This area has (quite old) files and source code for programs I make. If you have any questions about programming in, Pascal(DOS), or C/C++(DOS or Windows), feel free to contact me.
All items here have been tested with DJGPP. Most, if not all should work on any ANSI standard compiler (if it doesn't use Allegro.) Programs saying "Alleg req" need DJGPP and Allegro to COMPILE, but not to run the EXE.
It's been over a year since I've last updated this library, and now with the new portable Allegro I have been finding it more and more difficult to use the ANSI random functions as they yield different results and in different ranges. So now jrnd has gotten a lot better in version 2.1. The most notable change in the system is that it comes with its own public domain RNG, so it will yield identical results on any ANSI compiler on any platform. Also jrnd is now C compatable. If you are running C++ you can take advantage of the overloaded functions but now C users can still use it through alternately named calls (since there are no overloaded funcs in C). The last change is that jrnd.h and jrnd2.h have been merged together, so you can get random numbers in 32-bit integer, floating point, or fixed point formats all from the same include.
Version 2.1 fixes major bugs in version 2.0 when using with Allegro and other includes and code, and now has .cpp version of rndalgor to add to your project if you prefer not to use jrndglob.h.
This class primarily uses pointers, but it also has alternate functions for returning by reference. Has comments for nearly EVERY LINE, good for learning a lot of c++. Overloaded functions, operators, reference, returning by reference, templates, pointers, memory allocations, inline optimized functions.
Added Save and Load functionality to save or load your place in the list.
I want to caution you that I made this lib two years ago, and although it does work perfectly and very fast, it is not very robust -- If you do something wrong then the list will not pick it up, like when using Save or Load, or the _* functions. I recommend using the std::list C++ class now if you can.
This very small library works over the BGUI and Allegro libraries to help with creating a more interactive GUI program in Allegro. This was made for the MUUDPIC GUI chat interface, but is releasable seperately. Includes .a file compiled on 11/8/99 with latest DJGPP, BGUI, and Allegro on those dates.
self-updating GUI textbox, just use the insertion operator. (TextBox << "stuff";)
Super quick input using the insertion operator. (InputBox >> data;)
A simple wrapper for the alert dialog when you just want that one-lined quick OK box.
NOTE: Rhide project files are included but if you use them change the directories properly. Right now there is no documentation, but everything DOES work right and well. Look at the example file and .h file to see how to use the lib. This library requires BGUI and Allegro libraries to work.
THIS IS THE UNOFFICAL FILE.
This is because the official site has been gone for months. Previously I liked to another site but it's been reported broken. Since I literally can't find any other place this been released at, I'm placing the file here since it's needed for some of my games, and also for people looking for it to use. It's provided as-is. This is the source distribution, unzip to a new directory and run make on it. It requires Allegro to work. This library also works with Allegro in its other forms, and I have personally used it on MSVC.
Note: This program is going to be pretty much scrapped in the next few days because it might has a bug in it (it may have been the VXD?) and I forgot to include the VXD needed! (lame me). However, the source is still good to look at for beginning BSD sockets. MUUDPIC will basically replace this program and outperform it in every way possible.
This zip includes both a chat server, chatserv, and a chat client, chatcli. In order to use these across the internet, you need to know your IP address, which can be found be using winipcfg.exe in Windows 95/98. This program will NOT work in Windows NT because of the differences in the Winsock interface. If you have Windows 98, or a later version of Windows 95 (that has Winsock 2 installed), copy the csock.vxd file into the Windows/System directory. This is a virtual device driver that is run ONLY when this program runs, so it won't take up memory.
To use, one computer runs chatserv, and the other chatcli <IP> where <IP> is the server's IP address. To test it over one computer, open two windows, chatserv in one and chatcli 127.0.0.1 in the other. The only major bug is that it is VERY slow, and that is due to a serious bug in the libsocket library that I test, but do not program.
This includes the source files since it is primarly for a learning tool for BSD sockets.
This test program shows very interesting results concerning Allegro's fixed math routines, and their speed in C++. Seems the fix class in C++ is useless speed-wise as compared to floating point!!! But the C-style fixed typedef is MUCH MUCH faster!!! This compares floats to doubles to Allegro's fixed in various ways. The results are in the comments at the top of the code so click the link to see them and the code below it.
Requirements: A sound card if you want to hear the music(wavetable MIDI recommended)
Instructions: unzip into own directory and run STARS.EXE. The STARS.CFG file has some variables you can change in it, especially the screen resolution and background stars color and number. This was my first project in C++, and in Allegro. This was virtually just for exploration, and a lot of the 3d point theory came from the allegro game demo.
Recommended: Pentium with SVGA VESA compatable card.
This will run on virtually all 486 and above computers. Simply, it is a small screen saver where snow falls everywhere. As in the Stars screensaver, there are many editable variables. If I ever update this program, I might put some music in it and a good background picture (which only would take a few minutes if I had the art/music.)
This spaceship acts just like its real counterpart--it zooms around with speed, acceleration, and many other attributes set by the SHIP.CFG file. It has intertia--it can turn and it'll still keep on going the same direction unless you thrust and it slowly changes. Guns and engines have sounds that pan in stereo as you go accross the screen!
This used to be in the tutorials section, but it's not commented and was when I was first starting -- so it's a little trashy and hard to follow. But I'm leaving it here for nostalgia purposes.