VOGONS


First post, by MrD

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Hello! I've been working on a nice 2010s-style graphical dashboard interface for MS-DOS, as I'm surprised nobody has made one yet. It's simply a grid of selectable pictures in the vein of LaunchBox, the Xbox dashboard, the XMB, tablet devices and so on. It's designed to be very kid friendly (you can't even edit the menu from inside the program), and 'fool proof' for the most part.

Screenshots:
https://www.mrdictionary.net/dosdash/download … t20240404_1.png
https://www.mrdictionary.net/dosdash/download … t20240404_2.png

Here is the introduction from the readme:

dosdash is an easy-to-use, family friendly graphical menu program for IBM PC-compatible computers running MS-DOS. It provides a […]
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dosdash is an easy-to-use, family friendly graphical menu program for IBM PC-compatible computers running MS-DOS. It provides a familiar 'dashboard' style interface, giving you simple quick access to all your games.

dosdash displays a grid of beautiful image tiles representing the games on your MS-DOS system. You can navigate the grid using the keyboard or gamepad. Over 200 games can be set up in the grid.

In addition to a standard 'Action' for each tile, you can give each tile a set of its own extra Actions that will be shown in a sidebar menu. You can use this to provide ways to access sound card setup programs for games that need them, or ways to access extra episodes or mods of games without using multiple tiles.

For example, you can have a tile for Duke Nukem 3D which launches the main game when selected. In its Actions menu, you could have additional items for 'Setup Sound' and 'Launch Build'. For your Quake tile, you could have seperate actions for 'Quake', 'Dimension of the Past', 'Dimension of the Machine', 'Shrak for Quake', 'Malice: 23rd Century Ultraconversion for Quake' and so on. Or, you could choose to give each Quake total conversion its own graphical tile. The layout and content of your menu is up to you.

dosdash unloads itself completely from memory when launching a game, so does not take up any conventional memory when launching a game.

dosdash can be ran from the commandline, or included in your AUTOEXEC.BAT to provide a self-contained friendly menu experience.

dosdash is designed for use on real MS-DOS computers. However, if you prefer, you can install dosdash within DOSBox, if you prefer to have a single DOSBox configuration for all your games instead of multiple configurations.

You can launch Windows 3.11 from dosdash if you like.

System Requirements:
- 80286, 80386, 80486, or Pentium CPU or compatible (e.g. Cyrix)
- Hard drive
- Keyboard
- VGA graphics card (*)
- MS-DOS (only tested with 6.22, may work with older versions or compatibles)
- Optional: Ad Lib sound card for menu beeps (and compatibles, such as the Sound Blaster series)
- Optional: gameport joystick or gamepad (reads first 3 buttons)

Note: dosdash uses 'unchained mode', which is a special feature of VGA graphics cards used by games such as Doom, Epic Pinball and Jazz Jackrabbit (and many others) to enable hardware accelerated tear-free graphics, screen scrolling, static status bars and pixel group writes. If you have a VGA graphics card, it's highly likely that it will support unchained mode. In short, if your system is capable of playing MS-DOS games, dosdash should almost certainly run!

Here is a link to download dosdash:
https://www.mrdictionary.net/dosdash/downloads/DOSDASH.ZIP

The images are stored as base64 encoded (and compressed) plain text in a text file, with the intention that users can create their own icons and share them on forums and so on. I haven't quite figured out how it will all work out in practice. 😀 For example, it may turn out that this tile size (which is compiled in) isn't comfortable for users after all.

The colours can be specified in the INI file.

This is not the absolute finished product, and there may be errors. Please don't run it on a system with important data. This is a debug build with assertions, so in the unlikely event that something does go wrong, it should print out an error. Please copy the error or a screenshot into this thread and I will look into it. If it does crash while in real MS-DOS, please restart your computer instead of attempting to continue working.

Please reply with any comments or suggestions.

Current issues:
- The Ad Lib patches are very boring, but I put them in there to give some feedback. I may make them more interesting but they're a very low priority.
- I was perhaps going to add a 'kid safe' mode where Escape didn't immediately quit (it could be something less intuitive like Shift-Esc?).
- I have no real-world measurements of how fast the menu actually is on real systems. I know it works on a Pentium with a CRT monitor and a standard generic PCI card.
- The GENERATE.HTM is not very friendly in isolation. It needs a 76x36 image, and recolours images dragged into it to fit the palette in PALETTE.PNG.
- I've made the custom gamepad routine the default now. Please test both gamepad_enabled '1' and '2' with a real game port joystick!
- (fixed as of 2024-04-06) The DASHRUN gopher system doesn't work if, for some reason, you decided to install dosdash to the root of a drive. The software mis-identifies which directory to CD to when returning to dosdash. It tries to use CD C: instead of CD C:\ because the trailing slash should always be absent... except in the case of navigating to a drive root.

Last edited by MrD on 2024-04-17, 19:55. Edited 5 times in total.

Reply 1 of 12, by MrD

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Here's a different screenshot showing some possible icons: https://i.imgur.com/3KwB2A5.png

And here are the corresponding GRAPHICs if you'd like to try them out.

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Get Lost
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Halloween Harry
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---ENDGAME---

Interpose
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Interpose X-Mas Greetings
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---ENDGAME---

Scorched Earth
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---ENDGAME---

Theme Park
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---ENDGAME---

D/Generation
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---ENDGAME---

Command & Conquer
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---ENDGAME---

Command & Conquer: Red Alert
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---ENDGAME---

Jazz Jackrabbit
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---ENDGAME---

Mixed-Up Mother Goose
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---ENDGAME---

Wheel of Fortune
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---ENDGAME---

Windows 3.11 for Workgroups
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---ENDGAME---

Raptor: Call of the Shadows
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Worms
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Tyrian
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Tyrian 2000
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Jazz Jackrabbit Text
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---ENDGAME---

Doom
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Doom II: Hell on Earth
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Epic Pinball
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Quake
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Reply 2 of 12, by elszgensa

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Nice. I don't see me using this a lot since I actually like the command line, but I bet there's enough young'uns out there that don't and just wanna play already and will appreciate this.

Some things I noted:
- The first thing I did was disable sounds, since I don't like my interfaces to go DINGDINGDINGDINGDING while interacting with them. Maybe a "less noisy mode" with sounds just for certain, special actions?
- Unlike everything else, very long menus (like your "press shift on me" example) do not smooth scroll, which was a bit jarring. Then again, one could just refrain from making menus that long... meh.
- A way to control animation speed/disable them entirely would be nice. It felt ever so slightly sluggish. And I mean "felt" since afaict changing focus is instant, it's just the cursor that's lagging.
- Entirely optional, but I think adding a panel showing a snippet of free form text (say, two or three lines below the title) could be useful, for things like genre, year, whatever - avoids having to press shift on every entry.

About the tile size - The current one seems fine to me. But maybe slightly smaller ones in a denser 4x5 grid might be nice too.

Edit:
- Invalid corrupted base64 tile data (I tried corrupted invalid characters and duplicated lines) makes that tile look wonky, which is fine. However, not enough data (but still properly "ENDGAME"-terminated) makes the entire database not load, which isn't. If you expect users to copy tile data via forums etc, someone down the line will mess up.

Last edited by elszgensa on 2024-04-04, 18:20. Edited 1 time in total.

Reply 3 of 12, by MrD

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Thank you elszgensa.

I should possibly make the default created .INI default to no sounds, just like it defaults to no gamepad, because yes it can be annoying and I don't have a frame of reference for the volume (I'm manually poking Ad Lib registers - I was surprised I got it right at all! I don't have a tool like my YM2612 editor yet to tweak the patches to make them pleasant).

Hmm, I am surprised the side menu doesn't smooth scroll. The entire interface is a Mode X screen so when you press Shift it's moving the displayed screen to the side just as it would if you were scrolling a long wide grid horizontally. Are you saying that the animation is slow, or it happens instantly, or it's inconsistent? What system/emulator were you using? Ah you mean the items -within- the menu. Yeah, there's nothing I can do about that because I can't hardware scroll that side bar independently of the body of the screen. The side menu is the closest thing to an 'advanced' feature dosdash has, and you have to have quite a few items to make it scroll (more than nine, off the top of my head? Though the items do wordwrap if you've noticed 😀 ), so dosdash 'power users' might forgive it being less glossy an interface than the main tiles. 😜

I think I should expose cursor speed in the INI. As it is, I picked a speed that was a little slower than one I'd normally choose, since I like things to be snappy, but users might find sudden scrolling jolts disorienting.

Having the freeform text or fields was something I debated a lot. I know someone who swears by the Kodi media player for example, and that system has so many different views for looking at tiles, sorting and so on. The two problems I might have with that is that the database gets more and more messy to scroll through (it's not a perfect system as it is...) and also font rendering is awkward in Mode X.

I considered smaller tiles (but then I'd be treading on the toes of more desktop-like interfaces where the icons are square) and larger tiles (Xbox 360 NXE style four-in-a-row was an option, but I wanted more than four games on screen). This layout is more intentionally Glance-like, and the size was chosen to get a lot of tiles on screen but also have a 4x5 grid slightly overhang to suggest to the user that scrolling was possible. I was also sort-of channeling the interface to Putt Putt and Fatty Bear's Activity Pack, which I had as a kid, though I only noticed the resemblance when I was done. Edit - I don't recall the reason why the interface is 320x200 instead of 320x240, which would have allowed for more tiles. Perhaps I did a calculation at some point and worked out that would get me 9 tiles vertically in video RAM without resorting to page tricks like Jazz does (and my own platform engine does).

Not having sorting for example was a combination of imitating Glance, laziness and simplicity. It's supposed to be more like Super Mario All-Stars (again, four games in a row) than a full management program.

Reply 4 of 12, by MrD

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What sort of frame rate are you getting, and on what system?

I've tried it for myself for the first time on a real Win 98 system with a Geforce FX5200 AGP 128MB and an Athlon XP 2500+ and it's running -terribly- heh. It's supposed to be 60fps, not 15fps... Haven't got a clue why it's doing that. But it does run (function) correctly from windows or the prompt. I'm hoping the slow graphics performance I'm seeing is due to the AGP card's best effort performance at trying to do unchained mode.

Reply 6 of 12, by MrD

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leileilol wrote on 2024-04-09, 05:03:

I know nVidia Geforce cards are slow with palette changes so I hope you're not doing that for every frame.

I thought I was, but I'm not. I'm only changing the palette during the fades into and out of the interface. If the palette doesn't change, it isn't written.

I swapped out the FX5200 for a Trio 32 and it's exactly as slow as it was before. Maybe I'm detecting vertical blanks or changing the screen address at the wrong time.

Reply 8 of 12, by VileR

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Looking good! My impulse would be to swap the font for something more tailored to low-res, which wouldn't require quite this much anti-aliasing, but that's just me.

Also: +1 for featuring Get Lost. 😀

[ WEB ] - [ BLOG ] - [ TUBE ] - [ CODE ]

Reply 9 of 12, by MrD

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You're right VileR, the font isn't perfect. I was working on a different Mode X platformer engine with text captions and reused the font rendering and the rasteriser from there. I'm hoping that as I improve dosdash, putting a new hand drawn .chr in there will work seamlessly rather than blowing everything up. As it is, its legible enough. It originally used 8x8 bios fonts as a placeholder. Also, the limited character set reduces memory usage but prevents any use of accented characters. I may change this, but I suspect that allowing those characters will have frustrating consequences as the characters travel from the generator htm to a text editor and then into dos. I see you have some font tools on your github so that's a good place for me to start 😀

Reply 10 of 12, by MrD

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I've gotten to the bottom of the 15fps issue, and it's something that I'd actually already accommodated for! 😁

If you're trying dosdash on real hardware and the menu cursor moves too slow, change gamepad_enabled to 0 (no gamepad reading at all) or 2 (custom gamepad reading). By default dosdash uses the BIOS gamepad reading interrupt, which I was told could be slow. In DOSBox and PCem of course it's an emulated hardware feature so it can be arbitrarily fast. However, if the BIOS call to read the gamepad is implemented, then if you don't have a gamepad (or don't have a sound/IBM GCA card even), then it'll sit there for a long time reading the port waiting for flags to clear that will never be cleared. I don't know how accurate 2 is on hardware yet, this is one of the things that we're currently testing here.

The cursor movement still feels a little delayed, but I think that's the double buffering perhaps, or my LCD monitor. At least it's running at the proper frame rate now.

Reply 11 of 12, by MrD

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The gamepad thing being the cause of the slowdown seems to be pretty definite now.

I've uploaded a new version of dosdash which defaults to my reading routine.

If someone with a gamepad or a flightstick could test dosdash on a real DOS machine, and compare performance using gamepad_enabled=0 (then 1, then 2) I'd very much appreciate it!

Any objections to keeping this tile size?

Reply 12 of 12, by MrD

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I've now tested dosdash on DOS 4! Seems to work great, though the lack of a full screen text editor makes editing DATABASE.TXT and DOSDASH.INI and DASH.BAT pretty difficult 😉 Anybody running DOS 4 on real hardware tried dosdash?