Native, not emulated
An independent implementation in readable C, made from analysis of the game's original programs and running directly on today's systems: no DOSBox, no configuration, no cycles to tune.
Classic DOS games, native again
DropIn Classics makes native compatibility implementations of classic DOS games for Windows, macOS, Linux and the Steam Deck. You bring the game you own; the port brings its own code to run it, with a double click and without an emulator.
Every port follows the same promises, on every platform and for every game.
An independent implementation in readable C, made from analysis of the game's original programs and running directly on today's systems: no DOSBox, no configuration, no cycles to tune.
A port holds only its own code, open on GitHub. The game's data comes from the release you bought, read from it on your machine. Without it, nothing can be played.
No installer and nothing else to install. The port finds your GOG release by itself on the first start.
The game plays as it did. At critical points, each port's state and behaviour are compared with the original program running in an emulated PC, and then the port is played by me.
Controllers, a setup screen, full screen, shorter waits. Every change to the game's behaviour can be switched off again.
The source and how each port was checked are on GitHub. A port looks for new versions** only if you say yes, and sends nothing.
The ports are reverse engineered and written entirely by AI agents (Claude, by Anthropic): they analyse the original programs, reimplement their behaviour in C and compare the new implementations with the originals, step by step.
I choose the games, decide what the ports should do for the player and test them by playing them. If something plays differently from the original, tell me in the port's repository on GitHub.
The agents work with an open toolkit of their own, made for porting DOS games: what doskit is and why it exists.
What each port gives you, and where to get its newest release.
A native compatibility implementation requiring an installed copy of Pinball Dreams: the package holds only its own code, and the game's tables, pictures and music come from your GOG release each time it runs.
No emulator, no DOSBox configuration, nothing to install. On the first start it finds your GOG release by itself, on Linux also one installed with Heroic, Lutris, Bottles or Wine, and copies the game's files.
In the look of a DOS setup program: start any of the eight tables straight away or go through the game's own menu, and set the options the game hides behind F10.
Flippers, plunger and nudge on any controller SDL knows (XInput on Windows), each button assignable on the setup screen.
Quality of life fixes, each switchable: skip the table animations, shorter silent pauses between balls and at the bonus count. Switched off, the game waits as the original did.
The table engine is independently reimplemented in readable C. Its state and behaviour are compared with the original running in an emulated PC, through whole games.
Volume, bass, treble and a headphone mode; full screen with Alt+Enter (Cmd+Enter on a Mac).
Settings, saves and high scores live in your user folder: a new version replaces the program's folder and keeps them. It looks for new versions only if you say yes, fetches one small file and sends nothing.
You need: Pinball Dreams Deluxe from GOG.com.
Buy and install the game's release from GOG.com. The port reads its files; it does not replace them.
Click your system's button at the port and unpack the package anywhere. A new release is a file few people have downloaded yet, so a browser may hold it back (Chrome calls it a dangerous or suspicious download): open the browser's list of downloads and keep it. The buttons fetch it from the port's release page on GitHub; take it from nowhere else.
On the first start the port finds your copy and sets itself up. The README.txt in the package says what to do if your system asks about an unsigned program.