This is my sourcecode archive where you can find almost everything I
coded from the beginning on. I started programming
on a 0x86 (XT) with 9.45Mhz. I used to use qbasic that came with DOS.
Later I changed to pascal because basic didn’t
have ASM and was to slow for real games. Also basic quickly brought
me to ist limits. Almost everything I wrote was in
Pascal from thereon. The first C++ application was WOF, so there are
no sourcecodes for C++ programs I wrote. It’s been
very difficult to get into coding because none of my friends did it,
so I didn’t have a chance to get the software I needed and
noone to discuss things with. Thought, this hasn’t really changed yet,
except the over internet....
If you use any of these sources or just parts
of it, please be so kind and give me some credits. I'm also looking forward
to see some improvements or projects that have
been build using my ideas. Thanks !
Basic files (MS qbasic that comes with DOS):
1 ) Trucks. This is a more or less small game I wrote. It’s been some
of my first
programs ever I think. You have to drive a
truck and collect some bonus points
but you also have to take care of some enemies.
Click
here to get the source.
2) Money. This is a small game similar to pacman. As the other program
I wrote it in
1995 or 1994 if I rember correct, thought I was
in the 7th grade.
Just
get it here.
Pascal files (borland pascal 7.0):
1) Fully functional multiline BBS program with loads of tools. Including
a sysop chatter,
a multiline chatter, konferenz system, filemanager
etc..
I programmed it some time ago in 1995 so please
don’t ask me questions about since
I wont be able to answer them, thought. Please notice
that you need a fossil driver to
be able to run the program.
Click
here to get the source.
2) My very first 3d demo program written with BP7.0 & some inline
ASM. It’s been a very
nice experience to invent all the algos on my own
and it’s a horrible mess. Most of it are
big hacks to run fast enough on a 286 with 12.5Mhz.
It includes a 3d starfiled, a lens effect,
3d flat-shaded objects, 3d texture-mapped objects,
various fireeffects and simple morphing.
The demo was written as a demo program for my BBS
system. Both had been developed
at the same time.
Click
here to get the source.
3) A collection of many small demos and approaches I made to get my
demos working. I think
it’ll be great if you want to learn a thing and
see how I figured out everything on my own, but
be carefull: it might include lots of crap. Some
things might be lens-flare, 3d starfield,
line-drawing, triangle drawing, scaling, texture-mapping
etc...
Get
the package here.
4) An address manager. It’s been a quite good address manager for those
times, because it
includes memory swapping and uses virtual memory.
So you are able to have an address
book as big as you want. Some other features are
export & import from DBASE III files
and sorting, printing etc. It’s been a very nice
experience to write a program that uses
pointers and I learned a lot about the technical
parts of PCs because of the DPMI etc..
Get this
awesome stuff here.
Watcom C++ files:
Sorry nothing here, because WOF has been my very first C++ application....
You can download some older source of the DOS-WOF engine from the DOS-WOF
page.
This page is copyright 1998 by Corin langosch.