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 Post subject: OGDOS
PostPosted: Fri Jan 27, 2017 2:49 am 
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Ohohoh :lol:
I'm now working on OGDOS - Open source DOS distro based on FreeDOS kernel.
All other programs is written myself(including cmd).
All sources in repo(excluding freedos kernel, you can build it by yourself, and no make toolchain now).
Previous cmd interpreter(now in repo) - OGCommand is really big(over 100kb weight), i'm rewriting it on TP7.
Some words about env:
CMD is entirely copied from Unix Shells(only command names, not code).
And so, you can use "cp", "mv" and etc.
I'm put img file in repo, but you can't run any big game because interpreter is really big(over 400kb RAM)
http://github.com/monobogdan/ogdos


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 Post subject: Re: OGDOS
PostPosted: Fri Jan 27, 2017 2:56 am 
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monobogdan wrote:
Ohohoh :lol:
I'm now working on OGDOS - Open source DOS distro based on FreeDOS kernel.
All other programs is written myself(including cmd).
All sources in repo(excluding freedos kernel, you can build it by yourself, and no make toolchain now).
Previous cmd interpreter(now in repo) - OGCommand is really big(over 100kb weight), i'm rewriting it on TP7.
Some words about env:
CMD is entirely copied from Unix Shells(only command names, not code).
And so, you can use "cp", "mv" and etc.
I'm put img file in repo, but you can't run any big game because interpreter is really big(over 400kb RAM)
http://github.com/monobogdan/ogdos


I'm push new cmd in repository.
This can't do anything excepting run programs and cd.
Now you can run some big games, because new interpreter RAM usage is too low 8)


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 Post subject: Re: OGDOS
PostPosted: Fri Jan 27, 2017 7:04 am 
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monobogdan wrote:
I'm put img file in repo
Putting binary files in the git tree isn't the best idea, especially if they're easily reproducible and change often. Instead you should tag a release and upload the disk image through GitHub.

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 Post subject: Re: OGDOS
PostPosted: Fri Jan 27, 2017 7:35 am 
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matt11235 wrote:
monobogdan wrote:
I'm put img file in repo
Putting binary files in the git tree isn't the best idea, especially if they're easily reproducible and change often. Instead you should tag a release and upload the disk image through GitHub.

Yes, i know about binaries.
But how to upload releases on github?


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 Post subject: Re: OGDOS
PostPosted: Fri Jan 27, 2017 8:07 am 
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Click releases near the top of the page and then "Create a new release"

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 Post subject: Re: OGDOS
PostPosted: Fri Jan 27, 2017 8:50 am 
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Joined: Wed Jan 25, 2017 8:16 am
Posts: 23
monobogdan wrote:
Ohohoh :lol:
I'm now working on OGDOS - Open source DOS distro based on FreeDOS kernel.
All other programs is written myself(including cmd).
All sources in repo(excluding freedos kernel, you can build it by yourself, and no make toolchain now).
Previous cmd interpreter(now in repo) - OGCommand is really big(over 100kb weight), i'm rewriting it on TP7.
Some words about env:
CMD is entirely copied from Unix Shells(only command names, not code).
And so, you can use "cp", "mv" and etc.
I'm put img file in repo, but you can't run any big game because interpreter is really big(over 400kb RAM)
http://github.com/monobogdan/ogdos


Some commands don't work and poweroff just shows a message. You need to fix that.
It would be a great operating system if things worked just a little bit more :) It's quite interesting seeing someone building on FreeDOS. Remember, it's much better to write all of it yourself! 8)

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 Post subject: Re: OGDOS
PostPosted: Fri Jan 27, 2017 12:43 pm 
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Posts: 71
stevej150 wrote:
monobogdan wrote:
Ohohoh :lol:
I'm now working on OGDOS - Open source DOS distro based on FreeDOS kernel.
All other programs is written myself(including cmd).
All sources in repo(excluding freedos kernel, you can build it by yourself, and no make toolchain now).
Previous cmd interpreter(now in repo) - OGCommand is really big(over 100kb weight), i'm rewriting it on TP7.
Some words about env:
CMD is entirely copied from Unix Shells(only command names, not code).
And so, you can use "cp", "mv" and etc.
I'm put img file in repo, but you can't run any big game because interpreter is really big(over 400kb RAM)
http://github.com/monobogdan/ogdos


Some commands don't work and poweroff just shows a message. You need to fix that.
It would be a great operating system if things worked just a little bit more :) It's quite interesting seeing someone building on FreeDOS. Remember, it's much better to write all of it yourself! 8)

Thanks for your reply. I'm make poweroff only show message for... oldschool! Remember windows 95 shut down label "Now you can power off your computer" :D

But i'm try to add ACPI support on user level.


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 Post subject: Re: OGDOS
PostPosted: Fri Jan 27, 2017 5:57 pm 
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Now i'm implementing some part of GNU Binutils :)


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 Post subject: Re: OGDOS
PostPosted: Sat Jan 28, 2017 2:22 pm 
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Mini DE is comming :)

Because OGDOS don't have mouse support, gui controllable from keyboard.


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 Post subject: Re: OGDOS
PostPosted: Sat Jan 28, 2017 4:34 pm 
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DE visual style is improved.


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 Post subject: Re: OGDOS
PostPosted: Sat Jan 28, 2017 5:02 pm 
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Windows


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 Post subject: Re: OGDOS
PostPosted: Sun Jan 29, 2017 2:02 am 
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49 views and no comments!

Please comment, do you like this GUI?

GUI is entirely in text video mode.

And can run on 8086(with lags), or 286 for example(very fast).

You can install ogdos on very slow machine, including all olds PCs(if crt unit is ported to that), because DE written in freepascal(due to crt bug in tp)


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 Post subject: Re: OGDOS
PostPosted: Sun Jan 29, 2017 2:16 am 
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I have almost finished porting the D-Flat windowing system to my Smaller C compiler.
Here's a pic of a demo program, memopad, using it (running in DOSBox).
I don't think one needs to reinvent it. Working public domain code, familiar look and feel of Turbo Vision and the likes of it.


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 Post subject: Re: OGDOS
PostPosted: Sun Jan 29, 2017 2:20 am 
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alexfru wrote:
I have almost finished porting the D-Flat windowing system to my Smaller C compiler.
Here's a pic of a demo program, memopad, using it (running in DOSBox).
I don't think one needs to reinvent it. Working public domain code, familiar look and feel of Turbo Vision and the likes of it.

Looks interesting.

I think originally this is turbo vision based. Right?

My DE is written from scratch(no libs).

I'm upload shell source code on github when it's done.


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 Post subject: Re: OGDOS
PostPosted: Sun Jan 29, 2017 2:27 am 
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monobogdan wrote:
alexfru wrote:
I have almost finished porting the D-Flat windowing system to my Smaller C compiler.
Here's a pic of a demo program, memopad, using it (running in DOSBox).
I don't think one needs to reinvent it. Working public domain code, familiar look and feel of Turbo Vision and the likes of it.

Looks interesting.

I think originally this is turbo vision based. Right?


I don't think it is, not in terms of code (TV's code is quite different and it was written in Object Pascal and C++ with bits of assembly, while D-Flat is mostly C). Same idea and similar behavior, though.


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