Added a HD image for z80pack with all the games in one place
This commit is contained in:
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HDimage/u0/2048.COM
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HDimage/u0/2048.COM
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HDimage/u0/2048.TXT
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HDimage/u0/2048.TXT
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# 2048
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Join the numbers and get to the 2048 tile.
|
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|
||||
* Based on 2048 created by Gabriele Cirulli.
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* Based on the console version for GNU/Linux by Maurits van der Schee
|
||||
* Ported to Z80 and CP/M by Marco Maccaferri <macca@maccasoft.com>
|
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|
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Original Repository: https://github.com/maccasoft/z80-apps
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## Commands
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Use the arrow keys to move the tiles.
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|
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When two tiles with the same number touch, they merge into one.
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* w, s, a, d - Alternate keys (up, down, left, right)
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* CTRL-E, CTRL-X, CTRL-S, CTRL-D - Wordstar-compatible control keys
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## Compile:
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TASM -80 -b 2048.ASM 2048.COM
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## License:
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From original repository:
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Unless otherwise specified all programs are distributed with the
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GNU GPL-V3 license, images, design files and other artwork are
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distributed under the Creative Commons Attribution-ShareAlike 3.0 license.
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HDimage/u0/BACKGMMN.COM
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HDimage/u0/BACKGMMN.COM
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HDimage/u0/BACKGMMN.TXT
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HDimage/u0/BACKGMMN.TXT
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# Gammon IV (VT100 ANSI edition)
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||||
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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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||||
The difference is, that this version outputs VT100 compatible Escape sequences
|
||||
(including color) to make this game work on my RC2014 Z80 CP/M machine using
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||||
a VT100 compatible VGA terminal module.
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||||
Therefore, I removed most of the "user patch area" and hardcoded the VT100
|
||||
sequences in the C code. I also removed the asm code of gotoxy() and replaced
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it with C code - at least on my 8 MHz Z80 it runs fast enough.
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Also, I removed the Kaypro graphics routines and the "G(raphics" command, as
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it is not needed for my VT100 version.
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BACKGMMN.COM is the compiled and ready-to-run object file.
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Have fun playing!
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Anna Christina Naß <acn@acn.wtf>
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## From the original Version 2.0 READ.ME:
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Improvements for Version 2.0 include:
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a) Several bugs and poltergeists, especially in the Arrange command, have
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been completely exorcised. No bugs have been found in the Play command for
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months; but, as before, Gammon IV will not invariably recognize a forced move,
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either in your play or in its own. Gammon IV knows and obeys all other
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official rules of backgammon.
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b) There are no "hidden" commands anymore. All commands are now shown in
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the command lines, including X(pert.
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c) Input error handling now documents the BAR, HOME and HELP commands, so
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first-time players do not need to read anything else in order to play the
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game successfully. The X(pert mode dispenses with these messages, so X(pert
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actually does mean expert, now!
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d) The "break" command is Control-C again, instead of ESCAPE. It was all
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too easy to hit ESC instead of 1 on the Kaypro keyboard, leading to an
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inadvertently paused game.
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e) The sanction against cheating (your opponent became Torve) has been
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removed.
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f) If the cube is doubled during the opening rolloff to see who goes first,
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and the cube value reaches 8, additional pairs on the dice have no further
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effect. The cube's opening value will not go above 8.
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The computer's three styles of play have not been changed. Judging from the
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feedback I've received, Gammon IV plays acceptably well at the current levels.
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All information needed to re-compile the program is included in the
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BACKGMMN.C file, including the details of C/80 3.1 configuration.
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The compile and link steps are governed by BACKGMMN.SUB.
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This program is in the public domain, so distribute it freely.
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Enjoy!
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David C. Oshel
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1219 Harding Ave.
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Ames, Iowa 50010
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BIN
HDimage/u0/BLOCKS.COM
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HDimage/u0/BLOCKS.COM
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HDimage/u0/BLOCKS.TXT
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HDimage/u0/BLOCKS.TXT
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# Blocks
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This is a clone (more or less) of SameGame, a tile-matching puzzle video
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game, originally released under the name Chain Shot! in 1985 by Kuniaki
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Moribe (Morisuke).
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The goal of the game is to remove all the blocks of the board.
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Copyright (c) 1999-2018 Miguel García / FloppySoftware
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The game has been modified for VT100 compatibility (insted of VT52) and
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got some color by me (Anna Christina Naß <acn@acn.wtf>.
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Original Repository: https://github.com/MiguelVis/RetroProjects
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Website: http://www.floppysoftware.es/blocks.html?path=cpm_projects|blocks
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The file BLOCKS.COM is the compiled game file.
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## The Game
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Move the cursor using the numpad keys:
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8
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|
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4 --+-- 6
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|
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2
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Then select a blocks using 7 and remove the blocks using 9.
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You can select just one block, or a group of blocks of the same type
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If you are in the normal mode, you can place all the blocks against a side
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(top, bottom, left or right).
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Select the side using the E, S, D or X key.
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If you are in the automatic mode, the blocks rows will be placed on the
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bottom side of the board, and the columns will be placed on the middle of
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the board.
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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".
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See: 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 Blocks,
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using:
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CC BLOCKS
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CCOPT BLOCKS
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ZSM BLOCKS
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HEXTOCOM BLOCKS
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|
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Note that only the really neccessary files are provided - see the link above
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for the full MESCC compiler and source code!
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## License:
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GPL Version 2, see copying.txt - valid for MESCC and Blocks.
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|
BIN
HDimage/u0/BS.COM
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HDimage/u0/BS.COM
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HDimage/u0/BS.TXT
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# Battleships
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CP/M port of the Unix game.
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Copyright:
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* bs.c - original author: Bruce Holloway
|
||||
* salvo option by: Chuck A DeGaul
|
||||
* with improved user interface, autoconfiguration and 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.
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* Slipstreamed in fixes to make it gcc -Wall clean, May '95.
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* 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: https://github.com/jamesots/zcn
|
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|
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The C source has been modified for VT100 compatibility and some minor
|
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changes have been made by me (Anna Christina Naß <acn@acn.wtf>.
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|
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bs.com is the compiled binary.
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|
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## Modes
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|
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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
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it continues to score hits.
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The "salvo" game allows a player one shot per turn for
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each of his/her ships still afloat. This puts a premium
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scoring hits early and knocking out some ships and also
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makes much harder the situation where you face a superior
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force with only your PT-boat.
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## Keys
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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]),
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indicating how the ship should be pointed.
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You may also type a ship letter followed by r to position it randomly,
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or type `R' to place all remaining ships randomly.
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Navigation and aiming keys:
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yz k u 7 8 9
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\|/ \|/
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h-+-l 4-+-6
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/|\ /|\
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b j n 1 2 3
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| Key | Action | Key | Action |
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| ----- | ------------------------ | --------- | ------------------------ |
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| h / 4 | move left | y / z / 7 | move up+left |
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| l / 6 | move right | b / 1 | move down+left |
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| j / 2 | move down | u / 9 | move up+right |
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| k / 8 | move up | n / 3 | move down+right |
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| r | place this ship randomly | R | place all ships randomly |
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| ^L | screen redraw | Q | quit game |
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## Compiling
|
||||
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HiTech C has been used to compile it, but it needs a lot of free memory (TPA).
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For compiling, I used the command c bs.c in CP/M.
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||||
|
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HDimage/u0/CATCHUM.COM
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HDimage/u0/CATCHUM.COM
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HDimage/u0/CATCHUM.DAT
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HDimage/u0/CATCHUM.DAT
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HDimage/u0/CATCHUM.TXT
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# CatChum
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||||
|
||||
CatChum was originally written for the CP/M operating system and the game
|
||||
came bundled with Kaypro computers. It is copyrighted by:
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||||
|
||||
Yahoo Software
|
||||
10970 Ashton Ave, Suite 312
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||||
Los Angeles, CA
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||||
|
||||
For information on the game, see:
|
||||
[Wikipedia](https://en.wikipedia.org/wiki/CatChum)
|
||||
|
||||
This version is adapted to VT100 ANSI escape sequences.
|
||||
|
||||
## Note
|
||||
|
||||
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 :)
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|
||||
## Usage
|
||||
|
||||
The gameplay is like Pac-Man :)
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|
||||
Use the keys 8 (up), 4 (left), 6 (right) and 2 (down) to control your
|
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character (the C/c).
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|
||||
Have fun!
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||||
|
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HDimage/u0/CPMTRIS.COM
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# cpmtris
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|
||||
A Tetris clone for Z80-based CP/M machines
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(c) 1996,1999 Russell Marks, GPLv2
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|
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Originally part of the ZCN repository: https://github.com/jamesots/zcn
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|
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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.
|
||||
|
||||
See CPMTRIS.DOC for full documentation.
|
||||
|
||||
## Commands
|
||||
|
||||
| Action | Key |
|
||||
| ---------- | --- |
|
||||
| Rotate | s |
|
||||
| Left/Right | k/l |
|
||||
| Drop | d |
|
||||
|
||||
## Command-Line Options
|
||||
|
||||
cpmtris [termtype [mhz*10]]
|
||||
|
||||
termtype specifies the terminal type:
|
||||
|
||||
| Type | Terminal |
|
||||
| ---- | --------------------------- |
|
||||
| 0 | as defined in patch area |
|
||||
| 1 | VT100 (default) |
|
||||
| 2 | VT52 (PCW, +3, etc.) |
|
||||
| 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".
|
||||
|
||||
E.g.: cpmtris 1 80 for a VT100 8 MHz machine, which is the default.
|
||||
|
||||
|
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HDimage/u0/LADDER.COM
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HDimage/u0/LADDER.COM
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BIN
HDimage/u0/LADDER.DAT
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HDimage/u0/LADDER.DAT
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HDimage/u0/LADDER.TXT
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HDimage/u0/LADDER.TXT
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||||
# Ladder
|
||||
|
||||
Ladder was originally written for the CP/M operating system and the game
|
||||
came bundled with Kaypro computers. It is copyrighted by:
|
||||
|
||||
Yahoo Software
|
||||
10970 Ashton Ave, Suite 312
|
||||
Los Angeles, CA
|
||||
|
||||
For information on the game, see:
|
||||
[Wikipedia](https://en.wikipedia.org/wiki/Ladder_(video_game))
|
||||
|
||||
This version is adapted to VT100 ANSI escape sequences.
|
||||
|
||||
## Note
|
||||
|
||||
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 :)
|
||||
|
BIN
HDimage/u0/QUATRIS.COM
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HDimage/u0/QUATRIS.COM
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BIN
HDimage/u0/QUATRIS.SCO
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BIN
HDimage/u0/QUATRIS.SCO
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HDimage/u0/QUATRIS.TXT
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HDimage/u0/QUATRIS.TXT
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||||
|
||||
Quatris 2.0
|
||||
The Games of Shapes
|
||||
|
||||
|
||||
Quatris is a game of placing shapes strategically as they fall
|
||||
into place. Each shape can be thought of as 4 small squares linked
|
||||
together. Thus the name Quatris. These shapes are sometimes refered
|
||||
to as tetrominoes. The game is similar to the commercial game Tetris.
|
||||
This adaptation of the theme is for CP/M. It is written in Turbo
|
||||
Pascal, and thus requires a Z80 or compatible CPU. The source code is
|
||||
available for a modest fee, and can be ported to MS-DOS with little
|
||||
trouble.
|
||||
|
||||
The game controls are mostly numbers. The game screen lists the
|
||||
controls, so play is simple. Strategy is complex however. The main
|
||||
object is to completely fill whole rows with blocks. When this
|
||||
happens, the row vanishes, and the end of the game is postponed.
|
||||
Points are accumulated as each shape drops. You get more points for
|
||||
placing the shape faster, so use the space bar to drop it into place
|
||||
as soon as it is properly positioned. You get more points at harder
|
||||
(lower) levels as the action speeds up. It may be strategic to begin
|
||||
at a higher level, or to advance while playing. The level auto-
|
||||
matically advances, if not high enough already, after a certain number
|
||||
of rows have been filled. An option to preview the next shape is
|
||||
available, but it does slightly lower your points.
|
||||
|
||||
The .COM file is initially set up for a Kaypro/Televideo/ADM type
|
||||
terminal. The public domain program PDTINS by Carson Wilson is
|
||||
included to allow this to be changed if needed. My thanks to him for
|
||||
this program. In the unlikely event that a compatible terminal is not
|
||||
on the PDTINS menu, you only need to worry about clear screen and
|
||||
cursor addressing. Look for 01A hex for clear screen, and <ESC>=rc
|
||||
for cursor addressing in the distributed .COM file. The crt init (and
|
||||
exit) sequence can be used to turn the cursor off (and back on) if it
|
||||
bothers you. With DDT, the strings would begin (length first) at 016B
|
||||
hex (off) and 017B hex (on). Add your strings, with appropriate
|
||||
lengths, to enable this feature.
|
||||
|
||||
The game is configured to run best on a 4 MHz machine. This too
|
||||
can be changed. To try a different value (lower values make the game
|
||||
more challenging) include the value on the command line, example:
|
||||
|
||||
A>QUATRIS 3MHZ<RET>
|
||||
|
||||
To enter your system speed permanently as the default, requires DDT or
|
||||
some other patch utility. The value is at location 0124 hex.
|
||||
|
||||
A high scores file is maintained for the top ten scores. This
|
||||
encourages competition and makes the game more enjoyable, even if you
|
||||
only try to better your own high score. My high score is about 6500.
|
||||
To see the high scores without playing just enter the command:
|
||||
|
||||
A>QUATRIS SCORE<RET>
|
||||
|
||||
The game can be exited early if desired. In case of supervisor
|
||||
surveillance, or if you need to pause for some reason (ahem), there is
|
||||
a key which clears the screen and leaves a bogus "A>" prompt. Hit
|
||||
any key to resume where you left off, or hit ESC at the false prompt
|
||||
to quietly exit to CP/M (your score is not recorded in this case).
|
||||
|
||||
This software and documentation is copyright 1989 by Steven B.
|
||||
Perkins. You are free to use, copy, and distribute it as long as it
|
||||
is not for profit. Contact me if other arrangements are desired.
|
||||
|
||||
I believe the CP/M world can use more support. There really are
|
||||
a lot of us out here! Any comments about this game, or monetary
|
||||
encouragement towards further efforts and upgrades can be sent to the
|
||||
address below. I also frequent Z-Node 45: (713)937-8886 and you can
|
||||
leave messages for me there. A donation of $10 or more makes you an
|
||||
official supported user. If you send such a donation and a floppy
|
||||
disk, you will receive the source code, the latest version, and another
|
||||
game and utility to try. Have fun, and keep supporting CP/M and the Z-
|
||||
system.
|
||||
|
||||
|
||||
Address: Steven B. Perkins
|
||||
1227 Spring Ridge Dr.
|
||||
Sandy, UT 84094
|
24
HDimage/u0/README.TXT
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HDimage/u0/README.TXT
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|
||||
CP/M VT100 games HD image for z80pack
|
||||
-------------------------------------
|
||||
|
||||
This HD image provides all VT100 CP/M games from my Git repository:
|
||||
https://git.imzadi.de/acn/vt100-games
|
||||
|
||||
Also, the Backgammon game from https://git.imzadi.de/acn/vt100-games
|
||||
can be found here.
|
||||
|
||||
Its purpose is to be a single hard disk image with all games at one
|
||||
place :)
|
||||
|
||||
To achieve this goal and not overwhelm the directory, only the compiled
|
||||
or assembled .COM file of the games together with a documentation TXT
|
||||
file (and neccessary data files) are placed here.
|
||||
The source files, installation files and other documentation files
|
||||
are not found here.
|
||||
|
||||
These files can be found in the repositories mentioned above.
|
||||
|
||||
Have fun!
|
||||
|
||||
Anna Christina Naß
|
||||
<acn@acn.wtf>
|
BIN
HDimage/u0/ROBOTS.COM
Normal file
BIN
HDimage/u0/ROBOTS.COM
Normal file
Binary file not shown.
67
HDimage/u0/ROBOTS.TXT
Normal file
67
HDimage/u0/ROBOTS.TXT
Normal file
@@ -0,0 +1,67 @@
|
||||
ROBOTS
|
||||
------
|
||||
|
||||
A GAME FOR CP/M-80 & CP/M-86.
|
||||
|
||||
v1.00 - 19 Mar 2015.
|
||||
|
||||
R () : : ()
|
||||
R O B O T S \ [0_0] /
|
||||
B x-+-:-+-x
|
||||
R O B O T S |___|
|
||||
T / \
|
||||
S \ /
|
||||
|
||||
(c) 2015 Miguel Garcia / FloppySoftware
|
||||
www.floppysoftware.es
|
||||
cpm-connections.blogspot.com
|
||||
floppysoftware@gmail.com
|
||||
|
||||
|
||||
THE GAME
|
||||
--------
|
||||
|
||||
Robots is a turn-based game for CP/M-80 & CP/M-86.
|
||||
|
||||
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.
|
||||
|
||||
The only thing you can do, is to try to escape from them. But use the
|
||||
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.
|
||||
|
||||
Good luck!
|
||||
|
||||
|
||||
GAME FILES
|
||||
----------
|
||||
|
||||
ROBOTS .COM -- Game for CP/M-80.
|
||||
ROBOTS .CMD -- Game for CP/M-86.
|
||||
ROBOTS .C -- Source code for MESCC & DR-C.
|
||||
ROBOTS .TXT -- This help file.
|
||||
COPYING .TXT -- GNU General Public License.
|
||||
|
||||
|
||||
TECHNICAL NOTES
|
||||
---------------
|
||||
|
||||
This program was developed using MESCC (Mike's Enhanced Small C Compiler - my
|
||||
own version of Small C) for the CP/M-80 version, and Digital Research C for
|
||||
the CP/M-86 version.
|
||||
|
||||
See ROBOTS.C for more details.
|
||||
|
||||
|
||||
COPYRIGHT AND LEGAL NOTES
|
||||
-------------------------
|
||||
|
||||
This program is copyright of FLOPPY SOFTWARE from VALENCIA, SPAIN, and is
|
||||
distributed under the GNU GENERAL PUBLIC LICENSE.
|
||||
|
||||
Read the COPYING.TXT text file for more details.
|
||||
|
BIN
HDimage/u0/ROGUE.COM
Normal file
BIN
HDimage/u0/ROGUE.COM
Normal file
Binary file not shown.
170
HDimage/u0/ROGUE.DOC
Normal file
170
HDimage/u0/ROGUE.DOC
Normal file
@@ -0,0 +1,170 @@
|
||||
Command letters:
|
||||
|
||||
> go downstairs: must be on stairs '%'
|
||||
< go upstairs: must have amulet of Funidoog ',' and be on stairs
|
||||
. rest a while
|
||||
i inventory: list all items being carried
|
||||
e eat some food
|
||||
s search for traps & secret doors
|
||||
c call an item something
|
||||
d drop an item
|
||||
q quaff a potion
|
||||
r read a scroll
|
||||
z zap a wand
|
||||
p point a wand in a particular direction
|
||||
w weild a weapon
|
||||
t throw a weapon in a particular direction (see weapons below)
|
||||
W wear a suit of armour
|
||||
Q quit the game
|
||||
S save the game for later
|
||||
P put on a ring
|
||||
R remove a ring
|
||||
^R reprint the last message
|
||||
^L redraw the screen
|
||||
h move one position left
|
||||
j move down
|
||||
k move up
|
||||
l move right
|
||||
y move up & left
|
||||
u move up & right
|
||||
b move down & left
|
||||
n move down & right
|
||||
H, J, K, L, Y, U, B, N run in the given direction till something is found
|
||||
|
||||
certain commands can be done repeatedly, e.g. 10l will move 10 spaces right,
|
||||
or 5s will search five times, the maximum repetition count is 255 (guess who's
|
||||
using a byte counter!!) - command letters don't get echoed, as the effect they
|
||||
have usually shows up in some other way.
|
||||
|
||||
Things on screen:
|
||||
|
||||
solid rock (empty space)
|
||||
. room interior
|
||||
- | room walls
|
||||
+ door
|
||||
# corridor
|
||||
^ trap
|
||||
% stairs
|
||||
? scroll
|
||||
! potion
|
||||
/ wand
|
||||
= ring
|
||||
) weapon
|
||||
] armour
|
||||
* gold
|
||||
: food
|
||||
, the Amulet of Funidoog
|
||||
A-Z monsters -
|
||||
A giant ant
|
||||
B bat
|
||||
C centaur
|
||||
D dragon
|
||||
E floating eye
|
||||
F violet fungus
|
||||
G giant
|
||||
H hobgoblin
|
||||
I invisible stalker (if you can see them)
|
||||
J jackal
|
||||
K kobold
|
||||
L leprachaun
|
||||
M mimic (when it's not pretending to be something else)
|
||||
N nymph
|
||||
O orc
|
||||
P purple worm
|
||||
Q quasit
|
||||
R rust monster
|
||||
S skeleton
|
||||
T troll
|
||||
U umber hulk
|
||||
V vampire
|
||||
W wraith
|
||||
X xorn
|
||||
Y yeti
|
||||
Z zombie
|
||||
|
||||
Anything that can be picked up (scrolls et. seq.) gets picked up when moved
|
||||
on top of, to fight a monster, either point a wand at it, throw a weapon
|
||||
at it, or to fight it hand to hand, attempt to move on top of it.
|
||||
|
||||
Weapons fall into four classes:
|
||||
1. two handed sword, long sword, mace: these are best weilded when going
|
||||
into hand to hand combat;
|
||||
2. short bow, crossbow, sling: these are best weilded when class 3
|
||||
weapons are to be thrown;
|
||||
3. arrow, crossbow bolt, rock: these are best thrown at monsters some
|
||||
distance away, best results will be obtained if the approprate
|
||||
class 2 weapon is weilded when throwing class 3 weapons;
|
||||
4. spear, dagger, dart: these are best thrown as class 3, however no
|
||||
special weapon need be weilded to throw these.
|
||||
|
||||
When throwing a weapon or pointing a wand, the direction should be specified
|
||||
as for moving, so to point a wand to the left type in 'ph', and give the
|
||||
letter from the inventory when asked what to zap, similarly to throw something
|
||||
down, type 'tj', and the inventory letter, etc. etc. etc.
|
||||
|
||||
The general idea of the game is to find the Amulet of Funidoog, which will be
|
||||
found somewhere below level 20, and escape from the dungeon with it: once it
|
||||
has been picked up, the '<' command to go upstairs works.
|
||||
|
||||
This game has it's roots in AD&D (The T.S.R. fantasy role playing game), but
|
||||
intimate knowledge of AD&D is not necessary to play Rogue (though it can be
|
||||
a help). Rogue was originally written in C, and released on Berkley UNIX
|
||||
systems - the only major part missing is the wizards password (which is a
|
||||
massive cheat anyway). By and large, damages that monsters do, armour classes
|
||||
of monsters, probabilities of hitting in combat, and other such variables are
|
||||
lifted directly from AD&D, as they were for the Berkley version.
|
||||
|
||||
A few (hopefully helpful) comments: use the rest command copiously - it
|
||||
allows you to regain hit points lost in combat; traps generally only show
|
||||
up when you stand on them, unless you are searching - on the subject of
|
||||
searching, don't get too depressed if you seem to have explored everywhere
|
||||
and you can't find the stairs: search along the walls of the rooms you have
|
||||
found ('s' command, do it typically 10 times for each '-' or '|' in the
|
||||
wall). Note also that some of the monsters get very vicious: dragons can
|
||||
breath on you, rust monsters weaken metal armour, leprachauns will steal your
|
||||
gold, invisible stalkers are just that (invisible), mimics tend to look like
|
||||
other things: scrolls, armour, stairs - anything that isn't a monster, etc,
|
||||
etc, etc; there are cursed items (rings, armour, weapons) which can be quite
|
||||
hard to get rid of - unless you have a scroll of remove curse... Regarding
|
||||
the various weapons: Two handed swords are the best weapons in class 1 The
|
||||
crossbow is the best in classes 2/3, and the spear is the best in class 4.
|
||||
Regarding armour class: the lower it is, the better for you. Regarding your
|
||||
strength / hit points / experience / gold: the higher the better (There must
|
||||
be some reason why armour class works backwards...). Logically (?) the
|
||||
monsters get harder to kill the deeper you get into the dungeon - Dragons &
|
||||
Purple worms (probably the meanest pair in the game) are often best left
|
||||
alone if you find them asleep, because it isn't worth taking a chance on
|
||||
getting bumped off by one of them: by the time you meet those two monsters
|
||||
you'll be pretty close to the amulet, and once you have it, the best
|
||||
thing to do is to high tail it back up through the dungeon to about level 17.
|
||||
On the other hand DON'T rush down: explore each level to find all the magic
|
||||
and monsters you can: killing monsters is how you get experience, and the
|
||||
more experience you have, the better you'll do in a fight; in addition a good
|
||||
arsenal of magic items can make the difference between winning & losing a
|
||||
fight. On the lower levels rooms become dark: this limits your area of vision
|
||||
as shown by the area of '.'s around you, however there are wands & scrolls
|
||||
which can alleviate this problem (to a point at least). I'll leave it for you
|
||||
to find out what all the scrolls, rings, etc do, to begin with you'll be using
|
||||
all the scrolls of identify as soon as they get found. Note that potion
|
||||
colours (and wand metals and ring gems) change from game to game, so don't
|
||||
assume that just because a potion of healing is orange in this game, it will
|
||||
be orange in the next (that would be too easy!!).
|
||||
|
||||
Patching for different terminals.
|
||||
|
||||
As delivered, this runs on Televideo compatible terminals (including Liberty
|
||||
Freedom, ADM31, Wyse 50, Wyse 60, and Commodore 128 in CP/M mode). Two special
|
||||
abilities must be present, clear screen and move cursor; and clear to end of
|
||||
line will be used if it exists, however ROGUE knows how to get by without it.
|
||||
The patch area is right at the start of the program. Since most of the
|
||||
patchable stuff I write is designed to use the same patch overlay there is a
|
||||
lot of patching possible that is not applicable to ROGUE. However, once you
|
||||
have the 1/2 K patch overlay it becomes trivial to patch new programs to work
|
||||
for you. Included is a file QTERM.PAT which goes into detail on how to do the
|
||||
patching. It should be noted that ROGUE.COM is not the same size as QTERM.COM:
|
||||
the value for the SAVE command will be:
|
||||
|
||||
SAVE 89 ROGUENEW.COM
|
||||
|
||||
In all other respects, QTERM.PAT explains how to patch ROGUE for your system.
|
||||
|
761
HDimage/u0/SOKLEVLS.DAT
Normal file
761
HDimage/u0/SOKLEVLS.DAT
Normal file
@@ -0,0 +1,761 @@
|
||||
#####
|
||||
# #
|
||||
#$ #
|
||||
### $##
|
||||
# $ $ #
|
||||
### # ## # ######
|
||||
# # ## ##### ..#
|
||||
# $ $ ..#
|
||||
##### ### #@## ..#
|
||||
# #########
|
||||
#######
|
||||
|
||||
############
|
||||
#.. # ###
|
||||
#.. # $ $ #
|
||||
#.. #$#### #
|
||||
#.. @ ## #
|
||||
#.. # # $ ##
|
||||
###### ##$ $ #
|
||||
# $ $ $ $ #
|
||||
# # #
|
||||
############
|
||||
|
||||
########
|
||||
# @#
|
||||
# $#$ ##
|
||||
# $ $#
|
||||
##$ $ #
|
||||
######### $ # ###
|
||||
#.... ## $ $ #
|
||||
##... $ $ #
|
||||
#.... ##########
|
||||
########
|
||||
|
||||
########
|
||||
# ....#
|
||||
############ ....#
|
||||
# # $ $ ....#
|
||||
# $$$#$ $ # ....#
|
||||
# $ $ # ....#
|
||||
# $$ #$ $ $########
|
||||
# $ # #
|
||||
## #########
|
||||
# # ##
|
||||
# $ ##
|
||||
# $$#$$ @#
|
||||
# # ##
|
||||
###########
|
||||
|
||||
#####
|
||||
# #####
|
||||
# #$## #
|
||||
# $ #
|
||||
######### ### #
|
||||
#.... ## $ $###
|
||||
#.... $ $$ ##
|
||||
#.... ##$ $ @#
|
||||
######### $ ##
|
||||
# $ $ #
|
||||
### ## #
|
||||
# #
|
||||
######
|
||||
|
||||
###### ###
|
||||
#.. # ##@##
|
||||
#.. ### #
|
||||
#.. $$ #
|
||||
#.. # # $ #
|
||||
#..### # $ #
|
||||
#### $ #$ #
|
||||
# $# $ #
|
||||
# $ $ #
|
||||
# ## #
|
||||
#########
|
||||
|
||||
#####
|
||||
####### ##
|
||||
## # @## $$ #
|
||||
# $ #
|
||||
# $ ### #
|
||||
### #####$###
|
||||
# $ ### ..#
|
||||
# $ $ $ ...#
|
||||
# ###...#
|
||||
# $$ # #...#
|
||||
# ### #####
|
||||
####
|
||||
|
||||
####
|
||||
# ###########
|
||||
# $ $ $ #
|
||||
# $# $ # $ #
|
||||
# $ $ # #
|
||||
### $# # #### #
|
||||
#@#$ $ $ ## #
|
||||
# $ #$# # #
|
||||
# $ $ $ $ #
|
||||
##### #########
|
||||
# #
|
||||
# #
|
||||
#......#
|
||||
#......#
|
||||
#......#
|
||||
########
|
||||
|
||||
#######
|
||||
# ...#
|
||||
##### ...#
|
||||
# . .#
|
||||
# ## ...#
|
||||
## ## ...#
|
||||
### ########
|
||||
# $$$ ##
|
||||
##### $ $ #####
|
||||
## #$ $ # #
|
||||
#@ $ $ $ $ #
|
||||
###### $$ $ #####
|
||||
# #
|
||||
########
|
||||
|
||||
### #############
|
||||
##@#### # #
|
||||
# $$ $$ $ $ ...#
|
||||
# $$$# $ #...#
|
||||
# $ # $$ $$ #...#
|
||||
### # $ #...#
|
||||
# # $ $ $ #...#
|
||||
# ###### ###...#
|
||||
## # # $ $ #...#
|
||||
# ## # $$ $ $##..#
|
||||
# ..# # $ #.#
|
||||
# ..# # $$$ $$$ #.#
|
||||
##### # # #.#
|
||||
# ######### #.#
|
||||
# #.#
|
||||
###############
|
||||
|
||||
####
|
||||
#### # #
|
||||
### @###$ #
|
||||
## $ #
|
||||
## $ $$## ##
|
||||
# #$## #
|
||||
# # $ $$ # ###
|
||||
# $ # # $ #####
|
||||
#### # $$ # #
|
||||
#### ## $ #
|
||||
#. ### ########
|
||||
#.. ..# ####
|
||||
#...#.#
|
||||
#.....#
|
||||
#######
|
||||
|
||||
################
|
||||
# #
|
||||
# # ###### #
|
||||
# # $ $ $ $# #
|
||||
# # $@$ ## ##
|
||||
# # $ $ $###...#
|
||||
# # $ $ ##...#
|
||||
# ###$$$ $ ##...#
|
||||
# # ## ##...#
|
||||
##### ## ##...#
|
||||
##### ###
|
||||
# #
|
||||
#######
|
||||
|
||||
#########
|
||||
## ## #####
|
||||
### # # ###
|
||||
# $ #$ # # ... #
|
||||
# # $#@$## # #.#. #
|
||||
# # #$ # . . #
|
||||
# $ $ # # #.#. #
|
||||
# ## ##$ $ . . #
|
||||
# $ # # #$#.#. #
|
||||
## $ $ $ $... #
|
||||
#$ ###### ## #
|
||||
# # ##########
|
||||
####
|
||||
|
||||
#######
|
||||
####### #
|
||||
# # $@$ #
|
||||
#$$ # #########
|
||||
# ###......## #
|
||||
# $......## # #
|
||||
# ###...... #
|
||||
## #### ### #$##
|
||||
# #$ # $ # #
|
||||
# $ $$$ # $## #
|
||||
# $ $ ###$$ # #
|
||||
##### $ # #
|
||||
### ### # #
|
||||
# # #
|
||||
######## #
|
||||
####
|
||||
|
||||
########
|
||||
# # #
|
||||
# $ #
|
||||
### #$ ####
|
||||
# $ ##$ #
|
||||
# # @ $ # $#
|
||||
# # $ ####
|
||||
## ####$## #
|
||||
# $#.....# # #
|
||||
# $..**. $# ###
|
||||
## #.....# #
|
||||
# ### #######
|
||||
# $$ # #
|
||||
# # #
|
||||
###### #
|
||||
#####
|
||||
|
||||
#####
|
||||
# ##
|
||||
# # ####
|
||||
# $ #### #
|
||||
# $$ $ $#
|
||||
###@ #$ ##
|
||||
# ## $ $ ##
|
||||
# $ ## ## .#
|
||||
# #$##$ #.#
|
||||
### $..##.#
|
||||
# #.*...#
|
||||
# $$ #.....#
|
||||
# #########
|
||||
# #
|
||||
####
|
||||
|
||||
##########
|
||||
#.. # #
|
||||
#.. #
|
||||
#.. # ####
|
||||
####### # ##
|
||||
# #
|
||||
# # ## # #
|
||||
#### ## #### ##
|
||||
# $ ##### # #
|
||||
# # $ $ # $ #
|
||||
# @$ $ # ##
|
||||
#### ## #######
|
||||
# #
|
||||
######
|
||||
|
||||
###########
|
||||
# . # #
|
||||
# #. @ #
|
||||
##### ##..# ####
|
||||
## # ..### ###
|
||||
# $ #... $ # $ #
|
||||
# .. ## ## ## #
|
||||
####$##$# $ # # #
|
||||
## # #$ $$ # #
|
||||
# $ # # # $## #
|
||||
# #
|
||||
# ########### #
|
||||
#### ####
|
||||
|
||||
######
|
||||
# @####
|
||||
##### $ #
|
||||
# ## ####
|
||||
# $ # ## #
|
||||
# $ # ##### #
|
||||
## $ $ # #
|
||||
## $ $ ### # #
|
||||
## # $ # # #
|
||||
## # #$# # #
|
||||
## ### # # ######
|
||||
# $ #### # #....#
|
||||
# $ $ ..#.#
|
||||
####$ $# $ ....#
|
||||
# # ## ....#
|
||||
###################
|
||||
|
||||
##########
|
||||
##### ####
|
||||
# # $ #@ #
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
# #######
|
||||
####
|
||||
|
||||
#########
|
||||
#*.*#*.*#
|
||||
#.*.*.*.#
|
||||
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|
||||
#.*.*.*.#
|
||||
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|
||||
### ###
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
|
||||
############
|
||||
##.. # #
|
||||
##..* $ $ #
|
||||
##..*.# # # $##
|
||||
#..*.# # # $ #
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
###$$ # # # # #
|
||||
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|
||||
# $# ##### #
|
||||
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|
||||
# ### ## #
|
||||
# # # ##
|
||||
#### ######
|
||||
|
BIN
HDimage/u0/SOKOBAN.COM
Normal file
BIN
HDimage/u0/SOKOBAN.COM
Normal file
Binary file not shown.
56
HDimage/u0/SOKOBAN.TXT
Normal file
56
HDimage/u0/SOKOBAN.TXT
Normal file
@@ -0,0 +1,56 @@
|
||||
# Sokoban
|
||||
|
||||
CP/M port of a Unix curses clone of sokoban
|
||||
|
||||
I found it as part of the ZCN repository: https://github.com/jamesots/zcn
|
||||
|
||||
The C source has been modified for VT100 compatibility, and some unused
|
||||
variables have been removed :)
|
||||
|
||||
sokoban.com is the compiled binary.
|
||||
|
||||
To run it, the files sokoban.com and soklevls.dat are needed
|
||||
The help file, sokoban.hlp, is not used in this version.
|
||||
You find the contents below.
|
||||
|
||||
See the readme.* files for more information.
|
||||
|
||||
## Commands
|
||||
|
||||
| Key | Action | Key | Action | Key | Action |
|
||||
| --- | ------------------- | ---- | -------------- | --- | ---------------- |
|
||||
| h | move/push left | H | run/push left | ^H | run left to obj |
|
||||
| l | move/push right | L | run/push right | ^L | run right to obj |
|
||||
| j | move/push down | J | run/push down | ^J | run down to obj |
|
||||
| k | move/push up | K | run/push up | ^K | run up to obj |
|
||||
| u | undo last move/push | U | undo all | | |
|
||||
| c/s | temporary save | ^U/r | reset to temporary save | | |
|
||||
| ^R | Refresh screen | q | quit | | |
|
||||
|
||||
## The game
|
||||
|
||||
Characters on screen are:
|
||||
|
||||
| Symbol | Meaning | Symbol | Meanging |
|
||||
| ------ | -------------------------- | ------ | -------------------------- |
|
||||
| @@ | player | ++ | player on saving position |
|
||||
| .. | saving position for packet | $$ | packets |
|
||||
| ** | saved packet | ## | wall |
|
||||
|
||||
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 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.
|
||||
|
||||
If you have restored a saved game, a temporary save is automatically made
|
||||
at the start.
|
||||
|
||||
## Compiling
|
||||
|
||||
HiTech C has been used to compile it, it is placed in the directory HitechC.
|
||||
|
||||
To compile Sokoban, I used the command c -O sokoban.c in CP/M.
|
||||
|
BIN
HDimage/u0/WORM.COM
Normal file
BIN
HDimage/u0/WORM.COM
Normal file
Binary file not shown.
26
HDimage/u0/WORM.TXT
Normal file
26
HDimage/u0/WORM.TXT
Normal file
@@ -0,0 +1,26 @@
|
||||
# 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.
|
||||
|
||||
The goal of the game is to survive as long as possible - as the worm
|
||||
will get longer and longer after eating a number.
|
||||
|
||||
## Controls
|
||||
|
||||
Use the number keys 2, 4, 6 and 8 to control the worm.
|
||||
|
||||
The german description of the game is:
|
||||
|
||||
WORM ist ein Spiel, bei dem ein Buchstabenwurm mittels der
|
||||
Pfeiltasten bzw. Zifferntasten (siehe Bild) ueber das Spiel-
|
||||
feld bewegt werden kann. Jedesmal wenn der Wurm eine Zahl
|
||||
frisst, waechst er um ein Stueck in die Laenge.
|
||||
Das Ziel des Spiels ist es, den Wurm moeglichst lang zu mae-
|
||||
sten. Dabei darf er aber in seiner Gier weder sich selbst
|
||||
noch die Umrandung anknabbern!
|
||||
|
||||
Viel Spass !
|
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Reference in New Issue
Block a user