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Omnimaga
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Topic: KnightOS (Read 205632 times)
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SirCmpwn
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Re: KnightOS
«
Reply #45 on:
June 16, 2010, 02:09:10 pm »
Exactly. And, those should be converted to use KFS instead, anyway.
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calcdude84se
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Re: KnightOS
«
Reply #46 on:
June 16, 2010, 02:14:54 pm »
I take it every program will have to be ported, then? I can't see write-back working well, given that, after running, the program is locked to a certain address.
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SirCmpwn
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Re: KnightOS
«
Reply #47 on:
June 16, 2010, 02:16:31 pm »
Writeback is being discouraged, although it is possible.
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DJ Omnimaga
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Re: KnightOS
«
Reply #48 on:
June 16, 2010, 02:26:30 pm »
That might be a serious for RPGs like Dying Eyes, Joltima, The Verdante Forest and games like Gemini, if writeback is not supported, though. That said, maybe when ported, the games could be modified to simply store the save data in an appvar
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ztrumpet
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Re: KnightOS
«
Reply #49 on:
June 16, 2010, 03:07:59 pm »
Is it possible to easily dual boot? If so, do we need to have compatibility? Ex: Celtic III vs Omnicalc.
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SirCmpwn
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Re: KnightOS
«
Reply #50 on:
June 16, 2010, 03:15:08 pm »
Yes, but not with TIOS. You will be able to dual-boot with any other KnightKernel-based OS (the KnightKernel is going to be released separately as a basis for new OSes).
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ztrumpet
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Re: KnightOS
«
Reply #51 on:
June 16, 2010, 03:17:22 pm »
Oh, okay. That's too bad. =/
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SirCmpwn
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Re: KnightOS
«
Reply #52 on:
June 18, 2010, 11:03:29 am »
Update
*Re-working the KFS driver to be structured better for possible extensions in the future
*Added quicksort and random generation utility methods
*Took the splash screen out of the kernel
*Hammered out some bugs in memory allocation
«
Last Edit: June 18, 2010, 11:04:42 am by SirCmpwn
»
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meishe91
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Re: KnightOS
«
Reply #53 on:
June 18, 2010, 02:58:33 pm »
Nice, thanks for the update
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Builderboy
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Re: KnightOS
«
Reply #54 on:
June 18, 2010, 03:02:13 pm »
Sounds awesome! What other kinds of features are in the works/planning to be worked on?
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SirCmpwn
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Re: KnightOS
«
Reply #55 on:
June 18, 2010, 03:09:08 pm »
Okay, I would like to but this out there.
There seems to be quite a bit of excitement over KnightOS. A lot of people have been asking for features, several people want Axe, and I've gotten a lot of discouragement for getting ahead of the game. All I do is consider the possibility of including features, and say that I'll try if I think it's reasonable. I have been pressured into releasing details, and I'm starting to regret it. I won't cut off the details, but I will be a bit more conscious of what I post.
An OS is a
huge
undertaking,
especially
for an individual. I'm worried that I might disappoint many of the people who are excited over it.
BuilderBoy, first post.
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SirCmpwn
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Re: KnightOS
«
Reply #56 on:
June 18, 2010, 05:21:06 pm »
Attached is
preliminary
documentation on the KFS. It is not just subject to change, it is almost guaranteed to change, but it is what I have right now.
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DJ Omnimaga
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Re: KnightOS
«
Reply #57 on:
June 18, 2010, 05:25:12 pm »
Cool to see updates! Keep up the good work. I undestand, too, that it can be a huge project. You might have a small advantage on several old OS projects, though, because since you are working solo (with maybe people helping you with ASM stuff from time to time), you don't have other team members that criticises every idea you have and refuse to let you add them, and all conflicts that goes with it, that killed older OS projects (in summary, the team couldn't even set a final decision whenever adding features so it went nowhere)
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SirCmpwn
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Re: KnightOS
«
Reply #58 on:
June 18, 2010, 05:25:38 pm »
Thanks for the support.
Also:
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DJ Omnimaga
Clacualters are teh gr33t
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Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: KnightOS
«
Reply #59 on:
June 18, 2010, 05:29:10 pm »
If I remember correctly, 8000-FFFFh is RAM and the rest archive (well... 32 KB of it), right?
«
Last Edit: June 18, 2010, 05:29:35 pm by DJ Omnimaga
»
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