SKWIN-2026
Posted: Sat Feb 21, 2026 11:08 pm
In the path to reach better stability for Skwin, I started around end of 2024 a new code organization for more portability.
As a result, Skwin can now use SDL2 for gfx/sfx which allows a Linux version, and I used direct mem/video for a DOS version (playable through DOSBox).
I was stuck for a long time with Linux version crashing at the beginning of a game, but with help from Zel and using a recent find (nasty mem pointers stored inside 32-bits words in some image structure ..) I was finally able to run a 64-bits compiled version for Linux.
There are yet many things to fix on Skwin, but I want to share this step here.
Starting small with it, I focused to have the Dungeon Master 1 demo dungeon playable.
Get this SkWin 2026 package.
DOS/DOSBox:

Linux (WSL and Debian):

I am aware there are still graphical glitches (specially on the Linux version). And for some reason, the DOS version is very slow.
Maybe that does not look like much, but I am quite satisfied to have achieved this multi-platform version.
I hope to post further good progress here.
As a result, Skwin can now use SDL2 for gfx/sfx which allows a Linux version, and I used direct mem/video for a DOS version (playable through DOSBox).
I was stuck for a long time with Linux version crashing at the beginning of a game, but with help from Zel and using a recent find (nasty mem pointers stored inside 32-bits words in some image structure ..) I was finally able to run a 64-bits compiled version for Linux.
There are yet many things to fix on Skwin, but I want to share this step here.
Starting small with it, I focused to have the Dungeon Master 1 demo dungeon playable.
Get this SkWin 2026 package.
DOS/DOSBox:

Linux (WSL and Debian):

I am aware there are still graphical glitches (specially on the Linux version). And for some reason, the DOS version is very slow.
Maybe that does not look like much, but I am quite satisfied to have achieved this multi-platform version.
I hope to post further good progress here.