~phlash/walkgame

MS-DOS+VGA game demo
switch to TurboC3 submodule from Sourcehut
updated QOI
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#Walkgame

A very simple game for MS-DOS+VGA PCs (or Dosbox :=)) that demonstrates the use of an offscreen drawing buffer (and supporting drawing library), collision detection (rectangular & circular), and game timing via BIOS clock ticks.

A 32-bit version (see below) supports SVGA video modes.

#Building

#16-bit with TurboC

Ensure you have the TurboC sub-project (git submodule udpate --init --recursive), configure your Dosbox (other emulators are possible) to make this project folder drive C:, then in MS-DOS, run:

C:\> setup
C:\> make

which should result in an executable BIN\WALKGAME.EXE, which can be executed from the root folder (so it is able to locate and load resources).

#32-bit with DJGPP

This builds outside MS-DOS using a modern(ish) GCC toolchain. Currently tested on Linux but should build similarly on OSX or Windows via MinGW. Reports and PRs welcome!

Download the latest DJGPP pre-built release from: https://github.com/andrewwutw/build-djgpp/releases and unpack into a folder beside this one, eg: ../djgpp

Download the latest CWSDPMI pre-built release from: http://sandmann.dotster.com/cwsdpmi/csdpmi7b.zip and unpack the bin folder into ../djgpp from above.

% make -f Makefile.djgpp

should produce a binary djgpp/walkgame.exe that is a self-contained 32-bit DOS protected mode application, with SuperVGA mode support (and it's waay faster in Dosbox, possibly because Dosbox switches to unrestricted clocking once an application enters protected mode?)

Fire up your Dosbox or hardware, and run the application from the root folder (as above).

#Playing

Hopefully self-evident!