Yes, I said DOS… More specifically with a minimum target of a original 4.77mhz 8088 PC with 128k of RAM and a CGA card as the minimum target. Just to make it harder, it all has to fit on a 160k floppy. On my requirements list was also to support as many sound cards as I could, and to scale well right up through to VGA video and ghz class processors.
I released the last update to it back in March, and since then have made some heavy rewrites, code cleanup, and even added more sound card support in the form of MIDI.
Official Site Page:
http://www.deathshadow.com/pakuPaku
Direct Download links:
http://www.deathshadow.com/downloads/paku_1_6.rar (59k)
http://www.deathshadow.com/downloads/paku_1_6.zip (67k)
Preview image:
[url=http://www.deathshadow.com/images/pakuMenu.png]
Click for Larger (1024x768 - 17.1k)
Play it Live with jDOSBox (requires java)
http://www.deathshadow.com/pakuPakuLive
If you want the prebuilt .zip file for running it in jDOSBox with a custom .conf file included, you can get that here:
http://www.deathshadow.com/jdosbox/paku_1_6.zip
Which can be embedded easily into a web page with the following (valid HTML/XHTML) code.
<!-- [if IE]>
<object
classid="clsid:8AD9C840-044E-11D1-B3E9-00805F499D93"
width="640" height="400"
>
<![endif]-->
<!-- [if !IE]>-->
<object
type="application/x-java-applet"
width="640" height="400"
>
<!--<![endif]-->
<param name="code" value="jdos.gui.MainApplet" />
<param name="archive" value="jdosbox_applet.jar,paku_1_6.zip" />
<param name="param1" value="-conf jar://dosbox.conf" />
<param name="param2" value="imgmount e jar://paku_1_6_160k.IMA -t floppy" />
<param name="param3" value="e:" />
<param name="param4" value="paku /cms" />
<p>
This game requires Java to function. Please either enable it in your browser, switch to a Java capable browser, or download the appropriate version off of
<a href="http://www.java.com">Oracle's Java Website</a>
</p>
</object>
Fun stuff. It runs in the seldom used and semi-undocumented 160x100 16 color semi-graphics mode. Semi-graphics is a old computer term for doing graphics using text characters… in this case I take the 80x25 text mode, and use the extended ASCII 0xDD character which has one half filled in with foreground color, the other half background color. I then reprogram the video card to think characters are one quarter the height they should be (revealing just the top few scanlines of each row) netting me that 160x100 graphics. To my knowledge, only Tunneler, Round 42 and Moonbugs attempted to use this trick, all of them are painfully slow, and only Tunneler works on anything newer than a CGA card… It’s one of the myths about this graphics mode is nothing new supports it… I hate myths… part of why I did the graphics unit for this as my 2011 Retrochallenge Winter Warmup entry.
Runs just fine in DOSBox on modern systems too – which actually has had an unusual side effect; there are DOSBox ports for EVERYTHING – there’s even a JAVA port of DOSBox – so by making a DOS game, I’ve made it cross-platform ready!
It’s already proving popular in the retrocomputing community – great video review of it was put up by Lazy Game Reviews and there are others showing it running on a variety of hardware – from [url=http://www.youtube.com/watch?v=9Rqll6yZoGw]PS/2 model 30 to an [url=http://www.youtube.com/watch?v=1NE4Wf1md8I]Amstrad 1512, and even a [url=http://www.youtube.com/watch?v=COmxcY_PvG8]FPGA re-implementation of a 8088 PC. I should probably put together a video of it on my Tandy 1000 HX.
Fun stuff, just thought I’d share since in addition to the new release, I’ve revamped my website.