Coherent sources released under a 3-clause BSD license

coherent

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For those of you who’ve been living under a rock, or just not that familiar with what Coherent is, it’s a clean room re-implementation of version 7 Unix. What is unique about Coherent is that AT&T sent a team, which included Dennis Ritchie to evaluate the source to make sure that they hadn’t stolen Unix, and they concluded:

“that looking at various corners I couldn’t find anything that was copied.”

So Coherent was free to continue to sell their discount Unix like OS for the bargain price of $99 USD. I had plans on buying a copy as the older versions even supported the 8086, and 80286 however by the time I finally got enough RAM and disk space to make the purchase worth while, Linux was freely available. I believe that Coherent was the first OS to be killed by the Linux juggernaut, followed by SCO Xenix.

So it’s a little late to the party, open sourcing may have helped back in the early 1990’s although it’d seem like an utterly crazy move at the time.
Better late than never, this includes source dumps, and some RCS data, along with random tgz’s and a binary distribution of version 4. Without any doubt this will either help emulators better emulate the machine state Coherent expects, or perhaps fixing Coherent to run on more modern machines.

Coherent was also famous for it’s large, and well documented manual. Luckily the sources to the manual are also available.

So without further ado, here is the pages with the sources to coherent.

On final note of interest is that the Mark Williams Company was founded by Robert Swartz, who’s son Aaron was quite influential until the time of his death.

The complete archive for DOOM for the 3DO is on GitHub!

Link to the archive is here.

It’s a sizable download, 287MB, the majority being the ‘movies’ and ‘music’ directory.

 

The complete archive for DOOM for the 3DO
Yes, this is the infamous port of DOOM for the 3DO. Firstly, this was the product of ten intense weeks of work due to the fact that I was misled about the state of the port when I was offered the project. I was told that there was a version in existance with new levels, weapons and features and it only needed “polishing” and optimization to hit the market. After numerous requests for this version, I found out that there was no such thing and that Art Data Interactive was under the false impression that all anyone needed to do to port a game from one platform to another was just to compile the code and adding weapons was as simple as dropping in the art.

Uh… No…

My friends at 3DO were begging for DOOM to be on their platform and with christmas 1995 coming soon (I took this job in August of 1995, with a mid October golden master date), I literally lived in my office, only taking breaks to take a nap and got this port completed.

Shortcuts made…
I had no time to port the music driver, so I had a band that Art Data hired to redo the music so all I needed to do is call a streaming audio function to play the music. This turned out to be an excellent call because while the graphics were lackluster, the music got rave reviews.

3DO’s operating system was designed around running an app and purging, there was numerous bugs caused by memory leaks. So when I wanted to load the Logicware and id software logos on startup, the 3DO leaked the memory so to solve that, I created two apps, one to draw the 3do logo and the other to show the logicware logo. After they executed, they were purged from memory and the main game could run without loss of memory.

There was a Electronic Arts logo movie in the data, because there was a time that EA was going to be distributing the game, however the deal fell through.

The verticle walls were drawn with strips using the cell engine. However, the cell engine can’t handle 3D perspective so the floors and ceilings were drawn with software rendering. I simply ran out of time to translate the code to use the cell engine because the implementation I had caused texture tearing.

I had to write my own string.h ANSI C library because the one 3DO supplied with their compiler had bugs! string.h??? How can you screw that up!?!?! They did! I spent a day writing all of the functions I needed in ARM 6 assembly.

This game used Burgerlib 2. My first “C” version of Burgerlib because Burgerlib was originally written in 65816 for the SNES and the Apple IIgs. If you check out Burgerlib 5 (The current version, also on github), you’d notice that some code is still in use.

I hope that everyone who looks at this code, learns something from it, and I’d be happy to answer questions about the hell I went through to make this game. I only wished I had more time to actually polish this back in 1995 so instead of being the worst port of DOOM, it would have been the best one.

And one more thing…
The intellectual property of DOOM is the exclusive property of ZeniMax. No transfer of the intellectual property of DOOM or any transfer of the ownership of the sounds, art or other game assets are given nor implied. If anyone wishes to release a version of DOOM 3DO commercially, contact ZeniMax for a license.

The source code… Go for it.

Rebecca Ann Heineman

Olde Skuul

Seattle, WA

Shoebill now has working Ethernet support!

Great news!  The excellent A/UX capable emulator Shoebill, now has working Ethernet support!  The sad news is that it only supports the TUN/TAP interface.  So Windows users are kind of left out in the fun.

Shoebill + Ethernet

Shoebill + Ethernet

Except, I’ve been here before with SIMH ages ago.  So I dusted off my source code, and injected it into Shoebill.  The first issue I had was that SLiRP was rejecting all the inputted frames, because of invalid frame length.  Even more weird is that ARP worked, and I could see the 10.0.2.2 and 10.0.2.3 virtual IP’s but TCP and UDP outbound wouldn’t work at all.

It took me longer than it should have but although this code worked great with GCC 2.7 and 3.0, 4.x breaks it.  And it’s the same reason why Shoebill originally didn’t work on Win32, the blasted packed structures!  So adding the ‘-mno-ms-bitfields’ flag to GCC is all it took, and now I could ping 10.0.2.2 for about 5-7 pings until SLiRP would crash.  I tried all kinds of stuff trying to see if there was an issue with SLiRP, but I should have payed closer attention to the debugger, with all those threads flying around.  It turns out Shoebill was trying to read & write a the same time, which caused SLiRP to crash as it is not re-entrant.  I tried to place mutex’s on every SLiRP call but that ended up having SLiRP not process any packets.  Very strange.  I then reduced it to where I read the frame out of SLiRP and pass it to Shoebill, and where Shoebill write’s a frame out the SLiRP.  And much to my amazement I can run ‘worms’ just fine!

So after a minute of worming and pinging I called it ‘good enough’ and rebuilt a production binary, and packaged up my source code.

For anyone who want’s to play, my Win32 EXE is here, and the source code I am using is here.

With all the truecrypt hysteria running around

truecrypt-logoI thought I’d go mining for old versions, and put them up on CVS web.  Turns out some old versions are missing, but oddly enough not the 1.0 stuff.

So here is the src2html version, and the raw tree view.

And for the really crazy, I dumped all versions into CVS.

I only briefly looked at it, and noticed the block driver has the ability to look at memory.. I don’t know why, but I don’t think I would want my block drivers being able to do that.  maybe it’s a good thing, I don’t know.  I haven’t tried to build it, and I’ve never used TrueCrypt so I really can’t comment on it.

Also pulling through archvie.org I found some old versions of scramdisk. But I never used that either.

In a surprise move, Microsoft opens up the source to MS-DOS & Word for Windows.

I couldn’t believe it!  You can find the official announcement here.

So this is MS-DOS 1.1 & 2.0 source code.  Pitty it’s not 3.x but heck, it’s a start!

Also the Word in question is 1.1a however it does seem to include the OS/2 bits which was a big surprise.

I haven’t tried to build any of it, as I just got up but I know what I’ll be doing today!

Blake Stone source code released!

Blake Stone!

Blake Stone!

 

Honestly I never played Blake Stone, because as the wikipedia entry says DOOM came out a week later.  Blake is a Wolf3d variant, so I would imagine that the same build environment that can build Wolf3d can build Blake (Borland C 3.1 & TASM 3.1).

For those of you interested in this 20+ year old artifact, you can download the source code here.  And as mentioned Blake can be purchased through steam as part of the Apogee Throwback Pack.

An update to the whole thing, Marakaate has fixed the source well enough to compile!  You can read about his adventure here, and download his updated source here.  He’s also asked me to plug his BBS, marabbs.no-ip.org .. You can just telnet to the IP address.  There is some palette issues as they are compiled into the game, not read from the data files (wtf?) and have been extracted from an exe, however the starting logo is all wrong.. But the game works.

So, enjoy!

Old Unix tree’s

Well I was looking for a good way to see what changed between Net/2, 386BSD 0.0 and 386BSD 0.1 and it appears that nobody has a cvsweb of these early versions….

What is strange, is that cvsweb package for debian is lacking the actual cgi file.. So after going insane with cvsweb, I set one up.

http://unix.superglobalmegacorp.com/cgi-bin/cvsweb.cgi/#dirlist

I’ve never really setup a CVS repository before so this was my first shot…

rm -rf /var/lib/cvs
mkdir -p /var/lib/cvs
cvs -d /var/lib/cvs init
cd /var/www/unix.superglobalmegacorp.com/source/Net2
cvs -d /var/lib/cvs import -m “Net/2” Net2 CSRG Net2
cd /var/www/unix.superglobalmegacorp.com/source/386BSD-0.0
cvs -d /var/lib/cvs import -m “386BSD 0.0” Net2 BJolitz Jolix00
cd /var/www/unix.superglobalmegacorp.com/source/386BSD-0.1
cvs -d /var/lib/cvs import -m “386BSD 0.1” Net2 BJolitz Jolix01
cd /var/www/unix.superglobalmegacorp.com/source/NetBSD-0.8
cvs -d /var/lib/cvs import -m “NetBSD 0.8” Net2 NetBSD NetBSD08
cd /var/www/unix.superglobalmegacorp.com/source/NetBSD-0.9
cvs -d /var/lib/cvs import -m “NetBSD 0.9” Net2 NetBSD NetBSD09 

From what I saw the more the directories align, the better, so I moved all the i386 and other platform stuff into arch directories to better match NetBSD 0.9 …

I also setup src2html to browse various levels, it’s great for quickly finding things that may have moved… It’s here.

Now I just have to see about doing ‘forks’ in CVS and adding in the 4.4 lite stuff.