Moved up from the old pair of E5-2620 v2’s to a pair of E5-2667 v2’s. What a big difference from a base clock of 2.1Ghz to 3.3Ghz. And yes, more cores!
And I can build DOSBox in 3 seconds using Visual C++ 6.0 Ultimate. I guess eventually I’ll get a modern machine, but for now this is pretty damned good. Which reminds me the newer processors for my 2006 Mac Pro should be arriving soon enough.
I couldn’t quite justify the more than double price for the E5-2697 v2 processor, although it has 50% more cores, but with a max clock of 3.5Ghz.
A while ago I had chased FrontVM to moretom.net and found 2 links. One from 2003 which is a dead link, and the 2004 version which was archived by the wayback machine!
It was an interesting build, as it still used 68000 emulation from Hatari/UAE this pre-dates the 68000 to C or i386 ASM. However since it ran (mostly) the original code, it was more ‘feature complete’, although loading save games is broken for some reason (I think the decryption was not disassembled correctly). It was actually a stupid file mode setting. I just updated the source & put out a new binary, testing save games between Linux &Windows.
Anyways, it originally built on Cygwin, so I filled in the missing bits, and have it building on both MinGW & Visual C++
So yeah, it’s Frontier, for the AtariST with the OS & Hardware calls abstracted, still running the 68000 code under emulation. I think it’s an interesting thing, but that’s me.
After a lot of googling around I found it split up on one of those annoying download sites. So I spent the night waiting for stupid timers, training an AI to sport automobiles & intersections (lol redlight camera training), and as a reward I got the download.
I installed it on the floppy version of Windows 95 on Qemu where it needed IE 5.01, Direct X, Winsock 2 & Windows 95 SP1 updates (among others…) and yes it works!
Included in the downloads is some assists so you can run it on Windows 10 x64 if you are so inclined.
Also there is some MacOS X images, although I haven’t tested them. I need to drag my G5 into my office to try it, but it’s getting late, and I want to go home.
I put the download up over on archive.org. You can download it here:
Granted these disks replaced the much older Microsoft Programmer’s Library. The new CD’s use a Windows based search & interface program removing the clunky old MS-DOS program that made it feel like trying to view the world through a straw. (Although the up side of the MS-DOS version is that you could easily dump the video RAM and save the contents to plain text).
And in this brave new post Windows 3.0 centric world of Microsoft just about everything regarding OS/2 was dumped, and the seeding of Win32 via Windows NT had started.
Naturally after winning this war, Microsoft withdrew many low end products and just couldn’t compete with the tidalwave that was GNU/Linux.
At any rate for the curious kids down the road that want to see what all the fuss was with Win16, and how Windows 3.0 had changed the landscape removing the force of IBM it’s worth a look.
It’s an interesting twist on the typical point & click adventure game. How so? Well simply put it’s all based on web technology! With a big emphasis on that late 90’s vibe! Complete with ‘desktop pets’ animated GIFs, blinking text, and embedded MIDI (and even more sophisticated music).
While it’s obviously not real, the entire ‘web’ is stored locally (even in it’s own lore), it’s still fun to dig around in.
You play as an “Enforcer” basically it’s like back to the AOL days of walled gardens being patrolled by unpaid volunteers. Look for banned content and flag it appropriately. As the game progresses things go off the rails, near riots, helicopter crashes, amputations, culminating in a Y2K crash that kills people.
I totally missed out on this being a crowdfunded thing, and found out from Steam recommendations of all things.
Even for the aesthetic alone, I think it’s worth it. Some of the game play is too much wrapped up into it’s own lore, so paying attention is kind of important.
Yes, I know it’s kinda pointless as it’s horribly out of date, but I’m still having fun. Anyways now it’ll integrate with dynamips!
So yeah, in this example, instead of the usual “-net user” and the built in SLiRP stack, this uses UDP to talk to a stand-alone SLiRP stack. This will let you plug your Qemu into virtual Ethernet switches/hubs and interfaces of virtual routers. Even mixing and matching connections to different emulators that use UDP to exchange packets.
In this case I have a VMDK loaded with a NE2K-PCI driver, and QuakeWorld for MS-DOS. I also made the MPU401 external although it’s hanging on a secondary flag…
So after the last round, I went ahead and dug out my crap version, where I had just recently found a nice abs() fix for a FixedDiv issue that the old iD code suffers from, and re-built a version of DooM that both used the assembly fixed division, and another with the C version. To compile I used my old GCC 22.214.171.124 to build with the flags:
I thought this may be something cool, if not kind of pointless. Anyways the MPU401 UART can be run like a traditional serial port with an IRQ, in intelligent mode, or just as a ‘dumb’ device you can just bit bang to talk to MIDI devices. So while playing with DOSBox I thought it’d be fun to take it’s emulation and plug it into Qemu.
And this is the end result.
It’s far from perfect, when it works it does tend to work well, although it fails to work with things like Return to Zork, but it does work with DMX’s sound code in DooM and the MPU401 driver for Windows 3.1
While doing this I was originally struggling with mapping the IO ports. Qemu has some functions to map in the memory model to assign a function that will trap read/write space. In this case base is 0x330 the base of the MPU401 device.
I was thinking that the port 0x331 needed to be mapped in the same way, but it turns out after looking through more of the source, it’s actually a word aligned access. So in that case you can use a switch to see which port is actually being accessed.