christo930 said:
When I said you were 100% wrong (and I didn't mean it a smart-alec way), I meant that emm386 was capable of mapping memory into the UMA because you said it was only used to simulate the page frame and ems.
I'm not sure what I said that made you think I was contradicting this.
christo930 said:
There were some games early on that used it, but the overwhelming majority didn't use ems. In fact, many games stayed under 640k altogether. Later in 94 dpmi dos extender was released and games ran in 32bit mode with full access to (16MB, I believe). Most games that were targeting a 386 level machine used the dos 32 bit extender. Some, like zone 66, took full control of the hardware and needed to boot you pc without himem.sys or emm386.exe, but if an early dos game needed a great deal of memory, it would be better to get it through ems but very few early games really needed more than 640k.
We may be thinking about different sort of games here. The kinds I particularly have in mind are a lot of old shareware games, like the sort you'd get from Epic, Apogee, iD (particularly earlier), or many individuals. The thing is, even after DPMI and other extenders were out the cheaper compilers (Borland C, Turbo C) were 16bit and DOS itself was still 16bit. So doing a full protected mode game was more expensive and took more programming. Sure, big companies could easily manage but a lot of the small shareware groups wouldn't have bothered. I don't know about not needing more than 640K, but even with every allocation trick in the world you would be very hard pressed to get even close to 640KB of available conventional memory.
I understand that you got your PC and even 286 machine when they were pretty damn old. In 1993 most PC users would have been on 32bit x86s and I'm sure many games were comfortable targeting these people, since the difference in what you can do in software between those CPU generations is pretty immense. Then, 32-bit machines would have all this extra memory sitting around which in DOS would just be wasted if not utilized. The are a lot of things extra RAM can do to improve game coding, even if it's only available 64KB at a time.
christo930 said:
The big problem with most old games is not ems or xms, but getting the largest executable program size over 600k and that is why MS eventually included memmaker (althoug I could do a much better job by hand). I'd like to see at least 486-66 level performance in a dos environment, preferably with at least VLB level video performance. I know on my 700mhz powerpc, I don't get even 286-12 performance with dosbox. Someone mentioned a dos emulator that uses virtualzation that is much faster (on x86 hardware) than dosbox, do you know the name of that software?
Chirs
DOSEmu would be a good choice for an x86 handheld, but I've always felt that it's kind of a mess. Also, it requires Linux, which would be at ends with the people who want these machines so they can run Windows. Windows has its own DOS emulation, but it has its own problems. Really, there's a reason why DOSBox gained most of its popularity on x86; running DOS games just isn't guaranteed anymore. I stayed on Windows 98 for longer than I should have because of DOS compatibility w/EMS, but if I had the wrong motherboard or didn't have a Sound Blaster compatible then I would have been sunk anyway. Yes, I know back in the day hardware didn't tie up a lot of the high 384KB address space but things have changed now that they pretty much can. Besides, even when it's possible theoretically, configuring this stuff can still be a nightmare.
DOSBox sounds woefully unoptimized for PPC. Probably needs at least a recompiler.