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README of Pac corrected

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acn 2020-12-02 15:36:30 +01:00
parent f090e4cc67
commit 166dc3c970
18 changed files with 64 additions and 65 deletions

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@ -13,7 +13,7 @@ Original Repository: https://github.com/maccasoft/z80-apps
In this version some minimal changes were applied: * On startup,
clearing the screen will be performed by the standard VT100 ^[2J. * The
"arrow symbols" below the playfield are symbolized by <>^v, as the
“arrow symbols” below the playfield are symbolized by <>^v, as the
symbols used before actually are control characters that most VT100
terminals do not display. * The newer version without the undocumented
opcode is used.
@ -33,7 +33,7 @@ Compile:
If using TASM, the command is: TASM -80 -b 2048.ASM 2048.COM
The "Micro Z80 Assembler" was used to assemble 2048.COM on Linux. It is
The “Micro Z80 Assembler” was used to assemble 2048.COM on Linux. It is
provided in the directory uz80as, just compile it using make.
The command for assembling 2048 is: uz80as 2048.ASM 2048.COM.

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@ -5,15 +5,15 @@ GAMMON IV (VT100 ANSI EDITION)
By: David C. Oshel 1219 Harding Ave. Ames, Iowa 50010
This is a patched version of "Gammon IV, Version 2.0, April 1, 1986", a
This is a patched version of “Gammon IV, Version 2.0, April 1, 1986”, a
full-screen backgammon for CP/M.
I patched the game to use VT100 compatible escape sequences (including
ANSI color).
Therefore, I removed most of the "user patch area" and hardcoded the
Therefore, I removed most of the “user patch area” and hardcoded the
VT100 sequences in the C code, replaced the asm code of gotoxy() with C
code and removed the Kaypro graphics routines (and the "G(raphics"
code and removed the Kaypro graphics routines (and the “G(raphics”
command) as it is not needed for my VT100 version.
BACKGMMN.COM is the compiled and ready-to-run game.
@ -38,7 +38,7 @@ a) Several bugs and poltergeists, especially in the Arrange command,
recognize a forced move, either in your play or in its own. Gammon
IV knows and obeys all other official rules of backgammon.
b) There are no "hidden" commands anymore. All commands are now shown
b) There are no “hidden” commands anymore. All commands are now shown
in the command lines, including X(pert.
c) Input error handling now documents the BAR, HOME and HELP commands,
@ -46,7 +46,7 @@ c) Input error handling now documents the BAR, HOME and HELP commands,
play the game successfully. The X(pert mode dispenses with these
messages, so X(pert actually does mean expert, now!
d) The "break" command is Control-C again, instead of ESCAPE. It was
d) The “break” command is Control-C again, instead of ESCAPE. It was
all too easy to hit ESC instead of 1 on the Kaypro keyboard, leading
to an inadvertently paused game.
@ -55,11 +55,11 @@ e) The sanction against cheating (your opponent became Torve) has been
f) If the cube is doubled during the opening rolloff to see who goes
first, and the cube value reaches 8, additional pairs on the dice
have no further effect. The cube's opening value will not go
have no further effect. The cubes opening value will not go
above 8.
The computer's three styles of play have not been changed. Judging from
the feedback I've received, Gammon IV plays acceptably well at the
The computers three styles of play have not been changed. Judging from
the feedback Ive received, Gammon IV plays acceptably well at the
current levels. All information needed to re-compile the program is
included in the BACKGMMN.C file, including the details of C/80 3.1
configuration. The compile and link steps are governed by BACKGMMN.SUB.

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@ -47,7 +47,7 @@ The special block X, multiplies that result by 10.
Compile:
To compile, use MESCC, "Mike's Enhanced Small C Compiler". See:
To compile, use MESCC, “Mikes Enhanced Small C Compiler”. See:
http://www.floppysoftware.es/mescc.html?path=cpm_projects|mescc
In the directory mescc, I provide the files neccessary to compile

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@ -11,7 +11,7 @@ code cleanup * by Eric S. Raymond esr@snark.thyrsus.com * v1.2 with
color support and minor portability fixes, November 1990 * v2.0
featuring strict ANSI/POSIX conformance, November 1993. * v2.1 for
Linux, October 1994. * Slipstreamed in fixes to make it gcc -Wall clean,
May '95. * fairly seriously hacked for Hitech C and CP/M, rjm 95/8/14
May 95. * fairly seriously hacked for Hitech C and CP/M, rjm 95/8/14
I found it as part of the ZCN repository:
https://github.com/jamesots/zcn
@ -26,14 +26,14 @@ See the *.txt files for more information.
Modes
- -b selects a "blitz" variant
- -s selects a "salvo" variant
- -b selects a “blitz” variant
- -s selects a “salvo” variant
- -c permits ships to be placed adjacently
The "blitz" variant allows a side to shoot for as long as it continues
The “blitz” variant allows a side to shoot for as long as it continues
to score hits.
The "salvo" game allows a player one shot per turn for each of his/her
The “salvo” game allows a player one shot per turn for each of his/her
ships still afloat. This puts a premium scoring hits early and knocking
out some ships and also makes much harder the situation where you face a
superior force with only your PT-boat.
@ -45,7 +45,7 @@ To position your ships: move the cursor to a spot, then type the first
letter of a ship (using CAPITAL letters) type to select it, then type a
direction ([hjkl] or [4862]), indicating how the ship should be pointed.
You may also type a ship letter followed by
r' to position it randomly, or typeR' to place all remaining ships
r' to position it randomly, or typeR to place all remaining ships
randomly.
Navigation and aiming keys:

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@ -17,13 +17,13 @@ This version is adapted to VT100 ANSI escape sequences.
Note
It seems to me that CATCONF.COM uses some kind of "wrong" VT100
It seems to me that CATCONF.COM uses some kind of “wrong” VT100
sequences, as my terminal does not like them - the output looks wrong.
This CATCHUM.DAT has been changed slightly to make it work with my
RC2014 VGA VT100 terminal.
So don't change it using CATCONF.COM :)
So dont change it using CATCONF.COM :)
Usage

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@ -5,8 +5,8 @@ ROBOT CHASE
Copyright 2020 Andrew Pamment
Based on the game "CHASE" appearing in the book "More BASIC Computer
Games" by David Ahl.
Based on the game “CHASE” appearing in the book “More BASIC Computer
Games by David Ahl.
The original files can be found here:
http://members.iinet.net.au/~apamment/CPM/

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@ -8,7 +8,7 @@ GPLv2
Originally part of the ZCN repository: https://github.com/jamesots/zcn
I modified cpmtris so that "vt100" and "8 MHz" are the default values.
I modified cpmtris so that “vt100” and “8 MHz” are the default values.
cpmtris.com is the assembled binary that uses these settings.
@ -38,8 +38,8 @@ termtype specifies the terminal type:
3 ZCN (this is auto-detected)
4 VC404
mhz*10 defines the speed of the machine "times 10", e.g. for a 3.5 MHz
machine, use "35" or for 8 MHz (default) use "80".
mhz*10 defines the speed of the machine “times 10”, e.g. for a 3.5 MHz
machine, use “35” or for 8 MHz (default) use “80”.
E.g.: cpmtris 1 80 for a VT100 8 MHz machine, which is the default.

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@ -57,7 +57,7 @@ the command - ie:
Technical notes
To compile, use MESCC, "Mike's Enhanced Small C Compiler". All files
To compile, use MESCC, “Mikes Enhanced Small C Compiler”. All files
neccessary (and only these) to compile the game are included. The
complete package of MESCC can be found in its repository:
@ -80,7 +80,7 @@ License
This software is copyright of Miguel Garcia / FloppySoftware, Spain. All
rights reserved.
This program is freeware, and it's licensed under the GNU General Public
This program is freeware, and its licensed under the GNU General Public
License.
See the license file for more details.

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@ -17,10 +17,10 @@ This version is adapted to VT100 ANSI escape sequences.
Note
It seems to me that LADCONF.COM uses some kind of "wrong" VT100
It seems to me that LADCONF.COM uses some kind of “wrong” VT100
sequences, as my terminal does not like them - the output looks wrong.
This LADDER.DAT has been changed slightly by Marco Maccaferri to make it
work with my RC2014 VGA VT100 terminal.
So don't change it using LADCONF.COM :)
So dont change it using LADCONF.COM :)

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@ -19,7 +19,7 @@ platforms, here: http://hirudov.com/
The game
MazezaM (pronounced "may-zam") is a simple puzzle game. You enter the
MazezaM (pronounced “may-zam”) is a simple puzzle game. You enter the
mazezam on the left and you have to get to the exit on the right by
pushing rows of blocks left and right.
@ -35,20 +35,20 @@ work. Use R to restart a level (at the cost of one live).
About the game, by drHirudo
To the best of my knowledge MazezaM's specific game logic is original.
To the best of my knowledge MazezaMs specific game logic is original.
Unfortunately, there are so many puzzles out there that it is impossible
for me to be sure. If you are aware of a prior instance of the idea,
please get in touch. If possible, include a link which I can add to my
web page.
The idea for MazezaM came to me while recalling an Oric-1 type-in game
called "Fall Guy" (from the book "Sixty Programs for the Oric-1" by
called “Fall Guy” (from the book “Sixty Programs for the Oric-1” by
Robert Erskine, Humphrey Walwyn, Paul Stanley and Michael Bews). The
game play is a reminiscent of the game Sokoban (Thinking Rabbit, Inc)
and also bears a resemblance to "sliding block" or "sliding piece"
and also bears a resemblance to “sliding block” or “sliding piece”
puzzles where wooden shapes are moved around in order to get a (usually
larger) shape from one side of the puzzle to the other. The name
"MazezaM" was suggested by Robert Byrne.
“MazezaM” was suggested by Robert Byrne.
Compiling

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@ -29,8 +29,7 @@ Use the numpad to move the Pac, or use the keys W, A, S, D
Compiling
Robot Chase is written in C for the ZXCC compiler which can be found in
z88dk.
Pac is written in C for the ZXCC compiler which can be found in z88dk.
Use this command line (tested in Linux) to compile:

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@ -5,7 +5,7 @@ ROBOTS
Robots is a turn-based game for CP/M.
It's based on ROBOTS, a BSD game (but no source code was taken from it).
Its based on ROBOTS, a BSD game (but no source code was taken from it).
The objetive of the robots is only one: to kill you.
@ -15,13 +15,13 @@ teletransportation with care: you have only a few teletransport tickets!
The robots will die if they collide between them or crash against
something.
That's your only opportunity to win the robots.
Thats your only opportunity to win the robots.
Good luck!
Copyright (c) 2015 Miguel García / FloppySoftware
A 'clear screen' function (VT100) has been added by me (Anna Christina
A clear screen function (VT100) has been added by me (Anna Christina
Naß acn@acn.wtf.
Original Repository: https://github.com/MiguelVis/RetroProjects Website:
@ -38,7 +38,7 @@ Press T for teletransportation and Q for quit.
Compile:
To compile, use MESCC, "Mike's Enhanced Small C Compiler". See:
To compile, use MESCC, “Mikes Enhanced Small C Compiler”. See:
http://www.floppysoftware.es/mescc.html?path=cpm_projects|mescc
In the directory mescc, I provide the files neccessary to compile

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@ -18,7 +18,7 @@ Version history:
- V1.2T: 21-Jul-2019 Corrected Y boundary max in putFood.
- V1.1T: 14-Oct-2018 Command line switch -m (monochrome) suppresses
all colour codes Version numbering detached from Karl A. Brokstad's
all colour codes Version numbering detached from Karl A. Brokstads
original
- V23N: 24-Sep-2018 First public release Game map used for collision
@ -39,14 +39,14 @@ Instructions
Compiling
To compile SNAKE, just use Turbo Pascal from the TP/ directory. It's TP
To compile SNAKE, just use Turbo Pascal from the TP/ directory. Its TP
3.0A for CP/M-80, only without the demo source code.
- Copy the TP files together with the SNAKE.PAS files to one disk
- The terminal definition is already set to ANSI and the speed is set
to 8 MHz (for a standard RC2014), so running TINST is not needed
- Run Turbo Pascal using TURBO
- Set the compiler options to "compile -> Com-file" (press O, C, Q)
- Set the compiler options to “compile -> Com-file” (press O, C, Q)
- Compile SNAKE.PAS: press C (Compile), then enter snake as Work file
name.

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@ -46,7 +46,7 @@ Characters on screen are:
Your goal is to move all packets to the saving position by pushing them.
As you could see you can make a temporary save. This is useful if you
think that all the moves/pushes you have made are correct, but you don't
think that all the moves/pushes you have made are correct, but you dont
know how to go on. In this case you can temporary save (using the c
command). If you then get stucked you need not undo all (using U), you
can reset to you temporary save.

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@ -10,7 +10,7 @@ Original GitHub repository: https://github.com/mecparts/Ladder
Additional information and compiled version by Anna Christina Naß
acn@acn.wtf
I've added a compiled LADDER.COM file for just playing the game (on a
Ive added a compiled LADDER.COM file for just playing the game (on a
VT100 terminal at about 8 MHz, eg. a RC2014), and added more information
on compiling the game.
@ -29,19 +29,19 @@ The default keys in this LADDER.DAT are:
(Jump and Stop are not configurable)
Also, "bell" sound is enabled and "wise crack marks" are disabled.
Also, “bell” sound is enabled and “wise crack marks” are disabled.
Compiling notes from Anna:
To compile LADDER, just use Turbo Pascal from the TP/ directory. It's TP
To compile LADDER, just use Turbo Pascal from the TP/ directory. Its TP
3.0A for CP/M-80, only without the demo source code.
- Copy the TP files together with the LADDER files to one disk
- The terminal definition is already set to ANSI and the speed is set
to 8 MHz (for a standard RC2014), so running TINST is not needed
- Run Turbo Pascal using TURBO
- Set the compiler options to "compile -> Com-file" (press O, C, Q)
- Set the compiler options to “compile -> Com-file” (press O, C, Q)
- Compile LADDER.PAS: press C (Compile), then enter ladder as Work
file name.
@ -56,7 +56,7 @@ ORIGINAL README CONTENT:
About
This is a rewrite in Turbo Pascal of the classic CP/M game "Ladder",
This is a rewrite in Turbo Pascal of the classic CP/M game “Ladder”,
originally written by Yahoo Software (not Yahoo!).
Ladder is an ASCII character based platform arcade game similar to
@ -67,49 +67,49 @@ the exit.
Back in 1999 Stephen Ostermiller made a version of Ladder in Java.
Later, Mats Engstrom of SmallRoomLabs started another version in of
Ladder in golang. Between my own memories of playing the original game
on a Kaypro, and Stephen Ostermiller's and Mats Engstrom's code, I was
on a Kaypro, and Stephen Ostermillers and Mats Engstroms code, I was
able to come up with this version.
This version will use the original LADCONF.COM configuration program and
LADDER.DAT configuration file. Since this version is a Turbo Pascal
program, the terminal configuration portion of LADCONF isn't used,
program, the terminal configuration portion of LADCONF isnt used,
though it still does set up the movement keys, sound and back chatter
options.
Compiling the game
You'd need Turbo Pascal, of course. You'll also need to edit
Youd need Turbo Pascal, of course. Youll also need to edit
LADCONST.PAS to set the cursor on and off sequences for your terminal.
LADDER.PAS is the main part of the program. I've successfully compiled
this on a 58K CP/M system, so available RAM isn't a particularly
LADDER.PAS is the main part of the program. Ive successfully compiled
this on a 58K CP/M system, so available RAM isnt a particularly
critical limitation.
Once you've compiled LADDER.COM, copy LADCONF.COM to the same user area.
If you don't have a LADDER.DAT file, when you run LADDER the first time
it'll automatically load LADCONF to set up the movement keys and
Once youve compiled LADDER.COM, copy LADCONF.COM to the same user area.
If you dont have a LADDER.DAT file, when you run LADDER the first time
itll automatically load LADCONF to set up the movement keys and
options, then transfer you back to LADDER.
Limitations
At the moment, once you've successfully completed the 7th distinct level
At the moment, once youve successfully completed the 7th distinct level
(Gang Land), the program just cycles through all 7 seven levels over and
over again until the bonus time becomes too short to actually finish a
level. If anyone knows what the original program actually did (I never
managed to get anywhere near to completing the original game), let me
know and I'll see what I can do.
know and Ill see what I can do.
The Delay(ms) call in Turbo Pascal only works for a Z80 running at up to
32MHz (and TINST will only allow you to specify a value of up to 20MHZ
if I recall correctly). So if you're trying to run this on a system with
an effective clock speed of greater than 32MHz, you're going to have to
come up with another mechanism. That's not an insurmountable roadblock
if I recall correctly). So if youre trying to run this on a system with
an effective clock speed of greater than 32MHz, youre going to have to
come up with another mechanism. Thats not an insurmountable roadblock
though; on my 144MHz-Z80-equivalent RunCPM box running on a Teensy 4.0,
I patched the Turbo Pascal runtime to make a call to a BDOS extension I
created to call the Arduino's delay() function. Works like a charm. If
created to call the Arduinos delay() function. Works like a charm. If
your system includes any kind of millisecond counter you can read,
that's a good spot to start looking.
thats a good spot to start looking.
References

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@ -5,7 +5,7 @@ WORM
I have no information on the author or copyright of this game.
It is like "Snake", but the worm is only moving when a key is pressed.
It is like “Snake”, but the worm is only moving when a key is pressed.
The goal of the game is to survive as long as possible - as the worm
will get longer and longer after eating a number.

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@ -22,7 +22,7 @@ Use the numpad to move the Pac, or use the keys W, A, S, D
## Compiling
Robot Chase is written in C for the ZXCC compiler which can be found in [z88dk](https://www.z88dk.org/).
Pac is written in C for the ZXCC compiler which can be found in [z88dk](https://www.z88dk.org/).
Use this command line (tested in Linux) to compile: