diff --git a/HDimage/VT100games-HD.img b/HDimage/VT100games-HD.img index 4da7cf5..dfea99c 100644 Binary files a/HDimage/VT100games-HD.img and b/HDimage/VT100games-HD.img differ diff --git a/HDimage/u0/2048.DOC b/HDimage/u0/2048.DOC index 9cd36b9..e9ae6b2 100644 --- a/HDimage/u0/2048.DOC +++ b/HDimage/u0/2048.DOC @@ -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. diff --git a/HDimage/u0/BACKGMMN.DOC b/HDimage/u0/BACKGMMN.DOC index 132fbe7..0269379 100644 --- a/HDimage/u0/BACKGMMN.DOC +++ b/HDimage/u0/BACKGMMN.DOC @@ -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 cube’s 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 computer’s three styles of play have not been changed. Judging from +the feedback I’ve 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. diff --git a/HDimage/u0/BLOCKS.DOC b/HDimage/u0/BLOCKS.DOC index 807b348..9905a95 100644 --- a/HDimage/u0/BLOCKS.DOC +++ b/HDimage/u0/BLOCKS.DOC @@ -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, “Mike’s 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 diff --git a/HDimage/u0/BS.DOC b/HDimage/u0/BS.DOC index cab9428..e3be4cc 100644 --- a/HDimage/u0/BS.DOC +++ b/HDimage/u0/BS.DOC @@ -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: diff --git a/HDimage/u0/CATCHUM.DOC b/HDimage/u0/CATCHUM.DOC index 3daea5e..62e6ff4 100644 --- a/HDimage/u0/CATCHUM.DOC +++ b/HDimage/u0/CATCHUM.DOC @@ -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 don’t change it using CATCONF.COM :) Usage diff --git a/HDimage/u0/CHASE.DOC b/HDimage/u0/CHASE.DOC index 05f1505..b847d3d 100644 --- a/HDimage/u0/CHASE.DOC +++ b/HDimage/u0/CHASE.DOC @@ -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/ diff --git a/HDimage/u0/CPMTRIS.DOC b/HDimage/u0/CPMTRIS.DOC index 7c249d6..ae79857 100644 --- a/HDimage/u0/CPMTRIS.DOC +++ b/HDimage/u0/CPMTRIS.DOC @@ -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. diff --git a/HDimage/u0/FTM.DOC b/HDimage/u0/FTM.DOC index 4fe604f..3d8cda1 100644 --- a/HDimage/u0/FTM.DOC +++ b/HDimage/u0/FTM.DOC @@ -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, “Mike’s 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 it’s licensed under the GNU General Public License. See the license file for more details. diff --git a/HDimage/u0/LADDER.DOC b/HDimage/u0/LADDER.DOC index d648279..22cad97 100644 --- a/HDimage/u0/LADDER.DOC +++ b/HDimage/u0/LADDER.DOC @@ -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 don’t change it using LADCONF.COM :) diff --git a/HDimage/u0/MAZEZAM.DOC b/HDimage/u0/MAZEZAM.DOC index 48ae51f..f278cc4 100644 --- a/HDimage/u0/MAZEZAM.DOC +++ b/HDimage/u0/MAZEZAM.DOC @@ -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 MazezaM’s 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 diff --git a/HDimage/u0/PAC.DOC b/HDimage/u0/PAC.DOC index df5edc3..34a8985 100644 --- a/HDimage/u0/PAC.DOC +++ b/HDimage/u0/PAC.DOC @@ -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: diff --git a/HDimage/u0/ROBOTS.DOC b/HDimage/u0/ROBOTS.DOC index 2907d5d..d7933c7 100644 --- a/HDimage/u0/ROBOTS.DOC +++ b/HDimage/u0/ROBOTS.DOC @@ -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). +It’s 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. +That’s 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, “Mike’s 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 diff --git a/HDimage/u0/SNAKE.DOC b/HDimage/u0/SNAKE.DOC index 553189a..3d739b7 100644 --- a/HDimage/u0/SNAKE.DOC +++ b/HDimage/u0/SNAKE.DOC @@ -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. Brokstad’s 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. It’s 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. diff --git a/HDimage/u0/SOKOBAN.DOC b/HDimage/u0/SOKOBAN.DOC index a468ce4..864db3b 100644 --- a/HDimage/u0/SOKOBAN.DOC +++ b/HDimage/u0/SOKOBAN.DOC @@ -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 don’t 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. diff --git a/HDimage/u0/TLADDER.DOC b/HDimage/u0/TLADDER.DOC index 05f434c..50bc464 100644 --- a/HDimage/u0/TLADDER.DOC +++ b/HDimage/u0/TLADDER.DOC @@ -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 +I’ve 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. It’s 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 Ostermiller’s and Mats Engstrom’s 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 isn’t 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 +You’d need Turbo Pascal, of course. You’ll 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. I’ve successfully compiled +this on a 58K CP/M system, so available RAM isn’t 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 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 options, then transfer you back to LADDER. Limitations -At the moment, once you've successfully completed the 7th distinct level +At the moment, once you’ve 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 I’ll 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 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 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 Arduino’s 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. +that’s a good spot to start looking. References diff --git a/HDimage/u0/WORM.DOC b/HDimage/u0/WORM.DOC index 3d1e7b2..3133f60 100644 --- a/HDimage/u0/WORM.DOC +++ b/HDimage/u0/WORM.DOC @@ -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. diff --git a/Pac/README.md b/Pac/README.md index f2b12a0..436d356 100644 --- a/Pac/README.md +++ b/Pac/README.md @@ -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: