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Groups > alt.os.development > #18677 > unrolled thread
| Started by | "Paul Edwards" <mutazilah@gmail.com> |
|---|---|
| First post | 2024-07-18 23:07 +0800 |
| Last post | 2025-03-10 14:46 +0000 |
| Articles | 20 on this page of 88 — 13 participants |
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z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-07-18 23:07 +0800
Re: z/PDOS-generic Grant Taylor <gtaylor@tnetconsulting.net> - 2024-07-18 22:40 -0500
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-07-19 18:43 +0800
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2024-07-19 16:18 +0000
Re: z/PDOS-generic BGB-Alt <bohannonindustriesllc@gmail.com> - 2024-07-19 17:12 -0500
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2024-07-19 23:21 +0000
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2024-07-19 23:31 +0000
Re: z/PDOS-generic BGB <cr88192@gmail.com> - 2024-07-20 01:30 -0500
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2024-07-22 07:51 -0700
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2024-07-22 15:22 +0000
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2024-07-22 09:07 -0700
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2024-07-22 17:37 +0000
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2024-07-22 18:07 +0000
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2024-07-22 19:38 +0000
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2024-07-22 11:18 -0700
Re: z/PDOS-generic BGB <cr88192@gmail.com> - 2024-07-22 14:16 -0500
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2024-07-22 20:14 +0000
Re: z/PDOS-generic BGB <cr88192@gmail.com> - 2024-07-22 18:03 -0500
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2024-07-22 23:58 +0000
Re: z/PDOS-generic BGB <cr88192@gmail.com> - 2024-07-22 23:06 -0500
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-08-21 04:31 +0800
Re: z/PDOS-generic BGB <cr88192@gmail.com> - 2024-08-28 02:28 -0500
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-08-28 16:54 +0800
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-08-28 16:58 +0800
Re: z/PDOS-generic BGB <cr88192@gmail.com> - 2024-08-28 18:03 -0500
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-08-29 11:14 +0800
Re: z/PDOS-generic George Neuner <gneuner2@comcast.net> - 2024-08-30 06:49 -0400
Re: z/PDOS-generic George Neuner <gneuner2@comcast.net> - 2024-08-30 10:27 -0400
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-08-31 10:21 +0800
Re: z/PDOS-generic George Neuner <gneuner2@comcast.net> - 2024-08-31 15:30 -0400
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2024-09-03 14:27 +0000
Re: z/PDOS-generic wolfgang kern <nowhere@never.at> - 2024-08-30 13:29 +0200
Re: z/PDOS-generic Waldek Hebisch <antispam@fricas.org> - 2024-09-03 23:38 +0000
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-09-06 07:46 +0800
Re: z/PDOS-generic J. Curtis <unknown@protocol.invalid> - 2024-09-06 20:08 +0100
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-09-07 08:12 +0800
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-01-22 17:34 +1100
Re: z/PDOS-generic J. Curtis <unknown@protocol.invalid> - 2024-07-20 00:02 +0100
Re: z/PDOS-generic Salvador Mirzo <smirzo@example.com> - 2025-03-08 14:42 -0300
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-09 02:09 +0000
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2025-03-09 15:40 +0000
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-10 12:38 +0000
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2025-03-10 14:49 +0000
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-10 15:00 +0000
Re: z/PDOS-generic Salvador Mirzo <smirzo@example.com> - 2025-03-10 09:21 -0300
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-10 13:50 +0000
Re: z/PDOS-generic Salvador Mirzo <smirzo@example.com> - 2025-03-10 14:10 -0300
Studying the system (was Re: z/PDOS-generic) cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-10 18:29 +0000
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-11 05:38 +1100
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2025-03-10 19:07 +0000
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-10 19:09 +0000
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2025-03-10 13:00 -0700
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-10 20:20 +0000
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-11 07:59 +1100
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2025-03-10 15:11 -0700
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-10 23:11 +0000
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-11 10:51 +1100
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2025-03-11 08:37 -0700
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-11 17:28 +0000
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-12 05:40 +1100
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2025-03-11 12:41 -0700
What is an operating system? (was Re: z/PDOS-generic) cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-11 21:00 +0000
Re: What is an operating system? (was Re: z/PDOS-generic) "Paul Edwards" <mutazilah@gmail.com> - 2025-03-12 17:30 +1100
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2025-03-11 09:04 -0700
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-11 08:29 +1100
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-11 05:06 +1100
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2025-03-10 19:01 +0000
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-11 08:04 +1100
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-11 08:47 +1100
Re: z/PDOS-generic antispam@fricas.org (Waldek Hebisch) - 2025-03-11 18:15 +0000
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-11 18:29 +0000
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-12 05:52 +1100
Re: z/PDOS-generic antispam@fricas.org (Waldek Hebisch) - 2025-03-11 23:05 +0000
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-11 23:48 +0000
Re: z/PDOS-generic antispam@fricas.org (Waldek Hebisch) - 2025-03-12 02:23 +0000
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-12 02:34 +0000
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2025-03-12 18:41 +1100
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2024-07-19 09:35 -0700
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-08-21 04:20 +0800
Re: z/PDOS-generic John Ames <commodorejohn@gmail.com> - 2024-08-21 09:51 -0700
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-08-22 13:24 +0800
Re: z/PDOS-generic Grant Taylor <gtaylor@tnetconsulting.net> - 2024-07-19 19:46 -0500
Re: z/PDOS-generic "Paul Edwards" <mutazilah@gmail.com> - 2024-08-21 04:18 +0800
Re: z/PDOS-generic Salvador Mirzo <smirzo@example.com> - 2025-03-08 14:41 -0300
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-09 01:58 +0000
Re: z/PDOS-generic Salvador Mirzo <smirzo@example.com> - 2025-03-10 09:31 -0300
Re: z/PDOS-generic cross@spitfire.i.gajendra.net (Dan Cross) - 2025-03-10 14:28 +0000
Re: z/PDOS-generic scott@slp53.sl.home (Scott Lurndal) - 2025-03-10 14:46 +0000
Page 2 of 5 — ← Prev page 1 [2] 3 4 5 Next page →
| From | "Paul Edwards" <mutazilah@gmail.com> |
|---|---|
| Date | 2024-08-21 04:31 +0800 |
| Message-ID | <va2uen$3gtm2$1@dont-email.me> |
| In reply to | #18699 |
"BGB" <cr88192@gmail.com> wrote in message news:v7na8l$12737$1@dont-email.me... > But, now I am an aging millennial and have arguably not accomplished all > that much with my life. Didn't you email me decades ago to get some changes implemented to PDPCLIB and you mentioned you were writing a phenomenal number of lines of code per day? Where did all that effort go? Regardless, what sort of thing would you consider to be "accomplished a significant amount"? You're not going to single-handedly reproduce Windows 11. So if that is the bar, no-one at all has accomplished much. It's even difficult to credit Windows itself. Who are you going to credit? Tim Paterson? Or Bill Gates's father's (or was it his mother's?) money? Note that I am not dismissing Bill Gates's technical achievements with Microsoft BASIC, but that's not Windows 11 by a very very very long shot. BFN. Paul.
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| From | BGB <cr88192@gmail.com> |
|---|---|
| Date | 2024-08-28 02:28 -0500 |
| Message-ID | <vamjih$3d4m7$1@dont-email.me> |
| In reply to | #18704 |
On 8/20/2024 3:31 PM, Paul Edwards wrote:
> "BGB" <cr88192@gmail.com> wrote in message
> news:v7na8l$12737$1@dont-email.me...
>
>> But, now I am an aging millennial and have arguably not accomplished all
>> that much with my life.
>
> Didn't you email me decades ago to get some changes implemented
> to PDPCLIB and you mentioned you were writing a phenomenal
> number of lines of code per day? Where did all that effort go?
>
FWIW:
I ended up with a 3D engine, which was around a 1 MLOC, sort of like
Minecraft with a Doom3 style renderer. No one cared, performance wasn't
so good (was painfully laggy), and this project fizzled.
Part of the poor performance was the use of a conservative garbage
collector, and rampant memory leaks, ... Another part was was "Minecraft
style terrain rendering and stencil shadows don't mix well". Though, for
small light sources, could subset the scene geometry mostly to a
bounding-box around the light source.
But, the sun, well, the sun was kinda evil. Did later move to
shadow-maps for the sun though (though, IIRC, did RGB shadow maps to
allow for colored shadows through colored glass).
Then I wrote a new 3D engine ground-up, which was smaller and had better
performance. Few people cared, I lost motivation, and eventually it
fizzled as well. Was roughly around 0.5 MLOC, IIRC.
It had replaced the complex dynamic lighting with the use of
vertex-color lighting (with a single big rendering pass).
I started on my CPU ISA project, which checking, is around 2 MLOC (for
the C parts.
It is ~ 3.8 MLOC total, if one includes a lot of ASM and C++ code; but a
fair chunk of this is auto-generated (Verilator output, or debug ASM
output from my compiler).
There is also around 0.8 MLOC of Verilog in my project; but this drops
to 200 kLOC if only counting the current CPU core.
Ironically, the OS for my current ISA project has reused some parts from
my past 3D engine projects.
In the course of all this, ended up doing roughly 3 separate
re-implementations of the OpenGL API (the 3rd version was written to try
to leverage special features of my ISA; though was originally written to
assume a plain software renderer, and since implementing a ).
In my current project, I have ports of GLQuake and Quake 3 Arena working
on it; though performance isn't good on a 50MHz CPU.
Ironically, parts of PDPCLIB still remain as a core part of the "OS",
though I had ended up rewriting a fair chunk of it to better fit my
use-case (the "string.c" and "math.c" stuff ended up almost entirely
rewritten, though a fair chunk of "stdio.c" and similar remains intact).
It was also expanded out to cover much of C99 and parts of C11 and C23.
Some wonky modifications were made to support DLLs, which ended up
working in an unusual way in my case:
The main binary essentially exports a COM interface to its C library;
Most of the loaded DLLs have ended up importing this COM interface,
which provides things like malloc/free, stdio backend stuff, ...
It also has a small makeshift GUI, though mostly just displays a shell
window that can be used to launch programs.
Besides my own ISA, my CPU core also runs RISC-V.
There is a possible TODO effort of trying to implement the Linux syscall
interface for RISC-V Mode, which could potentially allow me to run
binaries letting GCC use the "native" GLIBC, which could make porting
software to it easier (vs the hassle of getting GCC to use my own
runtime libraries; or trying to get programs to build using my own
compiler as a cross-compiler).
Though, I did more or less get my compiler to pretend to be GCC well
enough that for small programs, it is possible to trick "./configure"
scripts to use it as a cross compiler (doesn't scale very well, as apart
from some core POSIX libraries, most anything else is absent).
Where, for my own ISA, I am using BGBCC.
BGBCC is ~ 250 kLOC, and mostly compiles C;
Also compiles BGBScript, which sorta resembles ActionScript;
And, BGBScript2, which sorta resembles Java mixed with C#;
Albeit, unlike Java and C#, it uses manual and zone allocation.
Technically could be mixed with C, all using the same ABI;
Also an EC++ like subset of C++.
But, kinda moot as no "Modern C++" stuff has any hope of working.
But, for my current uses, C is dominant.
It is sorta wonky in that it does not use traditional object files.
It compiles into a stack-oriented bytecode and "links" from this.
The bytecode IR could be loosely compared with MSIL / CIL.
ASM code is preprocessed and forwarded as text blobs.
The backend then produces the final PE/COFF images.
Though, this mutated some as well:
Lacks MZ stub / header;
PE image is typically LZ4 compressed.
LZ4 compression makes the loading process faster.
Resource section was replaced with a WAD2 variant.
Made more sense to me than the original PE/COFF resource section.
Compiler also has a built-in format converter.
Say, to convert TGA or PNG into BMP (*1), ...
*1: General resource-section formats:
Graphics:
BMP, 4/8/16/24/32 bit.
Ye Olde standard BMP.
For 16 and 256 color, fixed palettes are used.
BMPA, 4/8 bit with a transparent color.
Basically standard, but with a transparent color.
Generally, the High-Intensity Magenta is transparent.
Or, #FF55FF (or, Color 13 in the 16-color palette)
BMP+CRAM: 2 bpp 256-color, image encoded as 8-bit CRAM.
Supports transparency in a limited form:
Only 1 non-transparent color per 4x4 block,
vs 2 colors for opaque blocks.
QOI: An image in the QOI format (lossless)
LCIF: Resembles a QOI/CRAM hybrid, lossy low/intermediate quality.
Though, BMP+CRAM is faster and has lower overhead.
UPIC: Resembles a Rice-coded JPEG
Optimized for a small low-memory-overhead decoder.
Lossy or Lossless, higher quality, but comparably slow.
Audio:
WAV, mostly PCM, A-Law, or ADPCM.
BGBCC originally started as a fork off of my BGBScript VM, which was
used as the main scripting language in my first 3D engine.
By the 2nd 3D engine, it had partly been replaced by a VM running my
(then) newer BGBScript2 language, with the engine written as a mix of C
and BGBScript2.
While I could technically use BGBScript2 in my TestKern OS, it is almost
entirely C, only really using BGBScript2 for some small test cases (it
is technically possible to use both BS and BS2 in kernel and bare-metal
contexts; and there is partial ISA level assistance for things like
tagged pointers and dynamic type-checking). Where, BS2 retains (from BS,
and its JS/AS ancestors) the ability to use optional dynamic types and
ex-nihilo objects (also BGBCC technically allows doing so in C as well,
with some non-standard syntax, but doing so is "kinda cursed").
Ironically, I am using a memory protection scheme in my ISA based on
performing ACL checks on memory pages. The basic idea for this scheme
was carried over from my original BGBScript VM (where it was applied per
object), where the idea for the scheme was (ironically) inspired partly
by how object security was passed off in the "Tron 2.0" game (in
context, as a more convoluted way of passing off the use of keycards for
doors). But, I was left thinking at the time that the idea actually
sorta made sense. But, in its present form mostly involves applying
filesystem-style checks to pages (the MMU remembers this, but raises an
exception whenever it needs the OS to sort out whether a given key can
access a given ACL).
Well, and also the use of pointers in my ISA with a 48-bit address, and
16 bits of tag metadata in the high order bits, was also itself partly a
carry-over from my Script VMs.
Near the end of my 2nd 3D engine (before the project fizzled out
entirely): It also gained the ability to load BJX2 images into the 3D
engine. In the effect, the 3D engine would itself take on a role like an
OS, effectively running logical processes inside the VM (though, there
wasn't really an API to glue these into the game world).
IIRC, the idea I think was to make the "game server" able to run
programs OS style, which could then run parts of the game logic (rather
than necessarily using my BGBSCript2 language running in a VM;
potentially the BS2 VM code could be ported to BGBCC and run inside the
BJX2 VM). Though, potentially, one could also make a case for using
RISC-V ELF images. Wouldn't necessarily want to run native x86-64 code
as it would be desirable to be able to sandbox the programs inside of a
VM. In such a case, the idea would be that things like voxel
manipulation or interaction with world entities could be via COM
objects, or potentially game objects could signal events into the script
programs.
Can note that my BJX2 project was preceded by BJX1, where BJX1 started
out as a modified version of the Hitachi SH-4 ISA (most popularly used
in the SEGA Dreamcast). I had revived BGBCC initially as I needed a
compiler to target BJX1 (and SH-4). As BJX1 turned into a horrible mess
(turned 64-bit, and fragmented into multiple variants), I eventually did
a "partial reboot".
At the ASM level, initially BJX2 was very similar to BJX1, mostly
carrying over the same ASM and ABI, but with minor changes (and gaining
some features and notation inspired by the TMS320). The BJX2 ISA mutated
over time, and has since also fragmented to some extent (and its current
form also has some similarities to SH-5).
It has since drifted towards being more like RISC-V in some areas,
mostly because my CPU core can now also run RISC-V code (and, if RISC-V
needs a feature, and it is useful, may as well also have it in my own ISA).
ASM syntax/style mostly borrowed from SH-4, which seems to be in a
similar category that also includes the likes of MSP430, M68K, PDP-11,
and VAX. Well, as opposed to RISC-V using a more MIPS-like style.
I also don't really have a "proper" userland as of yet, more the kernel,
shell, and most basic programs, all exist as a single binary (so, say,
if you type "ls", the shell handles it itself; with shell instances as
kernel mode threads).
Any "actual" programs are loaded and then spawned as a new process.
Only recently-ish added the ability to redirect IO, but still doesn't
support piping IO between programs.
Supports basic shell-scripts, but lacks most more advanced shell
features (non-trivial Bash scripts will not work).
There was a 3rd 3D engine of mine, mostly because my 2nd 3D engine would
have still been too heavyweight to run on my CPU core (tried to write
something Minecraft-like that would run in a similar memory footprint to
Quake and was fast enough to be tolerable on a 50MHz CPU).
Between the engines:
Chunk Size: 16x16x16 in both engines;
Region Size: 16x16x16 in 2nd engine, 8x8x8 in 3rd.
32x32x8 in first engine.
Thus, in 3rd engine, each region was a 128x128x128 meter cube.
Block Storage:
1st engine: 8 bit index or unpacked;
2nd engine: 4/8/12 bit index into table of blocks;
3rd engine: 4/8 bit index into block table, or unpacked block array.
World Size:
1st engine: Planar
2nd engine: 1024km (1048576 meters), world wraps on edge
3rd engine: 64km (65536 meters), world wraps on edge
Rendering:
1st engine: global vertex arrays, filled from each chunk
2nd engine: Per-chunk vertex arrays
3rd engine: Raycast, visible blocks drawn into global vertex arrays.
Chunk Storage:
1st engine: RLEW (same format as used for maps in Wolf3D and ROTT)
2nd engine: LZ77 + AdRiceSTF
3rd engine: RP2 (similar to LZ4)
Graphics storage:
1st engine: JPEG (modified to support Alpha channel)
2nd engine: BMP + BTIC4B (8x8 Color-Cell, AdRice Bitstream)
3rd engine: DDS (DXT1)
VFS File Storage:
1st engine: ZIP
2nd engine: BTPAK (Hierarchical Central Directory, Deflate)
Large files broken up into 1MB fragments;
3rd engine: WAD4 (Hierarchical Central Directory, RP2)
Large files broken into 128K fragments.
Audio:
1st engine: WAV (PCM)
2nd & 3rd engine: WAV (IMA ADPCM)
Both 2nd and 3rd engine used the same block-type numbers and the same
texture atlas.
Both 2nd and 3rd engine had used mostly sprite graphics, for my first 3D
engine, I had used 3D models (and skeletal animation), but this was a
lot of effort.
I then noted that sprite graphics still worked well in Doom, and
attempted to mimic the use of sprites, though generally using 4 angles
rather than 8, as 4 was easier to draw. Also using a trick as seen in
some old RPG's where one could pull off idle animations and walking by
horizontally flipping the sprite on a timer.
Initial goal (before the 2nd engine effort fizzled out) was to try to
build something like Undertale, but this was more effort, and I was
lacking a good system for dialog and managing game-event dependency trees.
My 3rd engine never got much past "try to make something that works on
my ISA and can fit in under 40-60MB of RAM".
One minor difference was for live entity serialization within regions,
where my 2nd engine had mostly embedded data within ASCII strings,
whereas the 3rd engine had used binary-serialized XML blobs (reusing the
XML code from BGBCC, where for better or worse; BGBCC had uses XML DOM
style ASTs; but reworked to be a lot more efficient than the original DOM).
Also, some amount of specialized image and video codecs, etc.
There is an experimental video player and Mod/S3M player, though not at
present generalized enough to be usable as media players (would need
some level of UI for this; thus far these load a hard-coded file and
just play it in a loop).
And, some on/off fiddling with things like Neural Nets, etc.
Recently I wrote a tool to import UFO / GLIF fonts and convert them to
an custom font format (mostly as the actual TTF format seemed needlessly
complicated). This was along with the code to render this style of font.
Unclear if it will replace the use of bitmap fonts and SDFs.
Where:
Bitmap font:
Specialized for specific glyph sizes;
Looks good at that size;
Don't really scale.
SDF font:
Scalable (works best for medium glyphs);
Relatively cheap in a computational sense;
But, relatively bulky and eat a lot of memory.
I stored them mostly as 8bpp BMP images, 4-bit X/Y.
Where, each 16x16 glyph page is a 256256 BMP,
Variable / Geometric Font:
Scalable (but works best for large glyphs);
Attempts to draw small glyphs give poor results ATM.
Currently need to draw at 4x final size then downsample.
Higher per-pixel cost;
Less memory needed to hold font;
Can be used to generate SDF's or triangles.
For my ISA / OS project, the fonts and some other things had been
carried over from my 3D engine projects. Well, along with a lot of the
VFS and memory management code (wasn't too much effort to adapt my 3D
engine VFS code to work as an OS VFS).
Main practical difference being that, for an OS VFS, it has a FAT32
driver and similar.
But, I have slowed down in recent years I suspect.
> Regardless, what sort of thing would you consider to be
> "accomplished a significant amount"? You're not going to
> single-handedly reproduce Windows 11. So if that is the
> bar, no-one at all has accomplished much. It's even difficult
> to credit Windows itself. Who are you going to credit?
> Tim Paterson? Or Bill Gates's father's (or was it his mother's?)
> money?
>
> Note that I am not dismissing Bill Gates's technical achievements
> with Microsoft BASIC, but that's not Windows 11 by a very
> very very long shot.
>
Dunno...
Just is seems like a lot of other people are getting lots of
recognition, seem to be doing well off financially, etc.
Meanwhile, I just sort of end up poking at stuff, and implementing
stuff, and it seems like regardless of what I do, no one gives a crap,
or like I am little better off than had I done nothing at all...
> BFN. Paul.
>
>
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| From | "Paul Edwards" <mutazilah@gmail.com> |
|---|---|
| Date | 2024-08-28 16:54 +0800 |
| Message-ID | <vamok2$3drmu$1@dont-email.me> |
| In reply to | #18710 |
"BGB" <cr88192@gmail.com> wrote in message news:vamjih$3d4m7$1@dont-email.me... > Just is seems like a lot of other people are getting lots of > recognition, seem to be doing well off financially, etc. > > Meanwhile, I just sort of end up poking at stuff, and implementing > stuff, and it seems like regardless of what I do, no one gives a crap, > or like I am little better off than had I done nothing at all... Did you consider asking anyone at all if they were after something? > Where, for my own ISA, I am using BGBCC. > BGBCC is ~ 250 kLOC, and mostly compiles C; We have struggled and struggled and struggled to try to get a public domain C90 compiler written in C90 to produce 386 assembler. There have been a large number of talented people who tried to do this and fell flat on their face. I never even tried. The closest we have is SubC. Is this a market gap you are able and interested in filling? By either modifying BGBCC (and making public domain if it isn't already), or using your skills to put SubC over the line? I can only guarantee that I will recognize your work if you do this, but that's potentially better than no-one at all. Also, there is likely to be more than just me who appreciate having a C90 compiler in the public domain. We currently use the copyrighted GCC 3.2.3 (my modification of it) in order to get full C90. There are some other targets of interest besides 386, namely 370, ARM32, x64, 68000. ARM64 would be good too, but we don't have that at all. 8086 is another target of interest. SubC is already being used to produce a bootloader for PDOS/386, but Watcom is better because of SubC's primitive nature. Thanks. Paul.
[toc] | [prev] | [next] | [standalone]
| From | "Paul Edwards" <mutazilah@gmail.com> |
|---|---|
| Date | 2024-08-28 16:58 +0800 |
| Message-ID | <vamoro$3dshi$1@dont-email.me> |
| In reply to | #18711 |
Linas Vepstas was kind enough to assist in debugging binutils i370 and now z/PDOS-generic has a GCC that is able to do an optimized compile without crashing. It is also able to make directories. This is all EBCDIC. https://pdos.org/zpg.zip BFN. Paul.
[toc] | [prev] | [next] | [standalone]
| From | BGB <cr88192@gmail.com> |
|---|---|
| Date | 2024-08-28 18:03 -0500 |
| Message-ID | <vaoach$3l2k0$1@dont-email.me> |
| In reply to | #18711 |
On 8/28/2024 3:54 AM, Paul Edwards wrote:
> "BGB" <cr88192@gmail.com> wrote in message
> news:vamjih$3d4m7$1@dont-email.me...
>
>
>> Just is seems like a lot of other people are getting lots of
>> recognition, seem to be doing well off financially, etc.
>>
>> Meanwhile, I just sort of end up poking at stuff, and implementing
>> stuff, and it seems like regardless of what I do, no one gives a crap,
>> or like I am little better off than had I done nothing at all...
>
> Did you consider asking anyone at all if they were after
> something?
>
I mostly just did stuff, occasionally posting about it on Usenet,
occasionally on Twitter (now known as X...).
For my 3D engines, I posted stuff about them on YouTube; relatively
little feedback, in the time of the first 3D engine, was mostly people
complaining about "ugly graphics" and "looks like Minecraft" (which was
sorta the thing).
The 2nd engine looked even more like Minecraft, apart from also taking
minor influences from things like Undertale and Homestuck (but,
generally, was closer to Minecraft than Undertale; apart from the use of
billboard sprites for things like NPCs).
The 3rd engine had some particularly awful sprites, mostly because:
The 2nd engine sprites were generally fairly high res;
For the 3rd engine I just quickly drew some stuff and called it good;
But, the 3rd engine was more meant as a technical proof of concept than
an actual game.
Arguably, I could have tried to "lean into it", maybe do characters as
32x64 pixel art style (with nearest sampling), but didn't bother.
Terrain generation algorithms:
1st engine had used Perlin Noise.
2nd engine had just used X/Y/Z hashing functions and interpolation.
3rd engine, basically same as 2nd engine.
Hash functions generally being better behaved than Perlin Noise. Though,
some care is needed, as poor hashing may lead to obvious repeating patterns.
Eventually, I mostly gave up on gamedev, as I couldn't seem to come up
with anything that anyone seemed to care about, and my own motivation in
these areas had largely dried up (and most of the time, I ended up being
more motivated to fiddle with technical stuff, than to really do much in
artistic/creative directions; as "artistic creativity" seems to be an
area where I am significantly lacking).
>> Where, for my own ISA, I am using BGBCC.
>> BGBCC is ~ 250 kLOC, and mostly compiles C;
>
> We have struggled and struggled and struggled to try to get
> a public domain C90 compiler written in C90 to produce 386
> assembler.
>
> There have been a large number of talented people who tried
> to do this and fell flat on their face. I never even tried.
>
> The closest we have is SubC.
>
> Is this a market gap you are able and interested in filling?
>
> By either modifying BGBCC (and making public domain if
> it isn't already), or using your skills to put SubC over the line?
>
It is MIT licensed, but doesn't currently produce x86 or x86-64 (as I
mostly just used MSVC and GCC for PC based development).
Rather, backends it currently has are:
BJX2
BJX1 and SH-4 (old)
BSR1 (short lived)
Another custom ISA, inspired by SuperH and MSP430.
Very early versions targeted x86 and x86-64.
But, this backend was dropped long ago.
Did briefly attempt a backend for 32-bit ARM, but this was not kept.
This was in a different fork.
Performance of the generated code was quite terrible.
Didn't really seem worth the bother at the time.
Much of the current backend was initially derived from an 'FRBC'
backend, which was an attempt to do a Dalvik style register IR.
The FRBC VM was dropped, as while fast, the VM was very bulky in terms
of code footprint (combinatorial mess). But, at the time, wasn't a big
step to go from a register IR to an actual CPU ISA, and (for a sensibly
designed ISA), it is possible to emulate things at similar speeds to
what one could get with a similar VM.
My current emulator (for BJX2) is kinda slow, but this is more because
it is usually trying to be cycle-accurate, and as long as it is possible
for it to be (on the PC side of things) faster than the CPU core on the
target FPGA, this is good enough...
AFAIK, whether declaring something as public domain is legally
recognized depends on jurisdiction. I think this is why CC0 exists.
Personally, I am not all that likely to bother with going after anyone
who breaks the terms of the MIT license, as it is pretty close to "do
whatever", similar for 3 clause BSD.
It is also more C95 style, making significant use of // comments and
"long long" and similar, more or less the C dialect that MSVC supported
until around 2015 or so (when they started adding C99 stuff).
I had at one point wanted to try to make a smaller / lighter weight C
compiler, but this effort mostly fizzled out (when it started to become
obvious that I wasn't going to be able to pull off a usable C compiler
in less LOC than the Doom engine, which was part of the original design
goal).
I had also wanted to go directly from ASTs to ASM, say:
Preproc -> Parser/AST -> ASM -> OBJ -> Binary
Vs:
Preproc -> Parser/AST -> RIL -> 3AC -> Machine Code -> Binary
But, likely the RIL and 3AC stages are in-fact useful.
And, it now seems like a stack-based IR (for intermediate storage) has
more advantages than either an SSA based IR (like in Clang/LLVM) or
traditional object files (like COFF or ELF). Well, except in terms of
performance and memory overhead (vs COFF or ELF), where in this case the
"linker" needs to do most of the heavy lifting (and needs to have enough
memory to deal with the entire program).
A traditional linker need only deal with compiled machine-code, so is
more a task of shuffling memory around and doing relocs; with the
compiler parts only needing to deal with a single translation unit.
Though, the main "highly memory intensive" part of the process tends to
be parsing and dealing with ASTs, which is gone by the time one is
dealing with a stack bytecode; but, there is still the memory cost of
translating the bytecode into 3AC to actually compile stuff. This
doesn't ask much by modern PC standards, but is asking a lot when RAM is
measured in MB and one wants to be able to run stuff without an MMU (it
is a downside if the compiler tends to use enough RAM as to make virtual
memory essentially mandatory to be able to run the compiler).
But, RIL's design still leaves some things to be desired. As-is, it
mostly exists as big linear blobs of bytecode, and the compiler needs to
deal with the whole thing at once. This mostly works for a compiler, but
would be undesirable for use by a VM (or for a more resource-constrained
compiler, which can't just load everything all at once).
But, efforts to change this have tended to fizzle out.
> I can only guarantee that I will recognize your work if you do
> this, but that's potentially better than no-one at all. Also, there
> is likely to be more than just me who appreciate having a C90
> compiler in the public domain.
>
> We currently use the copyrighted GCC 3.2.3 (my modification
> of it) in order to get full C90.
>
> There are some other targets of interest besides 386, namely
> 370, ARM32, x64, 68000. ARM64 would be good too, but
> we don't have that at all.
>
> 8086 is another target of interest. SubC is already being used
> to produce a bootloader for PDOS/386, but Watcom is better
> because of SubC's primitive nature.
>
BGBCC doesn't currently support any 16-bit targets, mostly only 32 and
64 (well, and an experimental mode that used 128-bit pointers, but this
was shelved due to "at best, it was gonna suck").
> Thanks. Paul.
>
>
[toc] | [prev] | [next] | [standalone]
| From | "Paul Edwards" <mutazilah@gmail.com> |
|---|---|
| Date | 2024-08-29 11:14 +0800 |
| Message-ID | <vaop2b$3qt7c$1@dont-email.me> |
| In reply to | #18714 |
"BGB" <cr88192@gmail.com> wrote in message news:vaoach$3l2k0$1@dont-email.me... > >> Where, for my own ISA, I am using BGBCC. > >> BGBCC is ~ 250 kLOC, and mostly compiles C; > > > > We have struggled and struggled and struggled to try to get > > a public domain C90 compiler written in C90 to produce 386 > > assembler. > > > > There have been a large number of talented people who tried > > to do this and fell flat on their face. I never even tried. > > > > The closest we have is SubC. > > > > Is this a market gap you are able and interested in filling? > > > > By either modifying BGBCC (and making public domain if > > it isn't already), or using your skills to put SubC over the line? > > > > It is MIT licensed, but doesn't currently produce x86 or x86-64 (as I > mostly just used MSVC and GCC for PC based development). > > Rather, backends it currently has are: > BJX2 > BJX1 and SH-4 (old) > BSR1 (short lived) > Another custom ISA, inspired by SuperH and MSP430. > Very early versions targeted x86 and x86-64. > But, this backend was dropped long ago. > Did briefly attempt a backend for 32-bit ARM, but this was not kept. > This was in a different fork. > Performance of the generated code was quite terrible. > Didn't really seem worth the bother at the time. > > Much of the current backend was initially derived from an 'FRBC' > backend, which was an attempt to do a Dalvik style register IR. > The FRBC VM was dropped, as while fast, the VM was very bulky in terms > of code footprint (combinatorial mess). But, at the time, wasn't a big > step to go from a register IR to an actual CPU ISA, and (for a sensibly > designed ISA), it is possible to emulate things at similar speeds to > what one could get with a similar VM. > > My current emulator (for BJX2) is kinda slow, but this is more because > it is usually trying to be cycle-accurate, and as long as it is possible > for it to be (on the PC side of things) faster than the CPU core on the > target FPGA, this is good enough... > > > > AFAIK, whether declaring something as public domain is legally > recognized depends on jurisdiction. I think this is why CC0 exists. And if you believe that, then you're welcome to say that this is public domain, but you may follow the CC0 license instead if you wish. > Personally, I am not all that likely to bother with going after anyone > who breaks the terms of the MIT license, as it is pretty close to "do > whatever", similar for 3 clause BSD. We're not after someone who is allegedly "not going to go after anyone", we're after some code that is NOT OWNED by the original author because he/she has RELEASED IT TO THE PUBLIC DOMAIN. If the answer is "no", then please say "no". > It is also more C95 style, making significant use of // comments and > "long long" and similar, more or less the C dialect that MSVC supported > until around 2015 or so (when they started adding C99 stuff). Actually, so long as it handles C90 syntax, this would be a step up from what we currently have. > I had at one point wanted to try to make a smaller / lighter weight C > compiler, but this effort mostly fizzled out (when it started to become > obvious that I wasn't going to be able to pull off a usable C compiler > in less LOC than the Doom engine, which was part of the original design > goal). We don't necessarily need a lighter weight compiler. That could be done at a later date. The first thing we need is something that will take C90 syntax. > I had also wanted to go directly from ASTs to ASM, say: > Preproc -> Parser/AST -> ASM -> OBJ -> Binary > Vs: > Preproc -> Parser/AST -> RIL -> 3AC -> Machine Code -> Binary > > > But, likely the RIL and 3AC stages are in-fact useful. > And, it now seems like a stack-based IR (for intermediate storage) has > more advantages than either an SSA based IR (like in Clang/LLVM) or > traditional object files (like COFF or ELF). Well, except in terms of > performance and memory overhead (vs COFF or ELF), where in this case the > "linker" needs to do most of the heavy lifting (and needs to have enough > memory to deal with the entire program). > > A traditional linker need only deal with compiled machine-code, so is > more a task of shuffling memory around and doing relocs; with the > compiler parts only needing to deal with a single translation unit. > Though, the main "highly memory intensive" part of the process tends to > be parsing and dealing with ASTs, which is gone by the time one is > dealing with a stack bytecode; but, there is still the memory cost of > translating the bytecode into 3AC to actually compile stuff. This > doesn't ask much by modern PC standards, but is asking a lot when RAM is > measured in MB and one wants to be able to run stuff without an MMU (it > is a downside if the compiler tends to use enough RAM as to make virtual > memory essentially mandatory to be able to run the compiler). > > > But, RIL's design still leaves some things to be desired. As-is, it > mostly exists as big linear blobs of bytecode, and the compiler needs to > deal with the whole thing at once. This mostly works for a compiler, but > would be undesirable for use by a VM (or for a more resource-constrained > compiler, which can't just load everything all at once). > > But, efforts to change this have tended to fizzle out. We don't need the world's best C compiler. At least not as a first step. > > I can only guarantee that I will recognize your work if you do > > this, but that's potentially better than no-one at all. Also, there > > is likely to be more than just me who appreciate having a C90 > > compiler in the public domain. > > > > We currently use the copyrighted GCC 3.2.3 (my modification > > of it) in order to get full C90. > > > > There are some other targets of interest besides 386, namely > > 370, ARM32, x64, 68000. ARM64 would be good too, but > > we don't have that at all. > > > > 8086 is another target of interest. SubC is already being used > > to produce a bootloader for PDOS/386, but Watcom is better > > because of SubC's primitive nature. > > > > BGBCC doesn't currently support any 16-bit targets, mostly only 32 and > 64 (well, and an experimental mode that used 128-bit pointers, but this > was shelved due to "at best, it was gonna suck"). 32 and 64 would be a fantastic start and 99% of the problem.. But if the answer is "no", the answer is "no". So far the answer is an implied "no". BFN. Paul.
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| From | George Neuner <gneuner2@comcast.net> |
|---|---|
| Date | 2024-08-30 06:49 -0400 |
| Message-ID | <t273dj5rpijtmcier4q7bomtgqa3t8rb2t@4ax.com> |
| In reply to | #18715 |
On Thu, 29 Aug 2024 11:14:13 +0800, "Paul Edwards" <mutazilah@gmail.com> wrote: >"BGB" <cr88192@gmail.com> wrote in message >news:vaoach$3l2k0$1@dont-email.me... > >> AFAIK, whether declaring something as public domain is legally >> recognized depends on jurisdiction. I think this is why CC0 exists. > >And if you believe that, then you're welcome to say that this >is public domain, but you may follow the CC0 license instead >if you wish. BGB is correct: not all countries recognize the notion of "public domain". In WIPO convention countries it generally is possible to release a work under a license that explicitly grants all rights, but the result is not quite the same as placing the work in public domain. Without a legal notion of "public domain" it is not possible for an author to give up the rights afforded by the (automatic) Berne convention copyright. [Of course every country is a WIPO or Berne signatory ... but most recognize one or both conventions.] So if you really want a work to be freely usable anywhere in the world, you can declare it as "public domain" for those countries that recognize that notion ... but for everywhere else you have to provide an alternative license that explicitly grants all rights.
[toc] | [prev] | [next] | [standalone]
| From | George Neuner <gneuner2@comcast.net> |
|---|---|
| Date | 2024-08-30 10:27 -0400 |
| Message-ID | <5kl3dj92ph3b4gafu0cfj6tqvduk2mun4n@4ax.com> |
| In reply to | #18716 |
On Fri, 30 Aug 2024 06:49:49 -0400, George Neuner
<gneuner2@comcast.net> wrote:
>On Thu, 29 Aug 2024 11:14:13 +0800, "Paul Edwards"
><mutazilah@gmail.com> wrote:
>
>>"BGB" <cr88192@gmail.com> wrote in message
>>news:vaoach$3l2k0$1@dont-email.me...
>>
>>> AFAIK, whether declaring something as public domain is legally
>>> recognized depends on jurisdiction. I think this is why CC0 exists.
>>
>>And if you believe that, then you're welcome to say that this
>>is public domain, but you may follow the CC0 license instead
>>if you wish.
>
>BGB is correct: not all countries recognize the notion of "public
>domain".
>
>In WIPO convention countries it generally is possible to release a
>work under a license that explicitly grants all rights, but the result
>is not quite the same as placing the work in public domain. Without a
>legal notion of "public domain" it is not possible for an author to
>give up the rights afforded by the (automatic) Berne convention
>copyright.
>
>[Of course every country is a WIPO or Berne signatory ... but most
^ not
>recognize one or both conventions.]
>
>So if you really want a work to be freely usable anywhere in the
>world, you can declare it as "public domain" for those countries that
>recognize that notion ... but for everywhere else you have to provide
>an alternative license that explicitly grants all rights.
Sorry, should have been "... not every country ..."
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| From | "Paul Edwards" <mutazilah@gmail.com> |
|---|---|
| Date | 2024-08-31 10:21 +0800 |
| Message-ID | <vatuo6$riee$1@dont-email.me> |
| In reply to | #18716 |
"George Neuner" <gneuner2@comcast.net> wrote in message news:t273dj5rpijtmcier4q7bomtgqa3t8rb2t@4ax.com... > On Thu, 29 Aug 2024 11:14:13 +0800, "Paul Edwards" > <mutazilah@gmail.com> wrote: > > >"BGB" <cr88192@gmail.com> wrote in message > >news:vaoach$3l2k0$1@dont-email.me... > > > >> AFAIK, whether declaring something as public domain is legally > >> recognized depends on jurisdiction. I think this is why CC0 exists. > > > >And if you believe that, then you're welcome to say that this > >is public domain, but you may follow the CC0 license instead > >if you wish. > > BGB is correct: not all countries recognize the notion of "public > domain". > > In WIPO convention countries it generally is possible to release a > work under a license that explicitly grants all rights, but the result > is not quite the same as placing the work in public domain. Without a > legal notion of "public domain" it is not possible for an author to > give up the rights afforded by the (automatic) Berne convention > copyright. > > [Of course [not] every country is a WIPO or Berne signatory ... but most > recognize one or both conventions.] > > So if you really want a work to be freely usable anywhere in the > world, you can declare it as "public domain" for those countries that > recognize that notion ... but for everywhere else you have to provide > an alternative license that explicitly grants all rights. Isn't that what I just said? Release it as public domain but say you can use CC0 if you prefer. BFN. Paul.
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| From | George Neuner <gneuner2@comcast.net> |
|---|---|
| Date | 2024-08-31 15:30 -0400 |
| Message-ID | <ukr6dj12tiat15m9qsj89jc08egi26jksu@4ax.com> |
| In reply to | #18719 |
On Sat, 31 Aug 2024 10:21:53 +0800, "Paul Edwards" <mutazilah@gmail.com> wrote: >"George Neuner" <gneuner2@comcast.net> wrote in message >news:t273dj5rpijtmcier4q7bomtgqa3t8rb2t@4ax.com... >> On Thu, 29 Aug 2024 11:14:13 +0800, "Paul Edwards" >> <mutazilah@gmail.com> wrote: >> >> >"BGB" <cr88192@gmail.com> wrote in message >> >news:vaoach$3l2k0$1@dont-email.me... >> > >> >> AFAIK, whether declaring something as public domain is legally >> >> recognized depends on jurisdiction. I think this is why CC0 exists. >> > >> >And if you believe that, then you're welcome to say that this >> >is public domain, but you may follow the CC0 license instead >> >if you wish. >> >> BGB is correct: not all countries recognize the notion of "public >> domain". >> >> In WIPO convention countries it generally is possible to release a >> work under a license that explicitly grants all rights, but the result >> is not quite the same as placing the work in public domain. Without a >> legal notion of "public domain" it is not possible for an author to >> give up the rights afforded by the (automatic) Berne convention >> copyright. >> >> [Of course [not] every country is a WIPO or Berne signatory ... but most >> recognize one or both conventions.] >> >> So if you really want a work to be freely usable anywhere in the >> world, you can declare it as "public domain" for those countries that >> recognize that notion ... but for everywhere else you have to provide >> an alternative license that explicitly grants all rights. > > >Isn't that what I just said? > >Release it as public domain but say you can use CC0 if you prefer. > > >BFN. Paul. > I apologize for any offense. I only meant to add information for those who don't know the reason for the discussion.
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| From | cross@spitfire.i.gajendra.net (Dan Cross) |
|---|---|
| Date | 2024-09-03 14:27 +0000 |
| Message-ID | <vb76cd$fhb$1@reader1.panix.com> |
| In reply to | #18716 |
In article <t273dj5rpijtmcier4q7bomtgqa3t8rb2t@4ax.com>, George Neuner <gneuner2@comcast.net> wrote: >On Thu, 29 Aug 2024 11:14:13 +0800, "Paul Edwards" ><mutazilah@gmail.com> wrote: > >>"BGB" <cr88192@gmail.com> wrote in message >>news:vaoach$3l2k0$1@dont-email.me... >> >>> AFAIK, whether declaring something as public domain is legally >>> recognized depends on jurisdiction. I think this is why CC0 exists. >> >>And if you believe that, then you're welcome to say that this >>is public domain, but you may follow the CC0 license instead >>if you wish. > >BGB is correct: not all countries recognize the notion of "public >domain". > >In WIPO convention countries it generally is possible to release a >work under a license that explicitly grants all rights, but the result >is not quite the same as placing the work in public domain. Without a >legal notion of "public domain" it is not possible for an author to >give up the rights afforded by the (automatic) Berne convention >copyright. > >[Of course every country is a WIPO or Berne signatory ... but most >recognize one or both conventions.] > >So if you really want a work to be freely usable anywhere in the >world, you can declare it as "public domain" for those countries that >recognize that notion ... but for everywhere else you have to provide >an alternative license that explicitly grants all rights. Please don't feed the troll. - Dan C.
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| From | wolfgang kern <nowhere@never.at> |
|---|---|
| Date | 2024-08-30 13:29 +0200 |
| Message-ID | <vasafn$fa5a$1@dont-email.me> |
| In reply to | #18714 |
On 29/08/2024 01:03, BGB wrote: ... >>> Just is seems like a lot of other people are getting lots of >>> recognition, seem to be doing well off financially, etc. >>> Meanwhile, I just sort of end up poking at stuff, and implementing >>> stuff, and it seems like regardless of what I do, no one gives a crap, >>> or like I am little better off than had I done nothing at all... seems we two entered the OS-arena from opposite entries, I started to write my OS on a paying clients demand ... :) it never was a general purpose system, but successful solutions sold my OS w/o any advertising. so I could deliver >200 individual tailored PCs. Most earned money came from user desired applications rather than from OS and hardware [I stopped all hardware production 1997]. all my guaranty and maintenance contracts end this year. and because I couldn't buy main-boards w/o UEFI&GPT I stopped working on the OS as well. just recently I was asked by long time clients to give it a try again, I'm old, tired and I hate all bloatware BS, I started reading UEFI docs. and I had to learn [hate that like pest] a bit C to convert this huge document into technical readable RBIL styled short pages [in progress]. __ wolfgang
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| From | Waldek Hebisch <antispam@fricas.org> |
|---|---|
| Date | 2024-09-03 23:38 +0000 |
| Message-ID | <vb86lo$rkts$1@paganini.bofh.team> |
| In reply to | #18682 |
BGB-Alt <bohannonindustriesllc@gmail.com> wrote:
> On 7/19/2024 11:18 AM, Scott Lurndal wrote:
>> "Paul Edwards" <mutazilah@gmail.com> writes:
>>> Sure - but why not make it available anyway?
>>
>> MS-DOS is, was, and always will be a toy. It's not even
>> a real operating system.
>>
>> No mainframe user would ever be interested in something
>> so simplisticly useless.
>>
>
> It has a FAT filesystem, MZ loader, and basic console printing and
> memory allocation... These cover the main bases for what one needs for
> an operating system.
FAT filesytem and MZ executable format means that adding features
would require complete rework.
> Granted, if one wants memory protection and multiple processes/threads,
> this is no longer sufficient as now the OS needs to be able to do all
> the other stuff programs might want to be able to do.
Mainframes are too expensive to use them as simple PC from 30 years
ago. And unlike old PC there is almost no programs ready to
run on Paul's system.
Times have changed and users now want more from their machines.
--
Waldek Hebisch
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| From | "Paul Edwards" <mutazilah@gmail.com> |
|---|---|
| Date | 2024-09-06 07:46 +0800 |
| Message-ID | <vbdft1$hahi$1@dont-email.me> |
| In reply to | #18722 |
"Waldek Hebisch" <antispam@fricas.org> wrote in message news:vb86lo$rkts$1@paganini.bofh.team... > Mainframes are too expensive to use them as simple PC from 30 years > ago. And unlike old PC there is almost no programs ready to > run on Paul's system. When I've "finished", there should be a complete toolchain and microemacs editor, so any C90 source code should work (including with embedded ANSI for text fullscreen). > Times have changed and users now want more from their machines. Times are changing again, and I want more from my users. I'm looking forward to the day when everyone switches on their machines and they're all bricked because Intel and AMD had a drop dead date in their CPUs. I'll be last man standing in the Philippines with my Zhaoxin CPU, and of course the mainframes will still be working. Or something like that. There was a recent bricking of machines worldwide due to an ACCIDENT at Crowdstrike. Now what happens when there is a DELIBERATE attack from someone in (or who has hacked) Microsoft? I do my development on Windows 2000 - the last version that didn't need authentication - and I can run it under Linux on a Zhaoxin CPU. The Zhaoxin comes with a BIOS (in Chinese - good grief) - that allows me to run PDOS/386 too. Last. Man. Standing. I have my backup plan. Good luck to everyone else. I charge $1000/minute for programming services, and $1000/minute for time on my Zhaoxin. You got PDOS for free though. BFN. Paul.
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| From | J. Curtis <unknown@protocol.invalid> |
|---|---|
| Date | 2024-09-06 20:08 +0100 |
| Message-ID | <3ikmdj5hv39j2utdpmeo8kb1alobvo4oq2@4ax.com> |
| In reply to | #18723 |
On Fri, 6 Sep 2024 07:46:38 +0800, Paul Edwards wrote: > I'll be last man standing in the Philippines with my Zhaoxin CPU, > and of course the mainframes will still be working. Not without power. Without refrigeration city people won't last long.
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| From | "Paul Edwards" <mutazilah@gmail.com> |
|---|---|
| Date | 2024-09-07 08:12 +0800 |
| Message-ID | <vbg5ov$10h8i$1@dont-email.me> |
| In reply to | #18724 |
"J. Curtis" <unknown@protocol.invalid> wrote in message news:3ikmdj5hv39j2utdpmeo8kb1alobvo4oq2@4ax.com... > On Fri, 6 Sep 2024 07:46:38 +0800, Paul Edwards wrote: > > > I'll be last man standing in the Philippines with my Zhaoxin CPU, > > and of course the mainframes will still be working. > > Not without power. Without refrigeration city people won't last long. The power grid is dependent on computers being operational? Regardless, while I am currently in Ligao City, Albay Province, where I have a manually pumped water well available for when the public water is either non-existent or dirty, I normally live halfway between Ligao and Pio Duran. The house opposite us slaughters pigs at 2am or something. The grid electricity goes up and down like a yoyo in both places. I finally found the right portable solar which can be found by searching for "solar" at pdos.org and I lived for a couple of months purely off solar for my computing needs. I was using a Pinebook Pro rather than the Zhaoxin though. While both have USB-C to charge, only the Pinebook Pro can definitely be charged from a powerbank. The Zhaoxin says it is charging but reality appears to be different and I'm not sure what the situation is and regardless I was planning on getting a different powerbank. Actually - I'll take any advice on that. The solar I referenced has a PD (power delivery) outlet that would potentially give me a lot more power, but I need a matching outdoor powerbank to accept it, and I don't know of anything suitable (an Amazon reference would be good and hopefully they ship to the Philippines). I already have Fidonet technology software theoretically operational on PdAndro on my Android phone that will allow me to replace the internet. Ditto on PDOS/386 - it was actually tested there. Admittedly there aren't a lot of people to talk to here, but hopefully there will be some western refugees turning up in small boats to access the last operational computer network. Oh yeah - we have a manually operated well on our normal property too - also protected by dwendes rather than trolls - that's a potentially valuable concept that may have been lost in the West, although in both places we're not actually drinking that water. I asked if we could boil it but didn't get a good answer and it hasn't been priority to push the issue. The irony is that I was happy to be a city slicker in Sydney, but being in this new environment made me take an interest in how basic needs were able to be satisfied, and especially whether we were dependent on Saudi Arabia. I'm obviously not expecting further deliveries of solar panels, but I will be armed with some computing power for some time even without ALECO. Theoretically. BFN. Paul.
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| From | "Paul Edwards" <mutazilah@gmail.com> |
|---|---|
| Date | 2025-01-22 17:34 +1100 |
| Message-ID | <vmq3h5$qt73$1@dont-email.me> |
| In reply to | #18725 |
> For 35+ years I have wondered why there was no MSDOS for > the mainframe. I now have an EBCDIC FAT32 file system on > FBA disks on the mainframe and an operating system that can > do basic manipulation, like typing files. And now I can compile C programs, and gccmvs (3.2.3) can reproduce itself, byte-exact. Which is what I normally use to judge integrity. zpg.zip and herc32.zip from https://pdos.org BFN. Paul.
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| From | J. Curtis <unknown@protocol.invalid> |
|---|---|
| Date | 2024-07-20 00:02 +0100 |
| Message-ID | <mqrl9jdi64rtr077aq3u66d7r6efdbhhlr@4ax.com> |
| In reply to | #18680 |
On Fri, 19 Jul 2024 16:18:13 GMT, Scott Lurndal wrote: > MS-DOS is, was, and always will be a toy Small toys and big toys, are all toys.
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| From | Salvador Mirzo <smirzo@example.com> |
|---|---|
| Date | 2025-03-08 14:42 -0300 |
| Message-ID | <87o6ybbeqw.fsf@example.com> |
| In reply to | #18680 |
scott@slp53.sl.home (Scott Lurndal) writes: > "Paul Edwards" <mutazilah@gmail.com> writes: >>Sure - but why not make it available anyway? > > MS-DOS is, was, and always will be a toy. It's not even > a real operating system. And why is that? Is it mainly because it doesn't time-share the CPU?
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| From | cross@spitfire.i.gajendra.net (Dan Cross) |
|---|---|
| Date | 2025-03-09 02:09 +0000 |
| Message-ID | <vqit96$1kh$1@reader1.panix.com> |
| In reply to | #18753 |
In article <87o6ybbeqw.fsf@example.com>, Salvador Mirzo <smirzo@example.com> wrote: >scott@slp53.sl.home (Scott Lurndal) writes: > >> "Paul Edwards" <mutazilah@gmail.com> writes: >>>Sure - but why not make it available anyway? >> >> MS-DOS is, was, and always will be a toy. It's not even >> a real operating system. > >And why is that? Is it mainly because it doesn't time-share the CPU? It depends on your definition of an operating system, I suppose. I like the definition Mothy Roscoe (ETH) used in his OSDI'21 keynote: The operating system is that body of software that: 1. Multiplexes the machine's hardware resources 2. Abstracts the hardware platform 3. Protects software princples from each other (using the hardare) It's hard to see how MS-DOS fits that definition in a meaningful way. Does it multiplex the machine's hardware resources? Well, no; not really. While it does provide a primitive filesystem, and exposes some interface for memory management, it only lets one program run at a time, and that program doesn't have to use or honor DOS's filesystem or memory management stuff. Further, the system interface is inexorably tied to the hardware; it's defined in terms of synchronous software traps and specific register values. System calls are numbered, not named. Finally, the last one is really the nail in the coffin: MS-DOS makes absolutely no effort to protect the software principles from each other, or even themselves; a user program can take over and just never cede control back to DOS. So it's hard to see how DOS really qualifies as an OS, despite the OS-like abstractions it provides. - Dan C.
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