Thank you!
20 chapters has gone by in the OS development series. A little over a year sense it has started on this very site. I want to give a public thank you to everyone - it is the support that I get from readers and members of communities that helps keep the series going.
Thank you everyone!!
OSDe…
20 chapters has gone by in the OS development series. A little over a year sense it has started on this very site. I want to give a public thank you to everyone - it is the support that I get from readers and members of communities that helps keep the series going.
Thank you everyone!!
OSDe…
OSDev Series Chaoter 20
I cannot believe it... I am at chapter 20 of the OS development series going on to chapter 21. It all started with a forum post here on GDNet and is continuing on thanks to the great support that it gets. I thank all of the supporters of the series [grin]
Chapter 20 covers alm…
I cannot believe it... I am at chapter 20 of the OS development series going on to chapter 21. It all started with a forum post here on GDNet and is continuing on thanks to the great support that it gets. I thank all of the supporters of the series [grin]
Chapter 20 covers alm…
Neptune Kernels new Debug Screen - Running in VPC
Hello everyone,
This is just a small update on Neptune. I have finally gotten native Win32 compatible resources implemented in the kernel. (Well, just images anyways but still [grin]) Thanks to this, the kernel can now use bitmaps for different things…
Hello folks, this is just a small update on Neptune!
We have been working on Neptune a bit in the last few weeks. The Kernel now supports native Win32-complaint bitmap resources. Thus we can create images in any image program and create a simple resource script to compile into the kernel for it to w…
Hello everyone,
I have gotten the 2nd rewrite of Neptune Boot Loader complete. Thanks to the new Boot Library, the boot loader itself took only two days to make [smile]
It is capable of booting multiple operating systems through an LST file (which is basically an INI file in disguise.), and a dynamic…
I have gotten the 2nd rewrite of Neptune Boot Loader complete. Thanks to the new Boot Library, the boot loader itself took only two days to make [smile]
It is capable of booting multiple operating systems through an LST file (which is basically an INI file in disguise.), and a dynamic…
Hello everyone! [smile]
I know that I should start posting more often again - I have been very busy with work and my projects. I have still been visiting this site every day though. I am hoping to get back to a regular posting schedule soon, I promise! [grin]
OS Dev Series Chapter 20 - FDC Programmin…
I know that I should start posting more often again - I have been very busy with work and my projects. I have still been visiting this site every day though. I am hoping to get back to a regular posting schedule soon, I promise! [grin]
OS Dev Series Chapter 20 - FDC Programmin…
Make backups now!
I have lost almost 600-800 lines of code this week do to an annoying thing that happened in Visual Studio.
I copied two files from one project to another thinking that they were truly copied...Then I deleted most of the contents of the copied files (they were not needed in the new p…
I have lost almost 600-800 lines of code this week do to an annoying thing that happened in Visual Studio.
I copied two files from one project to another thinking that they were truly copied...Then I deleted most of the contents of the copied files (they were not needed in the new p…
OSDev Series: Chapter 19
Chapter 19 has been released. There is no demo yet, but it should be released within a day or two (hopefully). It covers:
Chapter 19 has been released. There is no demo yet, but it should be released within a day or two (hopefully). It covers:
- Keyboard History
- Keyboard Layout
- Keyboard Protocols
- Keyboard Encoder
- Keyboard Controller
- Scan Code Sets
- Keyboard IO Port mapping; Commands; Interfacing
- Keyboard …
MoS Boot Loader
Hey everyone! [smile]
I have rewritten my systems bootloader from scratch to provide more flexible way of booting either MoS or existing operating systems, with better support for BIOS or EFI booting from different boot devices, filesystems, and architecture abstractions. Of course, t…
Hey everyone! [smile]
I have rewritten my systems bootloader from scratch to provide more flexible way of booting either MoS or existing operating systems, with better support for BIOS or EFI booting from different boot devices, filesystems, and architecture abstractions. Of course, t…
OSDev Series: Tutorial 18: Virtual Memory Management
Sometimes these tutorials just get fun to write [wink] Tutorial 18 covers alot of topics including:
Virtual Memory
Memory Management Unit (MMU)
Translation Lookaside Buffer (TLB)
PAE and PSE
Paging Methods
Pages and Page Faults
The Page Table
The Page Dir…
Sometimes these tutorials just get fun to write [wink] Tutorial 18 covers alot of topics including:
Yeesh!
Today has started out as a typical day of programming. After making some modifications to the code to fix some warnings and split the code into smaller routines, I rebuild and test.
invalid instruction!
Okay I thought. Ill just undo the changes and try it again:
general protection fault!
Eek! At …
Today has started out as a typical day of programming. After making some modifications to the code to fix some warnings and split the code into smaller routines, I rebuild and test.
invalid instruction!
Okay I thought. Ill just undo the changes and try it again:
general protection fault!
Eek! At …
Alright... My systems boot loader consists of two separate programs. The first is a 16 bit/32 bit flat binary assembly language program (startup.sys). The second program interfaces with the first--its the bulk of the bootloader and is a 32 bit MSVC++ program. (OSLoader.exe).
The problem here is that…
The problem here is that…
Im going to be working on my real system as well as Tutorial 18 during this weekend. Before that, however, I decided to share the knowledge that I have learned while writing my io_services() routine and the new design for MoS's 2nd stage bootloader.
MoS's 2nd stage bootloader (Startup.sys) is compos…
MoS's 2nd stage bootloader (Startup.sys) is compos…
OS Development Series Tutorial 17: Physical Memory Management
Tutorial 17 has been fully released! This tutorial covers alot of topics and the development of a full physical memory manager (PMM). Topics include:
Physical Memory concepts Translation Lookaside Buffer (TLB) Memory Management Unit (MMU) Mem…
Tutorial 17 has been fully released! This tutorial covers alot of topics and the development of a full physical memory manager (PMM). Topics include:
MoS: New functionality
Okay... what I wanted to do is provide a method similar to DOS's int86() routine. The basic idea is that--in our 32 bit protected mode C++ program, we can call our routine (boot_services() ) to call BIOS and other real mode interrupts from protected mode.
With this new routine …
Okay... what I wanted to do is provide a method similar to DOS's int86() routine. The basic idea is that--in our 32 bit protected mode C++ program, we can call our routine (boot_services() ) to call BIOS and other real mode interrupts from protected mode.
With this new routine …
Alot of nice updates: The physical memory manager is completed and I added basic floating point support for our MSVC++ runtime library.
Floating Point Support
float f = bootinfo->m_memorySize / 1024.0f;Do to runtime support, many compilers attempt to call runtime functions. For example, in MSVC++ …
VirtualPC Compatibility problems fixed
As some of our readers may know, our system has had some problems running on VirtualPC, but working fine on Bochs and on certain hardware.
Well... The problem is resolved! The new code now boots and works fine with both VirtualPC and Bochs. I am planning on test…
As some of our readers may know, our system has had some problems running on VirtualPC, but working fine on Bochs and on certain hardware.
Well... The problem is resolved! The new code now boots and works fine with both VirtualPC and Bochs. I am planning on test…
Yey...
Bugs, bugs, and more bugs. Don't you wish we can just spray all of them to eliminate the bug problem for good? Oh well...
There are just two small updates: 2 bug fixes, and the updating of Tutorial 17. Besides that, Eveh3D Scene Editor is being rewritten using the wxWidgets framework.
Also, we …
Bugs, bugs, and more bugs. Don't you wish we can just spray all of them to eliminate the bug problem for good? Oh well...
There are just two small updates: 2 bug fixes, and the updating of Tutorial 17. Besides that, Eveh3D Scene Editor is being rewritten using the wxWidgets framework.
Also, we …
When reading This thread the first post seems like they were looking for a method of treating an array as a function.
In whatever case, everyone who reads that thread knows a scripting language is the best tool here. I decided "what the hey" and try it anyways :)
Here it is for anyone who is interest…
In whatever case, everyone who reads that thread knows a scripting language is the best tool here. I decided "what the hey" and try it anyways :)
Here it is for anyone who is interest…
Okay...
So I am writing a codec for ms3d model files for my engine. Pretty routine procedure. I have two files... EvehMs3d.h and EvehMs3d.cpp for the codec (along with Eveh3D's standard Link.h and Dll.cpp files for proper bindings).
Everything good so far. Then it hit... BAM! I get linker errors. Not…
So I am writing a codec for ms3d model files for my engine. Pretty routine procedure. I have two files... EvehMs3d.h and EvehMs3d.cpp for the codec (along with Eveh3D's standard Link.h and Dll.cpp files for proper bindings).
Everything good so far. Then it hit... BAM! I get linker errors. Not…
Eveh3D Updates
I decided to post a little update on the current progress of Eveh3D. Eveh3D is almost at its v. 0.1 beta release, which we cannot wait for!
This is the current screenshot of the Eveh3D Scene Editor, which will be used in designing the levels that will be used within our current RPG, an…
I decided to post a little update on the current progress of Eveh3D. Eveh3D is almost at its v. 0.1 beta release, which we cannot wait for!
This is the current screenshot of the Eveh3D Scene Editor, which will be used in designing the levels that will be used within our current RPG, an…
*Ugh* cleanup.
I am to admit that some of the code was left in for testing. I am sure many members here know what I am talking about... When you put in code for testing, then completely forget about it. Ugh.
Anywhoo...
Eveh3D World Editor
As some of you may know, I have decided to start work on an edit…
I am to admit that some of the code was left in for testing. I am sure many members here know what I am talking about... When you put in code for testing, then completely forget about it. Ugh.
Anywhoo...
Eveh3D World Editor
As some of you may know, I have decided to start work on an edit…
Hello World! ...Again!
We have decided to finally turn our demo tests software into the beginning development stages for Eveh3D's Scene Editor.
We are considering of using XML to use within our scene file formats. We are still considering on how we would like to approach everything, however.
We need o…
We have decided to finally turn our demo tests software into the beginning development stages for Eveh3D's Scene Editor.
We are considering of using XML to use within our scene file formats. We are still considering on how we would like to approach everything, however.
We need o…
OS Dev Series Tutorial 14: Basic CRT and Code Design
Yey!! Its here!!
This tutorial covers some basic groundwork of our system, and some C++ runtime (CRT) library routines, some basic debug output routines, and code design and stressing good programming practices that is required knowledge for large …
Yey!! Its here!!
This tutorial covers some basic groundwork of our system, and some C++ runtime (CRT) library routines, some basic debug output routines, and code design and stressing good programming practices that is required knowledge for large …
Hey everyone,
The terrain itself is almost complete... This is some newer pics of our 2d/3d hybrid game engine in action. These use our targa library and opengl ports. (EvehTga.dll and EvehGL.dll)
We are still working on the terrain to give it more detail. the terrain itself is purposely not scaled c…
The terrain itself is almost complete... This is some newer pics of our 2d/3d hybrid game engine in action. These use our targa library and opengl ports. (EvehTga.dll and EvehGL.dll)
We are still working on the terrain to give it more detail. the terrain itself is purposely not scaled c…
Okay,
The last few days I have been thinking of different ways we can structure the OS for our series. What I would like to do is provide an easy structure that will allow ease of expandability and modification.
The basic idea is to completely seperate the Kernel from the C++ runtime initialization c…
The last few days I have been thinking of different ways we can structure the OS for our series. What I would like to do is provide an easy structure that will allow ease of expandability and modification.
The basic idea is to completely seperate the Kernel from the C++ runtime initialization c…
One never really knows what the compiler is doing to your code...
Everyone may understand the basic underlay aspects of how the C and C++ compiler generates the assembly and machine code. Concepts such as pushing and popping the stack when calling routines, vtable, local stacks, memory addressing, e…
Everyone may understand the basic underlay aspects of how the C and C++ compiler generates the assembly and machine code. Concepts such as pushing and popping the stack when calling routines, vtable, local stacks, memory addressing, e…
Nothing much new yet...
I finally got around to finishing up my targa codec library (EvehTga.dll/lib). It can load 24 and 32 bpp compressed and uncompressed *.tga files. It can be used alongside the other image codecs in the same way, so using them is simple. EvehTga.dll/lib is fully integrated into…
I finally got around to finishing up my targa codec library (EvehTga.dll/lib). It can load 24 and 32 bpp compressed and uncompressed *.tga files. It can be used alongside the other image codecs in the same way, so using them is simple. EvehTga.dll/lib is fully integrated into…
Hey everyone,
After some thought, I have finally come to a conclusion: I am going to be needing a better method for 3d level editing.
Currently, I only need the ability of moving and placing objects ontop the level. Modifying textures, tilesets, et al would be nice as well.
The question is: How should…
After some thought, I have finally come to a conclusion: I am going to be needing a better method for 3d level editing.
Currently, I only need the ability of moving and placing objects ontop the level. Modifying textures, tilesets, et al would be nice as well.
The question is: How should…
Hey everyone,
I was going back to Eveh3Ds memory manager again to see if I can resolve a logging issue, and fix a little memory problem. I resolved the memory problem, but still need to find out what is causing it to crash during logging.
Anywhoo...
When looking through the header file, this caught my…
I was going back to Eveh3Ds memory manager again to see if I can resolve a logging issue, and fix a little memory problem. I resolved the memory problem, but still need to find out what is causing it to crash during logging.
Anywhoo...
When looking through the header file, this caught my…
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