Turbo Pascal Projects
These are some of my many graphics demos and proof-of-concept projects that I wrote in the 1990s in Turbo Pascal. Most are incomplete projects, where the goal was to figure out how some effect or game mechanic could be implemented. If there is any interest, I will put the source code on GitHub.
Point and click adventure game
A basic game engine PoC of an adventure game featuring foreground and background objects, moving a main character sprite, and picking up objects.
Waving flag
Animated flag by shifting the x and y axes with a sine wave. Code is mostly assembler for optimal speed.
City driving
A tile map of a city. The plan was to add 3D buildings, more cars, and missions for a GTA-like game.
Mastermind
Full game of Mastermind.
Pac-Man Clone
A clone of Pac-Man. The April 1993 edition of CU Amiga magazine had a series of articles by David Smithson until September 1993 tutorial in AMOS. I followed this on my Amiga, but the code was sadly lost in a hard disk crash. I later created it in Pascal; I never received the last magazines and never completed the game. The magazine is on Internet Archive, so perhaps I will finish it some day.
Shoot 'em up
This started as a starfield/lightspeed animation but quickly turned into building a menu system and a shoot 'em up. No enemies were ever implemented in this demo.
Turbo Menu
Application launcher used at my high school where PCs were in read-only mode (everything was reset at reboot).
Turbo Draw
Icon/sprite editor for my own image format used in various projects. Started as an interest in how flood fill algorithms work.
Faktura (invoice)
Full invoice system for a company that sells items. The system is in Danish (sorry). It features customers, items, and orders in a NoSQL database (before that was a thing). Most of this PoC was about creating a text-based menu and window system.
3D Edit
Some of the PoCs I worked on were in 3D, and I needed an editor to draw the 3D objects. This is AutoCAD inspired with commands you type to modify the drawing.
Turbo Poker
Featured on the history page, this small single person poker game was my high school final exam project. It's DOS/ASCII graphics and very simple, but featured object structure to handle a deck of cards and algorithms for shuffling, drawing and calculating points.
Turbo Poker 2
Same game, but converted to Super VGA (640x480 pixels and 256 colors). The cards were scans of real playing cards.
TANX
3D landscape with two tanks. Again just a PoC, but I eventually created the JavaScript game Armored Deathmatch which is the idea from 1996 brought to life.
Fire
Demo of making fire burn on top of a logo. The application loads a 256 color PCX image and the color index 255 is used to set where the fuel is in the image. See the original source converted to JavaScript on my GitHub.
Galaxy War
This PoC was about simulating gravity in a solar system, but also inspired by the game Supremacy where the player builds spaceships and conquers new planets for resources.