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> The game is still very popular and easy to play. But the obsoletness of DOS

Nothing obsolete about DOS when it comes to playing 2D games. Thanks to DOSBox and other emulators (FreeDOS is also not bad though) it is a fantastic OS (or virtual machine). DOS as a platform for (2D) games has never been better than it is today, on modern hardware running DOSBox.


> Nothing obsolete about DOS when it comes to playing 2D games.

Until you want better graphics, network, touch support, etc, etc.

Some people may not want that; and there are workarounds, even in dosbox itself; still, they are just that.

The page lists similar plans in FAQ: “To add additional functionalities (features) to the game (like online gaming, scalable HQ Grahics, HQ Audio, plugins, etc.).”


I'm the author of OpenCiv1 project. The main point of such project is to fix the bugs and to provide additional features. Also, there are multiple live discussions on Civ Fanatics Forums on how to modify Civ1. The people still have endless creativity for Civ1 and this is the way to give it to them :)

86Box runs on modern MacOS, but is not very performant for games on ARM.

https://github.com/86Box/86Box

There are also patch sets available for modern PCs to support legacy MSDOS, and Windows 3.1/95/98/ME. Attempting to install/run on modern hardware will usually blue-screen without the workarounds. =3

https://github.com/JHRobotics/patcher9x


What I like about DOSbox are its constraints and limitations.

Of course there plenty of good features missing but on the other hand that’s the point.

Why start in 2d when in reality you want a 3d game?

DOSbox is delivering constraints.

The demo scene died when the constraints were gone and all that was left was showing a movie. On a C64 for example there are no animations per se but maxing out technical prowess combined with design. If it matches optimally it will make you marvel otherwise not so much.

So there is no right or wrong only what do you want?


> The demo scene died when the constraints were gone

The problem was in my opinion not that the constraints were gone, but the fact that the PC did not provide a very stable platform anymore on which you could do some crazy low-level optimizations.


Building stable software for all varieties of PC hardware was part of the challenge of course. Lots of demos had problems with all kinds of hardware varieties.

Lots of low-level optimizations also made their way into compilers that sometimes do a better job than a human. There's not much to be gained by writing everything in assembly which means it doesn't interest people as much as in the 90s.


> There's not much to be gained by writing everything in assembly which means it doesn't interest people as much as in the 90s.

There is a lot to be gained from writing your code in a way that makes use of SIMD instructions. Also, a lot of things that you can write in assembler code is insanely hard to express in higher-level languages, so of course

- the compiler may implement some specific low-level optimization

- but the compiler can (in general) not easily change the programming language so that low-level programming tricks can (without "contortions") be formulated in the programming language.

I agree that if the compiler was "allowed" to change the (higher-level) programming language, too, by quite a lot, so that quite a lot of low-level programming tricks can be formulated or much better formulated in it, then I would somewhat agree that the advantages of low-level coding have become smaller.

But this is currently clearly not the case.


I bought some DOS games wrapped in DOSBox on GOG, and I'm not sure if GOG uses some bad version or bad config, but it's pain the the ass - you can't resize a window to be able to actually see something on 4k screen, no obvious way to switch to fullscreen and back, etc.

It's one thing to be able to emulate DOS games (something which worked 20+ years ago), it's another thing to offer reasonable ergonomics in a modern environment...


I run the GOG installer, then copy the game files to where the virtual C: is for my DOSBox-X (in a git-repo). Then there is usually some small BAT script to write to launch the game (what is required can be figured out from the config GOG installed). I play all the games from within DOSBox-X, so I start that up in fullscreen and then run games as if running real DOS (from COMMAND.COM prompt).

It is of course possible to launch games from outside of DOSBox the way GOG does it, using host OS (non DOS) launch scripts and config for each game, but I prefer to have more like a virtual DOS fantasy console with all games installed. It also means DOSBox is fully self-contained, with no dependencies on the host OS. Once set up there is no maintenance. There is no code rot in DOS of course, so when something has been set up it will always work.


Yeah this is key - in order to get out of full-screen you have to find and navigate some some ini file, then its still doing the mouse capture thing, which I think is also a setting, but all this faffing about just to get it into a usable state is pretty user hostile

I want the window to be open like any other window, and the mouse pointer to work transparently in and out of it - like when I hover the mouse over the dosbox window, change the pointer but keep the same mouse speed, momentum etc

I think this would be really hard to do in an emulated environment, maybe even would require patching each game executable to get the mouse speed right (not sure?), the modern environment integration, like you say, is what Im after too


You can also run the original on an Amiga emulator (or an actual Amiga, like me).

There is a win 3.1 port for wider screens that do box will run

It is fascinating how some similar niche genres of games have managed to mostly ignore each other, from what I have seen.

Interactive fiction has https://ifdb.org/.

Gamebooks ("CYOA" to outsiders) have https://gamebooks.org/.

I think there is some community around branching browser text stories like (mostly) Twine games that have their own database somewhere?

And then there is always some overlap and discussions around what games to allow where, with each community gatekeeping to some degree what games are allowed in their database or not.

So, for example, I never heard about VNDB and never really crossed paths with VN players online, even if I have been around communities for IF and gamebooks since last century and the similarities are obvious.


>similar niche genres of games have managed to mostly ignore each other

That's only because they are only "similar" on the surface. It feels like saying "football, volleyball and basketball are similar" just because they are all team games played with a ball.


Isn't it the opposite, that they are mechanically the same, but differs on the surface (art style and type of stories)?

thank you for sharing this! I never heard the two website you mentioned while being very familiar with vndb. I guess there will be always another corner of the internet that you don't even know existed.

If you are curious, vndb has a guideline you can see about what can be added here: https://vndb.org/d2


I think IF games tend to be more puzzle games with some story segments. Gamebooks are much closer, but still often have proto-RPG mechanics. (I remember tracking inventory and HP for the ones I played/read through). VNs are much closer to pure story, with some tracking of earlier decision flags for callbacks later in the story.

VNs are not games. They're a kind of ebook.

But only people who are really into computers read them, so they like to use game terminology to talk about them.

(also, none of the creators of "VNs" call them "VNs".)


Some VNs have no real choices and could hardly be called games. Others are deeply branched.

By the 2010s many JRPGs such as the Hyperdimension Neptunia series and Danganronpa pretty much stole all the visual elements of visual novels and mashed them up with gameplay from other genres.


Danganronpa is a true "adventure game" (which is actually what Japanese VN developers call their VNs…). It's pretty faithful to its genre.

Phoenix Wright is the only one of those Westerners really know about.


By now the term "visual novel" got re-imported back into Japan so even Japanese creators have started using it for what they otherwise call "novel games" and VN-like "adventure games".

twine at least was reasonably popular among the interactive fiction crowd, you could view it as a bridge between the gamebook and IF genres.

This assumes that we can get a locked down, secure, stable bedrock system and sandbox that basically never changes except for tiny security updates that can be carefully inspected by many independent parties.

Which sounds great, but the way things work now tend to be the exact opposite of that, so there will be no trustable platform to run the untrusted code in. If the sandbox, or the operating system the sandbox runs in, will get breaking changes and force everyone to always be on a recent release (or worse, track main branch) then that will still be a huge supply chain risk in itself.


The secure boot "shim" is a project like this. Perhaps we need more core projects that can be simple and small enough to reach a "finished" state where they are unlikely to need future upgrades for any reason. Formal verification could help with this ... maybe.

https://wiki.debian.org/SecureBoot#Shim


  > This assumes that we can get a locked down, secure, stable bedrock system and sandbox that basically never changes except for tiny security updates that can be carefully inspected by many independent parties.
For the most part you can. Just version pin slightly-stale versions of dependencies, after ensuring there are no known exploits for that version. Avoid the latest updates whenever possible. And keep aware of security updates, and affected versions.

Don't just update every time the dependency project updates. Update specifically for security issues, new features, and specific performance benefits. And even then avoid the latest version when possible.


Sure, and that is basically what sane people do now, but that only works until something needs a security patch that was not provided for the old version, and changing one dependency is likely to cascade so now I am open to supply chain attacks in many dependencies again (even if briefly).

To really run code without trust would need something more like a microkernel that is the only thing in my system I have to trust, and everything running on top of that is forced to behave and isolated from everything else. Ideally a kernel so small and popular and rarely modified that it can be well tested and trusted.


Virtual machines are that - tiny surfaces to access the host system (block disk device, ...). Which is why virtual machine escape vulnerabilities are quite rare.

I feel like in some cases we should be using virtual machines. Especially in domains where risk is non-trivial.

How do you change developer and user habits though? It's not as easy as people think.


>Which sounds great, but the way things work now tend to be the exact opposite of that, so there will be no trustable platform to run the untrusted code in.

This is the problem with software progressivism. Some things really should just be what they are, you fix bugs and security issues and you don't constantly add features. Instead everyone is trying to make everything have every feature. Constantly fiddling around in the guts of stuff and constantly adding new bugs and security problems.


I think Bootstrappable Builds from source without any binaries, plus distributed code audits would do a better job than locking down already existing binaries.

https://bootstrappable.org/ https://github.com/crev-dev/


> This assumes that we can get a locked down, secure, stable bedrock system and sandbox that basically never changes except for tiny security updates that can be carefully inspected by many independent parties.

Not really. You should limit the attack surface for third-party code.

A linter running in `dir1` should not access anything outside `dir1`.


Firefox Reader mode. As long as that works, as was the case on this site, I don't care how bad pages people make.

I switched to Brave cause switching applications caused pages to reload. I hit that on Brave too now, so might be just old phone too little RAM or sth

5+ years ago, perhaps? Almost all the places have closed down now here in Sweden. The bubble popped and now it's a joke and you see repurposed ex-padel buildings around every city. It's been years since I heard anyone talk about it other than to comment on how weird it was that it was so popular for a short time and then disappeared.


Wow, it's really surprising to hear that about Sweden. According to the FIP report there are 14,355 courts built in 2025 worldwide (39 courts per day!).

And Sweden seem to be way ahead than any other country in this padel mania and who knows, many same future is prepared for other countries soon.

But now in Portugal we see a different situation, a lot of clubs are 90% to 100% booked and new padel clubs still appear.


Do you play padel in Sweden? There was a big oversupply of courts, powered by bad expectations and venture capital. Things have scaled down, but I heard it is still very popular. Am I wrong?

My question was based on seeing courts springing up all over London recently.


WTR did air here in Sweden in the 90s. From a quick search in the news archives, it was on late at night on tv3 in the late 90s and then it ran on that or/and some other cabel channels in the 00s as well (reruns?).


I have not tried the IDE, but I like FreePascal. The compiler is fast and it has great multiplatform and cross-compilation support. In particular for older platforms.

It feels more stable and mature than most other languages. I do not know if there are enough developers keeping it alive, but hopefully it will mostly get bug fixes and ports to new platforms. Better if they do not mess with the language or standard libraries. Those that want a programming language that keeps breaking backwards compatibility every few months have plenty to choose from already.


After installing TTD from GOG I panicked a bit, not seeing any DOSBox or DOS files. For a moment I thought it was files from an old Windows 95 version only, but there was (also) a DOS installer (INSTALL.EXE). I ran that, went through all the usual steps (select Sound Blaster IRQs and so on) and now I can run it from my virtual (git-managed) DOS disk install directory where I install all my DOS games and applications. Next to the original TT that I installed a few months ago from an old CD-ROM. For completeness.


> used to be

Looks like they are still around? https://novationmusic.com/launchpad

Also seems to be in stock locally.

The device that I think popularized that design (citation needed) was the Monome (https://monome.org/) that looks like it is also still around and it has (always had?) some kind of open source license (https://github.com/monome).


Thanks for the heads up! I have been out of this loop for quite a while, glad to see it's still there!

Yes Monome was this initial inspiration then followed by many, but it was way more expensive and niche IIRC


What you can do is to instruct it to type out the word, in some language that you don't know at all, making it available in the context while also effectively hidden from you. Simpler than printing it to a file.


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