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HDimage: added script to create HDimage, added new games

Note: LadderTP uses wrong DAT file at the moment!
This commit is contained in:
acn 2020-07-01 16:22:16 +02:00
parent d2eec82805
commit f090e4cc67
103 changed files with 971 additions and 1041 deletions

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#!/bin/bash
imagefile=./VT100games-HD.img
filelist="
2048/2048.COM
Backgammon/backgmmn.com
Battleships/bs.com
Blocks/BLOCKS.COM
CatChum/CATCHUM.COM
CatChum/CATCHUM.DAT
cpmtris/cpmtris.com
FindThatMine/ftm.com
Ladder/LADDER.COM
Ladder/LADDER.DAT
MazezaM/mazezam.com
Pac/pac.com
Quatris/QUATRIS.COM
Quatris/QUATRIS.SCO
RobotChase/chase.com
Robots/ROBOTS.COM
Rogue/rogue.com
Snake/SNAKE.COM
Sokoban/sokoban.com
Sokoban/soklevls.dat
Worm/worm.com
"
dirlist="
2048 Backgammon Battleships Blocks CatChum cpmtris FindThatMine
Ladder LadderTP MazezaM Pac Quatris RobotChase Robots
Rogue Snake Sokoban Worm
"
wanderer="
screen.*
wanderer.com
wanderer.doc
"
[ ! -d u0 ] && mkdir u0
[ ! -d u1 ] && mkdir u1
rm -f u0/* u1/*
for i in ${filelist}; do
target=`basename $i`
cp -v ../$i u0/${target^^}
done
for i in ${wanderer}; do cp -v ../Wanderer/$i u1; done
cp -v ../LadderTP/LADDER.COM u0/TLADDER.COM
cp -v ../LadderTP/LADDER.DAT u0/TLADDER.DAT
for i in u1/*; do
target=`basename $i`
mv $i u1/${target^^}
done
for i in ${dirlist}; do
pandoc -f markdown -t plain -s ../$i/README.md -o u0/${i^^}.DOC
done
cd u0
mv BACKGAMMON.DOC BACKGMMN.DOC
mv BATTLESHIPS.DOC BS.DOC
mv ROBOTCHASE.DOC CHASE.DOC
mv FINDTHATMINE.DOC FTM.DOC
mv LADDERTP.DOC TLADDER.DOC
cd ..
mkfs.cpm -fz80pack-hd $imagefile
cpmcp -f z80pack-hd $imagefile u0/* 0:
cpmcp -f z80pack-hd $imagefile u1/* 1:
echo ""
echo "Fertig!"

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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
In this version some minimal changes were applied: * On startup,
clearing the screen will be performed by the standard VT100 ^[2J. * The
"arrow symbols" below the playfield are symbolized by <>^v, as the
symbols used before actually are control characters that most VT100
terminals do not display. * The newer version without the undocumented
opcode is used.
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:
If using TASM, the command is: TASM -80 -b 2048.ASM 2048.COM
The "Micro Z80 Assembler" was used to assemble 2048.COM on Linux. It is
provided in the directory uz80as, just compile it using make.
The command for assembling 2048 is: uz80as 2048.ASM 2048.COM.
uz80as can be found here: https://github.com/jorgicor/uz80as The uz80as
directory here is taken from the RomWBW source tree.
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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# 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)
By: David C. Oshel 1219 Harding Ave. Ames, Iowa 50010
This is a patched version of "Gammon IV, Version 2.0, April 1, 1986", a
full-screen backgammon for CP/M.
I patched the game to use VT100 compatible escape sequences (including
ANSI color).
Therefore, I removed most of the "user patch area" and hardcoded the
VT100 sequences in the C code, replaced the asm code of gotoxy() with C
code and removed the Kaypro graphics routines (and the "G(raphics"
command) as it is not needed for my VT100 version.
BACKGMMN.COM is the compiled and ready-to-run game.
Have fun playing!
Anna Christina Naß acn@acn.wtf
Compiling the game
See Compiler/Compiling.md for information on compiling the game on CP/M.
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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# 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
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
@ -9,14 +12,15 @@ 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>.
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
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
The Game
Move the cursor using the numpad keys:
@ -30,33 +34,34 @@ 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 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.
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.
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
Compile:
In the directory mescc, I provide the files neccessary to compile Blocks,
using:
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!
Note that only the really neccessary files are provided - see the link
above for the full MESCC compiler and source code!
## License:
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.
See the *.txt files for more information.
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 typeR' 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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# 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:
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)
For information on the game, see: Wikipedia
This version is adapted to VT100 ANSI escape sequences.
## Note
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.
@ -22,7 +25,8 @@ RC2014 VGA VT100 terminal.
So don't change it using CATCONF.COM :)
## Usage
Usage
The gameplay is like Pac-Man :)
@ -30,4 +34,3 @@ 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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ROBOT CHASE
Copyright 2020 Andrew Pamment
Based on the game "CHASE" appearing in the book "More BASIC Computer
Games" by David Ahl.
The original files can be found here:
http://members.iinet.net.au/~apamment/CPM/
The game
You are trapped in a maze of high voltage power fences and posts. There
are also killer robots trying to destroy you.
Your only hope is to lure the robots into a fence or each other to
destroy them.
If things get hopeless, you can do a mega jump, but you could end up
anywhere, including on top of a power fence or a robot!
Keys
Use the numpad to move, even diagonally. Use J to jump and 0 to pass a
round.
7 8 9 J - Jump
\ | / 0 - Pass
4 - * - 6
/ | \
1 2 3 Q - Quit
* - You
X - High Voltage Line
+ - Killer Robot
Compiling
Robot Chase is written in C for the ZXCC compiler which can be found in
z88dk.
Use this command line (tested in Linux) to compile:
zcc +cpm -lm -lndos -O3 -o CHASE.COM chase.c ansi.c

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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 README.orig 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.
ZMAC
The ZMAC Z80 macro assembler, which is used for cpmtris, is also
available in the zmac/ folder. When assembling cpmtris using the
Makefile, zmac is used (but needs to be compiled first)

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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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FIND THAT MINE!
A MineSweeper clon game for CP/M
VT100 color version by Anna Christina Naß acn@acn.wtf
Based on v2.0 - 07 April 2020.
Copyright (c) 2012-2020 Miguel Garcia / FloppySoftware, Spain.
The original repository can be found here:
https://github.com/MiguelVis/ftm
Introduction
This is a clone (yes, one more!) of MineSweeper for CP/M with supported
CRTs, derived from the plain CP/M version (and itself from the Amstrad
PCW & Samaruc GUI version).
It should run in any version of the CP/M operating system and a Z80 CPU.
This version is patched to work with a VT100 terminal only and it uses
color ANSI codes.
The game
The aim of the game is to find all the mines on the board, putting a
flag on them and uncovering the other squares.
If you uncover a mine, you lose the game.
There are three different levels: * Level 1 : 08 x 08 squares, 08 mines
* Level 2 : 08 x 12 squares, 12 mines * Level 3 : 08 x 16 squares, 16
mines
How to play
In the board, a number on a square means the quantity of mines around
it.
To uncover a square, you must enter a command telling its position as
row and column - ie:
1C
To put or remove a flag on a square, you must append a F character to
the command - ie:
3DF
Technical notes
To compile, use MESCC, "Mike's Enhanced Small C Compiler". All files
neccessary (and only these) to compile the game are included. The
complete package of MESCC can be found in its repository:
https://github.com/MiguelVis/mescc
Compile it using:
CC FTM
CCOPT FTM
ZSM FTM
HEXTOCOM FTM
The game uses Codepage 437 border characters as default, if your
terminal cannot display these, remove #define CP437 from FTM.C and
recompile it.
License
This software is copyright of Miguel Garcia / FloppySoftware, Spain. All
rights reserved.
This program is freeware, and it's licensed under the GNU General Public
License.
See the license file for more details.

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@ -1,4 +1,7 @@
# Ladder
LADDER
Ladder was originally written for the CP/M operating system and the game
came bundled with Kaypro computers. It is copyrighted by:
@ -7,18 +10,17 @@ came bundled with Kaypro computers. It is copyrighted by:
10970 Ashton Ave, Suite 312
Los Angeles, CA
For information on the game, see:
[Wikipedia](https://en.wikipedia.org/wiki/Ladder_(video_game))
For information on the game, see: Wikipedia
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.
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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MAZEZAM
MazezaM is a puzzle game for CP/M.
- Copyright (C) 2002 Malcolm Tyrrell tyrrelmr@cs.tcd.ie
- CP/M version (C) 2004-2008 Ventzislav Tzvetkov (drHirudo) (for VT52
terminals)
- z88dk version by Stefano Bodrato (www.z88dk.org)
- VT100 adaption (C) 2020 Anna Christina Naß acn@acn.wtf
Licensed under the GPL.
You can find the VT52 version of this game, and also for other
platforms, here: http://hirudov.com/
The game
MazezaM (pronounced "may-zam") is a simple puzzle game. You enter the
mazezam on the left and you have to get to the exit on the right by
pushing rows of blocks left and right.
In the game = represents a brick, # represents a block, P is the Player
and O is a door. Good Luck.
Keys
I changed the keys to 8, 6, 4, 2 on the numpad, but W, A, S, D will also
work. Use R to restart a level (at the cost of one live).
About the game, by drHirudo
To the best of my knowledge MazezaM's specific game logic is original.
Unfortunately, there are so many puzzles out there that it is impossible
for me to be sure. If you are aware of a prior instance of the idea,
please get in touch. If possible, include a link which I can add to my
web page.
The idea for MazezaM came to me while recalling an Oric-1 type-in game
called "Fall Guy" (from the book "Sixty Programs for the Oric-1" by
Robert Erskine, Humphrey Walwyn, Paul Stanley and Michael Bews). The
game play is a reminiscent of the game Sokoban (Thinking Rabbit, Inc)
and also bears a resemblance to "sliding block" or "sliding piece"
puzzles where wooden shapes are moved around in order to get a (usually
larger) shape from one side of the puzzle to the other. The name
"MazezaM" was suggested by Robert Byrne.
Compiling
MazezaM is written in C for the ZXCC compiler which can be found in
z88dk.
Use this command line (tested in Linux) to compile:
zcc +cpm -lndos -o MAZEZAM.COM mazezam.c -O3
New Levels Wanted:
If you like this game and are good at designing levels, I encourage you
to create levels and send them to any of the authors for include in
further versions. Credit of course will be given.
Other versions and games my drHirudo
Original Sinclair and Java games - Copyright (C) 2002 Malcolm Tyrrell
http://www.cs.tcd.ie/Malcolm.Tyrrell/
Amiga Version Copyright (C) 2003-2004 Ventzislav Tzvetkov
http://hirudov.com/
Gameboy Version Copyright (C) 2003-2004 Ventzislav Tzvetkov
http://hirudov.com/ Developed using GBDK v2.1.0-1 and Wzonka-Lad
1.03.00.
Oric Atmos Version Copyright (C) 2004 Ventzislav Tzvetkov
http://hirudov.com/
Apple II Version Copyright (C) 2004 Ventzislav Tzvetkov
http://hirudov.com/
Commodore 64 Version Copyright (C) 2004 Ventzislav Tzvetkov
http://hirudov.com/
SNES version Copyright (C) 2004-2006 Ventzislav Tzvetkov
http://hirudov.com/
CP/M version Copyright (C) 2004-2008 Ventzislav Tzvetkov
http://hirudov.com/ Compiled using Z88DK on AmigaOS 4. Tested under
DOSBox and MYZ80 emulator.

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PAC
Copyright 2020 Andrew Pamment
A CP/M Pac-Man clone
The original files can be found here:
http://members.iinet.net.au/~apamment/CPM/
Only slight modifications have been made by Anna Christina Naß
acn@acn.wtf
See LICENSE for license.
Keys
Use the numpad to move the Pac, or use the keys W, A, S, D
8
|
4 - * - 6
|
2 Q - Quit
Compiling
Robot Chase is written in C for the ZXCC compiler which can be found in
z88dk.
Use this command line (tested in Linux) to compile:
zcc +cpm -lm -lndos -O3 -o PAC.COM pac.c ansi.c
Or just use the Makefile :)

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QUATRIS
This is a Tetris clone which has been adapted to VT100 escape sequences
(via PDTINS.COM).
The game is by: Steven B. Perkins 1227 Spring Ridge Dr. Sandy, UT 84094
See QUATRIS.TXT for more information.

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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
Robots is a turn-based game for CP/M.
It's based on ROBOTS, a BSD game (but no source code was taken from it).
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!
Copyright (c) 2015 Miguel García / FloppySoftware
A 'clear screen' function (VT100) has been added by me (Anna Christina
Naß acn@acn.wtf.
Original Repository: https://github.com/MiguelVis/RetroProjects Website:
http://www.floppysoftware.es/robots.html?path=cpm_projects|robots
The file ROBOTS.COM is the compiled game file.
Commands
Move the player .P. using the numpad numbers as shown on the screen.
Press T for teletransportation and Q for quit.
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
Robots, using:
CC ROBOTS
CCOPT ROBOTS
ZSM ROBOTS
HEXTOCOM ROBOTS
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 Robots.

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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.

ROGUE
ROGUE was written Nov 1984 thru Feb 1985 by David Goodenough.
I made the changes for VT100 escape sequences according to QTERM.PAT.
The original files can be found in the file rogue17cpm.zip.
ROGUE.COM is the executable file and ROGUE.DOC contains the help for all
commands.

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SNAKE
Snake game for CP/M and VT100/ANSI terminal
- First version (C) 2018, Karl A. Brokstad (www.z80.no)
- Turbo Pascal conversion and other mods with permission (C) 2018,
linker3000 (linker3000-at-gmail-dot-com)
Version history:
- V1.2acn: 25-Jun-2020 Changed keys to 2/4/6/8 and H/J/K/L and clear
ANSI attributes on exit
- V1.2T: 21-Jul-2019 Corrected Y boundary max in putFood.
- V1.1T: 14-Oct-2018 Command line switch -m (monochrome) suppresses
all colour codes Version numbering detached from Karl A. Brokstad's
original
- V23N: 24-Sep-2018 First public release Game map used for collision
detection and food position generation - this takes out several long
loops.
Original GitHub repository: https://github.com/linker3000/Z80-Board The
first version can be found here: https://z80.no/projects/Pascal.html
License
GPL v2, see the file COPYING
Instructions
Compiling
To compile SNAKE, just use Turbo Pascal from the TP/ directory. It's TP
3.0A for CP/M-80, only without the demo source code.
- Copy the TP files together with the SNAKE.PAS files to one disk
- The terminal definition is already set to ANSI and the speed is set
to 8 MHz (for a standard RC2014), so running TINST is not needed
- Run Turbo Pascal using TURBO
- Set the compiler options to "compile -> Com-file" (press O, C, Q)
- Compile SNAKE.PAS: press C (Compile), then enter snake as Work file
name.
This should result in a SNAKE.COM file.

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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 object
l move/push right L run/push right ^L run right to object
j move/push down J run/push down ^J run down to object
k move/push up K run/push up ^K run up to object
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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# 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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LADDER
The classic CP/M game Ladder reverse engineered in Turbo Pascal.
Original GitHub repository: https://github.com/mecparts/Ladder
Additional information and compiled version by Anna Christina Naß
acn@acn.wtf
I've added a compiled LADDER.COM file for just playing the game (on a
VT100 terminal at about 8 MHz, eg. a RC2014), and added more information
on compiling the game.
Keys
The file LADDER.DAT is the configuration file that holds the key
definitions. These can be changed by using LADCONF.COM (the terminal
definition in LADCONF is not used! This LADDER uses the Turbo Pascal
terminal definitions).
The default keys in this LADDER.DAT are:
Up = 8 Down = 2 Left = 4 Right = 6
Jump = Space Stop = Other
(Jump and Stop are not configurable)
Also, "bell" sound is enabled and "wise crack marks" are disabled.
Compiling notes from Anna:
To compile LADDER, just use Turbo Pascal from the TP/ directory. It's TP
3.0A for CP/M-80, only without the demo source code.
- Copy the TP files together with the LADDER files to one disk
- The terminal definition is already set to ANSI and the speed is set
to 8 MHz (for a standard RC2014), so running TINST is not needed
- Run Turbo Pascal using TURBO
- Set the compiler options to "compile -> Com-file" (press O, C, Q)
- Compile LADDER.PAS: press C (Compile), then enter ladder as Work
file name.
This should result in a LADDER.COM file.
The rest of this file is mostly the README from the original repository.
ORIGINAL README CONTENT:
About
This is a rewrite in Turbo Pascal of the classic CP/M game "Ladder",
originally written by Yahoo Software (not Yahoo!).
Ladder is an ASCII character based platform arcade game similar to
Donkey Kong. You travel through levels with platforms and ladders where
rocks fall down from the top while you collect statues before reaching
the exit.
Back in 1999 Stephen Ostermiller made a version of Ladder in Java.
Later, Mats Engstrom of SmallRoomLabs started another version in of
Ladder in golang. Between my own memories of playing the original game
on a Kaypro, and Stephen Ostermiller's and Mats Engstrom's code, I was
able to come up with this version.
This version will use the original LADCONF.COM configuration program and
LADDER.DAT configuration file. Since this version is a Turbo Pascal
program, the terminal configuration portion of LADCONF isn't used,
though it still does set up the movement keys, sound and back chatter
options.
Compiling the game
You'd need Turbo Pascal, of course. You'll also need to edit
LADCONST.PAS to set the cursor on and off sequences for your terminal.
LADDER.PAS is the main part of the program. I've successfully compiled
this on a 58K CP/M system, so available RAM isn't a particularly
critical limitation.
Once you've compiled LADDER.COM, copy LADCONF.COM to the same user area.
If you don't have a LADDER.DAT file, when you run LADDER the first time
it'll automatically load LADCONF to set up the movement keys and
options, then transfer you back to LADDER.
Limitations
At the moment, once you've successfully completed the 7th distinct level
(Gang Land), the program just cycles through all 7 seven levels over and
over again until the bonus time becomes too short to actually finish a
level. If anyone knows what the original program actually did (I never
managed to get anywhere near to completing the original game), let me
know and I'll see what I can do.
The Delay(ms) call in Turbo Pascal only works for a Z80 running at up to
32MHz (and TINST will only allow you to specify a value of up to 20MHZ
if I recall correctly). So if you're trying to run this on a system with
an effective clock speed of greater than 32MHz, you're going to have to
come up with another mechanism. That's not an insurmountable roadblock
though; on my 144MHz-Z80-equivalent RunCPM box running on a Teensy 4.0,
I patched the Turbo Pascal runtime to make a call to a BDOS extension I
created to call the Arduino's delay() function. Works like a charm. If
your system includes any kind of millisecond counter you can read,
that's a good spot to start looking.
References
Original Ladder game Ladder in Java Ladder in golang

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# Worm
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
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
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-
WORM ist ein Spiel, bei dem ein Buchstabenwurm mittels der ^
Pfeiltasten bzw. Zifferntasten (siehe Bild) ueber das Spiel- I
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
frisst, waechst er um ein Stueck in die Laenge. 8
Das Ziel des Spiels ist es, den Wurm moeglichst lang zu mae- <- 4 6 ->
sten. Dabei darf er aber in seiner Gier weder sich selbst 2
noch die Umrandung anknabbern!
Viel Spass !
I
Viel Spass ! v

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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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