My first game for boot sector. I learned basics needed to have a
minimum viable game engine. Double-buffering. Keyboard input. A
lot and a lot of try and error.
I survived. As a result I'm present this simple game.
Game-play
Player steers movement of a rocket: left or right. Trying to
avoid blocks and land on a sailing platform instead of an ocean.
FLY ESCAPE
Fly Escape is a boot sector game developed by Krzysztof Krystian
Jankowski ^ P1X, released version 2.1 on May 26, 2024. The game
runs on Intel 286 processors in 16-bit real mode and features a
simple yet engaging game-play experience in a VGA 320x200x256
graphics mode. The objective of the game is to control a fly,
avoid spiders, and collect flowers to advance through levels.
Features
VGA Graphics: Runs in 320x200 resolution with 256 colors.
Double Buffering: Smooth rendering with minimal flickering.
Player Control: Control a fly, avoiding spiders and
collecting flowers.
Randomized Levels: Entity positions and rotations are
pseudo-randomly generated.
Collision Detection: Accurate pixel-based collision
detection.
Multiple Levels: Progress through increasing levels of
difficulty.
Life System: Start with 4 lives; lose a life when colliding
with spiders.
Animated sprites: Three sprites each 8x7 pixels in 2 frames
Level and live indicator: Dots in top-left of the screen and
a line under fly.
Keyboard Controls: Rotate the fly to navigate through the
game environment.
Compact Size: Entire game fits within a 512-byte boot
sector.
BIT OF A TREASURE
The game involves navigating a player character through a level
to collect a treasure while avoiding collisions with non-movable
tiles. The game features simple but effective isometric graphics
to create a pseudo-3D effect.
Game-play
Collect the treasure and avoid the walls. Swap level
designs to find the best path.
Controls
Arrow keys - move the player
Enter - toggle level designs (4 in total)
ESC - restart game after failed move (Spacebar on
bootsector version)
Features
Pixel Art Sprites: 8x8 with 2 colors
Isometric Graphics: The game employs isometric
projection to create a 3D-like visual experience using 2D
sprites.
Map: One, procedurally generated, map with four level
designs.
VGA Mode: Utilizes 320x200 pixels VGA mode with 256
colors.
Keyboard Controls: Intuitive input is used to control
the player character. Auto alignment moves to the grid.
Double Buffering: Implements double buffering to
reduce flickering and provide smoother animations.
MOTH HUNTER
IMPORTANT: Mouse support is required!
Moth Hunter is an arcade game for DOS. The player aims to shoot
incoming moths. The color of a moth indicates how long it is on
the screen. White moths attacks player taking one life.
Game-play
Player aims to the incoming moths.
(MYSTERIES OF THE) FORGOTTEN ISLESCANCELED
Logic 2D game in VGA graphics, with PC Speaker sounds.
Explore the islands. Find all gold and bring it to the chest.
Use rocks to build bridges on shallow water. Avoid wildlife.
Features
16-bit Assembly, FLAT assembler
no operating system need,
runs on bare-metal x86 IBM compatible,
starting from 386 40MHz, 1MB RAM
512 bytes for custom bootloader with game instructions
5KB for game code, ten floppy sectors
custom bootloader with game title and description
keyboard input, arrow keys, enter, esc
music tune and sound effects from PC Speaker
VGA graphics, 320x200, 256 colors
double-buffering
custom, shared palettes (GameBoy Color style)
sprites/tiles, 2-bit, 4 color sprites (with transparency)
maps: made of 16x8 meta-tiles, meta-tile made of 2x2 tiles,
32x16 gameplay grid
entities system, simple interactions (building bridge using
rock)
Cortex Labs is a strategic resource management
game set on the hostile planet Kepler-486i, where you command
robotic expeditions to harvest Neurofung - a revolutionary
organism that can enhance human cognition and extend life by
centuries. Operating from a safe orbital distance, you'll build
an automated rail network to extract and transport three vital
resources across a challenging 128x128 tile map.
Deploy cargo pods on your expanding railway system,
strategically placing switches at junctions to optimize routes
between extractors and your main base. Establish stations with
specialized buildings - factories to refine resources,
laboratories to unlock new technologies. Balance the collection
of crystals for construction, gas for fuel, and the precious
Neurofung mushrooms that must be carefully managed to avoid
depletion.
Features
VGA 320x200 in 256-color mode, using a 16-color DawnBringer
palette
2D tile-based top-down view
Full keyboard and mouse support
16x16 sprites/tiles with 2-bit palette compression (4 colors
+ transparency)
Procedural map generation with weighted adjacency rules
128x128 tile map with viewport scrolling
Double-buffered framebuffer with partial terrain redraw
RLE image compression for pre-rendered backgrounds
Sound effects via PC Speaker (IRQ-driven PIT playback)
Rail system with automatic track orientation and switch
logic
Pod (cart) entity system for moving goods on rails with
collision handling
Base expansion and building placement
8 building types: silos, collector, extractor, refinery,
lab, radar, pod factory, power