DOSContainer moved! The project has its own page on the internet
that will closely track all progress. It’s set to expand beyond a simple list of blog posts in
the near future as the project progresses. For now, see the new page for all things related
to DOSContainer.
DOSContainer is still progressing, even though I skimped on the updates. Let’s rectify
that. There’s a lot that happened over the past months, but unfortunately there still isn’t
a stable release to be made. The main effort went into reimagining the configuration file
format and structure behind it, and I’m hoping this’ll be the last such major overhaul
because it’s no fun writing code that only does boring stuff like config file parsing. I
really want to get into the nitty gritty bits of ancient DOS and making sure that gets
reproduced as faithfully as possible. Let’s go over the changes though.
There comes a time in the life of many an aging geek, that some toy needs to be hooked up to the internet. For me that time was last week
and the toy was a Nintendo Switch with Animal Crossing New Horizons on it. Nintendo made a few absolutely bone-headed decisions here. The
first: only supporting peer-to-peer connectivity for gaming. The second: pretending like IPv6 does not exist. The result? You need to do
a lot of stupid twiddling with NAT on the IPv4-side of your network to get online gaming to work. There’s so much well-meaning but wrong
information floating around, that I decided to write down for posterity and my fellow geeks how I set this up with an OPNSense firewall.
While developing DOSContainer, I restarted my efforts multiple times over due to me underestimating the complexity of the task. The current
attempt starts at the very beginning and works up from there. The very beginning of the PC-era being the IBM 5150 with two 160KB 5.25" floppy
drives. IBM had sourced an operating system from Microsoft that it would sell as PC-DOS to go with the system. How that deal came to be is
the subject matter for another article. Right now, let’s dive into what’s needed for IBM PC-DOS 1.00 to accept an empty floppy for use.
After failing to install a number of packages from upstream binaries I decided to host
my own FreeBSD packages mirror using Poudriere. I must say: the Poudriere software is
the most elegant solution I encountered to allow users of an operating system to build and
host their own package repositories. Actually integrating the resulting packages into a
workable infrastructure is not entirely obvious. Here’s how I did it and why, which may be
of use to others. Mind you: I use FreeBSD on a laptop as my daily driver, but this strategy
should work just as well for server use cases. I’m assuming you somewhat know your way around
administering FreeBSD systems and have a specific need to fiddle with the package mechanism.
One of the main reasons why I’m building DOSContainer in Rust is ease of use, both for myself as a developer as
well as the end user. Sure you can get the source code and build your own, but that’s not what I’d call user
friendly. Yet I am intensely lazy, so I’d rather spend half a day automating the build/release process than do
the steps manually whenever I have something meaningful to share. So today I managed to tweak my Jenkins
environment up to the point where it now spits out everything DOSContainer needs.
As I’m coding DOSContainer, more and more games turn up on my hard drive in a playable form
and I want to share those with the world. I decided to rip them out of the actual project’s
Git repository and just host them on my website. If you’re looking for the current list, look
no further because this is it and I will be updating this page as time goes on.
Suddenly I realized that it’s been months that I wrote about my efforts to port
Leisure Suit Larry to the Commodore 64. The good news here is that the project
is still on my radar and far from abandoned. The reason why I’m not posting any
progress is the fact that I’m upping my skills on the back of the other project
I’m working on. The skills I need are in the area of Rust programming. Why would
I need to program in Rust when creating a game for the C64? Hear me out.
DOSContainer the Bash version functions, but it really is just a proof of concept for what I really
want this product to be. As such, I ceased maintaining the Bash version except in case of glaringly
hideous bugs. Instead, I’m now working on a version in Rust. The result should be a native binary for
a number of platforms that does exactly what I want and comes in a simple, monolithic binary that
simply works. This post is the status update on the project for Q1 2024.
Sometimes I get writers’ block. I’m in something of a rut when it comes to Larry on the C64. Nothing
to worry about. I know myself and I’ll get back into it soon enough but that’s why I always have more
than a single project cooking. Some may remember that I used to be working on DOSContainer, an
attempt at creating a generator for bootable hard drive images for use with MS-DOS in emulated
environments like the MiSTer’s AO486/PCXT cores, PCEM86 or DOSBox. I picked that back up yesterday
and I’d like to report on the status for a bit because there’s good news to report: we have lift-off!
That’s to say my jumbled mess of cowboy-code now generates a bootable hard drive image that my MiSTer
accepts and launches The Secret of Monkey Island as if it were a console.
Rising electricity cost made me reconsider the economy of running a homelab this summer. Combined
with a short period of sweltering heat, I was motivated to find a different solution to hosting
my own services than to do it from home. Worst case was when I had a NAS sitting on the floor with
a table fan strapped precariously to a chair in order to keep the disks’ temperature within spec. My
choice was to either upgrade the housing and hardware of my lab substantially, to replace it with
something rented, or to keep on messing with 3rd-rate hardware to keep up some semblance of stability.
After some quick calculations I went for option 2: rent a box with Hetzner and migrate. To my surprise
Hetzner had stopped supporting FreeBSD but I had no intention of migrating to anything else. Here’s
how I dealt with this situation.
As I’m slowly plodding along porting Leisure Suit Larry to the Commodore 64,
I was becoming ever more convinced that Sierra simply never bothered to do
this because of technical limitations. While this may well be a significant
part of the truth, there also seemed to be a far more human issue at play
between Sierra’s leadership and Commodore at the time.
Ok, so scratch the previous post. Generative AI is a nice gimmick but
the free version of ChatGPT is not the boon I thought it could be when
coding stuff that’s a little off the beaten track. I’m back to coding
my own Assembly generator and switched back to Rust for that. As I go,
I’m also reconsidering the architecture of the input parser. As it
turns out, the idea I had wasn’t all that conducive to being generated
automatically by a script and I REALLY want to avoid hand-coding all
of the word parsing logic.
Why not use a tool if it’s available, right? I’ve been experimenting
with ChatGPT for a while and it writes generally abysmal Assembly
code for the C64. That’s probably because its training data on this
specific language is tiny. Now I would really like to have a generator
that does all of the boring stuff discussed in the previous post. Writing
reams of repetitive code to parse out individual words is not my idea of
fun, but it’s a necessary evil to get this game working. So I recruited
the machine to do the machine’s job!
Following up on yesterday’s conceptual musings, here’s some more meat to
the actual implementation. In this blog I’m exploring the actual Assembly
code that converts individual words to tokens for use by the input parser
later on in the process.
Leisure Suit Larry originally featured a free text input system that allows
the player to enter instructions for Larry to carry out. These instructions take
the form of sentences in plain everyday English. Parsing and interpreting this
so that a video game can make sense of it is quite a challenge. Can we teach a
computer English? It seems so, but not one from the 1980’s. The Commodore 64
does not have the RAM nor does it have the CPU to completely parse English
setence structures and grammar. But the good news is: neither did the PC on
which Larry first came out. There are tricks involved!
As mentioned earlier, I’m not porting AGI but writing Larry again from
scratch to cater to the specific strengths and weaknesses of the C64 as
a platform. I’m doing this in 6502 Assembler as that’s the only way for
me to gain the required speed and control over the hardware that is
needed to pull all the tricks I need. In this post I’ll provide more
detail on how the screen actually gets drawn.
To borrow the words of the greatest hero of all time who never
was, Samwise Gamgee: I’m back! And it’s been quite a ride
this past month. Let’s stick with the project and surrounding
computer stuff for now.
Nobody knows why exactly, but my cartridge code is now alive.
The problem is on the C64 side of things and mainly has to
do with the routine that would copy my bootloader into a safe
RAM location.
Started a new Git project for Larry on cartridge. Adapted the
framework I found online and things now work. I can actually
load a cartridge reliably and get the machine into a state that I
can work with. Decided to do an intro sequence for the game. It
helps that this forces me to deal with bitmapped graphics again,
which is something I hadn’t incorporated into the automated
build before.
Spending a little bit of time today on my EasyFlash generator.
Decided to feed the tool YAML files instead of command line
parameters. Defined the YAML spec in the README that goes
with the tool.
Not much time to work on Larry or its surrounding projects
today. Read up on the cartridge formats most of yesterday and
decided on implementing EasyFlash as a CRT image. The CRT
format seems to be canonically defined by the VICE emulator
nowadays, so that’s what I’m going to use. The main problem
there is a lack of scriptable tooling. I will not proceed with
a game of this size without the ability to automate the build
process.
The C64 community on Twitter pointed me in the direction of
releasing Larry in a cartridge format. That’s something I never
even considered because it used to mean creating physical hardware.
Nowadays cartridges are just files so it could be useful, so
next steps: figure out what they are and how they work.
In the last post I explored why porting the AGI engine would be a fruitless
endeavour. So now what? Hand-code the whole thing 6502 Assembler! Yes! Well,
sure, but how to go about that? This blog describes some of the design choices
I made while weighing my options on the Commodore 64.
Back in 1987 Sierra OnLine released an adventure game that shaped a significant part of
my “gaming upbringing”. Leisure Suit Larry may not have been very appropriate for my
10 year-old self but it was fun! Walk the guy around a city and try to get him to do all
sorts of things in order to finally win the game. The game came out on the IBM PC, which
is also what I played it on. Later on, I saw the very bad Amiga port and at some point I
wondered why it never came out for the C64. Looking for a hobby project, I decided to
bite off a lot more than I can chew and started porting the game.