribly difficult? Though I don’t believe UEFI has sound drivers (you’ll have problems writing one yourself because even frickin’ sound-codec chips have NDA-only datasheets these days), and the stupidest thing is that the “graphics output protocol” doesn’t indicate vsync so you can’t do tear-free blitting, which is literally worse than VGA.

Most support Intel HDA. The problem is that people don't use onboard audio anymore (because its incredibly and audibly noisy). They use USB or Bluetooth. Bluetooth absolutely isn't standardized and is a mess, and USB miiiiiiight be okay if you limit to a subset of EHCI and USB Audio Class 1.0 devices. At this point, its easier to just use Linux and run your game as pid 1.

Bluetooth sucks against the raw codec of a soundcard. If you want lossy music, that's it.

But given autotune trends and how genz-ers grew up with shitty early smartphone loudspeakers and not much better BT ones they aren't used to proper music and their tastes are rot forever.

Re: SDL Now Supports DOS

#108
post #17

Earlier quoted context omitted.

I think this PR is awesome, and I can totally see myself playing around with this at some point. Being able to create DOS executables of SDL projects is just ... cool! But I do wonder about the practicality. This would, I presume (never done DOS development, never touched a memory extender) only run on 386+ CPUs, and maybe more importantly, probably require a newer CPU than that to run anything non-trivial at accepta…

> "real DOS machines" this can practically target. Define "real DOS machine". But I would give you my definition: something with ISA slot so you can hear that awful 2.0 stereo SB Pro-compatible with a hiss what could be almost parseltongue. Video card of choice. So basically anything between 386sx to P3 Tualatin and some rare and weird cases even P4 and AMD Athlon. https://theretroweb.com/motherboards?page=1&itemsPer…

I did testing on a K6-2 300Mhz, and yes it has 2 ISA slot, one of which is where I put the Sound Blaster 16.

Compiling an SDL port of Quake quake gives you 90% performance at 320x200 and 97% at 640x480 compared to the original. That's about 45fps which isn't bad I think.

SDL3 should now work with any i386+ with a VGA and 4MB of RAM which is roughly the requirements of Doom.

Re: SDL Now Supports DOS

#109

Earlier quoted context omitted.

I'm going to find out. I've been meaning for years to port the OHRRPGCE back to DOS, where it came from. I'm very surprised to see SDL3 re-gain DOS support, since they've aggressively dropped support for almost every port/OS they had in the SDL 1.2 days.

Very cool. I'd never heard of OHRRPGCE (Official Hamster Republic Role Playing Game Construction Engine) before. I was going to say it feels like an early predecessor to something like RPG Maker but I think RPG Maker originally came out in the early ’90s for the Japanese PC-98 computers. From the wikipedia entry [1] for OHRRPGCE > It runs at an 8-bit color depth, by default creates games that run at a 320 × 200 resol…

:) SCREEN 13 (VGA Mode 13h) is almost correct, but actually it originally used a 320x200 VGA Mode X assembly graphics library. I believe 320x200 instead of 320x240 to be compatible with earlier pure-QB code for SCREEN 13 reused in the engine. (Mode X isn't a single mode, it has some adjustable parameters.)

Re: SDL Now Supports DOS

#110
post #94
post #5

Uhm... excuse me? Why? Is there anyone even using DOS for anything serious these days?

Because computers can be used to do things that are not...so serious?

More specifically it's part of my quest to get Diablo (DevilutionX) running on anything it can, using modern tools. Next up PS2 and PSP.
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