Thrift stores are great places to find older PC games on CD-ROM or DVD-ROM. I have found many good games at these stores. The first thing I do when I get home is to make disc images of them. Disc images are great for several reasons. First, it reduces wear and tear on both discs and drives. Second, if you want to install or play a game, you don't have to physically move from your computer. Third, in the unlikely event that two or more people in your house/office want to play the game, you don't have to share the CD. Fourth, if the game requires the CD to be in the drive, you can mount an image on a virtual drive rather than having to hunt for a NO-CD crack.
There are three types of PC game discs, pure single-track data discs (CD or DVD), multi-track or mixed mode discs (CD only) and copy protected discs (CD or DVD), which can be mixed mode but usually are not. In this article, I am going to talk about the types of imaging formats, programs to use and copy protection. First, lets start with imaging formats :
1. ISO
The extension .iso is named after the file system found on CD-ROMs, ISO-9660. Any CD imaging program can make .iso images. This is a straight sector dump of a formatted data track. It does not support CD-Audio, multiple tracks and will fail to make a working disc image of any copy protected CD. Do not make an image with the .iso format unless you know your game is unprotected and contains no CD Audio tracks. This disc format will work with unprotected DVDs or Blu-ray discs, even though they use the UDF file system.
I have observed iso files accompanied by a cue sheet. If the cue includes audio tracks, then by loading the cue you will have access to the audio files. However, the only discs I have ever seen ripped this way were NEC TurboGrafx CD games, which do not use the ISO-9660 and are not readable in Windows.
How to tell if your game CD has CD-Audio?
Certain games have a data track with one or more audio tracks located thereafter. Windows Media Player will tell you if your disc has Audio tracks. If you are trying to image a Sega CD, Turbo-Grafx CD, 3D0 CD Neo-Geo CD or Atari Jaguar CD, assume that it has CD-Audio tracks. You can also use virtually any good CD ripping program. Always check before you rip. A list can be found on the Mixed Mode CD article on Wikipedia.
Will .iso work on a hybrid disc?
A hybrid disc is one formatted for both Windows and Macintosh. The Mac file system, HFS or HFS+, is included, usually points to the same data and is not ordinarily readable in Windows. There are programs liks hfsexplorer for Windows that can verify the existence of an HFS disc. If any of the game's discs are marked as working for Macintosh, then all the game's discs almost certainly are hybrid discs. I have made .iso images of hybrid discs and hfsexplorer indicates the file system is present. Some claim that a more involved imaging format like CloneCD or Alcohol 120% is needed to actually get these games to work in a Mac.
2. BIN/CUE (or IMG/CUE)
This extension was introduced by CDRWIN. Unlike ISO, it can support multiple data and audio tracks. The .cue is a small plain text file that contains the name of the .bin or .img file. The .bin or .img contains the data from the disc, and may or may not include CD Audio tracks. The audio tracks may be separate wave or mp3 files, and the file name will be listed alongside each track. CDRWIN is a very old program and best run on Windows 95 or 98. The last version is 4.0H. Many other programs, like CloneCD and Alcohol 120% support bin/cue. Do not use Alcohol to rip to a BIN/CUE, the audio will be two seconds off. CloneCD doesn't have that issue. I recommend Perfect Rip, a free program, to make img/cues. This format will defeat basic or crude copy protection methods that use multiple data tracks or dummy files, but not Safedisc or SecuROM. Last updated in 2010. The Nero Burning ROM nrg format seems to provide equilavent functionality.
With the exception of a few European sports games, DOS CD-ROM games were never copy protected except for a few games like Warcraft that relied on document checks (except for the oldest and newest versions of the program).
3. CCD/IMG/SUB
This is the Slysoft (previously Elaborate Bytes) CloneCD format, and is suitable for copying copy protected discs using commercial copy protection products. The .ccd is a plain text file that describes the image, the .img contains the data for the disc, and the .sub (which is not always present) is a file containing subchannel data. The intent is to make 1:1 copies of discs. It works well with Safedisc protected games, but SecuROM NEW (v4 and up) are best handled by Alcohol 120%. It creates accurate cue files as well by default. Despite its name it also copies game DVDs. For copy protected movie DVDs and Blu-rays, you must use AnyDVD or AnyDVD HD. This program was last updated in 2009.
4. MDF/MDS (or MDX)
This is the format used by Alcohol Soft's Alcohol 120%. Alcohol 52% will only make images, not burn them. It will make any of the above imaging formats or its own format. This program was last updated in 2012, so I recommend it. It is especially good for SecuROM. Use the appropriate protection profile when copying. For Safedisc and SecuROM games, making an image that will not later require a no-CD crack will take longer, since it has to read errors and use Data Position Management. Usually only the first or the play disc is protected, since that will be the disc the game expects in the drive. However, some games like Syberia and American McGee's Alice have protection on both discs. If Alcohol can detect the protection used on the first disc, then if it does not detect the protection on the other discs you can avoid using the DPM option, which takes far longer than a standard imaging would take.
Older versions of the program had a bug when making bin/cue files. This bug would cause the audio tracks on a mixed-mode CD to be off by two seconds. The current version of the software does not suffer from this problem, and I am not aware of any problems when using the native format. For most games, the track index measurements are not crucial, so these discs can be repaired. Some games, like Loom (05:00:00), require the audio track to be located at a precise measurement because they use the track for speech and sound effects.
MDX is the file format that Daemon Tools creates, and simply combines the MDF and MDS files.
5. How to Tell if your Game is Copy-Protected?
The best way to tell if your game is copy protected is to install it and then run PROTECTiON iD (last version July, 2010, v.6.4.0) on the game's hard drive directory. Scanning the disc itself may work for earlier protections, but the game's exe files are usually compressed in install files which are beyond the program's scan until they are unpacked and installed to the hard drive. Alcohol 120% can usually give you an idea of which protection is used by scanning the media, but PROTECTiON iD is better for getting the actual version of the copy protection used. Alcohol 120% is not perfect, as the program detected the Tages protection on my original copy of Giants, Citizen Kabuto, which the game does not have. Gamecopyworld often lists the protection used, but protections may not have been used for all releases or all regions.
I own quite a few Windows Game CDs from 1996-2004, but not all of them are copy protected. Budget or late (Game of the Year, Gold) releases often have copy protection removed. Games released before 1999 typically lack commercial copy protections. Since I live in the US, I have only encountered Safedisc and SecuROM protected discs. Tages, CD Cops, Laserlock seem to be European innovations, and Starforce seems to have come along later.
6. Daemon Tools
Almost everybody uses Daemon Tools Lite to emulate CD or DVD drives and load disc images. It emulates RMPS, SecuROM, Safedisc and LaserLock protections. Daemon Tools 3.47 is the last version that supports Windows 95, 98 or ME.
Wednesday, February 27, 2013
Wednesday, January 23, 2013
Another World, a.k.a. Out of this World - Versions of a Classic
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| European Title |
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| North American Title |
Another World, a.k.a Out of this World, was developed by Eric Chahi on an Atari ST and Amiga with music by Jean Francois-Freitas of Delphine Software, a French software company. This game was released as Another World in Europe for the Commodore Amiga and Atari ST by U.S. Gold. It was released in North America by Interplay for all platforms except the Sega Genesis and CD, which were released by Virgin Interactive.
In this article, I intend to compare the various versions of this game. I will give screenshots of the opening level for each version. Some versions of the game support more than one graphics mode. I have not included screenshots for the Macintosh (I have no experience with Macintosh emulators) or the 3D0 (ditto). All screenshots are presented in their natural, unfiltered and non-aspect ratio corrected resolutions.
I. Commodore Amiga and Atari ST
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| Commodore Amiga |
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| Atari ST |
Use 320x200 active pixels. ST has a slightly darker palette than the Amiga. No more than 16 unique colors are used for any given screen.
The Atari ST version runs somewhat slower than the Amiga at the stock speeds of the respective computers (8MHz ST vs. 7.16MHz Amiga). Although the Amiga and ST share the same CPU, the 68000, the Amiga has far more advanced graphics and sound hardware than the ST.
Atari ST and Amiga support one-button joysticks. The jump is activated by pressing up on the joystick, just like Prince of Persia.
Pressing "c" on the keyboard brings up the password screen. With the Amiga and ST versions, putting in the code for the first level (EDJI) may be the only way to skip the introduction.
The game can be installed to a hard drive on the Amiga. The ST version comes on double-sided disks (single sided disks were more common).
This game uses a code wheel for copy protection. There is only one code wheel and it works for all versions of the game. You may enter the symbols in any order, but you must successfully pass the code wheel protection twice to play the game. If you fail the protection on the Amiga or ST, the game will hang.
How can you tell if someone is playing the Amiga or ST versions? There is a little scorpion walking across the first level.
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| Amiga/ST/DOS Password Screen |
All versions of the game use a password save system. The Amiga and ST use different passwords for the game than the later versions, twelve levels are available.
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| Amiga Cinemascope Mode |
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| Amiga Vertical Mode |
II. MS-DOS & Macintosh
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| MS-DOS VGA |
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| MS-DOS EGA/Tandy |
Out of this World for DOS supports Sound Blaster, Adlib, Pro Audio Spectrum, PC Speaker and Disney Sound Source, all at either 10 kHz or 5 kHz. It also supports the Roland LAPC-I and CM-32L (and compatibles with a Roland MPU-401 interface), but not the MT-32 or MT-100. It only uses the 33 extra sound effects found on the LAPC-I and CM-32L and music is not played. Another World supports all of the above except the Pro Audio Spectrum and LAPC-I/CM-32L. It will complain if an Expanded Memory Manager is loaded, as it could have an impact on the game's performance. However on a 486, this should not be an issue. The game supports digitized music through the PC Speaker or Adlib, but these are noisy and quiet options compared with the Sound Blaster, PAS or DSS.
DOS supports a two-button joystick, with attack/run on one button and jump on the other button, just like Super Mario Bros. I strongly recommend using a digital joystick like the Gravis Gamepad for this game. I could not get the joystick functionality to work correctly on my 486DX2/66 with a non-speed adjustable gamepad like those found on a Sound Blaster or Sound Blaster Pro and the 10KHz Sound Blaster or Disney Sound Source options. No amount of speed-adjustments elsewhere worked. When I used my Sound Blaster 16's joystick port, the problem went away without having to play with speed options.
In DOS, failure to input the correct codewheel code will freeze the game after the third failed attempt, use Alt X to exit the game. There are legitimate copies of the game for DOS which do not have the copy protection. If the game came on a CD or cannot be played off the floppy disks which came in the box (using a compression-based installer), then it should not have copy protection.
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| Amiga/ST/MS-DOS Copy Protection |
The DOS and later versions use different passwords from the Amiga & ST, and fifteen levels are available. This was done by Chahi to address complaints that the game was too short in the Amiga and ST versions.
The Macintosh port was a contemporary of the DOS port and uses a 640x400 graphics window. If your machine is too slow for that, it can also do 320x200, 480x300 or 512x364. The main benefit to the higher resolutions is that the polygon graphics look less aliased (less jaggy).
There are a couple of really tough spots in the game, most of which were added to the DOS version :
After you escape from the cage, you get to an elevator. You have to go down and into a small room to disable an electrical panel. In the Amiga/ST versions, the room is otherwise empty, in the DOS version, there is a guard there. The guard is very quick and you must shoot the moment you leave the elevator room or he will kill you.
When you are rolling around in the ducts, in the Amiga/ST version, harmless steam spews out at certain points. In the DOS version, the steam will kill you. You must time your movements to get past the steam when it is not blowing. This is in addition to choosing the correct path to avoid falling to your death.
The caves are full of difficulties, from the falling rocks, to the tentacles on the ceiling and the pit traps to avoiding drowning after you release the water. The laser, fully powered up, can kill the ceiling tentacles.
Just after the caves, there is an corridor where you have to fight one guard on each side, and it is difficult to maintain your shields and charge up your gun to kill both guards before one gets you.
When you have to return to the caves, now flooded, an extra screen and pit traps were added to the DOS version in the area where you have to disable an electrical circuit. A running jump is necessary to get back into the water.
Immediately after the sequence were the guards are destroying multiple gates to get at you, in the Amiga/ST version you go straight to the tank. In the DOS version, two extra levels are added where you have to rescue your alien friend twice.
The tank in the arena requires you to push more buttons in the DOS than the Amiga/ST version to activate the escape pod. It does not seem like the enemies can destroy the tank in the Amiga/ST version, but in the DOS version you will have to be pretty quick or the enemies will kill you.
III. Super Nintendo, Sega Genesis, Apple //gs
The Sega Genesis and Super Nintendo versions of this game are ports of the DOS version.
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| Sega Genesis |
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| Super Nintendo |
The Genesis version uses the 256x224 (NTSC) resolution, even though the system can support 320x224 resolution graphics. The gameplay is in a 224x176 pixel window, however.
The SNES version uses the 256x224 (NTSC) resolution, and it does not support a 320x224 resolution. The gameplay is in a 224x160 pixel window.
The Genesis version allows you to input a code on the start menu or when you die. It uses the YM-2612 FM synthesis chip to recreate the original music by Freitas instead of digitizing it like on the SNES. The SNES, Genesis and the Apple //gs have an in-game text prologue with a journal entry from Lester. All contain extra music from Charles Deenen or Tommy Tallarico. While I understand that the music was trying to enhance the danger and suspense of the game, it is not really in keeping with the otherworldiness of the Freitas music. Of Freitas' music, only the piece in the introduction remains, the short piece where Lester looks over the alien city and the ending music have been replaced. Blood has been removed, and the red slobber in the tentacles has been replaced with green. The nude alien girls have had their butt cracks virtually eliminated.
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| Apple //gs 16mm "Full Screen" Mode |
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| Apple //gs 35mm "Matted" Mode |
While these versions have a journal entry just after the title screens, the earlier versions had virtually the exact same journal entry in their game manuals.
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| Apple //gs 70mm Widescreen Mode |
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| Apple //gs Television Mode |
V. Sega CD, 3D0
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| Sega CD |
The Sega CD version is called Heart of the Alien : Out of this World I & II. This includes Out of this World and Heart of the Alien, and apparently had no Another World European counterpart. The game loads to a game select screen where you can choose either game. For Out of this World, the introduction movie immediately begins.
This version has enhanced music and sound effects, the music being done by Freitas this time. The load times are very reasonable. Some of the sound effects, like the beast's growl, are not quite as good as the original Amiga/ST versions. Unlike the Genesis version, the Sega CD version runs in the 320x224 resolution, but the graphics only occupy 304x192 pixels. The graphics, however, are not shrunk, merely cropped. This was probably done to limit the issues with overscan on TVs, not due to performance. The extra music is far more complimentary to the game than the cartridge versions. It plays like the Genesis version, so you will get all the dropping slugs in the first level.
Once the game ends, the sequel, Heart of the Alien, will begin. I will not say more about that game except it is so frustrating that it can drive one to violence, even with savestates. Chahi had no involvement in the game, and it lacks his fine sense of difficulty and pacing. The alien is much more difficult to control, and there are evil timing puzzles and pixel-perfect moves required. While Out of this World retains the censorship of the SNES and Genesis, Heart of the Alien is far from censored and the game was originally rated MA-13. Overall, if you have to play a console version, the Sega CD is the one to play.
It is well-known that the 3D0 version eliminates Freitas' music entirely and uses redrawn backgrounds with more detail. Chahi approved of neither change, feeling the backgrounds gave too much detail and did not work well with the polygon character models. What may not be so well-known is that the ending has been extended. The alien returns Lester to the ruins of his village, and once there the alien recalls how his village was attacked and he was captured. This same sequence is used, more or less, in the Sega CD version, but Heart of the Alien is not included in the 3D0 version.
V. Windows 3.1 and 15th Anniversary Edition
I do not have access to the Windows 3.1 version, but I read that its very similar to the DOS version. It may use MIDI music, however. Nor do I have access to the Symbian and Power PC ports, any of the unofficial, non-commercial ports, or the iPhone, Android & iPad 20th Anniversary editions. As I find the translation of joystick to touchpad controls to be a waste of time, I do not believe I will be trying them.
The 15th Anniversary Edition was released in 2006 and is compatible with Operating Systems from Windows 98 to Windows 7. It offers enhanced backgrounds (redrawn to 1280x800), higher resolution polygon graphics and an enhanced sound track, but these options can be turned on and off individually. It can run in a slow or fast mode. It supports resolutions from 640x480 to 1920x1200 and maybe beyond. It also supports joysticks and gamepads with redefinable keys. It uses the Prince of Persia and Super Mario Bros. styles of control. In other words, you can press Up or Button 2 on your gamepad to jump.
You do not have to turn any of these options on, so if you leave them off you essentially have virtually the same game as the DOS version, although it almost certainly sounds superior. The aspect ratio is always 1.6:1, regardless of resolution used (black bars being used to keep the aspect ratio).
The game supports many more save points than the original, and will automatically keep track of all the levels you unlock, making passwords mostly superfluous. There are three passwords for the first level alone. I only played the demo version, but I may buy this even if only to use the high-resolution images for my desktop. This was developed by Chahi, and seemingly represents his ideal vision for the game, both classic and modern. The music was remastered by Freitas.
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| Windows 15th Anniversary Edition |
Wednesday, January 16, 2013
The Industry Standard Atari-Style Joystick
In 1977, Atari released its Video Computer System (VCS), which later became known as the Atari 2600. Its was the third programmable home video game system, following the Fairchild Video Entertainment System, later restyled the Fairchild Channel F, and the RCA Studio II. It was the first system with a detachable game/joystick ports. It used 2 DE-9 screwless male joystick ports at the back of the system. These ports were double-duty ports, they supported either one joystick or a pair of paddles. Because this was the first implementation for digital joysticks and worked simply, other manufacturers also used the design, sometimes adding to it.
Joystick
The Atari 2600 CX-40 Joystick is a box with a stick in the middle and a fire button on it. The stick provides directionals and sits on top of four switches, Up, Down, Left and Right. The button also sits on top of a switch. When the stick is in the center, no contact is made with any of the directional switches. The button rests on a spring and only makes contact with its switch when pressed. When a directional or the button is pressed, a circuit is completed with the common or ground line and the button or directional line. The console can then determine which switches were pressed by reading a particular memory location. These are strictly digital controllers. Diagonals can be represented by two closed directional switches. The canonical pinout is here :
1 2 3 4 5
6 7 8 9
1 - Up
2 - Down
3 - Left
4 - Right
5 - Not Connected
6 - Button
7 - Not Connected
8 - Common Ground
9 - Not Connected
This joystick pinout is explicitly followed on the Atari 2600, all Atari 8-bit Computers, the Commodore VIC-20, 64 & 128.
Paddles
The Atari 2600 CX-30 Paddle Controllers are a pair of boxes with a dial knob and a button on each. The paddles are attached via a Y-type connector to a common DE-9 female connector. Each dial sits on the stem of a 1000kOhm (1mOhm) potentiometer. On the side is a pushbutton with a spring to keep the switch from always making contact. The potentiometer is supplied with +5v and provides a resistance value in a resistor-capacitor network. For this reason, these are also called analog controllers. The system can tell the position of each knob by measuring the time it takes for a capacitor to charge and discharge. The more resistance, the long the capacitor takes to charge, and vice versa. Each pushbutton is a switch which connects the ground line when pressed, functioning in the same way as the Left or Right directional on a joystick to the console. The pinout is as follows :
1 2 3 4 5
6 7 8 9
1 - Not Connected
2 - Not Connected
3 - Paddle 1 Button
4 - Paddle 2 Button
5 - Paddle 2 Potentiometer Output
6 - Not Connected
7 - Common +5v
8 - Common Ground
9 - Paddle 1 Potentiometer Output
This paddle pinout is explicitly followed on the Atari 2600, all Atari 8-bit Computers, the Commodore VIC-20, 64 & 128. However, Commodore paddles use 470kOhm potentiometers.
Fairchild Channel F System II Hand-Controllers
The original Fairchild console had two hard-wired hand controllers, but the System II uses DE-9 connectors at the console for the hand controllers. The Hand-Controllers were unique control devices, with a hand grip and a triangular knob on the top. This knob could be pushed in any of the four directions like a joystick, pushed down and pulled up for the equivalent of buttons and twisted to one side or the other like a paddle. However, this device is a strictly digital controller, even with the twisting and push/pulling motions. Thus, except for the twisting, more conventional controllers can easily be adapted for the System II. This also demonstrates the limit of the DE-9, for without multiplexing only eight digital inputs from a joystick are possible.
1 - Twist Left
2 - Twist Right
3 - Pull Up
4 - Push Down
5 - Right
6 - Up
7 - Down
8 - Left
9 - Ground
Joystick
The Atari 2600 CX-40 Joystick is a box with a stick in the middle and a fire button on it. The stick provides directionals and sits on top of four switches, Up, Down, Left and Right. The button also sits on top of a switch. When the stick is in the center, no contact is made with any of the directional switches. The button rests on a spring and only makes contact with its switch when pressed. When a directional or the button is pressed, a circuit is completed with the common or ground line and the button or directional line. The console can then determine which switches were pressed by reading a particular memory location. These are strictly digital controllers. Diagonals can be represented by two closed directional switches. The canonical pinout is here :
1 2 3 4 5
6 7 8 9
1 - Up
2 - Down
3 - Left
4 - Right
5 - Not Connected
6 - Button
7 - Not Connected
8 - Common Ground
9 - Not Connected
This joystick pinout is explicitly followed on the Atari 2600, all Atari 8-bit Computers, the Commodore VIC-20, 64 & 128.
Paddles
The Atari 2600 CX-30 Paddle Controllers are a pair of boxes with a dial knob and a button on each. The paddles are attached via a Y-type connector to a common DE-9 female connector. Each dial sits on the stem of a 1000kOhm (1mOhm) potentiometer. On the side is a pushbutton with a spring to keep the switch from always making contact. The potentiometer is supplied with +5v and provides a resistance value in a resistor-capacitor network. For this reason, these are also called analog controllers. The system can tell the position of each knob by measuring the time it takes for a capacitor to charge and discharge. The more resistance, the long the capacitor takes to charge, and vice versa. Each pushbutton is a switch which connects the ground line when pressed, functioning in the same way as the Left or Right directional on a joystick to the console. The pinout is as follows :
1 2 3 4 5
6 7 8 9
1 - Not Connected
2 - Not Connected
3 - Paddle 1 Button
4 - Paddle 2 Button
5 - Paddle 2 Potentiometer Output
6 - Not Connected
7 - Common +5v
8 - Common Ground
9 - Paddle 1 Potentiometer Output
This paddle pinout is explicitly followed on the Atari 2600, all Atari 8-bit Computers, the Commodore VIC-20, 64 & 128. However, Commodore paddles use 470kOhm potentiometers.
Fairchild Channel F System II Hand-Controllers
The original Fairchild console had two hard-wired hand controllers, but the System II uses DE-9 connectors at the console for the hand controllers. The Hand-Controllers were unique control devices, with a hand grip and a triangular knob on the top. This knob could be pushed in any of the four directions like a joystick, pushed down and pulled up for the equivalent of buttons and twisted to one side or the other like a paddle. However, this device is a strictly digital controller, even with the twisting and push/pulling motions. Thus, except for the twisting, more conventional controllers can easily be adapted for the System II. This also demonstrates the limit of the DE-9, for without multiplexing only eight digital inputs from a joystick are possible.
2 - Twist Right
3 - Pull Up
4 - Push Down
5 - Right
6 - Up
7 - Down
8 - Left
9 - Ground
Magnavox Odyssey²
The early consoles had two hardwired controllers, in the later consoles they were detachable. The two ports support digital joysticks, and they function the same, but the wiring is different :
1 - Common Ground
2 - Button
3 - Left
4 - Down
5 - Right
6 - Up
7 - Not Connected
8 - Not Connected
9 - Not Connected
Coleco Colecovision
Two ports, but each controller has one button on each side and a 12-button numberpad. When in joystick mode, the functionality is identical to the Atari joystick, and the left button is used. When in numberpad mode, the number keys and the right button can be used. The inputs function as a matrix for the numberpad. Pin 5, +5v/Ground, from the console selects the mode which it will use. A Colecovision game can therefore use Atari joystick if it does not require the numberpad functionality.
Texas Instruments TI/99 4A
The TI/99 4A uses one DE-9 connector to support two digital joysticks. There are two separate ground lines on this connector, one for each controller. In addition to a Y-adapter, the pinout is non-standard :
1 - Not Connected
2 - Joystick 2 Ground
3 - Up
4 - Button
5 - Left
6 - Not Connected
7 - Joystick 1 Ground
8 - Down
9 - Right
Atari 7800
Two ports, supporting joysticks or paddles. In 7800 games, Pin 6 registers the Right button and Pin 9 the Left button. Pin 7 must provide +5v for the 7800 controller to work correctly. If a 2600 style controller is connected, its button will register both buttons to a 7800 game. This system was officially released with a stick controller (Proline) in the U.S. or a gamepad in Europe.
Sega Master System
Two ports, the Master System uses a D-pad style gamepad controller like the NES, but pad is more of a square shape. Two buttons on each controller. Functions identically to the Atari 2600 joystick but uses pin 9 for the second button. Although Sega Genesis controllers are easier to find, these are almost certainly the most compatible gamepad style controllers for the older systems, and they do not have a chip inside them.
Atari ST
All Atari ST and STe systems support two joystick ports, calling the two ports Port 0 and Port 1. Port 0 supports either a joystick or mouse, while Port 1 is strictly for joysticks. With a Joystick, only the strict Atari Joystick functionality is officially supported. However, the Left Mouse button corresponds to Button 1, so it is not beyond reason that a controller like the Master's System's could be seen as the Right Mouse button, as Pin 9 is used for it. Atari STe machines also have two HD-15 ports which Atari Jaguar controllers can plug into.
Commodore Amiga
The Amiga has two joystick/mouse ports. It can support two mice, two joysticks, or one of each. The joysticks support a second button on pin 9 like the Sega Master System and Atari 7800, but this was kind of unofficial as Commodore's official sticks (designed for their 8-bit machines) only had one button. Some games do support two button joysticks. Button 1 and 2 use the same pins as the Left and Right mouse buttons.
Sega Genesis/Mega Drive
The ordinary crescent shaped gamepad has a circular shaped D-pad and four buttons.
Pin 1 - Up
Pin 2 - Down
Pin 3 - Left/Ground
Pin 4 - Right/Ground
Pin 5 - +5v
Pin 6 - Button B/ButtonA
Pin 7 - Ground/+5v*
Pin 8 - Ground
Pin 9 - Button C/Start
Pin 7 activates a multiplexer chip inside the gamepad to enable the pad to support more than eight inputs. The input before the / is when Pin 7 is ground and after the / is the input when Pin 7 is +5v. It was designed for future expansion, as the standard pad only provides eight inputs. These pads work on the Master System, (Button B = Button 1, Button C = Button 2), except for certain games. They also work on earlier machines which support strict Atari-style joysticks. If you wire pin 7 permanently to ground, you should be able to fix any incompatibilities with SMS games.
On the six-button controller, Pins 1, 2 & 3 also correspond to Buttons Z, Y & X. I am uncertain how well a six button controller works with older systems.
Amstrad PC-1512/1640, CPC 6128
Only one port in Amstrad's machines. Two buttons are supported, with Pin 7 given to the second button.
The original Covox Sound Master PC sound card supported a pair of DE-9 for Atari-style joysticks, it is unknown whether they support a second button.
Sinclair ZX Spectrum
The Spectrum had no joystick ports built-in, but one or two could be added through the expansion connector. There were several popular yet software incompatible interfaces on the market, including the Kempston (most popular), the ZX Interface 2, the Protek and other Cursor interfaces and the Fuller Audio Box. Spectrum and Fuller support two ports, the rest support one port. Wiring is standard.
Sinclair ZX Spectrum +2/+3
Two joystick ports, but pin wiring is completely different :
Pin 1 - Not Connected
Pin 2 - Ground
Pin 3 - Not Connected
Pin 4 - Button
Pin 5 - Up
Pin 6 - Right
Pin 7 - Left
Pin 8 - Ground
Pin 9 - Down
2 - Button
3 - Left
4 - Down
5 - Right
6 - Up
7 - Not Connected
8 - Not Connected
9 - Not Connected
Coleco Colecovision
Two ports, but each controller has one button on each side and a 12-button numberpad. When in joystick mode, the functionality is identical to the Atari joystick, and the left button is used. When in numberpad mode, the number keys and the right button can be used. The inputs function as a matrix for the numberpad. Pin 5, +5v/Ground, from the console selects the mode which it will use. A Colecovision game can therefore use Atari joystick if it does not require the numberpad functionality.
Texas Instruments TI/99 4A
The TI/99 4A uses one DE-9 connector to support two digital joysticks. There are two separate ground lines on this connector, one for each controller. In addition to a Y-adapter, the pinout is non-standard :
1 - Not Connected
2 - Joystick 2 Ground
3 - Up
4 - Button
5 - Left
6 - Not Connected
7 - Joystick 1 Ground
8 - Down
9 - Right
Atari 7800
Two ports, supporting joysticks or paddles. In 7800 games, Pin 6 registers the Right button and Pin 9 the Left button. Pin 7 must provide +5v for the 7800 controller to work correctly. If a 2600 style controller is connected, its button will register both buttons to a 7800 game. This system was officially released with a stick controller (Proline) in the U.S. or a gamepad in Europe.
Sega Master System
Two ports, the Master System uses a D-pad style gamepad controller like the NES, but pad is more of a square shape. Two buttons on each controller. Functions identically to the Atari 2600 joystick but uses pin 9 for the second button. Although Sega Genesis controllers are easier to find, these are almost certainly the most compatible gamepad style controllers for the older systems, and they do not have a chip inside them.
Atari ST
All Atari ST and STe systems support two joystick ports, calling the two ports Port 0 and Port 1. Port 0 supports either a joystick or mouse, while Port 1 is strictly for joysticks. With a Joystick, only the strict Atari Joystick functionality is officially supported. However, the Left Mouse button corresponds to Button 1, so it is not beyond reason that a controller like the Master's System's could be seen as the Right Mouse button, as Pin 9 is used for it. Atari STe machines also have two HD-15 ports which Atari Jaguar controllers can plug into.
Commodore Amiga
The Amiga has two joystick/mouse ports. It can support two mice, two joysticks, or one of each. The joysticks support a second button on pin 9 like the Sega Master System and Atari 7800, but this was kind of unofficial as Commodore's official sticks (designed for their 8-bit machines) only had one button. Some games do support two button joysticks. Button 1 and 2 use the same pins as the Left and Right mouse buttons.
Sega Genesis/Mega Drive
The ordinary crescent shaped gamepad has a circular shaped D-pad and four buttons.
Pin 1 - Up
Pin 2 - Down
Pin 3 - Left/Ground
Pin 4 - Right/Ground
Pin 5 - +5v
Pin 6 - Button B/ButtonA
Pin 7 - Ground/+5v*
Pin 8 - Ground
Pin 9 - Button C/Start
Pin 7 activates a multiplexer chip inside the gamepad to enable the pad to support more than eight inputs. The input before the / is when Pin 7 is ground and after the / is the input when Pin 7 is +5v. It was designed for future expansion, as the standard pad only provides eight inputs. These pads work on the Master System, (Button B = Button 1, Button C = Button 2), except for certain games. They also work on earlier machines which support strict Atari-style joysticks. If you wire pin 7 permanently to ground, you should be able to fix any incompatibilities with SMS games.
On the six-button controller, Pins 1, 2 & 3 also correspond to Buttons Z, Y & X. I am uncertain how well a six button controller works with older systems.
Amstrad PC-1512/1640, CPC 6128
Only one port in Amstrad's machines. Two buttons are supported, with Pin 7 given to the second button.
The original Covox Sound Master PC sound card supported a pair of DE-9 for Atari-style joysticks, it is unknown whether they support a second button.
Sinclair ZX Spectrum
The Spectrum had no joystick ports built-in, but one or two could be added through the expansion connector. There were several popular yet software incompatible interfaces on the market, including the Kempston (most popular), the ZX Interface 2, the Protek and other Cursor interfaces and the Fuller Audio Box. Spectrum and Fuller support two ports, the rest support one port. Wiring is standard.
Sinclair ZX Spectrum +2/+3
Two joystick ports, but pin wiring is completely different :
Pin 1 - Not Connected
Pin 2 - Ground
Pin 3 - Not Connected
Pin 4 - Button
Pin 5 - Up
Pin 6 - Right
Pin 7 - Left
Pin 8 - Ground
Pin 9 - Down
MSX, Sharp X68000
Almost identical to the Atari standard, except supports button 2 on pin 7 and the ground is on pin 9. Pin 8 functions as an output pin from the computer.
FM Towns/Marty
Completely different pin arrangement. Supports four buttons : Button 1, Button 2, Run and Start. Diodes are used to make Start the equivalent of pressing Up and Down at the same time and Run is the equivalent of pressing Left and Right at the same time.
Pin 1 - Not Connected
Pin 2 - Right
Pin 3 - Left
Pin 4 - Down
Pin 5 - Up
Pin 6 - Ground
Pin 7 - Not Connected
Pin 8 - Button 2
Pin 9 - Button 1
Covox Sound Master
This was an early IBM PC compatible sound card that never caught on and was only supported in a handful of PC games. It does have two DE-9 ports that are supposedly Atari-compatible, which do not function anything like a typical PC joystick.
Apple IIe, Enhanced //e, //c, //c+, //gs
Not compatible with digital joysticks, but has many similarities with paddles when connected. One female port on back of computer. Also shared with mouse on the //c & //c+. 150kOhm potentiometers are used. Button 3 is almost never used, and even though four analog inputs are supported only one pair of paddles are intended to be connected at a time. Apple paddles are hard to find. A two-button analog joystick was the more common device connected.
Pin 1 - Button 2
Pin 2 - +5v
Pin 3 - Ground
Pin 4 - Paddle Input 3
Pin 5 - Paddle Input 1
Pin 6 - Button 3
Pin 7 - Button 1
Pin 8 - Paddle Input 2
Pin 9 - Paddle Input 4
Incompatible DE-9 Joysticks
The 3D0 may use a DE-9 gamepad, but it uses a serial interface with a Data and a Clock line. Ditto for Famiclones and NESclones. The Milton Bradley Vectrex has an analog stick with four pushbuttons, but the analog stick functions as a voltage divider and thus is not quite compatible with the Atari-style analog paddles. The Mattel Intellivision II had detachable DE-9 ports, but that controller uses an 8-bit binary code to signal the state of the 16-position disc, 12-button numberpad and 3 buttons.
Pin 2 - Right
Pin 3 - Left
Pin 4 - Down
Pin 5 - Up
Pin 6 - Ground
Pin 7 - Not Connected
Pin 8 - Button 2
Pin 9 - Button 1
Covox Sound Master
This was an early IBM PC compatible sound card that never caught on and was only supported in a handful of PC games. It does have two DE-9 ports that are supposedly Atari-compatible, which do not function anything like a typical PC joystick.
Apple IIe, Enhanced //e, //c, //c+, //gs
Not compatible with digital joysticks, but has many similarities with paddles when connected. One female port on back of computer. Also shared with mouse on the //c & //c+. 150kOhm potentiometers are used. Button 3 is almost never used, and even though four analog inputs are supported only one pair of paddles are intended to be connected at a time. Apple paddles are hard to find. A two-button analog joystick was the more common device connected.
Pin 1 - Button 2
Pin 2 - +5v
Pin 3 - Ground
Pin 4 - Paddle Input 3
Pin 5 - Paddle Input 1
Pin 6 - Button 3
Pin 7 - Button 1
Pin 8 - Paddle Input 2
Pin 9 - Paddle Input 4
Incompatible DE-9 Joysticks
The 3D0 may use a DE-9 gamepad, but it uses a serial interface with a Data and a Clock line. Ditto for Famiclones and NESclones. The Milton Bradley Vectrex has an analog stick with four pushbuttons, but the analog stick functions as a voltage divider and thus is not quite compatible with the Atari-style analog paddles. The Mattel Intellivision II had detachable DE-9 ports, but that controller uses an 8-bit binary code to signal the state of the 16-position disc, 12-button numberpad and 3 buttons.
Wednesday, January 9, 2013
Krikizz Mega Everdrive : The Ultimate Sega Genesis/Mega Drive Flashcart
The first modern device that allowed multiple saves on a flash cart for the Sega Genesis was the ToToTek MD Pro. This will support multiple games, but the flash storage is on the chip and is a maximum of 64Mbit. At 64Mbit you would be able to fit Sonic 1, 2 3 & Sonic & Knuckles, but not much else. Like other older devices, it uses a parallel port to transfer games onto the flash memory. It also supports games that have battery-backed save ram (S-RAM).
Krikzz has released a range of flash carts. One of his first products was the Everdrive MD. This improved on the earlier MD Pro by using SD cards to load the games. Unlike the earlier device, save games are stored on the SD card, not on real battery backed S-RAM. It also supports Sega Master System games, the MD Pro does not, and has a pause button soldered onto the top of the PCB for the SMS pause function. Some games, like Alien Syndrome, Bomber Raid, Great Volleyball, Montezuma's Revenge, Penguin Land,
Shanghai, Tennis Ace, Where in the World is Carmen San Diego and Wonder Boy in Monster Land will require a true Sega Master System controller to work properly. You can find IPS patches to fix these games here : http://krikzz.com/forum/index.php?topic=1203.0
Even with the Everdrive MD, there was room for improvement. The use of flash memory to store a game during gameplay meant that when you want to play a new game, the flash chip must be erased and reprogrammed. This can take close to a minute for larger games. Additionally, the flash chip is only good for a limited number of writes, so the 10,000th time you write a game, it could permanently fail. However, that is the minimum number of write cycles for a modern flash chip, so the chip may be able to handle many, many more writes. It would take a very long time to write to the chip so many times that the chip would fail. Finally, to flash a firmware update required special JTAG hardware. Users would be left out of new features and compatibility fixes unless they sent their cart to someone who had the hardware to reprogram it.
Krikzz released the Mega Everdrive last year to address several of these issues. He used an Altera Cyclone II FPGA to drive the board and its functions, and there is still room for more features. Updates to the OS firmware are as simple as copying a new OS file to a subdirectory on your SD card. It does not have separate firmware requiring a JTAG Altera Byte Blaster to flash. More importantly, games are run off RAM, not flash, so write cycles are no longer and issue and load times are extremely fast. It has a slot for regular size SD and micro-SD cards, although extracting the latter when the PCB is fitted inside a cartridge shell would be tough. It has a USB port for development purposes.
The downside to this is that the Mega Everdrive costs twice as much as the Everdrive MD. In addition, for either device you will need an SD card and a cartridge shell to protect the PCB. I used a fairly common game, but not a good one. I peeled off the label and used Goo Gone to remove the sticky stuff. Thorough wiping down and cleaning the plastic is also required. A drill and a dremel are ideal to cut into the plastic top, but I used an X-Acto knife and a pair of pliers to cut the holes. You will need to cut 3 holes, one for the USB connector, one for the reset button and at least one for the SD card. A 4.5mm gamebit is necessary for opening the shell, of course.
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| My Mega Everdrive's Cart Shell, Hacked to Bits by Yours Truly |
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| With SD Card, Ready for Gaming Goodness! |
Sega Genesis/Mega Drive ROMs in the No-Intro sets have the .md extension. Mega Everdrive has a few issues like Phantasy Star IV and some other games not saving and Super Street Fighter II' not loading with the ROM having an .md extension, so I would strongly recommend using a file renamer program to rename the file extensions to .bin. With a .bin extension, those games work perfectly. (This may no longer be an issue with the most current OS). Whether .md, .gen or .bin, a Sega Genesis ROM is a straight binary dump of the contents of the cartridge ROMs.
The Mega Everdrive supports Sega Master System roms without a Power Base Converter, and the button on top acts like a SMS pause button. Files should have an .sms extension (these are also straight binary dumps). It also supports 32x cartridges if you have the Sega 32x addon. These cartridges should have a .32x extension. However, SMS games will not work if a 32x is in between the cartridge and the console. Some SMS games don't like it when a Sega CD is attached either and should only be used in a Model 1 or 2 Genesis or Mega Drive system. The ROM file size for a Sega Master System game must be a strict power of 2, (128KB, not 129KB like a NES game).
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| This is the first screen from which you can use the cartridge, takes less than 10 seconds with a TMSS Genesis |
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| Each subdirectory lists games like this |
The cartridge also has support for savestates, something that took years for the PowerPaks to even begin to approach. The functionality is not perfectly compatible, but some games (Sonic 1 & 2) really needed a password or battery backed save system. It also supports Game Genie and Pro-Action Replay codes. It only works with Genesis/MegaDrive games 4MB or less.
Official Genesis games can be 5MB, 4MB, 3MB, 3.25MB, 2.5MB, 2MB 1.5MB, 1.25MB, 1MB, 768KB, 640KB, 512KB, 256KB, 128KB, exactly (only US games included here). This includes Sonic + Knuckles combos.
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| Just one more button press... |
Early non-licensed games from Electronic Arts & Acclaim, Budokan, Ishido : Way of the Stones, Onslaught, Populous and Zany Golf work just fine in my TMSS console (motherboard VA6), since the Mega Everdrive passes the TMSS detection when the console is turned on. Ordinarily, the US cartridges of these games will fail to load in a TMSS system, with the exception of a licensed Zany Golf cartridge. European cartridges of Populous and Budokan are licensed and work fine in an NTSC Genesis. Also, if you press reset after turning the power on, you will not see the TMSS screen unless you were playing a Sega Master System game.
Sonic & Knuckles can work as a standalone ROM, or in combination with Sonic, Sonic 2 or Sonic 3. Just use the approriate ROM that combines the code for Sonic & Knuckles with one of the other ROMs. Note that for the Sonic & Knuckles + Sonic 2 combo, you need the ROM from the GoodGEN set with the filename "Sonic and Knuckles & Sonic 2 (W) [f1].bin".
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| And voila! Just don't forget to press reset before turning the system off to save your games |
A reset will not bring you back to the title screen but to the Mega Everdrive main menu. Unfortunately, X-Men requires you to press the reset button lightly to initiate a soft reset and get past Mojo's World. The current solution to this problem is hit reset, go back to the Mega Everdrive's menu, and input the Game Genie code which will allow you to start on the next stage.
Onslaught also uses the reset feature in a strange way. In order to obtain a password, you must press press reset during gameplay or at a game over screen, and the password will appear on the title menu after the game reboots itself. This will obviously not work in the Everdrives for the reasons stated above, but Onslaught is a craptastic game, whether on the Amiga, Atari ST or the Genesis and it is difficult to imagine anyone wanting to play it a second time.
As of OS v10, has a reset to game option, so you can run X-Men and Onslaught as they were intended.
The Mega Everdrive does not support Virtua Racing, as that cartridge had special advanced 3-D polygon processing hardware called the Sega Virtua Processor. Unless and until this is emulated, this ROM will not run. There is a 32x ROM of Virtua Racing that runs with a 32x. J-Carts (with two extra controller ports built into the cartridge) from Codemasters, Pete Sampras Tennis#, Pete Sampras Tennis 96, Micro Machines 2, Micro Machines 96, Micro Machines Military Edition, and Super Skidmarks will not support players 3 & 4. I believe that all the J-Cart games were released with and without the J-Cart attachment.
# - Only J-Cart game released outside Europe
The Mega Everdrive cannot coexist with the Sega 3-D Glasses, so Master System games that require or support the 3-D Glasses will not work in 3-D. The 3-D Glasses require a card slot, which is only available on a Power Base Converter in 16-bit Sega land. The Mega Everdrive will not work with a Power Base Converter in between the cartridge and slot. Also, since you are running Master System games on a Genesis, F-16 Fighting Falcon will not work and some games will require a Master System controllers and peripherals. You can find patches for the ROMs of games which will not work with a Genesis controller here : http://krikzz.com/forum/index.php?topic=1203.0
There has been discussion of using the Mega Everdrive to emulate a Sega Mark III FM Sound Unit YM-2143 sound chip, nothing has yet come of it. You can play the snail maze game, built into the BIOS of the early Master Systems, with the appropriate ROM.
Finally, the last weakness of the Mega Everdrive v1 and the Everdrive MD is that it does not support games which save to EEPROM. This should be all the licensed commercial Sega Genesis/Mega Drive games that use EEPROM, but this list is not intended to be comprehensive.
Bill Walsh College Football
Blockbuster World Video Game Championship II
Brian Lara Cricket
Brian Lara Cricket 96
College Slam
Evander Holyfield's Boxing
Frank Thomas Big Hurt Baseball
Greatest Heavyweights of the Ring
Honoo no Toukyuuji Dodge Danpei
John Madden Football 93
John Madden Football 93 - Championship Edition
Megaman - the Wily Wars/Rockman MegaWorld*
Micro Machines 2 - Turbo Tournament
Micro Machines 96
Micro Machines Military
MLBPA Sports Talk Baseball
NBA Jam
NBA Jam TE
NBA Jam TE (32x)
NFL Quarterback Club
NFL Quarterback Club 96
NHLPA Hockey 93
Ninja Burai Densetsu
Rings of Power
Shane Warne Cricket
Wonder Boy in Monster World/Wonder Boy V - Monster World III
* - One version of the Japanese ROM exists that uses S-RAM, the other uses EEPROM.
While support for EEPROM saves may eventually come, Krikizz has indicated firmly that he will not add support for Pier Solar. While the game has been dumped, it uses EEPROM in a unique way that Krikizz will not support so as not to encourage piracy. The game checks for the existence of the EEPROM and will not work if it is not found. For the other games, most have been hacked to change the save type to battery backed S-RAM. Use GoodGen, currently at version 3.21, to find them. I believe the [f1] or [f2] indicates the game has been fixed for saves. Some only have an [h1C], [h2C] or [p1] etc. I believe this indicates the rom has been hacked to work in an old-style copier or in a pirate cartridge. They should run but they may not be able to save. NBA Jam and NBA Jam TE 32x are the only two games confirmed not to have fix or hack available. NBA Jam will at least play without the EEPROM, and if you really want to save, loose carts are as common as they come (or you can try the savestate feature). The pirate Rings of Power ROM may not be able to save, unless the savestate feature works. The MegaEverdrive v2 has support for EEPROMs, but has not been comprehensively tested outside Wonder Boy.
Since I have an NTSC machine, the Micro Machine ROMs will run too fast. I don't care about sports games, so the only good games left in English are Mega Man and Wonder Boy, and they have fixes.
Friday, January 4, 2013
Godzilla on Disc - Criterion Blu-ray vs. Classic Media DVD
Godzilla was a big success when it was released in its native Japan in 1954, and one of the first elaborate special effects movies made in Japan since the end of World War II. When it was released overseas, it was retitled Godzilla, King of the Monsters!, dubbed, cut and new footage of Raymond Burr "interacting" with the Japanese actors was added to make the film more marketable to Western audiences. Outside of Japanese expatriate communities and in Asian countries, this was the version seen throughout the world beginning in 1956 and just about ever since.
The original Japanese version did make appearances in art-houses in 1982 and 2003. The first time I saw Godzilla, King of the Monsters was on TV on TBS back in the late 1980s. The first time I saw it on film it was in 2004 and it was the subtitled Japanese version. The American version had been released many times on VHS and twice on DVD without the Japanese version. These DVD versions (Scimitar, 1998; Classic Media, 2002) have long been considered inferior. All you ever probably ever need to know about them can be found here : http://www.tohokingdom.com/dvds.htm
Specifications
I. Gojira / Godzilla (Classic Media)
Released on September 5, 2006. Two DVDs.
This was the first time the Japanese original was released in North America. I own the DVD release. DVD1 has Godzilla (labeled Gojira), DVD2 features Godzilla, King of the Monsters! (labeled Godzilla). Aspect Ratio is 1.33:1. Out of Print in single release shown above, but available as part of The Godzilla Collection (2012) with the other good Classic Media Godzilla DVD releases. The DVDs, sans booklet, are available in a new reissue with a new cover :
Special Features :
Making of Godzilla Suit Featurette
Godzilla Story Development Featurette
Audio Commentary by Steve Ryfle & Ed Godziszewski
Trailers for Godzilla & Godzilla, King of the Monsters (DVD1 & DVD2, respectively)
"Godzilla's Footprint" by Steve Ryfle (Booklet discussing Making of the Film)
Released on September 22, 2009. One Blu-ray disc.
The Blu-ray release uses an unnatural 1.47:1 picture frame, as the film was shot in the Academy Ratio of 1.37:1. Only the Japanese original was included. The Special Features from DVD1 are included (in Standard Definition), but the Booklet is not. The Blu-ray is single layered. The main feature uses a 1080i resolution.
You can purchase these discs from Amazon through these affiliate links :
Blu-ray :
Gojira [Blu-ray]
Godzilla King of the Monsters
II. Godzilla (Criterion Collection)

Released on January 24, 2012. Two DVDs or One Blu-ray disc (separate packages).
This is the only other authorized release of the Japanese original in North America. I own the Blu-ray (as do most other people who buy Criterion releases these days). Both the DVD and Blu-ray offer Godzilla and Godzilla, King of the Monsters!. The DVD presumably offers Godzilla on DVD1 and Godzilla, King of the Monsters! on DVD2. The Blu-ray is dual-layered and both films are presented in 1080p.
Special Features (virtually all in 1080i):
Interview with Akira Takarada (Ogata)
Interview with Haruo Nakajima (Godzilla)
Interview with Yoshio Irie & Eizo Kaimai (Special Effects Technicians)
Interview with Akira Ifukube (Composer)
Special Effects Photographic Featurette
Interview with Japanese Film Critic Tadao Sato
"The Unluckiest Dragon" - Audio Essay about the Fukuryu Maru incident
Audio Commentary of David Kalat on Both Godzilla and Godzilla, King of the Monsters!
Trailers for Godzilla & Godzilla, King of the Monsters
"Poetry After the A-Bomb" by J. Hoberman (Booklet discussing History behind Film and Themes)
You can purchase these discs from Amazon through these affiliate links :
Blu-ray :
Godzilla (The Criterion Collection) [Blu-ray]
DVD
Godzilla (The Criterion Collection)
Video & Audio
There is no real comparison. The Criterion Blu-ray shows a sharper image and shows far more detail than anything from Classic Media. Both use a mono soundtrack, so there is no "tampering" with the soundtrack. The soundtrack on the Criterion has been praised as bringing out the elements which have been buried under a layer of hiss and muffled sound. Classic Media's releases are interlaced, which is easily noticeable when watching the movie on a computer monitor. Criterion is not.
Here are screenshots from Classic Media's release : http://www.blu-ray.com/movies/Gojira-Blu-ray/5496/ and Criterion's release : http://www.blu-ray.com/movies/Godzilla-Blu-ray/31499/#Screenshots. The Classic Media's image is stretched out, lacks detail and suffers from an overuse of DNR. Criterion's image is sharp, but a tad dark in Godzilla's scenes. I would adjust the brightness and contrast a little if you wanted to make out more detail for those scenes. The clarity of image and sound is a noticeable improvement from Classic Media's DVD.
The Criterion includes the Transworld logo on Godzilla, King of the Monsters, which has not been seen on an official DVD release since the Scimitar disc in 1998. Classic Media does not, and while the audio is there, the image where the logo would be is black. Apparently Classic Media added three digital transitions in Godzilla, see here : http://www.dvdbeaver.com/film/dvdreviews20/godzilla_dvd_review.htm
The subtitles on Classic Media are yellow and on Criterion they are white. Note that Classic Media defaults to the subtitles being on, the Criterion default is off. Criterion translates more of the opening credits than Classic Media. Classic Media fails to give the credit for Akira Takarada! However, neither provides a full credit translation. There are forty-eight lines in the credit scroll with Kanji characters, each naming a different person. Translating or transliterating the lesser-known names who worked on or acted in this film may not give accurate results, especially in comparison to some other variation of that person's name elsewhere in literature. The Criterion booklet seems to give credits for all the production crew and almost all the cast, including all the major players. (Toho's crediting policy apparently was to provide a credit for just about anyone with a speaking role at the time). The translations are different.
Packaging
Classic Media had a very striking packaging for its time. The image of Godzilla rising out of the sea, with the blood-red lettering, is instantly eye-catching. Someone had the bright idea to use a picture of the real full-body suit, not a publicity shot with one of the inferior clay models. The title would have been better as "Godzilla" in the large lettering and "Gojira" in small caps. The backing is very sturdy, it feels like the cover of a hardcover book. The sleeve is a little annoying. However, this fits extremely well with Classic Media's later Godzilla releases.
Criterion uses a thinner cardboard material, and has a sleeve that encloses all but one side of the Blu-ray tri-fold. When you open up the tri-fold, Godzilla's head pops out the top. The artwork is original, but the pop-up seems a combination of the Heisei and Millenium era Godzillas, and the art on the exterior of the tri-fold seems taken from Godzilla, Mothra, King Ghidorah, Giant Monsters All-Out Attack (a stupid title if ever there was one). The booklet takes adapts some publicity stills.
Special Features
Unless price is the sole factor that will determine your purchase (Criterions always sell at a premium, but currently as of June 8, 2014 the price is very reasonable), both discs have unique features. The features may be a little sparser on the Classic Media, but that company was testing the waters with the first quality production of Godzilla. Moreover, features were planned to span the entire library to which Classic Media had rights. Moreover, they did not want to pay Toho for the rights to use the special features on Toho's Region 2 DVD releases. Criterion came up with different special features, as with maybe one exception (Akira Ifukube's interview), Toho's special features on its Godzilla DVD/Blu-ray are not to be found in the Criterion disc.
Both discs provide commentary for Godzilla and Godzilla, King of the Monsters. David Kalat had previously provided commentary for Classic Media's release of Ghidorah, The Three-Headed Monster. Kalat wrote "A Critical History and Filmography of Toho's Godzilla series" which has had two editions. The price dissuaded me from buying it when it was in print, and now it is Out of Print. Ryfle wrote "Japan's Favorite Mon-Star: The Unauthorized Biography of "The Big G". I own this book and it is a a reasonably comprehensive look at Godzilla's history until the end of the Heisei era; its now Out of Print. Godziszewski wrote "The Illustrated History of Godzilla", a book that has long been Out of Print (observing a common theme with serious Godzilla books here?) Ryfle and Godziszewski provided commentary for other Classic Media Godzilla DVDs. The commentary for the original Japanese Godzilla can also be found on BFI's Region 2 Godzilla DVD. The Classic Media DVD is very useful for people who do not own Ryfle's book, and I would assume the same could be said for Criterion and Kalat's book.
Both commentaries cover much of the same ground. Ryfle includes audio interviews from people like Terry Morse Jr., son of the director for the American footage of Godzilla, King of the Monsters! and others instrumental in bring Godzilla to the U.S. Kalat discusses certain cultural issues surrounding the film. I would recommend starting with Ryfle's commentary, then proceeding with Kalat's since the former is more geared to the kaiju novice.
The original Japanese version did make appearances in art-houses in 1982 and 2003. The first time I saw Godzilla, King of the Monsters was on TV on TBS back in the late 1980s. The first time I saw it on film it was in 2004 and it was the subtitled Japanese version. The American version had been released many times on VHS and twice on DVD without the Japanese version. These DVD versions (Scimitar, 1998; Classic Media, 2002) have long been considered inferior. All you ever probably ever need to know about them can be found here : http://www.tohokingdom.com/dvds.htm
Specifications
I. Gojira / Godzilla (Classic Media)
Released on September 5, 2006. Two DVDs.
This was the first time the Japanese original was released in North America. I own the DVD release. DVD1 has Godzilla (labeled Gojira), DVD2 features Godzilla, King of the Monsters! (labeled Godzilla). Aspect Ratio is 1.33:1. Out of Print in single release shown above, but available as part of The Godzilla Collection (2012) with the other good Classic Media Godzilla DVD releases. The DVDs, sans booklet, are available in a new reissue with a new cover :
Special Features :
Making of Godzilla Suit Featurette
Godzilla Story Development Featurette
Audio Commentary by Steve Ryfle & Ed Godziszewski
Trailers for Godzilla & Godzilla, King of the Monsters (DVD1 & DVD2, respectively)
"Godzilla's Footprint" by Steve Ryfle (Booklet discussing Making of the Film)
The Blu-ray release uses an unnatural 1.47:1 picture frame, as the film was shot in the Academy Ratio of 1.37:1. Only the Japanese original was included. The Special Features from DVD1 are included (in Standard Definition), but the Booklet is not. The Blu-ray is single layered. The main feature uses a 1080i resolution.
You can purchase these discs from Amazon through these affiliate links :
Blu-ray :
Gojira [Blu-ray]
DVD :
II. Godzilla (Criterion Collection)

Released on January 24, 2012. Two DVDs or One Blu-ray disc (separate packages). This is the only other authorized release of the Japanese original in North America. I own the Blu-ray (as do most other people who buy Criterion releases these days). Both the DVD and Blu-ray offer Godzilla and Godzilla, King of the Monsters!. The DVD presumably offers Godzilla on DVD1 and Godzilla, King of the Monsters! on DVD2. The Blu-ray is dual-layered and both films are presented in 1080p.
Special Features (virtually all in 1080i):
Interview with Akira Takarada (Ogata)
Interview with Haruo Nakajima (Godzilla)
Interview with Yoshio Irie & Eizo Kaimai (Special Effects Technicians)
Interview with Akira Ifukube (Composer)
Special Effects Photographic Featurette
Interview with Japanese Film Critic Tadao Sato
"The Unluckiest Dragon" - Audio Essay about the Fukuryu Maru incident
Audio Commentary of David Kalat on Both Godzilla and Godzilla, King of the Monsters!
Trailers for Godzilla & Godzilla, King of the Monsters
"Poetry After the A-Bomb" by J. Hoberman (Booklet discussing History behind Film and Themes)
You can purchase these discs from Amazon through these affiliate links :
Blu-ray :
Godzilla (The Criterion Collection) [Blu-ray]
DVD
Godzilla (The Criterion Collection)
There is no real comparison. The Criterion Blu-ray shows a sharper image and shows far more detail than anything from Classic Media. Both use a mono soundtrack, so there is no "tampering" with the soundtrack. The soundtrack on the Criterion has been praised as bringing out the elements which have been buried under a layer of hiss and muffled sound. Classic Media's releases are interlaced, which is easily noticeable when watching the movie on a computer monitor. Criterion is not.
Here are screenshots from Classic Media's release : http://www.blu-ray.com/movies/Gojira-Blu-ray/5496/ and Criterion's release : http://www.blu-ray.com/movies/Godzilla-Blu-ray/31499/#Screenshots. The Classic Media's image is stretched out, lacks detail and suffers from an overuse of DNR. Criterion's image is sharp, but a tad dark in Godzilla's scenes. I would adjust the brightness and contrast a little if you wanted to make out more detail for those scenes. The clarity of image and sound is a noticeable improvement from Classic Media's DVD.
The Criterion includes the Transworld logo on Godzilla, King of the Monsters, which has not been seen on an official DVD release since the Scimitar disc in 1998. Classic Media does not, and while the audio is there, the image where the logo would be is black. Apparently Classic Media added three digital transitions in Godzilla, see here : http://www.dvdbeaver.com/film/dvdreviews20/godzilla_dvd_review.htm
The subtitles on Classic Media are yellow and on Criterion they are white. Note that Classic Media defaults to the subtitles being on, the Criterion default is off. Criterion translates more of the opening credits than Classic Media. Classic Media fails to give the credit for Akira Takarada! However, neither provides a full credit translation. There are forty-eight lines in the credit scroll with Kanji characters, each naming a different person. Translating or transliterating the lesser-known names who worked on or acted in this film may not give accurate results, especially in comparison to some other variation of that person's name elsewhere in literature. The Criterion booklet seems to give credits for all the production crew and almost all the cast, including all the major players. (Toho's crediting policy apparently was to provide a credit for just about anyone with a speaking role at the time). The translations are different.
Packaging
Classic Media had a very striking packaging for its time. The image of Godzilla rising out of the sea, with the blood-red lettering, is instantly eye-catching. Someone had the bright idea to use a picture of the real full-body suit, not a publicity shot with one of the inferior clay models. The title would have been better as "Godzilla" in the large lettering and "Gojira" in small caps. The backing is very sturdy, it feels like the cover of a hardcover book. The sleeve is a little annoying. However, this fits extremely well with Classic Media's later Godzilla releases.
Criterion uses a thinner cardboard material, and has a sleeve that encloses all but one side of the Blu-ray tri-fold. When you open up the tri-fold, Godzilla's head pops out the top. The artwork is original, but the pop-up seems a combination of the Heisei and Millenium era Godzillas, and the art on the exterior of the tri-fold seems taken from Godzilla, Mothra, King Ghidorah, Giant Monsters All-Out Attack (a stupid title if ever there was one). The booklet takes adapts some publicity stills.
Special Features
Unless price is the sole factor that will determine your purchase (Criterions always sell at a premium, but currently as of June 8, 2014 the price is very reasonable), both discs have unique features. The features may be a little sparser on the Classic Media, but that company was testing the waters with the first quality production of Godzilla. Moreover, features were planned to span the entire library to which Classic Media had rights. Moreover, they did not want to pay Toho for the rights to use the special features on Toho's Region 2 DVD releases. Criterion came up with different special features, as with maybe one exception (Akira Ifukube's interview), Toho's special features on its Godzilla DVD/Blu-ray are not to be found in the Criterion disc.
Both discs provide commentary for Godzilla and Godzilla, King of the Monsters. David Kalat had previously provided commentary for Classic Media's release of Ghidorah, The Three-Headed Monster. Kalat wrote "A Critical History and Filmography of Toho's Godzilla series" which has had two editions. The price dissuaded me from buying it when it was in print, and now it is Out of Print. Ryfle wrote "Japan's Favorite Mon-Star: The Unauthorized Biography of "The Big G". I own this book and it is a a reasonably comprehensive look at Godzilla's history until the end of the Heisei era; its now Out of Print. Godziszewski wrote "The Illustrated History of Godzilla", a book that has long been Out of Print (observing a common theme with serious Godzilla books here?) Ryfle and Godziszewski provided commentary for other Classic Media Godzilla DVDs. The commentary for the original Japanese Godzilla can also be found on BFI's Region 2 Godzilla DVD. The Classic Media DVD is very useful for people who do not own Ryfle's book, and I would assume the same could be said for Criterion and Kalat's book.
Both commentaries cover much of the same ground. Ryfle includes audio interviews from people like Terry Morse Jr., son of the director for the American footage of Godzilla, King of the Monsters! and others instrumental in bring Godzilla to the U.S. Kalat discusses certain cultural issues surrounding the film. I would recommend starting with Ryfle's commentary, then proceeding with Kalat's since the former is more geared to the kaiju novice.
Monday, November 19, 2012
Important DOS versions for PC Gaming
In the text below, assume that for DOS 4.0 and lower, I am discussing IBM's PC-DOS unless otherwise noted, and for 5.0 and above, MS-DOS.
DOS 1.0 - Introduced with the IBM PC in 1981. This is the first version of Microsoft MS-DOS and it only came the IBM Personal Computer. This version of DOS only supports single sided 5.25" disks with 160K capacities (8 sectors). Any game using a double sided disk or a 180K disk (9 sectors) will not work with this version. Virtually all DOS games come on disks with one or the other, so this version has purely vintage value. Unlike later versions, this one will require you to input a valid date and time value on bootup. No hard drive support. It would effectively be off the market once IBM included double sided disk drives as standard in the PC.
Includes DONKEY.BAS, the first game ever made for the IBM PC and would be included in PC-DOS until 3.2. AUTOEXEC.BAT was included as a batch file that would be run at bootup time. Although a user could run an IBM PC with 16K of RAM, DOS 1.0 required 32KB. Some of the BASIC programs required 48K of RAM to run.
DOS 1.1 - Introduced with the IBM PC with Double Sided Drives in 1982. The most important feature of this incremental upgrade is double sided 5.25" drive support for 320K capacity support. Still only 8 sector support.
Microsoft began to supply OEM manufacturers (Compaq, Tandy, Zenith, etc.) with DOS around this time. The earliest known MS-DOS version is 1.25, and does not come with all the utilities of PC-DOS 1.1. The OEM would then modify it as necessary to support its hardware. Some OEM versions of DOS, like Tandy's, would not run on a non-Tandy system. Others, like Compaq, did not care.
The chief difference between IBM's PC-DOS and the OEM MS-DOS for gaming purposes is that IBM's BASIC.COM (Disk BASIC) and BASICA.COM (Advanced BASIC) programs did not have the core of BASIC contained within. Instead, the core was contained in 32K of ROM in the F segment which was called ROM BASIC or Cassette BASIC. In the OEM MS-DOS, the equilavent BASIC executables contained GW-BASIC, which had the code which would have otherwise been in ROM embedded in the file on the disk.
Thus, if a game requires ROM BASIC, it will not run on a non-IBM system. Several early BASIC games, including IBM's, assume that you are running them on an IBM PC, XT or AT. Virtually any IBM PC or PS/2 machine made during the 1980s will work with games requiring ROM BASIC. While some may be able to be run with a non-IBM machine using an OEM GW-BASIC, this can be tricky due to copy protection schemes and direct accesses to the ROM.
One game manual (Ultima II) suggested that you copy over the DOS system files using the sys command to make the game disk bootable. This could only be done with DOS 1.1, DOS 2.0 and above were too big.
This version allowed DEL as an alias for ERASE and REN for RENAME.
DOS 2.0 - Introduced with the IBM PC XT in 1983. This is the required minimum for most DOS games that come on a 5.25" double density drive. Adds support for 9 sector disks, so single sided formatted disks are 180K and double sided disks 360K. The latter is by far the most common format for 5.25" Double Density DOS game floppy disks.
The next feature would become even more important, support for hard drives. The IBM PC XT shipped with the Seagate ST-412 10MB hard drive. The existing 12-bit File Allocation Table (FAT-12) used on floppy disks could handle drives up to 15MB. Only one DOS partition and two drives were permitted, so DOS 2.x's expandability was limited. IBM used FDISK to partition disks, OEMs used similar programs.
Architecturally, applications written to run on the 1.x versions of DOS used File Control Blocks to keep track of open files. This was too limiting, so DOS 2.0 introduced file handles to handle the same task. Subdirectories were also introduced in DOS 2.0.
Finally, DOS 2.0 offers support for installable device drivers. CONFIG.SYS makes its first appearance to load those drivers at bootup. The first of these was ANSI.SYS. By installing this driver in CONFIG.SYS, the user or a game could obtain more direct control over the text on the screen. The user could change the background color, the text colors, the video mode, etc. Some text-based games require ANSI.SYS to be loaded before they will run.
DOS 2.1 - Introduced with the IBM PCjr. in 1983. It adds support for that system and its enhanced graphics and sound in the BASIC interpreters. The PCjr. cannot run earlier versions of DOS.
IBM was yet to embrace the wider international market, so OEM's included Microsoft's international convention support in the COUNTRY command in CONFIG.SYS in MS-DOS 2.11 to audiences. I think that due in part to this, 2.11 is considered the "safest" lowest version of DOS you can use and expect DOS games that came on 5.25" floppies before 1991 to run.
The first Tandy 1000 computers began with Tandy DOS 2.11.22. Like the IBM PC-DOS 2.1, the BASIC on these disks supports the enhanced graphics and sound of the 1000 series. The EX and HX also use 2.11.24, but the HX's version includes support for 720KB drives and DOS-in-ROM.
DOS 3.0 - Introduced with the IBM PC AT in 1984. This is the first version of DOS which supports high density 5.25 floppy disk drives for 1.2MB per disk. All DOS games that come on 5.25" 1.2MB disks will expect this or higher as the minimum DOS version.
The IBM PC AT came with a 20MB hard disk, and FAT-12 was inadequate. A 16-bit FAT (FAT-16) was supported in this version of DOS. One DOS partition of 32MB per disk was supported per drive, due to the use of 16-bit sector values.
The Real Time Clock in the AT is supported, thus DOS can automatically update the date and time and retrieve it once the system is shut down and restarted, or reset. Non-AT style RTCs require device drivers.
IBM added support for common international keyboard layouts (KEYBXX) and international conventions (COUNTRY) in this version. The ATTRIB command allowed the user to set the file attributes (hidden, system, read only, archive) for any file.
DOS 3.1 - An incremental upgrade to DOS 3.0. The most important feature was this DOS was the first version to support networking. More signficantly for gaming, this is the first version to support Microsoft Networking extensions, which is what MSCDEX uses to allow CD-ROM drives to function in DOS (it looks like a newtork drive to DOS). This is the minimum version on which Windows 3.x will run.
DOS 3.2 - Introduced with the IBM PC Convertible in 1986. Adds support for 3.5 inch double density drive support for 720K disk capacities. All DOS games that come on 3.5" 720K disks will expect this or higher as the minimum DOS version. XCOPY command added to copy directories and the included subdirectories. Many games of the late 1980s use batch files to install themselves to the hard drive, and sooner or later one will assume that the XCOPY command is available and use it.
MS-DOS 3.2 was the first time Microsoft made the OS available to system builders through an OEM package. This meant that an individual putting together their system from parts had a way to acquire the OS without having to buy a pre-built system. By version 3.2, the user could be more-or-less assured that his version of DOS would be as fully featured as IBM's PC-DOS (mainly with the hard drive utilities).
The Tandy 1000 SX and TX come with Tandy DOS 3.20.22, and have a custom partitioning utility to add three extra 32MB partitions. Other OEMs like Compaq provided similar utilities. More modern operating systems tend not to recognize these partitions and a special formatting program is necessary to create them and a special device driver must be loaded in CONFIG.SYS to access them.
DOS 3.3 - Introduced with the IBM PS/2 series. Adds support for 3.5 inch high density drive support for 1.44MB disk capacities and country code pages. Keyboard layouts are now supported with the KEYB command instead of a separate command for each layout.
This version adds support for the extended DOS partition, allowing one primary DOS partition of 32MB (drive C:) an an extended partition of up to 2GB. However, the logical drives within the extended partition can only be 32MB each. Thus the user can have logical disk drives D: to Z: with 32MB capacity each in the extended partition. The total disk space available to the user would be 736MB. This was still extremely large back in 1987 when this version was released.
International support was improved with the addition of country codes in IBM's version. IBM and Microsoft were shipping the same utilities in their respective versions of DOS by this point. This allowed the user to display characters in text-modes that were not available in the character ROM on their video adapter, but requires an EGA or VGA card work.
The remainder of the Tandy 1000s use this DOS, 3.30.22, except for the RLX-B and RSX (5.0). These systems contain the DOS core files in a fast ROM drive, which is disabled when a hard disk is installed.
DOS 3.31 (Compaq MS-DOS only) - Final FAT-16 implementation introduced, 32-bit sector values used. An 8GB disk could be supported with a 2GB drive partition support with one primary and three logical drives in the extended partition. Seems to work fine in non-Compaq systems.
DOS 4.0 - Introduced with 2nd Generation IBM PS/2 in 1988.
In DOS 4.0, the use of partitions greater than 32MB should be accompanied by loading SHARE.EXE beforehand. This is necessary only for really old games that use FCBs, since their use is incompatible with the full FAT-16 implementation. SHARE.EXE will translate the use of FCBs to file handles. DOS 5.0 and later automatically implement SHARE.EXE.
EMM386 first introduced, but in DOS 4.x it is known as EMM386.SYS. EMM386.SYS or EMM386.EXE in a 386 or better machine allows extended memory, that is the memory above the first megabyte in a PC, to be used as expanded memory. On a 8088, 8086 or 80286 machine, expanded memory could only be added by an expensive memory card. Games supporting the Expanded Memory Specification for storing data in expanded memory will work well with EMM386.
EMM386 has another important feature. It allows device drivers to be loaded in Upper Memory. Upper Memory is the area between 640K and 1MB in a PC that is reserved for ROM and RAM on adapter cards. A 386 usually had memory in that area that would be left sitting unused, but areas not otherwise occupied by ROM or RAM could be converted into Upper Memory Blocks into which DOS could load device drivers instead of taking up valuable conventional memory. If Expanded Memory was not required, EMM386 could still provide Upper Memory Blocks.
IBM's PC-DOS 4.0 acquired a bad reputation as a buggy OS. Its memory footprint was rather high, especially when used with systems that did not have a full 640K free. More unforgivable was that it did not work well, if at all, with 3rd-party (non-IBM) EMS boards. MS-DOS 4.0 did. PC-DOS 4.01 also exists that fixed the issue. IBM's EMM386's functionality is provided by XMA2EMS.SYS. Users were also wary of the new partitioning schemes, which was incompatible with their existing disk utilities and tended to stick with DOS 3.3 until 5.0.
The MEM command is introduced to show you how your conventional and upper memory is being used and is extremely helpful to identify how you can improve your system configuration.
DOS 5.0 - Released in 1991 with DR-DOS 5.0 and MS-DOS 5.0. By this time, OEM versions of MS-DOS are not really customized, and MS-DOS 5.0 was the first version of DOS to have a real identity on a store shelf. Unlike earlier versions of MS-DOS, it had an install program. Adds 3.5 inch extra high density drive support for 2.88MB disk capacities. The drives needed for format and read such disks were never popular and games were never released on such disks.
The most important feature MS-DOS 5.0 provides is the HIMEM.SYS driver. This provides access to the High Memory Area (HMA) on 286 and better processors with over 1MB of RAM. DOS can load a large chunk of itself in the 64K HMA area, leaving more conventional memory free. HIMEM.SYS also implements the XMS specification to allow access to as many megabytes of extended memory as the system contains in a 286 or above. Some games can use the access to XMS memory to store data or otherwise require HIMEM to be loaded, so this version of DOS is obviously the lowest those games support.
QBASIC was introduced, which is why so many people have fond memories of Gorillas and Nibbles. The MS-DOS EDIT, which uses the QBASIC interface, is very handy to edit AUTOEXEC.BAT and CONFIG.SYS and read text files.
There are bugs in the FORMAT and FDISK commands, so when these are updated this can be called MS-DOS 5.00a. Commands can show a help menu by using a /? switch.
Four physical hard drives allowed with DOS partitions.
DOS 6.xx - Released in 1993, the biggest feature of this version was support for drive compression. When drives were 20-200MB in size, this was a useful option. Today when drives are huge and cheap, it is not important. Also important was the DELTREE command (deletes directories, subdirectories and all the files within them) and the MOVE command (copy and delete in one command). 6.22 is the last standalone version of DOS Microsoft ever released.
The most useful feature of MS-DOS 6.xx is its support for multiple configurations. This means you can have one configuration with Expanded Memory and Upper Memory with EMM386, and another configuration without it loaded for those games that will not run with it.
Unlike earlier versions of DOS, MSCDEX.EXE came with these versions. Otherwise, MSCDEX would be provided on a floppy disk accompanying the CD-ROM package you bought. MSCDEX came in versions 2.1, 2.2 and 2.95. 2.1 requires PC-DOS 3.1 or MS-DOS 3.1 or 4.0, 2.2 is required for MS-DOS 5 or SETVER must be used. 2.95 was released with Windows 95.
Microsoft eliminated certain utilities like JOIN and SUBST in the main install of 6.xx, which some game installs (weird CD compilations) rely upon. Microsoft later released a Supplemental Utilities disk to put these programs back in (presumably without using SETVER). The Supplemental Utilities disk can still be freely downloaded.
MEMMAKER is also a useful utility to try to maximize conventional memory, and HELP shows a text-based interface with the commands, examples and notes. SCANDISK is useful for determining hard drive errors. IBM released PC-DOS 6.1 and 6.3, leapfrogging Microsft's version numbers.
DOS 7.0 - This is the version of DOS underlying Windows 95. Windows 95 OSR2 introduced the FAT-32 filesystem, and this version of DOS is 7.0a. If you have a copy of Windows 95 OSR2 or above , there is a way to extract the very useful 7.0a and use it as a standalone operating system. The EDIT in these systems use more modern keyboard shortcuts like Ctrl C for copy, Ctrl V for paste and Ctrl X for delete. IBM released a DOS 7.0 and 7.1 (a.k.a. PC-DOS 2000).
DOS 8.0 - A crippled version of DOS which underlies Windows ME. No value.
DOS 1.0 - Introduced with the IBM PC in 1981. This is the first version of Microsoft MS-DOS and it only came the IBM Personal Computer. This version of DOS only supports single sided 5.25" disks with 160K capacities (8 sectors). Any game using a double sided disk or a 180K disk (9 sectors) will not work with this version. Virtually all DOS games come on disks with one or the other, so this version has purely vintage value. Unlike later versions, this one will require you to input a valid date and time value on bootup. No hard drive support. It would effectively be off the market once IBM included double sided disk drives as standard in the PC.
Includes DONKEY.BAS, the first game ever made for the IBM PC and would be included in PC-DOS until 3.2. AUTOEXEC.BAT was included as a batch file that would be run at bootup time. Although a user could run an IBM PC with 16K of RAM, DOS 1.0 required 32KB. Some of the BASIC programs required 48K of RAM to run.
DOS 1.1 - Introduced with the IBM PC with Double Sided Drives in 1982. The most important feature of this incremental upgrade is double sided 5.25" drive support for 320K capacity support. Still only 8 sector support.
Microsoft began to supply OEM manufacturers (Compaq, Tandy, Zenith, etc.) with DOS around this time. The earliest known MS-DOS version is 1.25, and does not come with all the utilities of PC-DOS 1.1. The OEM would then modify it as necessary to support its hardware. Some OEM versions of DOS, like Tandy's, would not run on a non-Tandy system. Others, like Compaq, did not care.
The chief difference between IBM's PC-DOS and the OEM MS-DOS for gaming purposes is that IBM's BASIC.COM (Disk BASIC) and BASICA.COM (Advanced BASIC) programs did not have the core of BASIC contained within. Instead, the core was contained in 32K of ROM in the F segment which was called ROM BASIC or Cassette BASIC. In the OEM MS-DOS, the equilavent BASIC executables contained GW-BASIC, which had the code which would have otherwise been in ROM embedded in the file on the disk.
Thus, if a game requires ROM BASIC, it will not run on a non-IBM system. Several early BASIC games, including IBM's, assume that you are running them on an IBM PC, XT or AT. Virtually any IBM PC or PS/2 machine made during the 1980s will work with games requiring ROM BASIC. While some may be able to be run with a non-IBM machine using an OEM GW-BASIC, this can be tricky due to copy protection schemes and direct accesses to the ROM.
One game manual (Ultima II) suggested that you copy over the DOS system files using the sys command to make the game disk bootable. This could only be done with DOS 1.1, DOS 2.0 and above were too big.
This version allowed DEL as an alias for ERASE and REN for RENAME.
DOS 2.0 - Introduced with the IBM PC XT in 1983. This is the required minimum for most DOS games that come on a 5.25" double density drive. Adds support for 9 sector disks, so single sided formatted disks are 180K and double sided disks 360K. The latter is by far the most common format for 5.25" Double Density DOS game floppy disks.
The next feature would become even more important, support for hard drives. The IBM PC XT shipped with the Seagate ST-412 10MB hard drive. The existing 12-bit File Allocation Table (FAT-12) used on floppy disks could handle drives up to 15MB. Only one DOS partition and two drives were permitted, so DOS 2.x's expandability was limited. IBM used FDISK to partition disks, OEMs used similar programs.
Architecturally, applications written to run on the 1.x versions of DOS used File Control Blocks to keep track of open files. This was too limiting, so DOS 2.0 introduced file handles to handle the same task. Subdirectories were also introduced in DOS 2.0.
Finally, DOS 2.0 offers support for installable device drivers. CONFIG.SYS makes its first appearance to load those drivers at bootup. The first of these was ANSI.SYS. By installing this driver in CONFIG.SYS, the user or a game could obtain more direct control over the text on the screen. The user could change the background color, the text colors, the video mode, etc. Some text-based games require ANSI.SYS to be loaded before they will run.
DOS 2.1 - Introduced with the IBM PCjr. in 1983. It adds support for that system and its enhanced graphics and sound in the BASIC interpreters. The PCjr. cannot run earlier versions of DOS.
IBM was yet to embrace the wider international market, so OEM's included Microsoft's international convention support in the COUNTRY command in CONFIG.SYS in MS-DOS 2.11 to audiences. I think that due in part to this, 2.11 is considered the "safest" lowest version of DOS you can use and expect DOS games that came on 5.25" floppies before 1991 to run.
The first Tandy 1000 computers began with Tandy DOS 2.11.22. Like the IBM PC-DOS 2.1, the BASIC on these disks supports the enhanced graphics and sound of the 1000 series. The EX and HX also use 2.11.24, but the HX's version includes support for 720KB drives and DOS-in-ROM.
DOS 3.0 - Introduced with the IBM PC AT in 1984. This is the first version of DOS which supports high density 5.25 floppy disk drives for 1.2MB per disk. All DOS games that come on 5.25" 1.2MB disks will expect this or higher as the minimum DOS version.
The IBM PC AT came with a 20MB hard disk, and FAT-12 was inadequate. A 16-bit FAT (FAT-16) was supported in this version of DOS. One DOS partition of 32MB per disk was supported per drive, due to the use of 16-bit sector values.
The Real Time Clock in the AT is supported, thus DOS can automatically update the date and time and retrieve it once the system is shut down and restarted, or reset. Non-AT style RTCs require device drivers.
IBM added support for common international keyboard layouts (KEYBXX) and international conventions (COUNTRY) in this version. The ATTRIB command allowed the user to set the file attributes (hidden, system, read only, archive) for any file.
DOS 3.1 - An incremental upgrade to DOS 3.0. The most important feature was this DOS was the first version to support networking. More signficantly for gaming, this is the first version to support Microsoft Networking extensions, which is what MSCDEX uses to allow CD-ROM drives to function in DOS (it looks like a newtork drive to DOS). This is the minimum version on which Windows 3.x will run.
DOS 3.2 - Introduced with the IBM PC Convertible in 1986. Adds support for 3.5 inch double density drive support for 720K disk capacities. All DOS games that come on 3.5" 720K disks will expect this or higher as the minimum DOS version. XCOPY command added to copy directories and the included subdirectories. Many games of the late 1980s use batch files to install themselves to the hard drive, and sooner or later one will assume that the XCOPY command is available and use it.
MS-DOS 3.2 was the first time Microsoft made the OS available to system builders through an OEM package. This meant that an individual putting together their system from parts had a way to acquire the OS without having to buy a pre-built system. By version 3.2, the user could be more-or-less assured that his version of DOS would be as fully featured as IBM's PC-DOS (mainly with the hard drive utilities).
The Tandy 1000 SX and TX come with Tandy DOS 3.20.22, and have a custom partitioning utility to add three extra 32MB partitions. Other OEMs like Compaq provided similar utilities. More modern operating systems tend not to recognize these partitions and a special formatting program is necessary to create them and a special device driver must be loaded in CONFIG.SYS to access them.
DOS 3.3 - Introduced with the IBM PS/2 series. Adds support for 3.5 inch high density drive support for 1.44MB disk capacities and country code pages. Keyboard layouts are now supported with the KEYB command instead of a separate command for each layout.
This version adds support for the extended DOS partition, allowing one primary DOS partition of 32MB (drive C:) an an extended partition of up to 2GB. However, the logical drives within the extended partition can only be 32MB each. Thus the user can have logical disk drives D: to Z: with 32MB capacity each in the extended partition. The total disk space available to the user would be 736MB. This was still extremely large back in 1987 when this version was released.
International support was improved with the addition of country codes in IBM's version. IBM and Microsoft were shipping the same utilities in their respective versions of DOS by this point. This allowed the user to display characters in text-modes that were not available in the character ROM on their video adapter, but requires an EGA or VGA card work.
The remainder of the Tandy 1000s use this DOS, 3.30.22, except for the RLX-B and RSX (5.0). These systems contain the DOS core files in a fast ROM drive, which is disabled when a hard disk is installed.
DOS 3.31 (Compaq MS-DOS only) - Final FAT-16 implementation introduced, 32-bit sector values used. An 8GB disk could be supported with a 2GB drive partition support with one primary and three logical drives in the extended partition. Seems to work fine in non-Compaq systems.
DOS 4.0 - Introduced with 2nd Generation IBM PS/2 in 1988.
In DOS 4.0, the use of partitions greater than 32MB should be accompanied by loading SHARE.EXE beforehand. This is necessary only for really old games that use FCBs, since their use is incompatible with the full FAT-16 implementation. SHARE.EXE will translate the use of FCBs to file handles. DOS 5.0 and later automatically implement SHARE.EXE.
EMM386 first introduced, but in DOS 4.x it is known as EMM386.SYS. EMM386.SYS or EMM386.EXE in a 386 or better machine allows extended memory, that is the memory above the first megabyte in a PC, to be used as expanded memory. On a 8088, 8086 or 80286 machine, expanded memory could only be added by an expensive memory card. Games supporting the Expanded Memory Specification for storing data in expanded memory will work well with EMM386.
EMM386 has another important feature. It allows device drivers to be loaded in Upper Memory. Upper Memory is the area between 640K and 1MB in a PC that is reserved for ROM and RAM on adapter cards. A 386 usually had memory in that area that would be left sitting unused, but areas not otherwise occupied by ROM or RAM could be converted into Upper Memory Blocks into which DOS could load device drivers instead of taking up valuable conventional memory. If Expanded Memory was not required, EMM386 could still provide Upper Memory Blocks.
IBM's PC-DOS 4.0 acquired a bad reputation as a buggy OS. Its memory footprint was rather high, especially when used with systems that did not have a full 640K free. More unforgivable was that it did not work well, if at all, with 3rd-party (non-IBM) EMS boards. MS-DOS 4.0 did. PC-DOS 4.01 also exists that fixed the issue. IBM's EMM386's functionality is provided by XMA2EMS.SYS. Users were also wary of the new partitioning schemes, which was incompatible with their existing disk utilities and tended to stick with DOS 3.3 until 5.0.
The MEM command is introduced to show you how your conventional and upper memory is being used and is extremely helpful to identify how you can improve your system configuration.
DOS 5.0 - Released in 1991 with DR-DOS 5.0 and MS-DOS 5.0. By this time, OEM versions of MS-DOS are not really customized, and MS-DOS 5.0 was the first version of DOS to have a real identity on a store shelf. Unlike earlier versions of MS-DOS, it had an install program. Adds 3.5 inch extra high density drive support for 2.88MB disk capacities. The drives needed for format and read such disks were never popular and games were never released on such disks.
The most important feature MS-DOS 5.0 provides is the HIMEM.SYS driver. This provides access to the High Memory Area (HMA) on 286 and better processors with over 1MB of RAM. DOS can load a large chunk of itself in the 64K HMA area, leaving more conventional memory free. HIMEM.SYS also implements the XMS specification to allow access to as many megabytes of extended memory as the system contains in a 286 or above. Some games can use the access to XMS memory to store data or otherwise require HIMEM to be loaded, so this version of DOS is obviously the lowest those games support.
QBASIC was introduced, which is why so many people have fond memories of Gorillas and Nibbles. The MS-DOS EDIT, which uses the QBASIC interface, is very handy to edit AUTOEXEC.BAT and CONFIG.SYS and read text files.
There are bugs in the FORMAT and FDISK commands, so when these are updated this can be called MS-DOS 5.00a. Commands can show a help menu by using a /? switch.
Four physical hard drives allowed with DOS partitions.
DOS 6.xx - Released in 1993, the biggest feature of this version was support for drive compression. When drives were 20-200MB in size, this was a useful option. Today when drives are huge and cheap, it is not important. Also important was the DELTREE command (deletes directories, subdirectories and all the files within them) and the MOVE command (copy and delete in one command). 6.22 is the last standalone version of DOS Microsoft ever released.
The most useful feature of MS-DOS 6.xx is its support for multiple configurations. This means you can have one configuration with Expanded Memory and Upper Memory with EMM386, and another configuration without it loaded for those games that will not run with it.
Unlike earlier versions of DOS, MSCDEX.EXE came with these versions. Otherwise, MSCDEX would be provided on a floppy disk accompanying the CD-ROM package you bought. MSCDEX came in versions 2.1, 2.2 and 2.95. 2.1 requires PC-DOS 3.1 or MS-DOS 3.1 or 4.0, 2.2 is required for MS-DOS 5 or SETVER must be used. 2.95 was released with Windows 95.
Microsoft eliminated certain utilities like JOIN and SUBST in the main install of 6.xx, which some game installs (weird CD compilations) rely upon. Microsoft later released a Supplemental Utilities disk to put these programs back in (presumably without using SETVER). The Supplemental Utilities disk can still be freely downloaded.
MEMMAKER is also a useful utility to try to maximize conventional memory, and HELP shows a text-based interface with the commands, examples and notes. SCANDISK is useful for determining hard drive errors. IBM released PC-DOS 6.1 and 6.3, leapfrogging Microsft's version numbers.
DOS 7.0 - This is the version of DOS underlying Windows 95. Windows 95 OSR2 introduced the FAT-32 filesystem, and this version of DOS is 7.0a. If you have a copy of Windows 95 OSR2 or above , there is a way to extract the very useful 7.0a and use it as a standalone operating system. The EDIT in these systems use more modern keyboard shortcuts like Ctrl C for copy, Ctrl V for paste and Ctrl X for delete. IBM released a DOS 7.0 and 7.1 (a.k.a. PC-DOS 2000).
DOS 8.0 - A crippled version of DOS which underlies Windows ME. No value.
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