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SCUMMVM port for DOS
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K00L-A1D



Joined: 26 May 2011
Posts: 5
SCUMMVM port for DOS 

I am doing a study on old games and their system requirements. I would like to test a lot of old games and run them on old machines and see what the actual requirements are for the specs. I would like to take a computer with lots of RAM, take a computer with a fast CPU, see if they will run....


I would appreciate if someone could give me a DOS exe for scummvm.
Yes I would like to run scummvm in dos, and see how that would reflect the system requirements, if this scummvm, has made the requirements larger or lesser. What do you think? and could anyone help me?

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Post Thu May 26, 2011 9:14 pm 
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eriktorbjorn
ScummVM Developer


Joined: 31 Oct 2005
Posts: 3149
 

As far as I know, there is no DOS version of ScummVM. The "standard" desktop version of ScummVM uses the SDL library for graphics, sound, etc. and I haven't ever heard of anyone porting SDL to DOS. So making a DOS version of ScummVM would presumably mean writing an entirely new backend, just like when porting ScummVM to a new platform.

The standard version of ScummVM can probably have a lot higher requirements than the original game did. After all, we have to simulate a 256-colour palette, some of the sound hardware, etc. Of course, a DOS backend could possibly go back to using that hardware direcly. Then again, what would the purpose of a DOS version be? Would people actually use it to play the games, or would it be just an experiment? I can sort of imagine someone porting ScummVM to DOS for his own amusement, but I have much more trouble imagine anyone doing it just to satisfy someone else's curiosity...

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Post Fri May 27, 2011 4:17 am 
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E-Male



Joined: 24 Nov 2005
Posts: 17
 

You could try running the Windows version with HX DOS Extender:
http://www.japheth.de/HX.html
(if that works, please report back)

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Post Fri May 27, 2011 5:08 pm 
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K00L-A1D



Joined: 26 May 2011
Posts: 5
 

To Erik,

I was not asking someone to make this DOS port, I have heard it was already made. I was curious as to what you would project if the system requirements of a DOS port would go down, as this is what I predict because the programming in SCUMMVM is probably more efficient.

To the other guy,

I am trying out the HX DOS extender right now...

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Post Sat May 28, 2011 3:57 pm 
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fingolfin



Joined: 21 Sep 2005
Posts: 1466
 

The requirements would go way up for most games. Or code is not at all trying to be "more efficient", to the contrary: Original engines often sacrificed portability in order to squeeze the last drip of performance out of the underlying hardware. Weird tricks and hacks were employed to save a few bytes of RAM here and a few CPU cycles there. We don't bother to do that, which often results in cleaner, and most importantly, more portable code. But the system requirements go way up.

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Post Sat May 28, 2011 4:32 pm 
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K00L-A1D



Joined: 26 May 2011
Posts: 5
 

Are you sure the requirements would go way up. I do not think that some games were programmed all that well originally especially in DOS where it seems doing work around tricks to were the norm to get around a bad Operating System which in the long run probably make the requirements go UP. I would like to test this. I bet you for games like SQ4, it would go way down. What do you think about that?

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Post Sat May 28, 2011 4:45 pm 
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md5
ScummVM Developer


Joined: 03 Nov 2005
Posts: 2079
Location: Athens, Greece
 

quote:
Originally posted by K00L-A1D
Are you sure the requirements would go way up. I do not think that some games were programmed all that well originally especially in DOS where it seems doing work around tricks to were the norm to get around a bad Operating System which in the long run probably make the requirements go UP. I would like to test this. I bet you for games like SQ4, it would go way down. What do you think about that?


I'm sorry I'm not sure I follow your logic here. SQ4 had a lot of so-called "timer bugs", where it calculated game delays incorrectly, with the assumption that the underlying hardware wasn't fast enough. Nowadays, the hardware is way faster than what was available during that era, so the game goes insanely fast on modern computers. This leads to issues like actors teleporting instantly and kill you (like the sequel police in SQ4), or the game not waiting at all for certain puzzles. These bugs are fixed in ScummVM.

However as fingolfin said, hardware requirements go UP in ScummVM compared to the original interpreter, as we have to support a large range of different game interpreters and versions, as well as a large number of platforms, leading into more complex code than the original.
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Post Sat May 28, 2011 9:02 pm 
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Stryfe



Joined: 25 Dec 2008
Posts: 65
 

I installed FreeDOS on a 2005 PC, so it had more recent hardware than the machines DOS originally ran on. Per E-Male's link, I installed the HX DOS Extender.

After running the command from the following site to start ScummVM, it seemed to be working fine, minus some mouse issues. But to be honest, those were more likely than not DOS hardware related.

http://www.unet.univie.ac.at/~a0503736/php/drdoswiki/index.php?n=Main.HX-DOS-lists#toc4

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Post Mon Aug 08, 2011 4:58 pm 
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md5
ScummVM Developer


Joined: 03 Nov 2005
Posts: 2079
Location: Athens, Greece
 

quote:
Originally posted by Stryfe
I installed FreeDOS on a 2005 PC, so it had more recent hardware than the machines DOS originally ran on. Per E-Male's link, I installed the HX DOS Extender.

After running the command from the following site to start ScummVM, it seemed to be working fine, minus some mouse issues. But to be honest, those were more likely than not DOS hardware related.

http://www.unet.univie.ac.at/~a0503736/php/drdoswiki/index.php?n=Main.HX-DOS-lists#toc4


Wow, that's quite impressive indeed! According to what the site says, HX-DOS is able to run certain Windows programs (SDL-based programs like ScummVM included) under DOS! First time I see this Smile Now, I wonder how well this will work with DOSBox... Razz
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Post Mon Aug 08, 2011 7:27 pm 
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Mau1wurf1977



Joined: 17 Sep 2006
Posts: 85
Location: Perth, WA, Australia
 

Ok so let's say you get ScummVM to run in DOS. You will have the same issue as with running real DOS. No sound.

If your machine has PCIe, where the sound coming from in DOS? PC speaker is all you are getting.

And in this case, just use standard DOS. Through software you can disable the internal CPU Cache and you can also reduce the FSB and multiplier of your CPU. It will be very very slow...

This way modern DOS games run just fine on a modern Phenom II or i7. This is something I have tested and it works Very Happy

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Post Tue Aug 09, 2011 12:37 am 
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NovaCoder



Joined: 23 Sep 2009
Posts: 69
 

It's quite easy to see how much of an overhead ScummVM is vs the original interpreter.

For example, go and grab an Amiga copy of say Monkey Island 2 and play it on an Amiga, then run ScummVM and play the same game on the same machine Idea

BTW, I haven't tried this myself yet but I've been meaning to have a look.

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Post Thu Aug 11, 2011 6:34 am 
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K00L-A1D



Joined: 26 May 2011
Posts: 5
Overhead 

I believe there should be LESS overhead, because the games were made when it was easier to do things like video and audio. Can anyone find a game that has LESS overhead than its original interpreter.

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Post Sat May 19, 2012 5:35 pm 
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Freddo



Joined: 31 Oct 2005
Posts: 266
Re: Overhead 

quote:
Originally posted by K00L-A1D
I believe there should be LESS overhead

Then your belief is false, and fingolfin already explained why earlier in this thread.
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Post Sat May 19, 2012 6:15 pm 
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