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Sonic for Commander X16 Devlog #1: Wrapping and Water
มุมมอง 27619 ชั่วโมงที่ผ่านมา
The devlog series tackling the challenge of programming a Sonic game for the Commander X16 (8-bit) platform. This video takes care of wrapping and water, invents division from scratch for the 8-bit CPU, describes the key math operation behind an original Sonic game, and then playtest everything!
Commander X16 Devlog #0: 16-bit Sonic game on an 8-bit system!?
มุมมอง 6Kหลายเดือนก่อน
Welcome to the challenge of programming a Sonic game for the Commander X16 (8-bit) platform. This video sets the rules going forward.
Nikon D500 used for WHAT???
มุมมอง 3982 หลายเดือนก่อน
The Nikon D500 can be remotely controlled from afar, quite fun and totally expensive!
🖥️ Any PC can operate like a real Video Game Console 🎮
มุมมอง 2.2K4 หลายเดือนก่อน
Is it possible to make an IBM PC's hardware act exactly like a Video Game Console? (No, not emulation, using the actual PC hardware directly from boot!) This video explores the options with the CPU and hardware in mind, using the famous hidden Mode X video mode that every PC has, and a little trick (Windows Me???) to get by without an operating system! Try it yourself on your retro PC setup: Wo...
Every Windows 9x Boot Screen Animated (Real Hardware VGA Capture!)
มุมมอง 2219 หลายเดือนก่อน
Showing every original Microsoft Windows 9x boot screen animated using real VGA hardware (the intended way). 0:26 Microsoft Chicago Build 58, 73f 0:33 Microsoft Chicago Build 73g, 81 0:52 Microsoft Chicago Build 99, 122, 116 1:02 Microsoft Chicago Build 180, 189 1:11 Microsoft Windows 95 Build 189 1:25 Microsoft Windows 95 Build 216 1:40 Microsoft Windows 95 Build 337 1:49 Microsoft Windows 95 ...
16 MILLION color animated Windows 9x boot screen! #dosember
มุมมอง 3.5Kปีที่แล้ว
For #dosember 2023: In this video I decided to understand and reproduce the boot screen on Windows 9x and MS-DOS with the goal of getting "box art" quality for the boot screens. It was a little bit more complicated though... Download: www.logotypes.se/logosys/DLOGO16M.ZIP DLOGO16M.SYS is an installable DOS device driver. Add it into the boot root directory, together with the logo9x.bmp file of ...
First run: SOX 180W
มุมมอง 3989 ปีที่แล้ว
While trying to stay in the 1980s, I bought this huge thing. It's the biggest SOX bulb and the Heavy Duty Ballast, ignitor, and capacitor, running it. I used to be under these on the European motorways while I was a kid. Once the bulb is fully lit, you can't read any colors, as all you see are shades of yellow and more yellow. I just put the bulb resting on an old fluorescent lantern's reflecto...
DOS-LOGO support in Windows 95 (MS-DOS 7.00)
มุมมอง 19K16 ปีที่แล้ว
Running on a COMPAQ DESKPRO 386/20e with Windows 95 installed from 13 floppy disks. By loading the dos-logo device driver in Windows 95, it will take over the work from the default logo.sys that io.sys handles. This proves that the dos-logo device driver is 100% compatible with the original logo.sys. This video does also show how fast Windows 95 operates at 20 MHz CPU speed. It's "manageable". ...
Virtua Racing PAL Megadrive (Game Complete)
มุมมอง 41K17 ปีที่แล้ว
In my opinion the best arcade port ever. V.R. for Megadrive. It even has more arcade feeling than the original arcade. This is fast action! In this "live recorded" video I am finishing first place in hard mode! That is rewarded with the credits screen, as well as adding my name at the top of the demonstration, and it is worth it! This video includes: 1) Showing default top hiscore. 2) Setting h...
DOS-LOGO support in Enhanced DR-DOS 7.01
มุมมอง 4.1K17 ปีที่แล้ว
Running on a COMPAQ DESKPRO 386/20e with DR-DOS 7.01 and Windows 3.11. doslogo proudly presents the standard alone dos-logo project. First to uncover the the mystical secrets of the famous splash screen logo. Aimed 100% compatible with logo.sys for MS-DOS 7.00, MS-DOS 7.10, and MS-DOS 8.00. Being able to run on other DOS versions for the first time. DOS-LOGO is a device driver (3K conventional ...
DOS-LOGO support in MS-DOS 6.22
มุมมอง 26K17 ปีที่แล้ว
Running on a COMPAQ DESKPRO 386/20e with MS-DOS 6.22 and Windows 3.11. doslogo proudly presents the standard alone dos-logo project. First to uncover the the mystical secrets of the famous splash screen logo. Aimed 100% compatible with logo.sys for MS-DOS 7.00, MS-DOS 7.10, and MS-DOS 8.00. Being able to run on other DOS versions for the first time. DOS-LOGO is a device driver (3K conventional ...

ความคิดเห็น

  • @TommislavTLDR
    @TommislavTLDR 4 นาทีที่ผ่านมา

    Engineer: "I made a script in Python that finds all numeric variables and divides them by 4. Next: lunch!"

  • @Lexi_Sharp
    @Lexi_Sharp 8 ชั่วโมงที่ผ่านมา

    I can't hear you at all.

  • @Da-thingy
    @Da-thingy 9 ชั่วโมงที่ผ่านมา

    In summary: Story bland, and they messed up the air drag to activate always going upwards instead of the beginning of going downwards.

  • @Ruslan-Ishchuk
    @Ruslan-Ishchuk 4 วันที่ผ่านมา

    Make Sonic for CX16 Zones Green Hill Zone Bridge Zone Marble Zone Rocky Mountain zone Jungle Zone Spring Yard Zone Labyrinth Zone Star Light Zone Scrap Brain Zone Sky Base Zone Final Zone

    • @doslogo
      @doslogo 4 วันที่ผ่านมา

      The most difficult zone to make is Jungle Zone because of the art (forests are always difficult to do with tile based art). I am definitely wanting most of those zones in the game!

    • @Ruslan-Ishchuk
      @Ruslan-Ishchuk 4 วันที่ผ่านมา

      @@doslogo There is Two Versions, 8-Bit Version (65C02S) And 16-Bit Version (65C816S)

    • @doslogo
      @doslogo 4 วันที่ผ่านมา

      @РусланИщук-щ8в Aiming for 65C02 8-bit, which has worked out greatly so far

  • @herrice3227
    @herrice3227 8 วันที่ผ่านมา

    It is this video that convinced me to give up on getting into video game development.

    • @doslogo
      @doslogo 8 วันที่ผ่านมา

      It's fun though! Newer devices are easier to program for, and has more help and tools available

  • @MrKarlheinzspock
    @MrKarlheinzspock 8 วันที่ผ่านมา

    Wow your sonic looks really promissing! I can hear the sonic melody in my head when I see it :)

    • @doslogo
      @doslogo 8 วันที่ผ่านมา

      The Commander X16 even supports the same FM synthesizer sound as the original, so it will be really fun to get music and sound for this!

  • @Kirby_Super
    @Kirby_Super 8 วันที่ผ่านมา

    Special Stages are gonna be rough I bet. Especially if you don't do Sonic 1 ones

  • @Marssel56
    @Marssel56 8 วันที่ผ่านมา

    Your audio is quiet

    • @doslogo
      @doslogo 4 วันที่ผ่านมา

      The audio is always difficult to dial in, but I rather have it like this to make it future proof against AI generated content, than to make videos that are too perfect that you can't tell it was made by a human or not

  • @liselottefrejdig1112
    @liselottefrejdig1112 หลายเดือนก่อน

    Taking photos in polarized light.

  • @Mohammed1000real
    @Mohammed1000real หลายเดือนก่อน

    I guess David did actually predicted that one huh, it's nice to have a Sonic game ported to the CX16!

  • @greenknight9000
    @greenknight9000 หลายเดือนก่อน

    Very interesting that you're using what seems to be a recreated spritesheet of the TTS Prototype version of Sonic's sprites. If so, you might wanna credit the sheet creator, unless those are placeholders That aside, I have very good faith that this'll go well! As Sonic 1 SMS was ported to the C64, I think "dreams can come true" (ha-ha, very clever I know) and you'll pull something off!

    • @doslogo
      @doslogo หลายเดือนก่อน

      I will definitely give credits to anyone that helps out with game resources. At this current stage, everything will be placeholders, even so, if not made by myself, I will give visible credits in-game

  • @timmygilbert4102
    @timmygilbert4102 หลายเดือนก่อน

    Sonic 1 use huge hierarchical meta tile covering 256 px to achieve big level at low memory footprint, later game capped at 128 px, with paging you should have no problem even on 8 bits or without 512ko. Sonic use sub pixel for physics, and a one byte lut heightmap for ground slope variation per tile type, with 3 feelers to get ground data, one slightly ahead and behind, and the center one. Sonic physics is largely documented on many fan site leading to exact replucation of the gameplay in fangame

    • @doslogo
      @doslogo หลายเดือนก่อน

      There would be improvements with 3 hotspots for ground detection, but the original game only uses 2. I know Yoshi's Island (SNES) uses 3 where the middle actually improves the visuals. I might be limited to 1 just like Super Mario since the CPU isn't very fast. We'll see, it is hard to time these things until everything is implemented

    • @timmygilbert4102
      @timmygilbert4102 หลายเดือนก่อน

      @@doslogo on 8 bit I wouldn't use 3 feeler because I wouldn't use a heightmap lut, but a slope lut with less variations, basically branching logic on type of slope. And I would do tile collision on position hashed bitfield first (a nibble being 4 tile in square patten, organized in chunks) which bypass the need for feeler entirely (you get more context with less compute), the slope lut taking care of sub tile collision. There is probably an optimisation, if there is a clever way to differentiate full collision tile with partial collision tile or slope tile. Slope resolution being something like: grounded = if y < inTilePos.x >> slope //0 for 45, 1 for halving, permute x and y for rotation and flipping, I only have two type of slope, should be more than enough

    • @doslogo
      @doslogo หลายเดือนก่อน

      @@timmygilbert4102 Good advice! Most of my luts are pointers to other luts in different banks, so I don't have to bitshifts. The 65C02 really likes to eat cycles on such basic operations as bitshifts, causing me headache

    • @timmygilbert4102
      @timmygilbert4102 หลายเดือนก่อน

      @doslogo yeah okay, it's more of a reference, the main idea was to show a quick slope computation, using the fact that y<x let's you have a quick diagonal comparison to avoid storing data, the bitshift is more to create a second slope, with half the height, but if you find another way to compute it. Maybe artificially doubling the axis by adding to itself might help, or maybe a single slope at 45 is enough lol, after all sprite of sonic only have 8 direction (two sets of sprite animation with permutations and flip) Anyway this discussion made me conceptualize doubling instead of halving as a cheap trick lmao 🤣 I'm trying to port some assassin's Creed 1 level to game boy, due to their boxy nature, and cheating like hell to get a hybrid of duke nukem sectors and Wolfenstein raycaster, I spend so many time trying to get random box intersections down to a few computes, which bogs down to arbitrary rectangle diagonal, square are easy in comparison all hail x<y lol

    • @TurboXray
      @TurboXray หลายเดือนก่อน

      @@doslogo The CPU isn't very fast? It's an 8mhz 65c02 right? You're already faster than the SNES.

  • @GraveUypo
    @GraveUypo หลายเดือนก่อน

    nice volume levels. i could almost hear something

  • @alexandreturcotte6411
    @alexandreturcotte6411 หลายเดือนก่อน

    [Becomes 333rd sub]

    • @doslogo
      @doslogo หลายเดือนก่อน

      Thank you!

  • @InnovateSphereStudios
    @InnovateSphereStudios หลายเดือนก่อน

    Eventually, there is an NES version of Sonic 1, originally made by Hummer Team in 1994, as "Somari." Later, me and some rom hackers are making a definite version of Sonic 1 for the NES with all levels, which also includes Scrap Brain Zone as well, even though Hummer Team didn't implement it to the original bootleg. (Note: The version I'm working on provides FM soundtrack, similar to the Sega Genesis/Mega Drive using a third-party sound expansion called the Expansion Port Sound Module, aka EPSM, which utilities an sunsoft 5b chip for psg and a YMF288 chip for fm synthesis)

    • @retrodeveloper9156
      @retrodeveloper9156 หลายเดือนก่อน

      That's pretty cool, has you posted anything about it somewhere?

    • @InnovateSphereStudios
      @InnovateSphereStudios หลายเดือนก่อน

      @retrodeveloper9156 Not yet, it's not available to the public at the moment. Rest assured, if the game get it's final update, I'll let you know!

    • @retrodeveloper9156
      @retrodeveloper9156 หลายเดือนก่อน

      @@InnovateSphereStudios Alright!

    • @doslogo
      @doslogo หลายเดือนก่อน

      Wish you luck with the FM programming!

  • @jpc-273
    @jpc-273 หลายเดือนก่อน

    For when someone is going to try to port Sonic 1 to the Commodore Amiga and have it use the Scorpion Engine of Erik Hogan?

  • @apollolux
    @apollolux หลายเดือนก่อน

    If you haven't already done so, your best bet is to review the docs on Sonic Retro compiled by Taxman (Christian Whitehead, the lead dev of Sonic Mania and the modern ports of the classic Sonic games), Nemesis (the dev who made the Exodus emulator), and others. Even if the architectures used on the original Genesis versions of the games were the combo of Motorola 68000 and Zilog Z80, the way they documented the workings of the original trilogy on that site should be usable even on other processors like the 6502/65C02.

  • @MastermindAtWork
    @MastermindAtWork หลายเดือนก่อน

    Would Sonic games from the Game Gear and Master System be a better close of reference since they are running on 8bit hardware? How I think about it, if you can get those core fundamentals down that Sonic games usually have, you can get scale up and add features the Genesis versions would have.

    • @doslogo
      @doslogo หลายเดือนก่อน

      0:22 is the Commodore 64 port of the first Sonic game for Master System, and I have only good memories from this game. The port is crazy good! It is a good benchmark in direction, story and music. But it is not working the same as the Genesis games. Truth be told, Super Mario Bros. 3 (NES) is probably much better as a reference to get the basics right

  • @logickeeper
    @logickeeper หลายเดือนก่อน

    The music should be able to be done pretty easily via the YM2151 and PCM/PSG on the VERA

  • @protocetid
    @protocetid หลายเดือนก่อน

    I like Sonic fan games on weird platforms, your project makes me feel a little better after the Sonic 1 SNES port I really wanted was canceled.

    • @xyklapse
      @xyklapse หลายเดือนก่อน

      There was that bootleg game...

    • @protocetid
      @protocetid หลายเดือนก่อน

      @ a far cry from an accurate port made by passionate fans

    • @benbreeck3363
      @benbreeck3363 หลายเดือนก่อน

      The biggest problem with a Sonic game on the Super NES is that unless you want to keep everything except the Bonus/Special Stages in Mode 6, and put a Super FX and/or SA-1 chip on the cartridge PCB to handle extra graphical functions, Sonic, Tales. and the rest of the cast will look rather zoomed in. The Sega Mega Drive/Genesis featured a 320×224 as its main resolution mode. The Super NES had either 256×240 with hardware parallax scrolling, or 512×480 in 30Hz, with only one scrolling field and 64 total colors (four different CLUTs of sixteen colors. each), which looked terrible on.a broadcast television quality CRT if you didn't know what you were doing. At least the Commander X16 features a 320×240 resolution mode.

    • @protocetid
      @protocetid หลายเดือนก่อน

      @@benbreeck3363 Discussing the technical aspects of video games is something I struggle with, I will say that someone already made a proof of concept demo that didn’t do it your way. IIRC the demo does not require enhancement chips, and it doesn’t sacrifice much except performance in certain parts and resolution.

  • @timebmber
    @timebmber หลายเดือนก่อน

    this is underrated i thought this was some decently popular channel like 10k subs or 20k subs but no it's a really passionate cool guy

  • @Holammer
    @Holammer หลายเดือนก่อน

    CX16's memory ought to be enough, original Sonic 1 on the Megadrive was a 512kb cart and the sequel 1MB.

    • @doslogo
      @doslogo หลายเดือนก่อน

      512 kB is definitely the best option, since that's what the CX16's base model has. It is accessed though a narrow window of 8 kB, giving me 64 banks to read and write to. Going to be a lot of bank-switching, but it will work 👍

    • @benbreeck3363
      @benbreeck3363 หลายเดือนก่อน

      If you put it on a cartridge, or at least make a ROM for someone else to make a cartridge for it, the CPU could directly access 3.5 megabytes or 28 megabits, enough for Sonic 3D Blast.. If you put it on a CMD-4000 double sided, extended density floppy, which should plug right into the Commander X16's floppy drive port, You are looking at 3,200KB. If you do both at the same time, Sonic 3 and Knuckles should be quite possible. You could even add more characters like certain fan games. Just be prepared to do a LOT of garbage collection and background loading on Commander X16 with a stock RAM capacity.

    • @doslogo
      @doslogo หลายเดือนก่อน

      Size won't be a problem right now. The Commander X16 can't process data that fast, so the more data won't change the visual outcome of the game. Like, how many animation frames can be used is limited by the speed the graphics data can be uploaded to VRAM, and that speed is just not fast compared to game consoles of the past (they had DMA). There are some design choices of the CX16 system that directly work against me (interrupt code is locked in ROM, wasting cycles, not that bad though), but I'm focusing on what can be done and not what can't be done

  • @Offramp-z7p
    @Offramp-z7p หลายเดือนก่อน

    What an ambitious project! But, um, well... have you ever read the story of Icarus?

    • @doslogo
      @doslogo หลายเดือนก่อน

      Once I fly into the sun, I'll make sure it gets entertaining for the TH-cam 👌🔥

  • @Randi_MyMan
    @Randi_MyMan หลายเดือนก่อน

    already peak by the tokyo toy show sonic sprite recreations being used

  • @crimester
    @crimester หลายเดือนก่อน

    you can do division and multiplication, it's just that have to do them yourself

    • @benbreeck3363
      @benbreeck3363 หลายเดือนก่อน

      Actually, you can use the 65C02's bit shift instructions for multiplication. It's even faster than trying to use MUL on a Motorola 68000, or any X86 processor before the Pentium outside of the NEC V series, which featured hardware multiplication and division. But it's still tedious to write out the operation in anywhere from seven to twenty-one instructions.

    • @crimester
      @crimester หลายเดือนก่อน

      @@benbreeck3363 u sent the comment twice by accident

    • @doslogo
      @doslogo หลายเดือนก่อน

      Other CPUs can multiply by 2 by adding the same value with itself, but the 65C02 must do such a thing with a memory location rather than a register, and the same goes for ROL and ROR to multiply 16 bit numbers (and moving that carry bit). It is very limiting, but at least it works

    • @crimester
      @crimester หลายเดือนก่อน

      doslogo you can just bitshift left once to multiply by two

    • @Nbrother1607
      @Nbrother1607 หลายเดือนก่อน

      n bitshifts will multiply the number by 2^n

  • @lpcamargo
    @lpcamargo หลายเดือนก่อน

    Can't wait to see what you come up with! You must be aware of the Sonic Physics Guide at Sonic Retro, right? It's an invaluable resource for projects like this.

    • @doslogo
      @doslogo หลายเดือนก่อน

      Absolutely true, all of the Sonic Retro guides are invaluable when working on this. Also I won't be afraid to ask for help if I run into problems. Thank you!

  • @MotownBatman
    @MotownBatman หลายเดือนก่อน

    Wikid Awesome Brotha! Keep it Up!

  • @BillyBlazeTheKeenest
    @BillyBlazeTheKeenest หลายเดือนก่อน

    Well this is an exciting development!

    • @doslogo
      @doslogo หลายเดือนก่อน

      It has been a few crazy weeks, but it has been exciting the entire time! Thanks!

    • @customsongmaker
      @customsongmaker หลายเดือนก่อน

      I don't know it it's AN exciting development, but it's exciting development.

  • @utube321piotr
    @utube321piotr 2 หลายเดือนก่อน

    Interesting photo work.

    • @doslogo
      @doslogo 2 หลายเดือนก่อน

      Thank you!

    • @TommislavTLDR
      @TommislavTLDR 2 หลายเดือนก่อน

      Fantastic! A whole new level of nerdiness, I love it. Thanks for sharing 🤩

  • @bluehorizon3181
    @bluehorizon3181 3 หลายเดือนก่อน

    With all due respect, when you said that Windows Me improves "nothing", my immediate response has to be "are you sure about that?". Unless you're talking about MS-DOS 8 specifically (which exists because VxD has been a shaky standard from the beginning), I can think of many things that it improved over 95/98, like taskbar locking, native support for USB mass storage devices, and overall faster hardware detection dialogs that were delayed in previous versions. Besides all that, a patch which partially restores DOS mode exists. I appreciate your efforts to bring console graphics over to PC hardware natively, but you didn't need to snark on something which isn't related anyway - especially if it comes off as misinformation. Do better next time.

    • @doslogo
      @doslogo 3 หลายเดือนก่อน

      Microsoft was "forced" to make Windows ME because OEMs wanted a consumer version and Windows 2000 was still targeting business users. Microsoft never wanted to do it, and they didn't give enough development time so it could function correctly. They did however spend a huge amount of time to remove real mode MS-DOS, to impressive levels actually. Funny though, when OEMs found out about it, they got mad, so Microsoft had to recover real mode MS-DOS but only in the OEM release! So no patch is needed, you just need the OEM version and browse the CD

    • @bluehorizon3181
      @bluehorizon3181 3 หลายเดือนก่อน

      @@doslogo Yeah, at the time they were juggling a handful of projects pertaining to Windows like Neptune, which was intended to be a consumer NT release - which was also being developed in tandem with 2000 and Me at the time. Ultimately, that never fell through, though a lot of what it inherited was brought over to Me, and as a sort of nudge to prepare people for XP not having DOS, only NTVDM, they still kept being able to run DOS programs in a window, but real mode was heavily hidden. The emergency boot disk was a popular way to access it. Here's a really hot take... I don't think the public was necessarily ready for XP by 2001, at least for home consumers. Many were still using 98 well into 2004, so that does hold some weight. Perhaps they should have given ME more development time to be better polished and add features like fast user switching to hold people over, as releasing it alongside another desktop OS the same year isn't something you just do. Then, that can be followed up by a different XP in about 2003, right around the time hyperthreading would start to appear, requiring the NT kernel, to which it would have refined NTVDM to be more accurate. That would've helped transitioning to NT be smoother in the long run. There's a lot more I could talk about regarding their development, but I'll save it for another time.

    • @doslogo
      @doslogo 3 หลายเดือนก่อน

      @@bluehorizon3181 XP (the 2001 release) was definitely rushed, and quite buggy with existing programs. Dave Cutler was busy with the 2003 release and said in a TH-cam interview he was quite disappointed with the programmers. As for Windows ME, I have seen signs of working installations from online videos, but they are all based on virtualized hardware (such as VMWare and Virtual PC) where the hardware is all the same (Windows 9X really needs to be experienced on real hardware). From my own memory, at least my 4.90.3000.2 install always started crashing after a few weeks of use, with the updated simplified VWIN32.VXD blue screen, that new Protection Error blue screen at boot, and even a repeated booting loop into Safe Mode situation.

    • @bluehorizon3181
      @bluehorizon3181 3 หลายเดือนก่อน

      @@doslogo Virtual PC 2007 was pretty much my full introduction into the realm of virtualization. It may be dated now (especially since it doesn't work on current releases of Windows), but it has still managed to hold up in some oddball cases where no other hypervisor or emulator has surpassed fully. I've also never heard of the .2 decibel at the end of ME's build number, 3000. I knew that both releases of 98 had them internally and never showed them in system properties, but never heard one for ME. And yeah, there isn't a whole lot of videos showing it running on real hardware. I've seen way too many cases where they just install it on something like VirtualBox and don't install video drivers. I do look forward to seeing your full coverage on the innerworkings of MS-DOS 8, seeing what it's really made of.

  • @Basilisk3_
    @Basilisk3_ 3 หลายเดือนก่อน

    That remark stating windows me improved "nothing" is completely false, considering Windows XP inherits many features introduced in ME, and by 2000, MS-DOS mode was hardly ever needed for consumers because DOS programs could run plenty fast in windows even on those cheap celeron computers, without the hardware configuration struggles no less

    • @doslogo
      @doslogo 3 หลายเดือนก่อน

      I should have said improved nothing [over Windows 98 Second Edition and Windows 2000], which I believe was implied (they came out before Windows Me, in 1999). I am all about MS-DOS, and most of internet agrees with the assumption that Windows ME is the worst operating system that Microsoft produced (for some reason or another, crashes mostly). So, not an improvement. But, I secretly love Windows ME for other reasons and will do more videos in the future about it, hopefully being a little nicer with my wording

  • @RebornGalaxy
    @RebornGalaxy 4 หลายเดือนก่อน

    What a interesting video, thank you.

  • @Popclone
    @Popclone 4 หลายเดือนก่อน

    This works; now my Windows 10 boots as Windows 98 :----)

  • @TCperry
    @TCperry 4 หลายเดือนก่อน

    Neat project. I am surprise game companies back then didn't do something like this. Jesus loves you!

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      Game companies should have, then I don't think Microsoft Windows would have been so dominant as it became, since more games would "act" as operating systems, get more features, build communities, etc

  • @SevenCompleted
    @SevenCompleted 4 หลายเดือนก่อน

    my 500mhz first gen slot A athlon emulated pretty damn good from what I remember but thats more of a p3 than a p2.

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      I have fond memories of that time era, the PIII era. Hopefully your Athlon didn't overheat, they had issues back then

  • @cellsplicer2008
    @cellsplicer2008 4 หลายเดือนก่อน

    I tried this on a few of my different retro machines: Works as intended on my PII-350 Works on my 486 DX4-100 but only about half speed Not at all on my 386 DX-40 Anything special needed like an FPU? Cheers!

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      Thank you for testing! The system requirements are 225 MHz Pentium with 4 MB RAM (only ~160K is actually used, but placed below 4 MB) and VGA of course. Anything below will struggle. The barrier of rendering Sega Genesis layers and sprites at full speed with raw assembler code is a little bit above 225 MHz (but the title screen doesn't show too much at once), and PII is actually slower than Pentium MMX without setting write combining (which this does). Celeron requires 400 MHz to keep up. No floating point is used at all (I will always stay away from floating point for accuracy reasons). I optimized this to the point where only a few scanlines could be gained per 60 Hz

  • @HBP27
    @HBP27 4 หลายเดือนก่อน

    This video looks fun!

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      Thank you!

  • @Clancydaenlightened
    @Clancydaenlightened 4 หลายเดือนก่อน

    A video game console isn't really different from a commodore, apple or IBM In ways pre 90s game console has more capable graphics chips than a cheap home computer Nobody made expansion cartridge and keyboard to connect, or a floppy drive Atari 2600 did get a tape drive cartridge with a ram expansion

    • @Clancydaenlightened
      @Clancydaenlightened 4 หลายเดือนก่อน

      Just rip the graphics chip from your favorite video game console, slap it on a 8 or 16bit isa card Make your own "driver" Put right next to that sound blaster Now you have a nes or genesis vdp in a x86 machine Composite and svideo, analog rgb may be supported if you have a play choice 10 ppu

    • @Clancydaenlightened
      @Clancydaenlightened 4 หลายเดือนก่อน

      Just add some extra dma chip to do all the memory moves to and from the chip, ram, and isa bus and some fast floating point and calculus Trigonometry if you doing light effects like ray tracing

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      @@Clancydaenlightened No need for floating point. I am actually against floating point for many reasons. But for the rest, you are right that replacing or adding hardware will give features for the PC to act like a Video Game Console and I like that idea! I also like the idea of not doing any extra work, and just use the bare bone PC hardware to get there, which is demonstrated in the video

    • @leap123_
      @leap123_ 4 หลายเดือนก่อน

      The NES's Japanese counterpart, the Famicom got a BASIC interpreter as well as a keyboard, making the Family Computer actually functions as a computer

  • @vasileios6301
    @vasileios6301 4 หลายเดือนก่อน

    There are pcs and arcade boards with x86 cpus and butter smooth scrolling. FM Towns for example and Raiden arcade boards. Also I remember using soft15khz for perfect Mame emulation (on crt RGB tv), and ofcourse it needed Ati card to work properly.

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      Cool! I only know about one arcade using a PC, and that is Arika's Tetris Terror Instinct, but it is running under Windows XP where the game has zero control over the hardware or lag. Also, any emulation like Mame are under the mercy of the PC's operating system. That doesn't mean it can't run smoothly under perfect conditions, but I was aiming for a constant smooth frame rate until power down of the PC, conditions never seen running under an operating system

    • @vasileios6301
      @vasileios6301 4 หลายเดือนก่อน

      @@doslogo SEIBU SPI HARDWARE: CPU : Intel 386 DX-25 Graphics : Custom Seibu Sound CPU : Z80AP @ 8 MHz Sound Chip : YMF 271-F Fm towns computer also uses 386. But all these have custom gpus ofcourse, not standart vga. And yes all emulation are operating system dependable. Cant remeber if DOS based emulators with VESA3 support are any smooth or not (under pure DOS).

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      @@vasileios6301 I'll check that out! Thanks! My tests of emulators in DOS (mostly just VESA2) have given me both good and bad results. One thing that VESA is bad at is telling how video synchronization is actually done in hardware, meaning there is a lot of guessing and praying from us programmers. When it works, it works great, but compared to VGA that always (from 1990 onward) follow the rules (compatibility), VESA is just specifications that doesn't have to be followed. Some of the emulators do great VGA Mode X stuff, but DOS and the DPMI host eventually will interfere with the smooth scrolling

  • @hernanimedeiros
    @hernanimedeiros 4 หลายเดือนก่อน

    Great Work!

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      Thank you!

  • @grumpyssandbox8363
    @grumpyssandbox8363 4 หลายเดือนก่อน

    Will you be sharing the source code for your port? I'd be interested to see what you're doing here. Curious how you dealt with the audio in your demo. Also you said that the "secret" Mode X implementation in Windows ME is superior to Abrash's black book, suggesting that it doesn't use plane switching. Do you know what this secret is? Something similar to a hacked mode13 like Doom? This is a very cool project, keep it up!

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      Thank you! Also, Abrash's book is awesome, I have used many techniques from that book in previous projects, but the issue is most of his optimizations are too slow after the hardware manufacturers moved on with their own accelerated graphics. Basically, his book became outdated quickly around the time of Quake's release. You already know DOOM runs at half speed, that is 35 frames per second instead of 70, but otherwise, both DOOM and the implementation used in this video accesses memory above 1 MB. We just do it differently, DOOM uses a DPMI host (more layers on top of DOS = potential added lag), where I temporarily jumped into Protected Mode to change the cached address space limits of a segment. Video memory is slow, and Mode X is always slow, no matter if it is DOOM using it or DirectDraw. There is no way around the plane switching, so everything else needs to be optimized to crazy levels, including memory access, and that needs to extend past the 64 kb boundary to work! Yes, sadly the audio used in this video was glossed over too quickly, else the video would have become too complex. I am still working on Windows Me stuff for this channel, and when that is done, the source code would become more relevant and potentially released

  • @AzerWal-n4r
    @AzerWal-n4r 4 หลายเดือนก่อน

    Nice thats what we can call it counter attack against mister fpga

  • @LasagaMan
    @LasagaMan 4 หลายเดือนก่อน

    but ehat about the other consoles?

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      SNES can be converted as well, with titles such as Mario Kart and Yoshi's Island using background rotations together with the raster effects (two games I have worked on as well in the past). However, the VGA Mode X is too limited in the color depth so VESA VBE would be required (which is faster anyways, see the 16 million color video, but can't have a border color)

  • @emmandev
    @emmandev 4 หลายเดือนก่อน

    Amazing work! Subscribed!

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      Thank you!

  • @ThatOneWindowsFan
    @ThatOneWindowsFan 5 หลายเดือนก่อน

    Hey, I was wondering if you could do a project where it's possible to replace the Windows 3.0/3.1 boot screen with any BMP.

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      Windows 3.1x already has a very straightforward way to replace the boot screen. The only thing is the bitmap is required to be a 16 color RLE bitmap (which MS Paintbrush doesn't support saving). Search for win.cnf and splash screen on Google for more information

    • @ThatOneWindowsFan
      @ThatOneWindowsFan 4 หลายเดือนก่อน

      @@doslogo Yeah, I know how to do that, but the tricky part is exporting it as an RLE. Do you know of any programs that can both open and export RLEs?

    • @doslogo
      @doslogo 4 หลายเดือนก่อน

      @@ThatOneWindowsFan MSPaint (Win95) can open RLE, but won't save it. Adobe Photoshop can export BMP with different formats, so that's where you choose 4 bit RLE in the export options

  • @AskHateYourself
    @AskHateYourself 5 หลายเดือนก่อน

    7:12 Dialog Message with Gradient Title Bar from Microsoft Memphis in Windows 95.

  • @SarthakDoesMidisAndWindowsAndY
    @SarthakDoesMidisAndWindowsAndY 7 หลายเดือนก่อน

    0:40 *_The Retro Recall_* _has joined the chat._

  • @bluehorizon3181
    @bluehorizon3181 9 หลายเดือนก่อน

    This is really cool to watch! Most people wouldn't realize how important this is, but from a research and preservation standpoint, these are super nice to have. Knowing the quirks that PC emulators have especially while recording them, this is as close to the real thing as most of us will get. I did find something rather amusing when I was installing international versions of Windows 95, in that the flashing blue-white palette rotation on the first boot splash doesn't loop properly as the English version does, as instead it first fades to white, then immediately loops back to blue instead of fading to it.

  • @TommislavTLDR
    @TommislavTLDR 9 หลายเดือนก่อน

    Wait, did the oldest boot screens actually have a windows logo jumping around like that? It looks absolutely.... awful 🤯

    • @doslogo
      @doslogo 9 หลายเดือนก่อน

      Yep. Earlier Windows had those flying Windows logos as a screen saver (same as the star field screen saver), same design, same colors, same mindset from early 1990 design. The code for animating them in the boot screen is quite interesting with some pseudo-random number generation. The later boot screens had the palette cycling data stored in the bitmap header to give much more flexibility in the design (mostly explored in Microsoft Memphis, the codename for Windows 98)

  • @molten_software
    @molten_software 10 หลายเดือนก่อน

    FYI for anyone wondering, Windows ME won't work because it doesn't parse config.sys or autoexec.bat before boot. You can still disable the windows ME logo on boot by editing msdos.sys though. Kind of funny to see "Starting Windows Millenium...."

    • @doslogo
      @doslogo 10 หลายเดือนก่อน

      Stay tuned for a tool that can edit the text "Starting Windows Millennium..." to any length and language in the future (on this channel). As well as all the juicy details about MS-DOS 8. I'm working on it

    • @molten_software
      @molten_software 10 หลายเดือนก่อน

      @@doslogo you had my curiosity ... but now you have my attention