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Added a HD image for z80pack with all the games in one place

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Anna Christina Naß 2020-03-31 13:39:57 +02:00
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# 2048
Join the numbers and get to the 2048 tile.
* Based on 2048 created by Gabriele Cirulli.
* 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>
Original Repository: https://github.com/maccasoft/z80-apps
## Commands
Use the arrow keys to move the tiles.
When two tiles with the same number touch, they merge into one.
* w, s, a, d - Alternate keys (up, down, left, right)
* CTRL-E, CTRL-X, CTRL-S, CTRL-D - Wordstar-compatible control keys
## Compile:
TASM -80 -b 2048.ASM 2048.COM
## License:
From original repository:
Unless otherwise specified all programs are distributed with the
GNU GPL-V3 license, images, design files and other artwork are
distributed under the Creative Commons Attribution-ShareAlike 3.0 license.

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# Gammon IV (VT100 ANSI edition)
This is a patched version of "Gammon IV, Version 2.0, April 1, 1986", a
full-screen backgammon for CP/M.
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
a VT100 compatible VGA terminal module.
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
it with C code - at least on my 8 MHz Z80 it runs fast enough.
Also, I 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 object file.
Have fun playing!
Anna Christina Naß <acn@acn.wtf>
## From the original Version 2.0 READ.ME:
Improvements for Version 2.0 include:
a) Several bugs and poltergeists, especially in the Arrange command, have
been completely exorcised. No bugs have been found in the Play command for
months; but, as before, Gammon IV will not invariably 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 in
the command lines, including X(pert.
c) Input error handling now documents the BAR, HOME and HELP commands, so
first-time players do not need to read anything else in order to 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 all
too easy to hit ESC instead of 1 on the Kaypro keyboard, leading to an
inadvertently paused game.
e) The sanction against cheating (your opponent became Torve) has been
removed.
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 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 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.
This program is in the public domain, so distribute it freely.
Enjoy!
David C. Oshel
1219 Harding Ave.
Ames, Iowa 50010

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# Blocks
This is a clone (more or less) of SameGame, a tile-matching puzzle video
game, originally released under the name Chain Shot! in 1985 by Kuniaki
Moribe (Morisuke).
The goal of the game is to remove all the blocks of the board.
Copyright (c) 1999-2018 Miguel García / FloppySoftware
The game has been modified for VT100 compatibility (insted of VT52) and
got some color by me (Anna Christina Naß <acn@acn.wtf>.
Original Repository: https://github.com/MiguelVis/RetroProjects
Website: http://www.floppysoftware.es/blocks.html?path=cpm_projects|blocks
The file BLOCKS.COM is the compiled game file.
## The Game
Move the cursor using the numpad keys:
8
|
4 --+-- 6
|
2
Then select a blocks using 7 and remove the blocks using 9.
You can select just one block, or a group of blocks of the same type
If you are in the normal mode, you can place all the blocks against a side
(top, bottom, left or right).
Select the side using the E, S, D or X key.
If you are in the automatic mode, the blocks rows will be placed on the
bottom side of the board, and the columns will be placed on the middle of
the board.
The special block **X**, multiplies that result by 10.
## Compile:
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 Blocks,
using:
CC BLOCKS
CCOPT BLOCKS
ZSM BLOCKS
HEXTOCOM BLOCKS
Note that only the really neccessary files are provided - see the link above
for the full MESCC compiler and source code!
## License:
GPL Version 2, see copying.txt - valid for MESCC and Blocks.

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# Battleships
CP/M port of the Unix game.
Copyright:
* 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.
* Slipstreamed in fixes to make it gcc -Wall clean, 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
The C source has been modified for VT100 compatibility and some minor
changes have been made by me (Anna Christina Naß <acn@acn.wtf>.
bs.com is the compiled binary.
## Modes
* -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 to score hits.
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.
## Keys
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 type `R' to place all remaining ships randomly.
Navigation and aiming keys:
yz k u 7 8 9
\|/ \|/
h-+-l 4-+-6
/|\ /|\
b j n 1 2 3
| Key | Action | Key | Action |
| ----- | ------------------------ | --------- | ------------------------ |
| h / 4 | move left | y / z / 7 | move up+left |
| l / 6 | move right | b / 1 | move down+left |
| j / 2 | move down | u / 9 | move up+right |
| k / 8 | move up | n / 3 | move down+right |
| r | place this ship randomly | R | place all ships randomly |
| ^L | screen redraw | Q | quit game |
## Compiling
HiTech C has been used to compile it, but it needs a lot of free memory (TPA).
For compiling, I used the command c bs.c in CP/M.

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# CatChum
CatChum 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/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 :)
## Usage
The gameplay is like Pac-Man :)
Use the keys 8 (up), 4 (left), 6 (right) and 2 (down) to control your
character (the C/c).
Have fun!

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# cpmtris
A Tetris clone for Z80-based CP/M machines
(c) 1996,1999 Russell Marks, 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.
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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# 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 :)

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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

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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>

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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.

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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.


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#### ######

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# 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.

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# 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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This is version 2.2 of wanderer. I've jumped the version numbers out
of my original sequence so that they now match the same version numbers
as used by Steven Shipway.
You will need WANDERER.LBR to be able to fully use this, however the
version of WANDERER in this .LBR is the one to use - it has a couple
of bug fixes: the old version can't solve screen 31, and can't get
the monster on screen 37. Basically, all you need from the earlier
one are the screens, replace any other files with those from this
.LBR. Also replace SCREEN.050 from the old one, as this was a special
"end marker" screen, that job has now been taken over by SCREEN.061
Happy wandering :-)
.UUCP: .....!harvard!xait!lakart!pallio!dg
Internet: dg%pallio.uucp@cfisun.cfi.com
GEnie: D.GOODENOUGH
Q-link: Delta G
BBS's David Goodenough on all
(617) 965-7046
(617) 825-3135
(617) 329-8528
(617) 329-4237


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WANDERER
========
As delivered this will run on any Televideo compatible screen,
including Commodore C128 in CP/M mode; Wyse 50's; Wyse 60's;
Kaypro's; Liberty Freedom 110's, 200's and Turbo 1's; ADM3A;
and ADM31. I've included a file QTERM.PAT that talks a lot
about patching other stuff. You will see that the patch area
is a lot bigger than it needs to be, but that is because it
uses the same patch overlay as QTERM, ROGUE, etc. The two
patches needed to make WANDERER go are: clear screen and moveto.
I'd suggest just putting those two in, and setting the terminal
capability byte to zero, to nuke out everything else. ALSO NOTE
the save command will be:
A>SAVE 36 WANDERER.COM
as wanderer is a bit smaller than QTERM.
I have included all the screens that have been released so far: 1 - 49.
SCREEN.050 is present, but only contains a single period: '.' This is
to tell wanderer that after screen 49 there aren't any more. However,
if you try to jump to (say) screen 76, it won't detect the overrun, and
you'll get a rather unpleasant message from wanderer. Oh well .....
If you have any questions, suggestions, flames, comments, bug reports
or screens to be released, I can be reached at:
Q-link Delta G
.UUCP .....!harvard!xait!lakart!pallio!dg
Internet dg%pallio.uucp@cfisun.cfi.com
GEnie D.Goodenough
BBS's David Goodenough on all of them:
(617) 288-6477
(617) 825-3135
(617) 329-4237
(617) 329-8528
(617) 965-7046


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WANDERER CREDITS
==================
This file should always be available to all players of the game. Feel free to
add anything necessary, eg, if you create some new screens, but don't *delete*
anything! The people in here have worked hard and deserve all the fame they
can get :-)
-Steven Shipway
-----------------------------------------------------------------------------
Wanderer was created by Steven Shipway, a first year mathematics
student at Warwick University, England. The idea came from games such as
Boulderdash, Xor, and especially the Repton games from Superior Software.
Later improvements came from play@nl.cwi, who designed the editor
and made countless bugfixes, of which there are too many to list here. He
also improved many parts of the original code, and also designed some
screens. Also Dave (david@ist.co.uk), who did most of the work towards the
improved level jumping routine (sorry, I had to alter it a bit due to other
changes). Jason (jason@uucp.aeras) is responsible for the help routine, for
which I am eternally grateful since it saved me a lot of work.
I should really mention Harvey Thompson (hjt@uk.ac.warwick.cs) as
well, since he provided the idea behind the encryption system ( the seeded
random exclusive or ). However I won't, since it will annoy him terribly!
Thanx to meulenbr@nl.philips.prl.cst (Frans) for the idea behind the
addition of the balloons.
Assisting in the development were Rob McMahon (our systems manager)
and Mark Sunnarks. In screen development were the following:
Screens 1,2,3,4,7,8,10,12,16,23,24,26
Steven Shipway ( maujp@uk.ac.warwick.cu )
Screens 5,6 James Beckett ( csutg@uk.ac.warwick.cu )
Screen 9,27,29 Kenton Oatley ( maukr@uk.ac.warwick.cu )
Screens 11,13,14,19,20
Nameless ( play@nl.cwi )
Screen 17 David ( david@ist.co.uk )
Screens 15,18,41,42
Bruce Butterfield & Son ( bruce@au.oz.utas.tasis )
Screens 21,22 Max Rockatansky ( jn@uk.ac.ukc )
Screen 25 Will Bent ( whb@hoh-2.ATT.COM )
Screen 28 Frans Meulenbrooks ( meulenbr@nl.philips.prl.cst )
Screen 31 Alan Bland ( mab@druwy.uucp )
Screen 32 Ed Strong ( ems%nanotech@edu.princeton )
Screen 33,35 Mark Maplethorpe ( csttrjs@uk.ac.warwick.cu )
Screen 34,53 David Goodenough ( dg%lakart.uucp@xait.xerox.com )
Screen 36 Kevin Pickard ( kevin%perle@uucp.uunet )
Screens 37,38,39
Paul Metcalf ( maukw@uk.ac.warwick.cu )
Screen 40,50,51
Bill Martin ( wjmartiniii@edu.waterloo.violet )
Screen 43 Bryan Ewbank ( bdewbank@ixlpo.uucp )
Screens 44,55,56
Hans Bodlaender ( hansb@ruuinf.uucp )
Screen 45 Mark Sergent ( ai3!mark@artecon.uucp )
Screens 48 Kevin O'Donnell ( kjo@uk.ac.ukc )
Tony Newell ( adn@uk.ac.ukc )
Screen 49 Paul White ( white@pdnag1.uucp )
Screens 54,52,46,47
Hugo Wouters ( hugo@cs.kuleuven.ac.be )
Screen 57 Danny Young ( danny@iconsys.uucp )
Screens 58,59 Ronald Lamprecht ( v61%dhdurz1.bitnet@cunyvm.cuny.edu )
Screens 30,60 I cant remember. If either of these is yours, please mail
me or post to the net for correction to this list.
All of these screens are possible with the current version of Wanderer (2.2).
Any new screens you wish to have added to the list please mail to
me for release in a official update package. The address is currently
maujp@uk.ac.warwick.cu or maujp%uk.ac.warwick.cu@nsfnet-relay.ac.uk .
Please note that the bitnet address has changed recently, and several items of
email have gone astray.
The X-Windows port - which is pretty impressive - comes from Mike Cuddy.
His address is cuddy%convex@edu.umich.cc.umix or convex!cuddy. Although
I haven't been able to see this one for myself a friend assures me that the
graphics are fantastic.
The official PC Port for Wanderer was done by Greg Margo, who may be found
at gmago@uucp.netxcom or ...!uunet!netxcom!gmargo.
The Acorn Archimedes port was done by Max Rockatansky, jn@uk.ac.ukc . Mail
him if you want a copy. ( Although he could well charge for the disc... )
The port to the Amiga was courtesy of Alan Bland ( mab@druwy.uucp ) who has
included sound and graphics to the game. As before, he's the one to mail if
you want to know more.
Also thanks to Paul Metcalf for thinking of a name for the game!
- THE END -


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Patching QTERM for your system.
The first thing to do is to back QTERM up, and then invoke DDT, SID, ZSID,
or whatever your local patch utility is, in the following way:
A>DDT QTERM.COM
DDT (etc.) will read in QTERM, and then prompt. The following is a list of
patch areas where QTERM should be changed to reflect your system. Some of
these are mandatory (i.e. QTERM won't work without them), whereas others
can be changed to null subroutines or empty data without preventing QTERM
from working, it just won't have all the features available.
1. Modem input status: 0110 - 011F
QTERM calls here to check RDR: status. Return with the zero flag set if
no character is available, or with the zero flag clear if a char is
available. Generally this can be an input from the usart / sio / dart
status port followed by an 'and'.
2. Read modem character: 0120 - 012F
This gets a character from the RDR: port once the input status has decided
it's there. Return the character in the a register. Generally this can be
an input from the usart / sio / dart data port.
3. Modem output status: 0130 - 013F
Check if the PUN: port can accept another character. Return with the zero
flag set if the PUN: port can't receive a character, or with the zero flag
clear if the PUN: port is ready. Generally this can be an input from the
usart / sio / dart status port followed by an 'and'.
4. Write modem character: 0140 - 014F
Send the character in the a register to the PUN: port. This will only be
called after the output status routine has returned a non-zero status.
Generally this can be an output to the usart / sio / dart data port.
These first four patches are all necessary for QTERM to work. The next few
are not necessary, but they will be useful.
5. Start break: 0150 - 015F
End break: 0160 - 016F
The start break subroutine at 0150 should initiate a break condition on
the modem output line, and 0160 should clear the break condition. If these
are to be omitted, then just put return (C9) instructions at 0150 and 0160.
6. Drop DTR: 0170 - 017F
Restore DTR: 0180 - 018F
The drop DTR subroutine causes DTR to be made inactive, and restore DTR
returns DTR to an active state. If your modem does not respond to DTR, but
can be made to hang up by sending a string, then put a return (C9) at 0170.
Use the space from 0171 to 018F to contain the string, with the following
notes: to transmit a break, use an 0FFH byte, to cause a two second delay
use an 0FEH byte, and use a 00 byte to terminate. Hence the following
could be used to hang up a Hayes compatible:
FE 2B 2B 2B FE 41 54 48 30 0D 00
FE - delay
2B - '+' sent three times
FE - delay
41 54 48 30 0D - ATH0 <return>
If neither DTR nor a string is to be used, then place a return (C9) at
0180 and 0171, and a nop (00) at 0170. The string is used only if a C9
is found at 0170, so by placing the C9 at 0171 the string print is
inhibited.
7. Baud rate setting: 0190 - 019F
Baud rate table: 01A0 - 01AF
These two patch areas work together to allow QTERM to change the baud rate
of the modem port. The baud rate table holds pairs of bytes for setting the
baud rate to eight different values: 38400, 19200, 9600, 4800, 2400, 1200,
600 and 300, in that order. In these pairs, the first byte will be passed
to the subroutine at 0190, and the second byte is used to enable that baud
rate: an 0FFH in the second byte enables the rate, and a zero disables.
So if your system only went up to 9600, (using a value of 1 to get 9600)
the first six bytes in the table would be:
00 00 no value for 38400: disable by the 00
00 00 no value for 19200: disable by the 00
01 FF 01 is the value for 9600: enable by the FF
In all cases of enabled baud rates, the subroutine at 0190 gets the
appropriate value in the a register and should use it to set the baud rate.
If this is to be omitted, then just put a return (C9) instruction at 0190,
and fill the table from 01A0 to 01AF with 00's.
8. Communication mode setting: 01B0 - 01BF
Communication mode table: 01C0 - 01CB
These two patch areas work together to allow QTERM to change the
communications format of the modem port. The mode table holds bytes for
setting 12 different formats, selecting number of data bits (7 or 8)
parity (odd, even, or none) and number of stop bits (1 or 2). In order
the 12 values are for 7n1, 8n1, 7n2, 8n2, 7e1, 8e1, 7e2, 8e2, 7o1, 8o1,
7o2, and 8o2. The subroutine at 01B0 gets one of these values in the a
register and should use it to set the communications mode. If this is to
be omitted, then just put a return (C9) instruction at 01B0.
9. Protocol transfer size: 01CD
During protocol transfers, disk reads and writes take place every 8K. This
is normally possible without causing a timeout, and reduces disk access to
a minimum. However if your disk is slow, you can drop this to 4 or even 2
to reduce the size of transfer, and hence prevent timeouts. Note that there
is an unused byte between the end of the communications mode table, and the
transfer size (i.e. at 01CC). This bytes is reserved for future use, and
should not be changed.
10. Processor speed: 01CE
This is the speed in Mhz that your Z80 runs at: 4, 6 or whatever. For
a 2.5Mhz cpu, use 3.
11. Escape character: 01CF
All special functions of QTERM are activated by the use of escape sequences.
At 01CF is the byte used for the escape character (the default is ^\). Any
byte can be used, but a little used value is best selected, also using a
printable character (' ' thru '~') may have undesirable results. Note that to
transmit the escape value itself, just type it twice.
These previous three are necessary.
12. Signon message: 01D0 - 01EF
This must be a string that identifies your system / terminal. It must be
present, and is printed when QTERM first starts. It should be composed of
printable characters, and terminated by a zero byte.
13. Clear screen: 01F0 - 01FF
This must be a string that clears the terminal screen, and leaves the
cursor in the top left hand corner. This should also be terminated by a
zero byte.
14. Moveto: 0200 - 022E
QTERM requires the ability to move the cursor around the screen. It calls
this subroutine with the required coordinates in hl: where h is the row,
and l the column to move to. The top left hand corner of the screen is 0,0;
and the bottom right corner is 23,79. This subroutine will have to do
terminal output: at 0109H is a routine that prints a character in the c
register, and at 010CH is a routine to print a decimal number in hl (mainly
for the use of vt100 and vt220 compatibles). Note that the above two
subroutines will destroy all registers, and that this subroutine can also
destroy all registers.
15. Teminal capability bit map: 022F
This byte contains one bit set for each of the following terminal
capabilities:
bit 0: (01H) bright (end highlight)
bit 1: (02H) dim (start highlight)
bit 2: (04H) delete line
bit 3: (08H) insert line
bit 4: (10H) delete character
bit 5: (20H) insert character
bit 6: (40H) clear to end of line
bit 7: (80H) clear to end of screen
16. Terminal capability strings: 0230 - 026F
In this area are eight strings, each of which can be at most eight characters
long. They are the strings to be printed to perform the terminal capabilities
mentioned above. Each one of them should be terminated by a zero byte. Hence
at 0230 is the string for dim (start highlight), at 0238 is the string for
bright (end highlight), etc.; with 0268 being the string for clear to end of
screen. Programs that use these will check the terminal capability bitmap at
022F before using them, to determine if they are available.
17. Entry subroutine: 0270 - 0272
Upon entry to QTERM, this subroutine will be called. If it is not needed
then a return instruction (0C9H) should be placed at 0270, otherwise there
is enough space to put in a jump to code that is to be executed when QTERM
starts.
18. Exit subroutine: 0273 - 0275
After an <Escape> Q has been issued to exit QTERM, this subroutine will
be called immediately before exiting back to CP/M. As with the entry
subroutine, if not needed, a return instruction (0C9H) should be placed at
0273H, otherwise any termination code can be added.
19. Patch area: 0276 - 02FF
Since the area provided for the above patches is limited, it may be necessary
to use more space. The block of memory from 0276 to 02FF is set aside for
custom patches, this can be used if the individual spaces are not big enough.
Once all the patches have been made, exit the patch program (usually by
typing ^C), and finish up by saving a new copy of QTERM:
A>SAVE 51 QTERMNEW.COM
In addition, the patch area only can be saved as follows:
A>SAVE 2 QTERMPAT.XXX
Which will create a 1/2K file containing all the patches needed to make this
particular version of QTERM work. By doing this, when a new release of QTERM
needs to be patched, all that is necessary is to read in the new unpatched
version with DDT or whatever, then overlay the patch area. This is typically
done by typing:
IQTERMPAT.XXX
to DDT, SID, ZSID etc. to set up the command line to read QTERMPAT.XXX, then
follow this with a:
R
to read it. This should overlay the saved patch area on the new version,
hence doing all the patches at once. Then exit DDT with ^C, and do the
first save shown above to save the new working version.
NOTE: this "overlaying" of patches will NOT work with versions 2.8 and
earlier. In addition, three things have been added to the 3.3 patch
area.
1. changing the DTR manipulation area to include a hangup string
2. adding the transfer read / write size at 01CD
3. adding the entry and exit subroutine hooks


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Wanderer.
The idea of the game is to wander around the screen picking up diamonds,
and when you have them all, exit. However there are a few things to make
life difficult. Here is a list of what you will see in the play area.
@ You.
= # Impassable rock.
! Landmines - these explode if you move on top of them.
/ \ Deflectors - boulders, arrows and balloons slide off these.
O Boulders - these will fall down when their support is
removed. They kill you if they land on you.
< > Speeding Arrows - These run left or right as appropriate,
and will slide off boulders, just like they do off deflectors.
These also kill you when they hit you.
^ Balloons - these go up, they are also popped if hit by
speeding arrows. They do not kill you if they hit you.
* Diamonds - these are what you are after - score 10 points.
: Passable earth - goes away when you dig through it - score
1 point.
T Teleport - Moves you somewhere else, and scores 20 points when
you use it.
X The way out - you can't get out unless you have got all the
diamonds - score 250 for a successful escape
C Time capsule - on some screens where moves are limited these
give you 250 extra moves, and scores 5 points.
M Big monster - always chases you. It can be killed by falling
boulders, or speeding arrows, but not by balloons. Scores 100
when you kill him.
S Small monster - these run round things, but if they run
into you they will eat you. They can be caught in .....
+ Cages. These catch one Small monster each, and turn into
diamonds, and score 20 points
To move around use H J K L (H left, J down, K up, L right)
To quit, use Q
There is a screen jump facility built in, to jump to any screen, type ~
and the number of the screen you want to jump to
In addition there is a screen editor built into wanderer. This allows
you to create your own screens. Just say
A>WANDERER -E
and you are in the editor. The motion keys will move you around (HJKL),
typing other letters (as shown in the instructions) will place that
item at the current cursor location. Other commands are:
Q Quits editing session, and save current changes. While
a screen is being edited, it is kept in a file SCREEN,
this command writes the screen out to SCREEN, and returns
to CP/M.
P Play the current screen. This first writes the screen to
file SCREEN, and then enters normal play mode so you can
test the screen.
V Alter the number of moves for the screen. To allow unlimited
moves, enter zero.
A note about screens:
In the rightmost column of screens, you may see '-' characters. These are
translated to spaces for playing, and are necessary because certain
editors have a tendancy to trim trailing spaces from text files being
edited. It would be best to leave these as is, because if someone else
ever goes to work on your screen with such an editor, and the '-'s are
NOT there, then the screen will get broken.