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TP Toolchain 1: The Full Stack

Editor, compiler, linker, debugger, units, and artifact flow

2026-02-22

Turbo Pascal is remembered for a fast blue IDE, but that is only the surface. The real strength was a full toolchain with tight feedback loops: editor, compiler, linker, debugger, units, and predictable artifacts. Part 1 maps that system in practical terms before we dive into binary formats, overlays, BGI, and ABI-level language details.

Structure map. This article proceeds in twelve sections: (1) version and scope boundaries, (2) toolchain topology and component wiring, (3) artifact pipeline and engineering signal, (4) IDE options as architecture, (5) directory and path policy, (6) practical project layout, (7) IDE–CLI parity and reproducible builds, (8) units as compile boundaries and incremental strategy, (9) debug loop mechanics and map/debug workflow, (10) external objects and integration discipline, (11) operational checklists and failure modes, and (12) how this foundation supports the rest of the series. ... continue

Mode X (TP) IV: Tilemaps

Scrolling worlds, chunk loading, and scene-scale memory budgets

2026-02-22

A renderer becomes a game when it can show world-scale structure, not just local effects. That means tilemaps, camera movement, and disciplined data loading. In Mode X-era development, these systems were not optional polish. They were the only way to present rich scenes inside strict memory budgets.

This final Mode X article focuses on operational structure: how to build scenes that scroll smoothly, load predictably, and remain debuggable. ... continue

Mode X (TP) III: Sprites

Masked blits, transparency, draw order, and palette animation

2026-02-22

Sprites are where a renderer starts to feel like a game engine. In Mode X, the challenge is not just drawing images quickly. The challenge is managing transparency, overlap order, and visual dynamism while staying within the strict memory and bandwidth constraints of VGA-era hardware.

If your primitives and clipping are not stable yet, go back to Part 2. Sprite bugs are hard enough without foundational uncertainty. ... continue

Mode X (TP) II: Primitives

Plane-aware pixels, centralized clipping, and page-target drawing

2026-02-22

After the planar memory model clicks, the next trap is pretending linear drawing code can be “ported” to Mode X by changing one helper. That works for demos and fails for games. Robust Mode X rendering starts with primitives that are aware of planes, clipping, and page targets from day one.

If you missed the foundation, begin with Part 1: Planar Memory and Pages. This article assumes you already have working pixel output and page flipping. ... continue

Mode X (TP) I: Planar Memory

VGA planes, off-screen pages, and why games left Mode 13h

2026-02-22

Mode 13h is the famous VGA “easy mode”: one byte per pixel, 320x200, 256 colors, linear memory. It is perfect for first experiments and still great for teaching rendering basics. But old DOS games that felt smoother than your own early experiments usually did not stop there. They switched to Mode X style layouts where planar memory, off-screen pages, and explicit register control gave better composition options and cleaner timing.

This first article in the series is about that mental model. Before writing sprite engines, tile systems, or palette tricks, you need to understand what the VGA memory controller is really doing. If the model is wrong, every optimization turns into folklore. ... continue

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