Mario game for the PC with complete source code!
Written by Mike Wiering, 1994
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The game was originally written in Borland Turbo Pascal 6.0, which supports inline assembly. Because some people don't have TP 6.0, I have also made a version of the source code for TP 5.5, which is available for free at Borland's Museum (requires free registration).

To compile, type: TPC /M /L MARIO (make all units, use link buffer on disk).

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 inlcuded 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 into the Pascal source code.

Most data (sprites, levels, etc.) is stored in procedures (see SWMAR.$00 for example). This allows the sprites to be located in the code segment, not the data segment (which is limited to 64 Kb).

Mario works with a 320x200 screen mode (chained), with page flipping (see VGA.PAS). The virual screen width is two blocks wider (360 pixels), so whenever 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 (compared to copying system memory to the video card on an old 486), I use the remaining video memory to save and restore backgrounds of moving sprites (see 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 simply changing the palette's RGB values (see BACKGR.PAS).