Re: Aprom 100212: now stable, with fasm and 3D
Posted: Fri Feb 12, 2010 1:47 pm
Update: http://orbides.1gb.ru/aprom_100212.zip
-Probably fixed and optionaled floppy driver
-Added writable ramdisk (/ramd)
-Ported Fasm and it's toolchain
-Added Save and Fasm options to the text editor
-Added kill, cat and cp console commands
-Included Windows port of the kernel (ala colinux)
This is a programming and floppy update - let's see if it's possible to make persistent results out of it by writing to floppy, or develop simple programs inside.
-On start it will ask y/n if the floppy driver is to be loaded. I think i fixed that, but not sure yet, so it's optional. The expected bug is essentially ultra-slowness - 1 track per minute or so.
There are some console commands to test it out, absolute paths everywhere.
-The Flat assembler by Tomasz Grysztar was ported over and should be fully functional. Several examples are provided in /src. Due to RO nature of /, it's a good idea to specify second parameter to output to floppy or ramd. After fasm did it's job, run /pexv /ramd/<fasm output> /ramd/<executable name>. That makes a AEX program out of the fasm output, since i didn't either hack deep enough into fasm to make it support my format or made a loader for other ones in my kernel.
-The text editor in GUI (test) can now save and call fasm on it's buffer, the output is saved on floppy or ramdrive if not present. Not much you can run from GUI without an SDK, but you can reboot to console if floppy works, and the program should work.
-The windows port of the kernel is included. It's a little curiousity that will run the userspace unmodified under Windows, developed to debug high-level kernel functions and non-hardware drivers, like GUI, from the comfort of host's IDE and break-step debugger. To use, copy init and arosroot.img from the floppy image into the directory with exe, and run the exe. Some things will not work in the cooperative mode, but many things should.
-Probably fixed and optionaled floppy driver
-Added writable ramdisk (/ramd)
-Ported Fasm and it's toolchain
-Added Save and Fasm options to the text editor
-Added kill, cat and cp console commands
-Included Windows port of the kernel (ala colinux)
This is a programming and floppy update - let's see if it's possible to make persistent results out of it by writing to floppy, or develop simple programs inside.
-On start it will ask y/n if the floppy driver is to be loaded. I think i fixed that, but not sure yet, so it's optional. The expected bug is essentially ultra-slowness - 1 track per minute or so.
There are some console commands to test it out, absolute paths everywhere.
-The Flat assembler by Tomasz Grysztar was ported over and should be fully functional. Several examples are provided in /src. Due to RO nature of /, it's a good idea to specify second parameter to output to floppy or ramd. After fasm did it's job, run /pexv /ramd/<fasm output> /ramd/<executable name>. That makes a AEX program out of the fasm output, since i didn't either hack deep enough into fasm to make it support my format or made a loader for other ones in my kernel.
-The text editor in GUI (test) can now save and call fasm on it's buffer, the output is saved on floppy or ramdrive if not present. Not much you can run from GUI without an SDK, but you can reboot to console if floppy works, and the program should work.
-The windows port of the kernel is included. It's a little curiousity that will run the userspace unmodified under Windows, developed to debug high-level kernel functions and non-hardware drivers, like GUI, from the comfort of host's IDE and break-step debugger. To use, copy init and arosroot.img from the floppy image into the directory with exe, and run the exe. Some things will not work in the cooperative mode, but many things should.
I didn't made it overnight. The project was developed intermittently over about 10 years, and there are hundreds of programs for it or compatible frameworks that are in different stages of out-of-syncness. The kernel was stable for a few years, but the OS design and userspace was stabilized only roughly a week ago, and suddenly all these programs and libs started to work together, at once, and in unity. So, i'm still a little drunk with the feeling of accomplishment it gave out.midir wrote:You code quickly!
Yes, i get it on a laptop too now - the vesa code is not universal enough, i believe. Being thinked about.midir wrote:Okay, there's a hardware-dependent problem with how the cursor gets drawn.
Not quite, the header was not accounted for. Fixed.midir wrote:I hadn't noticed before, but the window glitch also happens if you move it to the top pixel of the screen -- probably exactly the same bug.
All assumed touchscreen interface, nice graphics, but no sense whatsoever? Maybe, if get around porting flash analog to it.midir wrote:Um, good question.
Supposedly developed by military in the storyline of the show, that's how i understood what midir said, not developed for the show.Brynet-Inc wrote:I find it surprising you believe they developed an OS for use on television