OGDOS

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monobogdan
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OGDOS

Post by monobogdan »

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
monobogdan
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Re: OGDOS

Post by monobogdan »

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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matt11235
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Re: OGDOS

Post by matt11235 »

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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monobogdan
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Re: OGDOS

Post by monobogdan »

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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matt11235
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Re: OGDOS

Post by matt11235 »

Click releases near the top of the page and then "Create a new release"
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stevej150
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Re: OGDOS

Post by stevej150 »

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)
One day in the future... computers will be holograms...
monobogdan
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Re: OGDOS

Post by monobogdan »

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.
monobogdan
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Re: OGDOS

Post by monobogdan »

Now i'm implementing some part of GNU Binutils :)
monobogdan
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Re: OGDOS

Post by monobogdan »

Mini DE is comming :)

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

Post by monobogdan »

DE visual style is improved.
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monobogdan
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Re: OGDOS

Post by monobogdan »

Windows
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monobogdan
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Re: OGDOS

Post by monobogdan »

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)
alexfru
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Re: OGDOS

Post by alexfru »

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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monobogdan
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Re: OGDOS

Post by monobogdan »

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.
alexfru
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Re: OGDOS

Post by alexfru »

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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