README of Pac corrected
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@ -13,7 +13,7 @@ Original Repository: https://github.com/maccasoft/z80-apps
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In this version some minimal changes were applied: * On startup,
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clearing the screen will be performed by the standard VT100 ^[2J. * The
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"arrow symbols" below the playfield are symbolized by <>^v, as the
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“arrow symbols” below the playfield are symbolized by <>^v, as the
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symbols used before actually are control characters that most VT100
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terminals do not display. * The newer version without the undocumented
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opcode is used.
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@ -33,7 +33,7 @@ Compile:
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If using TASM, the command is: TASM -80 -b 2048.ASM 2048.COM
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The "Micro Z80 Assembler" was used to assemble 2048.COM on Linux. It is
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The “Micro Z80 Assembler” was used to assemble 2048.COM on Linux. It is
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provided in the directory uz80as, just compile it using make.
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The command for assembling 2048 is: uz80as 2048.ASM 2048.COM.
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@ -5,15 +5,15 @@ GAMMON IV (VT100 ANSI EDITION)
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By: David C. Oshel 1219 Harding Ave. Ames, Iowa 50010
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This is a patched version of "Gammon IV, Version 2.0, April 1, 1986", a
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This is a patched version of “Gammon IV, Version 2.0, April 1, 1986”, a
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full-screen backgammon for CP/M.
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I patched the game to use VT100 compatible escape sequences (including
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ANSI color).
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Therefore, I removed most of the "user patch area" and hardcoded the
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Therefore, I removed most of the “user patch area” and hardcoded the
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VT100 sequences in the C code, replaced the asm code of gotoxy() with C
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code and removed the Kaypro graphics routines (and the "G(raphics"
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code and removed the Kaypro graphics routines (and the “G(raphics”
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command) as it is not needed for my VT100 version.
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BACKGMMN.COM is the compiled and ready-to-run game.
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@ -38,7 +38,7 @@ a) Several bugs and poltergeists, especially in the Arrange command,
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recognize a forced move, either in your play or in its own. Gammon
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IV knows and obeys all other official rules of backgammon.
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b) There are no "hidden" commands anymore. All commands are now shown
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b) There are no “hidden” commands anymore. All commands are now shown
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in the command lines, including X(pert.
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c) Input error handling now documents the BAR, HOME and HELP commands,
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@ -46,7 +46,7 @@ c) Input error handling now documents the BAR, HOME and HELP commands,
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play the game successfully. The X(pert mode dispenses with these
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messages, so X(pert actually does mean expert, now!
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d) The "break" command is Control-C again, instead of ESCAPE. It was
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d) The “break” command is Control-C again, instead of ESCAPE. It was
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all too easy to hit ESC instead of 1 on the Kaypro keyboard, leading
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to an inadvertently paused game.
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@ -55,11 +55,11 @@ e) The sanction against cheating (your opponent became Torve) has been
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f) If the cube is doubled during the opening rolloff to see who goes
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first, and the cube value reaches 8, additional pairs on the dice
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have no further effect. The cube's opening value will not go
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have no further effect. The cube’s opening value will not go
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above 8.
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The computer's three styles of play have not been changed. Judging from
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the feedback I've received, Gammon IV plays acceptably well at the
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The computer’s three styles of play have not been changed. Judging from
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the feedback I’ve received, Gammon IV plays acceptably well at the
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current levels. All information needed to re-compile the program is
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included in the BACKGMMN.C file, including the details of C/80 3.1
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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.
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Compile:
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To compile, use MESCC, "Mike's Enhanced Small C Compiler". See:
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To compile, use MESCC, “Mike’s Enhanced Small C Compiler”. See:
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http://www.floppysoftware.es/mescc.html?path=cpm_projects|mescc
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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
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color support and minor portability fixes, November 1990 * v2.0
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featuring strict ANSI/POSIX conformance, November 1993. * v2.1 for
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Linux, October 1994. * Slipstreamed in fixes to make it gcc -Wall clean,
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May '95. * fairly seriously hacked for Hitech C and CP/M, rjm 95/8/14
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May ’95. * fairly seriously hacked for Hitech C and CP/M, rjm 95/8/14
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I found it as part of the ZCN repository:
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https://github.com/jamesots/zcn
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@ -26,14 +26,14 @@ See the *.txt files for more information.
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Modes
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- -b selects a "blitz" variant
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- -s selects a "salvo" variant
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- -b selects a “blitz” variant
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- -s selects a “salvo” variant
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- -c permits ships to be placed adjacently
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The "blitz" variant allows a side to shoot for as long as it continues
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The “blitz” variant allows a side to shoot for as long as it continues
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to score hits.
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The "salvo" game allows a player one shot per turn for each of his/her
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The “salvo” game allows a player one shot per turn for each of his/her
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ships still afloat. This puts a premium scoring hits early and knocking
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out some ships and also makes much harder the situation where you face a
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superior force with only your PT-boat.
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@ -45,7 +45,7 @@ To position your ships: move the cursor to a spot, then type the first
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letter of a ship (using CAPITAL letters) type to select it, then type a
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direction ([hjkl] or [4862]), indicating how the ship should be pointed.
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You may also type a ship letter followed by
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r' to position it randomly, or typeR' to place all remaining ships
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r' to position it randomly, or typeR’ to place all remaining ships
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randomly.
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Navigation and aiming keys:
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@ -17,13 +17,13 @@ This version is adapted to VT100 ANSI escape sequences.
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Note
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It seems to me that CATCONF.COM uses some kind of "wrong" VT100
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It seems to me that CATCONF.COM uses some kind of “wrong” VT100
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sequences, as my terminal does not like them - the output looks wrong.
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This CATCHUM.DAT has been changed slightly to make it work with my
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RC2014 VGA VT100 terminal.
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So don't change it using CATCONF.COM :)
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So don’t change it using CATCONF.COM :)
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Usage
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@ -5,8 +5,8 @@ ROBOT CHASE
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Copyright 2020 Andrew Pamment
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Based on the game "CHASE" appearing in the book "More BASIC Computer
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Games" by David Ahl.
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Based on the game “CHASE” appearing in the book “More BASIC Computer
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Games” by David Ahl.
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The original files can be found here:
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http://members.iinet.net.au/~apamment/CPM/
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@ -8,7 +8,7 @@ GPLv2
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Originally part of the ZCN repository: https://github.com/jamesots/zcn
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I modified cpmtris so that "vt100" and "8 MHz" are the default values.
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I modified cpmtris so that “vt100” and “8 MHz” are the default values.
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cpmtris.com is the assembled binary that uses these settings.
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@ -38,8 +38,8 @@ termtype specifies the terminal type:
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3 ZCN (this is auto-detected)
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4 VC404
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mhz*10 defines the speed of the machine "times 10", e.g. for a 3.5 MHz
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machine, use "35" or for 8 MHz (default) use "80".
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mhz*10 defines the speed of the machine “times 10”, e.g. for a 3.5 MHz
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machine, use “35” or for 8 MHz (default) use “80”.
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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:
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Technical notes
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To compile, use MESCC, "Mike's Enhanced Small C Compiler". All files
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To compile, use MESCC, “Mike’s Enhanced Small C Compiler”. All files
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neccessary (and only these) to compile the game are included. The
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complete package of MESCC can be found in its repository:
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@ -80,7 +80,7 @@ License
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This software is copyright of Miguel Garcia / FloppySoftware, Spain. All
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rights reserved.
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This program is freeware, and it's licensed under the GNU General Public
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This program is freeware, and it’s licensed under the GNU General Public
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License.
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See the license file for more details.
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@ -17,10 +17,10 @@ This version is adapted to VT100 ANSI escape sequences.
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Note
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It seems to me that LADCONF.COM uses some kind of "wrong" VT100
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It seems to me that LADCONF.COM uses some kind of “wrong” VT100
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sequences, as my terminal does not like them - the output looks wrong.
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This LADDER.DAT has been changed slightly by Marco Maccaferri to make it
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work with my RC2014 VGA VT100 terminal.
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So don't change it using LADCONF.COM :)
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So don’t change it using LADCONF.COM :)
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@ -19,7 +19,7 @@ platforms, here: http://hirudov.com/
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The game
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MazezaM (pronounced "may-zam") is a simple puzzle game. You enter the
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MazezaM (pronounced “may-zam”) is a simple puzzle game. You enter the
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mazezam on the left and you have to get to the exit on the right by
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pushing rows of blocks left and right.
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@ -35,20 +35,20 @@ work. Use R to restart a level (at the cost of one live).
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About the game, by drHirudo
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To the best of my knowledge MazezaM's specific game logic is original.
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To the best of my knowledge MazezaM’s specific game logic is original.
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Unfortunately, there are so many puzzles out there that it is impossible
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for me to be sure. If you are aware of a prior instance of the idea,
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please get in touch. If possible, include a link which I can add to my
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web page.
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The idea for MazezaM came to me while recalling an Oric-1 type-in game
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called "Fall Guy" (from the book "Sixty Programs for the Oric-1" by
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called “Fall Guy” (from the book “Sixty Programs for the Oric-1” by
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Robert Erskine, Humphrey Walwyn, Paul Stanley and Michael Bews). The
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game play is a reminiscent of the game Sokoban (Thinking Rabbit, Inc)
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and also bears a resemblance to "sliding block" or "sliding piece"
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and also bears a resemblance to “sliding block” or “sliding piece”
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puzzles where wooden shapes are moved around in order to get a (usually
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larger) shape from one side of the puzzle to the other. The name
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"MazezaM" was suggested by Robert Byrne.
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“MazezaM” was suggested by Robert Byrne.
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Compiling
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@ -29,8 +29,7 @@ Use the numpad to move the Pac, or use the keys W, A, S, D
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Compiling
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Robot Chase is written in C for the ZXCC compiler which can be found in
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z88dk.
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Pac is written in C for the ZXCC compiler which can be found in z88dk.
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Use this command line (tested in Linux) to compile:
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@ -5,7 +5,7 @@ ROBOTS
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Robots is a turn-based game for CP/M.
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It's based on ROBOTS, a BSD game (but no source code was taken from it).
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It’s based on ROBOTS, a BSD game (but no source code was taken from it).
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The objetive of the robots is only one: to kill you.
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@ -15,13 +15,13 @@ teletransportation with care: you have only a few teletransport tickets!
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The robots will die if they collide between them or crash against
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something.
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That's your only opportunity to win the robots.
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That’s your only opportunity to win the robots.
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Good luck!
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Copyright (c) 2015 Miguel García / FloppySoftware
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A 'clear screen' function (VT100) has been added by me (Anna Christina
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A ‘clear screen’ function (VT100) has been added by me (Anna Christina
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Naß acn@acn.wtf.
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Original Repository: https://github.com/MiguelVis/RetroProjects Website:
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@ -38,7 +38,7 @@ Press T for teletransportation and Q for quit.
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Compile:
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To compile, use MESCC, "Mike's Enhanced Small C Compiler". See:
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To compile, use MESCC, “Mike’s Enhanced Small C Compiler”. See:
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http://www.floppysoftware.es/mescc.html?path=cpm_projects|mescc
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In the directory mescc, I provide the files neccessary to compile
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@ -18,7 +18,7 @@ Version history:
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- V1.2T: 21-Jul-2019 Corrected Y boundary max in putFood.
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- V1.1T: 14-Oct-2018 Command line switch -m (monochrome) suppresses
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all colour codes Version numbering detached from Karl A. Brokstad's
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all colour codes Version numbering detached from Karl A. Brokstad’s
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original
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- V23N: 24-Sep-2018 First public release Game map used for collision
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@ -39,14 +39,14 @@ Instructions
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Compiling
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To compile SNAKE, just use Turbo Pascal from the TP/ directory. It's TP
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To compile SNAKE, just use Turbo Pascal from the TP/ directory. It’s TP
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3.0A for CP/M-80, only without the demo source code.
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- Copy the TP files together with the SNAKE.PAS files to one disk
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- The terminal definition is already set to ANSI and the speed is set
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to 8 MHz (for a standard RC2014), so running TINST is not needed
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- Run Turbo Pascal using TURBO
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- Set the compiler options to "compile -> Com-file" (press O, C, Q)
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- Set the compiler options to “compile -> Com-file” (press O, C, Q)
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- Compile SNAKE.PAS: press C (Compile), then enter snake as Work file
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name.
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@ -46,7 +46,7 @@ Characters on screen are:
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Your goal is to move all packets to the saving position by pushing them.
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As you could see you can make a temporary save. This is useful if you
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think that all the moves/pushes you have made are correct, but you don't
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think that all the moves/pushes you have made are correct, but you don’t
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know how to go on. In this case you can temporary save (using the c
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command). If you then get stucked you need not undo all (using U), you
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can reset to you temporary save.
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@ -10,7 +10,7 @@ Original GitHub repository: https://github.com/mecparts/Ladder
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Additional information and compiled version by Anna Christina Naß
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acn@acn.wtf
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I've added a compiled LADDER.COM file for just playing the game (on a
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I’ve added a compiled LADDER.COM file for just playing the game (on a
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VT100 terminal at about 8 MHz, eg. a RC2014), and added more information
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on compiling the game.
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@ -29,19 +29,19 @@ The default keys in this LADDER.DAT are:
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(Jump and Stop are not configurable)
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Also, "bell" sound is enabled and "wise crack marks" are disabled.
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Also, “bell” sound is enabled and “wise crack marks” are disabled.
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Compiling notes from Anna:
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To compile LADDER, just use Turbo Pascal from the TP/ directory. It's TP
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To compile LADDER, just use Turbo Pascal from the TP/ directory. It’s TP
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3.0A for CP/M-80, only without the demo source code.
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- Copy the TP files together with the LADDER files to one disk
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- The terminal definition is already set to ANSI and the speed is set
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to 8 MHz (for a standard RC2014), so running TINST is not needed
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- Run Turbo Pascal using TURBO
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- Set the compiler options to "compile -> Com-file" (press O, C, Q)
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- Set the compiler options to “compile -> Com-file” (press O, C, Q)
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- Compile LADDER.PAS: press C (Compile), then enter ladder as Work
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file name.
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@ -56,7 +56,7 @@ ORIGINAL README CONTENT:
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About
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This is a rewrite in Turbo Pascal of the classic CP/M game "Ladder",
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This is a rewrite in Turbo Pascal of the classic CP/M game “Ladder”,
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originally written by Yahoo Software (not Yahoo!).
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Ladder is an ASCII character based platform arcade game similar to
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@ -67,49 +67,49 @@ the exit.
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Back in 1999 Stephen Ostermiller made a version of Ladder in Java.
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Later, Mats Engstrom of SmallRoomLabs started another version in of
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Ladder in golang. Between my own memories of playing the original game
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on a Kaypro, and Stephen Ostermiller's and Mats Engstrom's code, I was
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on a Kaypro, and Stephen Ostermiller’s and Mats Engstrom’s code, I was
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able to come up with this version.
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This version will use the original LADCONF.COM configuration program and
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LADDER.DAT configuration file. Since this version is a Turbo Pascal
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program, the terminal configuration portion of LADCONF isn't used,
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program, the terminal configuration portion of LADCONF isn’t used,
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though it still does set up the movement keys, sound and back chatter
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options.
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Compiling the game
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You'd need Turbo Pascal, of course. You'll also need to edit
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You’d need Turbo Pascal, of course. You’ll also need to edit
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LADCONST.PAS to set the cursor on and off sequences for your terminal.
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LADDER.PAS is the main part of the program. I've successfully compiled
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this on a 58K CP/M system, so available RAM isn't a particularly
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LADDER.PAS is the main part of the program. I’ve successfully compiled
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this on a 58K CP/M system, so available RAM isn’t a particularly
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critical limitation.
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Once you've compiled LADDER.COM, copy LADCONF.COM to the same user area.
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If you don't have a LADDER.DAT file, when you run LADDER the first time
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it'll automatically load LADCONF to set up the movement keys and
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Once you’ve compiled LADDER.COM, copy LADCONF.COM to the same user area.
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If you don’t have a LADDER.DAT file, when you run LADDER the first time
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it’ll automatically load LADCONF to set up the movement keys and
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options, then transfer you back to LADDER.
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Limitations
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At the moment, once you've successfully completed the 7th distinct level
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At the moment, once you’ve successfully completed the 7th distinct level
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(Gang Land), the program just cycles through all 7 seven levels over and
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over again until the bonus time becomes too short to actually finish a
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level. If anyone knows what the original program actually did (I never
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managed to get anywhere near to completing the original game), let me
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know and I'll see what I can do.
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know and I’ll see what I can do.
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The Delay(ms) call in Turbo Pascal only works for a Z80 running at up to
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32MHz (and TINST will only allow you to specify a value of up to 20MHZ
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if I recall correctly). So if you're trying to run this on a system with
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an effective clock speed of greater than 32MHz, you're going to have to
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come up with another mechanism. That's not an insurmountable roadblock
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if I recall correctly). So if you’re trying to run this on a system with
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an effective clock speed of greater than 32MHz, you’re going to have to
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come up with another mechanism. That’s not an insurmountable roadblock
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though; on my 144MHz-Z80-equivalent RunCPM box running on a Teensy 4.0,
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I patched the Turbo Pascal runtime to make a call to a BDOS extension I
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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
|
||||
|
@ -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.
|
||||
|
@ -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:
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user