MARIOSRC

所属分类:游戏
开发工具:DOS
文件大小:222KB
下载次数:89
上传日期:2008-06-17 21:36:39
上 传 者iam070
说明:  dos下经典游戏超级马力的完整源代码,使用tp6.0成功编译!从中你可以学习到游戏编程的基本方法
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文件列表:
BACKGR.PAS (25990, 2001-12-07)
BIN2PAS.EXE (4040, 2001-12-07)
BLOCK.$00 (1277, 2001-12-07)
BLOCK.$01 (1277, 2001-12-07)
BLOCK.000 (282, 2001-12-07)
BLOCK.001 (282, 2001-12-07)
BLOCKS.PAS (1982, 2001-12-07)
BOGEN.BK (5296, 2001-12-07)
BOGEN26 (1563, 2001-12-07)
BOGEN26.BK (5298, 2001-12-07)
BOGEN7 (1563, 2001-12-07)
BOGEN7.BK (5297, 2001-12-07)
BRICK0.$00 (1278, 2001-12-07)
BRICK0.$01 (1278, 2001-12-07)
BRICK0.$02 (1278, 2001-12-07)
BRICK0.000 (282, 2001-12-07)
BRICK0.001 (282, 2001-12-07)
BRICK0.002 (282, 2001-12-07)
BRICK1.$00 (1278, 2001-12-07)
BRICK1.$01 (1278, 2001-12-07)
BRICK1.$02 (1278, 2001-12-07)
BRICK1.000 (282, 2001-12-07)
BRICK1.001 (282, 2001-12-07)
BRICK1.002 (282, 2001-12-07)
BRICK2.$00 (1278, 2001-12-07)
BRICK2.$01 (1278, 2001-12-07)
BRICK2.$02 (1278, 2001-12-07)
BRICK2.000 (282, 2001-12-07)
BRICK2.001 (282, 2001-12-07)
BRICK2.002 (282, 2001-12-07)
BROWN.$00 (1277, 2001-12-07)
BROWN.$01 (1277, 2001-12-07)
BROWN.$02 (1277, 2001-12-07)
BROWN.$03 (1277, 2001-12-07)
BROWN.$04 (1277, 2001-12-07)
BROWN.000 (282, 2001-12-07)
BROWN.001 (282, 2001-12-07)
BROWN.002 (282, 2001-12-07)
BROWN.003 (282, 2001-12-07)
BROWN.004 (282, 2001-12-07)
... ...

MARIO & LUIGI SOURCE CODE TURBO PASCAL 6.0 OR 7.0 http://home.wxs.nl/~mike.wiering/mario/ Mike Wiering (mike.wiering@wxs.nl) Introduction This archive contains the complete Turbo Pascal source code of a small Mario game I made in 1994. I wrote this game to practice VGA programming. My goal was to create a PC game with parallax scrolling layers that would run smoothly on my 25 MHz 486 computer. See MARIO.TXT and the web site http://home.wxs.nl/~mike.wiering/mario/ for more information about this game. The sprite editor GRED.EXE is also included in this archive. Read GRED.TXT for more information about this program. Compilation To compile the game, you will need Turbo Pascal 6.0 or 7.0 installed on your system. In version 7.0 you can use the IDE (start TPX) without problems, load MARIO.PAS and just run it. Otherwise, use the command line compiler (run this from the directory where you have the source code): TPC /M /L MARIO There is also a version of the source code for Turbo Pascal 5.5, which is freely available from Borland (http://www.borland.com), get MARSRC55.ZIP. After compiling the game, you can compress it with LZEXE or UPX to make the executable really small. Usage I released this source code so that other people can see how this game works and perhaps learn from it. If you are programming your own game in Turbo Pascal, you might be interested in how I solved a particular problem. You may experiment with this source code as much as you like. You may even re-use small fragments of this code for your own games - please add my name to your credits :). If you want to port this game to another platform or another programming language, that's fine (please send me a message). However, you may NOT simply change a few things and start distributing this game as your own. If you do want to start with this source code and then gradually change it into your own original (non-commercial) game, you will have to change everything, and make it totally unrecognizable. Just like my games Charlie the Duck and Sint Nicolaas (see http://yi.org/mw/) differ from this game, even though most of the source code is the same. If you are not sure whether your game differs enough from this one, send me a copy for judgement before you distribute it in any way. If you want to use this source code for any other purpose, ask me first. Notes about the source code There is no level editor, all the levels are coded in WORLDS.PAS. Each character indicates a block (as can be found in FIGURES.PAS). All sprites were made with the sprite editor GRED, which is also available in the archive. Sprites have the extensions .000, .001, etc. To edit, for example, type: GRED SWMAR.000 and save it with F4. GRED creates text files with extensions .$00, .$01, etc. that are included in the Pascal source code. This allows the sprites to be located in the code segment, not the data segment (which is limited to ***K in TP). Mario works with a 320x200 screen mode (chained), with page flipping (see VGA.PAS). The virual screen width is two blocks wider than the screen itself, so when the game scrolls one pixel to the left or right, I draw one complete new block instead of a vertical line from several different blocks (see PLAY.PAS). Because copying video memory to video memory can be done very fast, I use the remaining video memory to save and restore backgrounds of moving sprites (VGA.PAS). Parallax scrolling is done in two different ways. In the first level I move the background by only drawing the pixels that change when the arches move. This can be done very fast. The bricks and pillars are done by changing the palette (see BACKGR.PAS). Disclaimer This software is provided "AS IS" without warranty of any kind, either expressed or implied, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose. The entire risk as to the quality and performance of this software is with you. In no event will the author, distributor or any other party be liable to you for damages, including any general, special, incidental or consequential damages arising out of the use, misuse or inability to use this software (including but not limited to loss of data or losses sustained by you or third parties or a failure of this software to operate with any other software), even if such party has been advised of the possibility of such damages.

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