Second Reality Code Review: Part 2 (Engine)
As mentioned in the previous page, Second Reality backbone is made of :
- A DOS executable Loader.
- A Memory manager (simple stack pool)
- A Demo Interrupt Server (DIS).
The goal of this page is to provide pointers for any programmer that would want to read the Engine and the Loader (The DIS is on the next page).
Part 1: Introduction
Part 2: Engine
Part 3: Demo Interrupt Server
Part 4: Dev Vs Prod
Part 5: Parts
Engine code
The code of the engine is 100% ASM but it is very well written and fairly well commented :
MAIN/U2.ASM
(core).MAIN/U2A.ASM
(utilities).MAIN/VMODE.ASM
(VGA routines).
In terms of pseudo-code it can be summarized as follow :
exemus db 'STARTMUS.EXE',0 exe0 db 'START.EXE',0 ... exe23 db 'ENDSCRL.EXE',0 start: cli ; Disable all interrupts mov ah,4ah ; Deallocate all memory call checkall ; Check for 570,000 bytes of mem, 386 CPU and VGA call file_getexepath call dis_setint ; Install Demo Interrupt Server on Interrupt 0fch call file_initpacking ; Check exe signature (no tempering) ! call file_setint ; Replace DOS routines (only OPENFILE, SEEK and READ) on Interrupt 021h call flushkbd ; Flush the keyboard buffer call checkcmdline ; check/process commandline ;======== Here we go! ======== call vmode_init ; Init VGA (not necessarly Mode13h or ModeX), each PARTs had its own resolution mov si,OFFSET exe0 call executehigh ; loaded to high in memory. Used for loading music loaders and stuff. call _zinit ; Start music call restartmus mov si,OFFSET exe1 ;Parameter for partexecute: Offset to exec name call partexecute ; Execute all parts until exe23 call fademusic ;======== And Done! (or fatal exit) ======== fatalexit: mov cs:notextmode,0 call vmode_deinit
The steps are pretty straight forward to read:
- Installs the DIS interrupt server at Interrupt
0fch
(Note: did they pick "FC" for "Future Crew"?). - Replace DOS system calls at Interrupt
021h
(more on that in the Dev Vs Prod page). - Upload the music to the soundcard via EMS memory.
- Start the music.
- Execute each part of the demo.
- Done !
Details of the execute
routines :
execute: cld call openfile ; Open the DOS executable for this PART call loadexe ; loads the specified exe file to memory, does relocations and creates psp call closefile call runexe ;runs the exe file loaded previously with loadexe. ; returns after exe executed, and frees the memory ; it uses.
Memory manager
There were many legends about Second Reality using an elaborated memory manager via the MMU but there is no trace of this in the engine. Memory management is actually delegated to DOS : The engine starts by deallocating all the RAM and then distribute it on demand. The only fancy trick is the ability to allocated RAM from the end of the heap: This is done using the return value of DOS malloc when too much RAM is requested.