First post, by Tabris:DarkPeace
- Rank
- Newbie
Firstly, PLEASE don't misinterpret this thread as a new 'some crazy idea that we're all too lazy to implement' thread.
This is possible. How can I make such a bold claim you ask ? 😎
Because it has already been demonstrated:
You see DOSBox emulates x86 + DOS + ISA Legacy Audio, etc on x86, x64, PowerPC and other architectures, that is no small feet.
However it is lacking support for some instructions that may be highly desirable to emulate for even HEAVIER DOS game emulation. (Some games might require a given instruction to run, others might just run faster, look prettier, etc).
Maybe certain DOS / Glide games need a certain instruction to render something correctly - Who knows ? (Nobody, if nobody looks). - Who will implement it ? - (Nobody, if nobody knows / cares).
... and if nobody knows / cares this will just be another thread that will fade into the history of the Internet and be forever forgotten. (But historical DOSBox Change History indicates this is unlikely).
Sounds complex, but they're still 'just [micro]op-codes' .... mmm .... that didn't make it sound 'less' complex did it. 😜
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So the little advertising spill above, and you're still reading ? - Good.
I'll cut to the chase:
My point is if you can emulate an x86 instruction on another platform then you can emulate 'newer' x86 instructions (on another platform even).
I figure during DOSBox development that 386 Protected Mode wasn't working on day one, and nor will Pentium / K5 / K6 instruction set support just 'appear' overnight, nor will it likely work within 24 hours of research & development.
So yeah, the first versions of DOSBox could not run Doom, DOS/32A, or DOS/4GW games because no doubt the instruction emulation started with something basic like the Intel 8088, 8086, 80186, 286, and finally 386. Perhaps adding some 486 like functionality in later, and likely a parallel implementation: Support for x87 FPU instructions, then a Dynamic Core, and a Dynamic FPU.
The next step in history is already mostly documented, if ~ 90% ~ of the 486 is emulated and 97% of titles work, then start working towards emulation of 5th/6th generation x86 instruction sets / op-codes.
Being able to run Win95 under DOSBox is a HUGE step, no LEAP, forwards, because it means SiSoft SANDRA and the like can now be run under DOSBox - I hope.
If I can't jump straight into the code, then I'd like to try and jump into debugging, research, and development concepts, which with help maybe I can implement myself even. (Maybe).
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Can you load a game under DOS Box and watch it not work / load correctly ?
If yes then you're most likely 'qualified' to help build a list.
But this list is unlike any of the previous lists, it is a list of CPU support vs CPU requirements for given DOS titles. Ideally for DOS games that require some rather beefy systems by DOS standards (ie: Games that need 5th and 6th generation CPUs just to run, such as the: Pentium, K5, K6, K6-2, Pentium MMX, Cyrix 6x86, etc)
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List of DOS games/applications that require certain instructions be present to load / execute / run correctly / etc:
- Which may, or may not, have been implemented in DOSBox by the time you read this.
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I'm looking for games that require (or at least can run / benefit from various x86 instructions and can be crash dumped easily while in memory for proof).
(1) Do you know a DOS game / application that REQUIRES a Pentium (or equiv) CPU ? And, ideally, does not work under DOSBox (because it is a requirement, not an optional extra) ?
Reason: Over the next 2-4 years single CPU cores will be powerful enough to emulate some rather revolutionary x86 CPUs within DOSBox compared to the current x86 instruction set support DOSBox provides. If these instructions are not supported in DOSBox then no matter how fast your PC is they simply won't work.
(2) How about DOS games / applications that REQUIRE a x87 FPU [Floating Point Unit], And, ideally, do not work under DOSBox (because it is a requirement, not an optional extra) ?
Reason: The FPU instruction set has grown since what DOSBox implements, and if certain op-codes are not emulated a given game may 'work around' it 'by design' to maximize compatibility. Not all titles will do this however.