Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-08-11 Thread Mateusz Viste
Hi there

I'm sorry, but I am not sure what fix you are referring to? Was this related 
with the size of the png's? (iirc the gain of size was mostly due to dropping 
the background, which was then not useable in the game?)



dos386 dos...@gmail.com wrote:
Hi

on your page there is still only 1.02 from 2013-May-12 ... are you
going to update it with the fix ?

Mateusz
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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-08-11 Thread dos386
Hi

the biggest problem was the keyboard that you could mostly fix ;-)

Other smaller problems were the PNG's and TFM (mention DOS support using HX).

BTW, I tried to play it on my COOL Pentium1 200 MHz PC too.
Result: illegal instruction (CMOVNTQ) in SDL.DLL, and older SDL.DLL
doesn't work.

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-08-11 Thread Mateusz Viste
Ahh yes the laggy keyboard problem on slow machines, i remember now. I even 
think i fixed it somehow, but probably forgot to release it properly. I will 
try to look into this later this evening :)


dos386 dos...@gmail.com wrote:
Hi

the biggest problem was the keyboard that you could mostly fix ;-)

Other smaller problems were the PNG's and TFM (mention DOS support
using HX).

BTW, I tried to play it on my COOL Pentium1 200 MHz PC too.
Result: illegal instruction (CMOVNTQ) in SDL.DLL, and older SDL.DLL
doesn't work.
Mateusz
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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-08-11 Thread Mateusz Viste
Done - v1.03 released.

http://www.viste-family.net/mateusz/software/atomiks/

Thanks for the reminder!

cheers
Mateusz




On 08/11/2013 03:22 PM, dos386 wrote:
 Hi

 the biggest problem was the keyboard that you could mostly fix ;-)

 Other smaller problems were the PNG's and TFM (mention DOS support using HX).

 BTW, I tried to play it on my COOL Pentium1 200 MHz PC too.
 Result: illegal instruction (CMOVNTQ) in SDL.DLL, and older SDL.DLL
 doesn't work.



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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-25 Thread Mateusz Viste
Yes, will do.
In fact all png are already optimized via  optipng -o7, but I understand that 
the 'pngzopfli' must be another optimizer (with better compression, I guess)



dos386 dos...@gmail.com wrote:

Thanks, I'll test (can you run all your Atomar PNG's through PNGOUT or
OPTIPNG+PNGZOPFLI in the meantime?).

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Mateusz
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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-25 Thread dos386
 Could you please try this version and tell me if it feels ok now on your PC?

YES it's indeed better :-)

 understand that the 'pngzopfli' must be another optimizer
 (with better compression, I guess)

Indeed. I took the 6 biggest PNG's and reduced them from 101 KiB
to 69 KiB : http://users.freebasic-portal.de/dos386/optimized.zip
(I hope I didn't cancel any transparency, 2 of them could be optimized
even more but I couldn't do it due to strange transparency design ...)

For next version there are at least 3 issues:

- Keyboard

- PNG's

- Docs about OS support: My version of Atomix can't be easily
compiled to a native
  DOS binary, but you can use the Win32 binary in DOS with HX DOS Extender

http://s8.postimg.org/8oq1qirb9/ATOMSHDS.png

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-24 Thread Mateusz Viste
Hi,

On 06/02/2013 04:40 PM, dos386 wrote:
 BUG's / suggestions:

 * keyboard is buggy ... it buffers too much and the red square notoriously
runs beyond target position ... disable buffering or eat away and discard
keypresses until buffer is empty before waiting for a new keypress

I don't have this problem... Neither on the linux build, nor on the 
windows build (tested right now via virtualbox).

Keypresses are queued indeed, and I purposely don't 'eat them away' 
because it allows to play in advance (esp. useful when moving an atom 
around, so I can press all directions, and wait until the atom reaches 
its destination).

My theory is that on your system, it takes more time to draw the 
moving-box animation than it takes SDL to repeat the keypress.. the only 
reason I can see why this would happen is because of lack of 
performance.. what kind of PC have you experienced this on? Have you 
noticed any CPU usage spike when playing?

 * it's bloated (100 x more than the original ?) ... some ideas to reduce 
 bloat:
 * * optimize the PNG's (brewn with M$-PAINT???) by factor 2 lossless or even
  more (reduce black text on white screen from 8bpp to 4 bpp, loss will be
  invisible) using PNGOUT or ZOPFLI-OPTI-PNG (gives 70 KiB)
 * * drop the PNG's in favor of raw compressed pixel arrays on a common palette
  and drop LIBPNG then
 * * reduce the WAV's from 44.1 KHz and 16 bit to 22.05 KHz and 8 bit
  (loss will be inaudible)
 * * use a smaller MOD library
 * * include some simple Deflate decompress code and drop ZLIB

Yes, it's bigger than the original. Saving bytes was clearly not my top 
priority when I was coding it. The windows binary is 500K big, but the 
real bloat comes from libraries that I supply along with the win32 
version (~1M). Of course you can remove them, if you already have all 
the *.DLLs somewhere in your system. Or use the Linux version (0.3M, no 
supplied libraries).

I do not wish to work toward making atomiks smaller, mostly because I 
believe that 'normal' people ;) don't care. the windows version with all 
the supplied libs is 1.5M big, which is approx. the average size of a 
single jpg photo done with my phone. :D

But of course I'll happily accept any patches, should anyone get the 
motivation to make the game noticeably smaller.

cheers,
Mateusz

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-24 Thread dos386
Hi

 I don't have this problem... Neither on the linux build, nor on the
 windows build (tested right now via virtualbox)

probably you have  3 GHz CPU

 Keypresses are queued indeed, and I purposely don't 'eat them away'
 because it allows to play in advance (esp. useful when moving an atom
 around, so I can press all directions, and wait until the atom reaches
 its destination).

I don't understand ... but could you eat away all but 2 or
all but 1 very last keypress to keep it useful for you and
fix the BUG on slow CPU ?

 My theory is that on your system, it takes more time to draw the
 moving-box animation than it takes SDL to repeat the keypress.. the only
 reason I can see why this would happen is because of lack of performance

That's what I suspected too

 noticed any CPU usage spike when playing?

I have a constant power CPU fan, impossible to detect CPU usage spike :-(

 But of course I'll happily accept any patches, should anyone get the
 motivation to make the game noticeably smaller.

Optimizing the PNG's would be pretty trivial (and fast on your CPU) ;-)

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-24 Thread Mateusz Viste
Hi!

On 06/24/2013 02:48 PM, dos386 wrote:
 probably you have  3 GHz CPU

Nope, I have only a poor (and SLOW!) Intel Core i5 @ 2.50GHz :)
I had an Atom desktop once (D525 IIRC), but I converted it to a media 
center, since I use my work laptop for everything anyway.

 Keypresses are queued indeed, and I purposely don't 'eat them away'
 because it allows to play in advance (esp. useful when moving an atom
 around, so I can press all directions, and wait until the atom reaches
 its destination).

 I don't understand ... but could you eat away all but 2 or
 all but 1 very last keypress to keep it useful for you and
 fix the BUG on slow CPU ?

I wasn't really clear about the 'queing keypresses in advance' - it's 
simply to have a possible gameplay like in pac man (at least I used to 
play pacman this way) - the little pac man is somewhere on the screen, 
and I want to move it to another point, but I decide about the route 
much faster than the little guy actually travels, so I type all the 
keypresses I need and then wait until pacman finish his journey to the 
point I wanted him to be. The same principle applies to moving atoms in 
Atomiks.

Anyway, I think I got something. Read on.

 My theory is that on your system, it takes more time to draw the
 moving-box animation than it takes SDL to repeat the keypress.. the only
 reason I can see why this would happen is because of lack of performance

 That's what I suspected too

I've set up my CPU to 800MHz using cpufreq-tools, and I did notice some 
unpleasant behavior similar to what you described.
Atomiks was redrawing the whole screen at every keypress, and when there 
is plenty of keypresses, this can slow down the animations on slower 
CPUs. I fixed this, so the 'full refresh' happens at a fixed rate, and 
only small parts of the screen are redrawn when moving. This makes the 
box-moving animation go fast even on slow systems, thus shouldn't lead 
anymore to filling the keyboard buffer too much.

Could you please try this version and tell me if it feels ok now on your PC?
http://www.viste-family.net/mateusz/temp/atomiks-rc/

cheers,
Mateusz

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-24 Thread dos386
Thanks, I'll test (can you run all your Atomar PNG's through PNGOUT or
OPTIPNG+PNGZOPFLI in the meantime?).

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-03 Thread dos386
 tinf is a small library implementing the decompression algorithm for
 the deflate compressed data format (called 'inflate'). Deflate
 compression is used in e.g. zlib, gzip, zip and png. Source included

Kick ZLIB and LIBPNG and use this one ;-)

 BTW, not sure if you knew, but the original 1.0 release of his port
 didn't have any sound support. This is a new addition (1.02)

I did know ... but aren't there BUG-fixes in 1.02 too ?

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-02 Thread Bojan Popovic
Thanx Mateusz. :) I didn't play the original, but I remember playing
DOS version/clone in the nineties. Ah, nostalgia... :)

 I already tested. It already works there but needs MSVCRT (e.g. from
 ReactOS 0.3.14; not newer 0.3.15, that won't work). You can avoid that
 by building with OpenWatcom (untested but used to work, supposedly):
 http://www.libsdl.org/release/SDL-1.2.15/README.Watcom

 Though I have no idea if the other .DLLs need to be rebuilt also
 (libpng, zlib), but probably yes. Also, no idea if Atomiks is using
 any features that OpenWatcom doesn't support (i.e. GNU extensions or
 certain parts of C99, which aren't working even with -za99).

 I should really try rebuilding it myself, but right now I'm a bit
 tired.   :-/


Yes, OpenWatcom probably doesn't use Microsoft VC runtime library. Same
as MinGW in recent years. There are also other crt implementations
that might be used in VC. For example mini-crt: 
http://www.benshoof.org/blog/minicrt/


Bojan.

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-02 Thread dos386
 OpenWatcom probably doesn't use Microsoft VC runtime library

well known fact

 Same as MinGW in recent years

evidence please ;-)

 It does not run on DOS

WRONG. It DOES run. See shot: http://s8.postimg.org/8oq1qirb9/ATOMSHDS.png

 only Linux  Windows (and should build on any modern platform where SDL is

I deprecate modern platforms :-(

 This doesn't have much in common with FreeDOS

more than you think ? ;-)

 Today I published

Thanks :-)

 a remake of the old 1990 Atomix game for DOS
 (that's one of the games I spent entire nights on in my youth

Do you have the original? How bloated is it?

 I used all graphics from the original (with the specific
 authorization of Atomix copyright holders for usage in my project

Interesting ...

 I'm sorry if you feel this is spamming.

It is not (thanks to HX ...) :shock:

BUG's / suggestions:

* keyboard is buggy ... it buffers too much and the red square notoriously
  runs beyond target position ... disable buffering or eat away and discard
  keypresses until buffer is empty before waiting for a new keypress

* it's bloated (100 x more than the original ?) ... some ideas to reduce bloat:
* * optimize the PNG's (brewn with M$-PAINT???) by factor 2 lossless or even
more (reduce black text on white screen from 8bpp to 4 bpp, loss will be
invisible) using PNGOUT or ZOPFLI-OPTI-PNG (gives 70 KiB)
* * drop the PNG's in favor of raw compressed pixel arrays on a common palette
and drop LIBPNG then
* * reduce the WAV's from 44.1 KHz and 16 bit to 22.05 KHz and 8 bit
(loss will be inaudible)
* * use a smaller MOD library
* * include some simple Deflate decompress code and drop ZLIB

The good news is that it's open source (is the original from 1990 also open
source???), the bad news that it's bloated (but that's fixable ... theoretically
... how bloated is the original???). Maybe I'll port it to my OS one day :-)

There are reasons why I deprecate modern platforms.

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-02 Thread Eric Auer

Hi, so Atomiks runs in DOS with HX?

 * keyboard is buggy ... it buffers too much and the red square notoriously
   runs beyond target position ... disable buffering or eat away and discard
   keypresses until buffer is empty before waiting for a new keypress

Does it work better with Atomiks in other OS?

PNG is supposed to compress things already, a smaller
palette should not make a big difference. Try GIF?

WAV sound better at 44 kHz 16 bit than at 22 kHz 8 bit,
but when used in MOD, other quality loss might mask it.
You could use OGG and decompress to RAM... (evil grin)

 * * include some simple Deflate decompress code and drop ZLIB

How big is zlib? How about tunz?

Eric



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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-02 Thread dos386
 Atomiks runs in DOS with HX?

YES ... why don't you test? Got no DOS (evil grin) ?

  * keyboard is buggy ... it buffers too much
 Does it work better with Atomiks in other OS?

NO. Same BUG with XP and HX ... NOT a HX BUG :-)

(HX bugs are bunched elsewhere: bttr-software.de/forum/board_entry.php?id=7492)

 PNG is supposed to compress things already

but the existing PNG's inside ATOM are poorly compressed and
have junk CHUNK's (even PHYS !!!)

 a smaller palette should not make a big difference

It does. And you could have 1 palette for the complete app,
rather than a separate (same or de-facto same) palette in every PNG file.

 Try GIF?

No: I DEPRECATE GIF ;-)

 WAV sound better at 44 kHz 16 bit than at 22 kHz 8 bit

The WAV's are  400 ms ... not hours of HiFi music ... you
won't hear the difference (we badly need a double-blind test ...)

 You could use OGG and decompress to RAM... (evil

Not worth for that little amount of sound (you might Deflate
them ... if it helps ... or DELTA-filter before Deflate)

  * * include some simple Deflate decompress code and drop ZLIB
 How big is zlib?

100 KiB (RTFB)

 How about tunz?

2.5 KiB but 8086 ASM, not C ;-)

 I already tested. It already works there but needs MSVCRT (e.g. from
 ReactOS 0.3.14; not newer 0.3.15, that won't work)

In what function does it crash? Does it crash with every executable?

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-02 Thread Rugxulo
Hi,

On Sun, Jun 2, 2013 at 11:08 AM, dos386 dos...@gmail.com wrote:

  * * include some simple Deflate decompress code and drop ZLIB
 How big is zlib?

 100 KiB (RTFB)

I have several zlib .DLLs on my system. Largest is here, 100 kb, while
smallest is 55 kb. So it varies.

Though, quite honestly, if all the graphics and sound data is inside
the .EXE anyways, it doesn't make (much) sense to compress it with
Deflate. You can use UPX (which can have some small drawbacks under
Windows, but that shouldn't matter for a game that is only running
once).

 How about tunz?

 2.5 KiB but 8086 ASM, not C ;-)

I assume here that he actually meant something like tinf:


tinf is a small library implementing the decompression algorithm for
the deflate compressed data format (called 'inflate'). Deflate
compression is used in e.g. zlib, gzip, zip and png. Source included.


http://ibsensoftware.com/download.html

 I already tested. It already works there but needs MSVCRT (e.g. from
 ReactOS 0.3.14; not newer 0.3.15, that won't work)

 In what function does it crash? Does it crash with every executable?

I think just overall it crashes, not inside any function. (And yes,
all the .EXEs I tried crashed, sadly.) If you want, I'll post a text
capture over on BTTR, but I don't think Japheth is interested in
fixing it, so it's not worth worrying about, IMHO.

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-02 Thread Rugxulo
Hi again,

On Sun, Jun 2, 2013 at 9:40 AM, dos386 dos...@gmail.com wrote:

 * * reduce the WAV's from 44.1 KHz and 16 bit to 22.05 KHz and 8 bit
 (loss will be inaudible)
 * * use a smaller MOD library

BTW, not sure if you knew, but the original 1.0 release of his port
didn't have any sound support. This is a new addition (1.02).

 There are reasons why I deprecate modern platforms.

Yes, modern is annoyingly overused. If they didn't throw out even
their own stuff from 3-5 years ago, they might have more credibility.
(Also they break more than they improve.)

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-02 Thread Bojan Popovic
On Sun, 2 Jun 2013 14:40:43 +
dos386 dos...@gmail.com wrote:

  Same as MinGW in recent years
 
 evidence please ;-)


But I might not be completely wrong. It seems they ship two crts:
http://www.cs.colorado.edu/~main/cs1300/doc/mingwfaq.html#runtimelibraries

Bojan.


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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-02 Thread Bojan Popovic
On Sun, 2 Jun 2013 14:40:43 +
dos386 dos...@gmail.com wrote:

  Same as MinGW in recent years
 
 evidence please ;-)
 

Errr... You are right. My bad. I tought they use their own runtime for
last year or two, but: 

It does depend on a number of DLLs provided by Microsoft themselves,
as components of the operating system; most notable among these is
MSVCRT.DLL, the Microsoft C runtime library.

http://www.mingw.org/ (dated: 2012/05/25).

Sorry for disinfo. :)

Bojan.

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-01 Thread dos386
 It does not run on DOS
 only Linux  Windows (and should build on any modern
 platform where SDL is available

Can''t you make it HX compatible ? I'll test ...

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-06-01 Thread Rugxulo
Hi,

On Sat, Jun 1, 2013 at 9:04 PM, dos386 dos...@gmail.com wrote:

 It does not run on DOS
 only Linux  Windows (and should build on any modern
 platform where SDL is available

 Can''t you make it HX compatible ? I'll test ...

I already tested. It already works there but needs MSVCRT (e.g. from
ReactOS 0.3.14; not newer 0.3.15, that won't work). You can avoid that
by building with OpenWatcom (untested but used to work, supposedly):

http://www.libsdl.org/release/SDL-1.2.15/README.Watcom

Though I have no idea if the other .DLLs need to be rebuilt also
(libpng, zlib), but probably yes. Also, no idea if Atomiks is using
any features that OpenWatcom doesn't support (i.e. GNU extensions or
certain parts of C99, which aren't working even with -za99).

I should really try rebuilding it myself, but right now I'm a bit tired.   :-/

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Re: [Freedos-user] Atomiks - retro remake of Atomix (Win32 versions works under DOS w/ HXRT + HXGUI)

2013-05-06 Thread David C. Kerber
 

 -Original Message-
 From: Rugxulo [mailto:rugx...@gmail.com] 
 Sent: Sunday, May 05, 2013 3:14 PM
 To: Discussion and general questions about FreeDOS.
 Subject: Re: [Freedos-user] Atomiks - retro remake of Atomix 
 (Win32 versions works under DOS w/ HXRT + HXGUI)
 


...

 
 A quick search shows that MinGW-64 has builds of SDL also. While I
 (begrudgingly) have Win64 and MinGW-64, I've not done any
 Windows-specific programming. So I could (in theory) try building it
 for you one of these days, if deathly desired, but I don't see how
 useful it would be (for an app not needing 64-bit advantages). Who
 knows, maybe you just want to see how uber portable it is or deploy to
 certain machines (servers?) lacking the 32-bit WoW layer.

Even the latest Windows server 2008 R2 runs 32-bit software with no issues.  If 
it will run on Win7, it will run on Server 2008.

...

D

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Re: [Freedos-user] Atomiks - retro remake of Atomix (Win32 versions works under DOS w/ HXRT + HXGUI)

2013-05-05 Thread Rugxulo
Hi,
   Minor ranting ahead, caveat lector!   :-)

On Sat, May 4, 2013 at 11:43 AM, Mateusz Viste mate...@viste-family.net wrote:

 This doesn't have much in common with FreeDOS, however, I know there is
 plenty of retro-passionate people around, so this might be interesting
 to some.

In fairness, just by sticking around long enough, anything can be
retro. (And yes, even fairly young pups can be retro-enthused, too.
Despite what some say, good is still good, even years later.)

 Today I published a remake of the old 1990 Atomix game for DOS (that's
 one of the games I spent entire nights on in my youth). It does not run
 on DOS - only Linux  Windows (and should build on any modern platform
 where SDL is available).

Yes, apparently you use SDL (1.2, I presume?) for modern platforms,
so DOS is out. Though I halfway (naively) wonder why you didn't
instead use Allegro 4.x or something that does work natively on DOS
(and others).

(BTW, just vaguely curious, why Linux IA-32 and x64 but only Win32 and
no Win64? LLP64 incompatibility bite you? So much for portability!)

Honestly, I really wish there was SDL for DOS. They brag about so many
supported OSes on their official site but have never had a DOS port at
all. Well, it seems to suffer from the same as everyone else,
basically portable as long as you're *nix [preferably Linux] or
Windows with third party ports on the side by accident. (SDL 2.0 will
be even less portable than now, but adds a lot of stuff for more
modern platforms.)

 I tried to recreate as closely as possible the 'look and feel' of the
 original. I used all graphics from the original (with the specific
 authorization of Atomix copyright holders for usage in my project). The
 source code of Atomiks is GPL. Graphics and design are not, obviously.

Yes, I've noticed you're in love with GPLv3 (such a long text!) and
are very prolific these days. Always impressive stuff. Though my
perception of you, for whatever reason, was always of BASIC and
Pascal, not C. I'm not sure why you prefer C these days, there are
apparently SDL bindings to other languages. You're not wrong to use
it, but I just find it oddly arbitrary how most people choose their
programming languages / dialects.

 I'm sorry if you feel this is spamming.

 http://www.viste-family.net/mateusz/software/atomiks/

Hardly spamming, though I guess since it doesn't run atop DOS ... or
does it?? Actually, I was running (for laughs) Wolf4SDL under HX (HXRT
+ HXGUI) years ago with MSVCRT.DLL, so I figured there was a chance
this might work under DOS as well. (And here I'm using ReactOS's
MSVCRT.DLL clone, which is at least free/libre.) Yes, maybe I
should've mentioned this before all my other ranting, but it does
work! (at least through level one)!  (I just blindly did set
HDPMI=32 and set DPMILDR=136 before dpmild32 -g atomiks.exe with
DOSLFN loaded, IIRC.) No sound, of course, but even trying on Win64,
it seems oddly silent. (Not that I mind, honestly.)

P.S. I've never played this game before. Only briefly seen bits about
it. Yeah, there was that third-party version for Jaguar. I remember
downloading it (but never playing) years ago, but my capacity for
keeping involved in Jag stuff faded several years ago (circa 2005) for
unknown reasons (increasing obsession with PC, I suppose). In fact,
the only game I ever (yes, legally) downloaded (and burned to CD, now
that the Jag's encryption has been publicized) for that and actually
played (once or twice) was the long-lost-but-found demo of Black Ice:
White Noise. Perhaps this game was too obscure / confusing for me
(probably). Maybe I should plug ye olde Jag in again, it's still
sitting in the corner gathering dust. (Actually, new modern bullcrap
tv is annoying, so that may prove frustrating to a hardware noob like
me. Ugh.) Either way, this PC port seems like a nice alternative.
Kudos!

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Re: [Freedos-user] Atomiks - retro remake of Atomix (Win32 versions works under DOS w/ HXRT + HXGUI)

2013-05-05 Thread Mateusz Viste
Hi!

On 05/05/2013 08:16 AM, Rugxulo wrote:
 Yes, apparently you use SDL (1.2, I presume?) for modern platforms,
 so DOS is out. Though I halfway (naively) wonder why you didn't
 instead use Allegro 4.x or something that does work natively on DOS
 (and others).

You're right - I use SDL 1.2, and that's indeed the only reason why 
Atomiks won't compile on DJGPP. Why SDL? Dunno... It was probably the 
first one I tried, and noticed that cool kids in town are using it, so I 
though 'why not me'. Then, years passing made it difficult (due to 
laziness) to switch to something else.

 (BTW, just vaguely curious, why Linux IA-32 and x64 but only Win32 and
 no Win64? LLP64 incompatibility bite you? So much for portability!)

Here as well the reason is much more trivial than what you'd imagine :) 
I don't have any Windows PC, only an old virtual machine with Windows XP 
that I used for presentation needs in one of my past jobs. Now I use 
this virtual machine only 2 or 3 times a year, to compile stuff with 
mingw. This VM being 32 bit, I simply don't have the possibility to 
compile 64 bit code on it.

I guess Atomiks should compile just fine on a 64bit Windows, using the 
mingw64 suite.. but I've never had the occasion to try it, so I can't 
tell for sure (I don't see however why it would be subject to llp64 
problems).

 Honestly, I really wish there was SDL for DOS. They brag about so many
 supported OSes on their official site but have never had a DOS port at
 all.

I can't agree more. A DOS version of SDL would be amazing indeed. It 
would open a wide gate to porting so much software!
But doing a DOS version of SDL is a tremendous amount of work, so I 
don't really expect it to happen. On the other hand, a library that 
simulates SDL in its most basic functions (video init, drawing pixels on 
a mapped memory area, blitting sprites...) might be sufficient to port 
most SDL-based software.

 Yes, I've noticed you're in love with GPLv3 (such a long text!)

Love is maybe a big word for this :) It's a bit like for SDL.. I read 
the text of the GNU GPL v2 many years ago, and it sounded fair enough, 
so I used it since then in all my opensource projects without looking 
back. I honestly never read v3, just assumed (naively maybe) it's a 
'step up' of the v2.

 Though my
 perception of you, for whatever reason, was always of BASIC and
 Pascal, not C. I'm not sure why you prefer C these days, there are
 apparently SDL bindings to other languages. You're not wrong to use
 it, but I just find it oddly arbitrary how most people choose their
 programming languages / dialects.

In fact, I started with BASIC 15 years ago, because it was integrated 
into the ROM of an old Atari 800XL I was playing with, and later I had a 
QBASIC interpreter shipped with some MSDOS version (6.20, IIRC). Some 
time later I discovered FreeBASIC, and instantly switched to it, because 
there was no learning curve for me, and it allowed to create really nice 
and multiplatform stuff. But since I learned C for my actual job (~2 
years ago), it made more sense to just stick to it for everything. So 
yeah, I 'abandoned' FreeBASIC, although I still strongly believe it's an 
astonishing language  compiler.

 Yes, maybe I
 should've mentioned this before all my other ranting, but it does
 work! (at least through level one)!  (I just blindly did set
 HDPMI=32 and set DPMILDR=136 before dpmild32 -g atomiks.exe with
 DOSLFN loaded, IIRC.) No sound, of course, but even trying on Win64,
 it seems oddly silent. (Not that I mind, honestly.)

That's really cool! Although it sounds like some kind of emulation more 
than a natively running program, but it's still nice that FreeDOS allows 
to run some Windows apps these days, thanks to Japheth and his excellent 
HX extender :)

Some times ago I wondered about trying to port some stuff to DOS using 
HX. Then I figured that it would require to include some 
Microsoft-licensed bits along with programs, which would be a no go for 
any possible legal distribution.. But now that you mentioned ReactOS, 
the idea seems doable again, without getting in any legal troubles with 
MS! If memory serves me well, I believe there are even some tricks 
possible to compile 'native' HX binaries using DJGPP, though the whole 
thing is still unclear to me, and I got a bit confused the last time I 
tried to understand how it works exactly, and the 'MS will track you 
down' argument made me simply drop the whole thing. I will give it 
another try one of these days, using the ReactOS stuff.

About sound in Atomiks: there is none. I don't felt the need to do any 
sound in a logic game (personally I always prefer to have my own tunes 
playing in background anyway), and besides, the original Atomix didn't 
had any sound either (not the DOS version at least, which is the only 
one I ever knew, but I was told recently that the Amiga version had some 
sound effects).

cheers,
Mateusz


Re: [Freedos-user] Atomiks - retro remake of Atomix (Win32 versions works under DOS w/ HXRT + HXGUI)

2013-05-05 Thread Rugxulo
Hi,

On Sun, May 5, 2013 at 8:49 AM, Mateusz Viste mate...@viste-family.net wrote:

 On 05/05/2013 08:16 AM, Rugxulo wrote:
 Yes, apparently you use SDL (1.2, I presume?)

 You're right - I use SDL 1.2, and that's indeed the only reason why
 Atomiks won't compile on DJGPP.

Nothing wrong with that, as long as you don't miss a DOS port.
Considering that a DOS port already existed many years ago, that would
be understandable.

 (BTW, just vaguely curious, why Linux IA-32 and x64 but only Win32 and
 no Win64? LLP64 incompatibility bite you? So much for portability!)

 Here as well the reason is much more trivial than what you'd imagine :)
 I don't have any Windows PC, only an old virtual machine with Windows XP
 that I used for presentation needs in one of my past jobs. Now I use
 this virtual machine only 2 or 3 times a year, to compile stuff with
 mingw. This VM being 32 bit, I simply don't have the possibility to
 compile 64 bit code on it.

If only you could run one (DOS) binary in more than one OS (NTVDM,
DOSBox, DOSEMU, VirtualBox). If only such a thing existed.   :-)

There are Win32 cross compilers out there hosted atop Linux. Even
OpenWatcom can (unofficially) compile SDL, from what I've read. Also,
you could maybe? still download a Win8 RC .ISO, which probably?
doesn't expire for a year or so.

A quick search shows that MinGW-64 has builds of SDL also. While I
(begrudgingly) have Win64 and MinGW-64, I've not done any
Windows-specific programming. So I could (in theory) try building it
for you one of these days, if deathly desired, but I don't see how
useful it would be (for an app not needing 64-bit advantages). Who
knows, maybe you just want to see how uber portable it is or deploy to
certain machines (servers?) lacking the 32-bit WoW layer.

 Honestly, I really wish there was SDL for DOS. They brag about so many
 supported OSes on their official site but have never had a DOS port at
 all.

 I can't agree more. A DOS version of SDL would be amazing indeed. It
 would open a wide gate to porting so much software!

Hate to be cynical, but I doubt it would help much. We had Allegro 4,
and nobody cared. We have latest GCC, and nobody cares. Sure, part of
that is due to developer ignorance, and the rest is just plain
anti-DOS preference. But what can you do? They only target and use
what they want to use. (Though I do find it ironically funny that they
constantly can keep up with ten bazillion distros and package formats,
each for IA-32 and x64, but can't be bothered to keep a working
console DOS port of something fairly simple. Esp. since Windows
downloads always trump everything else 9 to 1, which means even they
waste too much time on unimportant platforms.)

 But doing a DOS version of SDL is a tremendous amount of work, so I
 don't really expect it to happen.

No big loss, I suppose.

 Yes, I've noticed you're in love with GPLv3 (such a long text!)

 Love is maybe a big word for this :) It's a bit like for SDL.. I read
 the text of the GNU GPL v2 many years ago, and it sounded fair enough,
 so I used it since then in all my opensource projects without looking
 back. I honestly never read v3, just assumed (naively maybe) it's a
 'step up' of the v2.

Allegedly, yes. It fixed the Tivoization gap and attempted to protect
users from patent warfare and licensing keys. (It also bundles the
LGPL in there, maybe the main textual increase, dunno.) It's just too
damn long. And, well, legalese is annoying.

Most people consider v2 good enough. Or they explicitly don't want
v3 (e.g. Apple, FreeBSD), at least not for base setups. Others
prefer simpler licenses (OSI), whether four freedoms or copyleft or
whatnot.

I don't know, it's weird. Sad when licenses cause things to break.
Funny when I see code (uHex) that is smaller than the license text
itself!   ;-)

 Though my
 perception of you, for whatever reason, was always of BASIC and
 Pascal, not C.

 In fact, I started with BASIC 15 years ago, because it was integrated
 into the ROM of an old Atari 800XL I was playing with

There's a (DOS) app for that.   ;-)

 and later I had a QBASIC interpreter shipped with some MSDOS version
 (6.20, IIRC).

Yup, all MS-DOS versions from 5.0 until 7.0 (and even then, briefly,
in /olddos/ or whatever on CD) had it. I think even some others had it
too (e.g. PC-DOS 6?). Not sure about OS/2.

 Some time later I discovered FreeBASIC, and instantly switched to it,
 because there was no learning curve for me, and it allowed to create
 really nice and multiplatform stuff.

FBC is awesome, but its -lang qb is far from perfect. Not a big
deal, just slightly annoying.  :-/

 But since I learned C for my actual job (~2
 years ago), it made more sense to just stick to it for everything. So
 yeah, I 'abandoned' FreeBASIC, although I still strongly believe it's an
 astonishing language  compiler.

You can mix the two languages. No reason to be exclusive or. And I
hear (but haven't tried) that -gen gcc is a lot better these days.

 Yes, 

[Freedos-user] Atomiks - retro remake of Atomix

2013-05-04 Thread Mateusz Viste
Hi all,

This doesn't have much in common with FreeDOS, however, I know there is 
plenty of retro-passionate people around, so this might be interesting 
to some.

Today I published a remake of the old 1990 Atomix game for DOS (that's 
one of the games I spent entire nights on in my youth). It does not run 
on DOS - only Linux  Windows (and should build on any modern platform 
where SDL is available).

I tried to recreate as closely as possible the 'look and feel' of the 
original. I used all graphics from the original (with the specific 
authorization of Atomix copyright holders for usage in my project). The 
source code of Atomiks is GPL. Graphics and design are not, obviously.

I'm sorry if you feel this is spamming.

http://www.viste-family.net/mateusz/software/atomiks/

cheers,
Mateusz Viste

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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-05-04 Thread dmccunney
On Sat, May 4, 2013 at 12:43 PM, Mateusz Viste mate...@viste-family.net wrote:

 Today I published a remake of the old 1990 Atomix game for DOS (that's
 one of the games I spent entire nights on in my youth). It does not run
 on DOS - only Linux  Windows (and should build on any modern platform
 where SDL is available).

I grabbed the Windows version.  Either I'm missing something or there's a bug.

I start the game, and I can use arrow keys to move the selector to an
atom, and the Enter key to grab it.  At this phase, I can move through
walls with the selector, which I suspect shouldn't be possible.

Once I *have* selected an atom, I can't proceed further.  Instead of
moving a space at a time, pressing an arrow key sends the selector all
the way to the end of whatever path it's in.  That makes it impossible
to actually assemble molecules.

Also, Left/Right arrow keys have no effect on specifying the starting
level before starting the game.

 Mateusz Viste
__
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Re: [Freedos-user] Atomiks - retro remake of Atomix

2013-05-04 Thread Mateusz Viste
Hi!

The selector can fly over walls, that's normal :)

The fact that an atom doesn't move one space at a time is the whole 
concept of the game. Wikipedia explains it quite well, so I will go the 
lazy way and cite it:

The player can choose an atom and move it in any of the four cardinal 
directions; however, a moved atom keeps sliding in one direction until 
it hits a wall or another atom. Solving the puzzles requires strategic 
planning in moving the atoms (...)

I believe you expected it to behave like a sokoban game, while here 
rules are a bit different. I can understand that it might not seem 
obvious, and I will definitely add some explanations or a short 
instructions screen in a future version of the game. These things are 
common knowledge for someone that played the original Atomix game two 
decades ago, but a newcomer could easily get confused, now I see that.

About the left/right cursor: you are only allowed to choose levels that 
you already solved. If you solve the first, you will have access to the 
first and the second. But again, I see that it seriously lacks some 
clear communication, and without this knowledge one could think that the 
selecting level screen is buggy indeed.

Thank you for your feedback!

regards,
Mateusz



On 05/04/2013 07:15 PM, dmccunney wrote:
 On Sat, May 4, 2013 at 12:43 PM, Mateusz Viste mate...@viste-family.net 
 wrote:

 Today I published a remake of the old 1990 Atomix game for DOS (that's
 one of the games I spent entire nights on in my youth). It does not run
 on DOS - only Linux  Windows (and should build on any modern platform
 where SDL is available).

 I grabbed the Windows version.  Either I'm missing something or there's a bug.

 I start the game, and I can use arrow keys to move the selector to an
 atom, and the Enter key to grab it.  At this phase, I can move through
 walls with the selector, which I suspect shouldn't be possible.

 Once I *have* selected an atom, I can't proceed further.  Instead of
 moving a space at a time, pressing an arrow key sends the selector all
 the way to the end of whatever path it's in.  That makes it impossible
 to actually assemble molecules.

 Also, Left/Right arrow keys have no effect on specifying the starting
 level before starting the game.

 Mateusz Viste
 __
 Dennis
 https://plus.google.com/u/0/105128793974319004519

 --
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 It's a free troubleshooting tool designed for production
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