HDimage: added script to create HDimage, added new games
Note: LadderTP uses wrong DAT file at the moment!
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#!/bin/bash
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imagefile=./VT100games-HD.img
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filelist="
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2048/2048.COM
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Backgammon/backgmmn.com
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Battleships/bs.com
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Blocks/BLOCKS.COM
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CatChum/CATCHUM.COM
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CatChum/CATCHUM.DAT
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cpmtris/cpmtris.com
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FindThatMine/ftm.com
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Ladder/LADDER.COM
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Ladder/LADDER.DAT
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MazezaM/mazezam.com
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Pac/pac.com
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Quatris/QUATRIS.COM
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Quatris/QUATRIS.SCO
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RobotChase/chase.com
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Robots/ROBOTS.COM
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Rogue/rogue.com
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Snake/SNAKE.COM
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Sokoban/sokoban.com
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Sokoban/soklevls.dat
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Worm/worm.com
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"
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dirlist="
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2048 Backgammon Battleships Blocks CatChum cpmtris FindThatMine
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Ladder LadderTP MazezaM Pac Quatris RobotChase Robots
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Rogue Snake Sokoban Worm
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"
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wanderer="
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screen.*
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wanderer.com
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wanderer.doc
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"
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[ ! -d u0 ] && mkdir u0
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[ ! -d u1 ] && mkdir u1
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rm -f u0/* u1/*
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for i in ${filelist}; do
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target=`basename $i`
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cp -v ../$i u0/${target^^}
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done
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for i in ${wanderer}; do cp -v ../Wanderer/$i u1; done
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cp -v ../LadderTP/LADDER.COM u0/TLADDER.COM
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cp -v ../LadderTP/LADDER.DAT u0/TLADDER.DAT
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for i in u1/*; do
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target=`basename $i`
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mv $i u1/${target^^}
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done
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for i in ${dirlist}; do
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pandoc -f markdown -t plain -s ../$i/README.md -o u0/${i^^}.DOC
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done
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cd u0
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mv BACKGAMMON.DOC BACKGMMN.DOC
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mv BATTLESHIPS.DOC BS.DOC
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mv ROBOTCHASE.DOC CHASE.DOC
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mv FINDTHATMINE.DOC FTM.DOC
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mv LADDERTP.DOC TLADDER.DOC
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cd ..
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mkfs.cpm -fz80pack-hd $imagefile
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cpmcp -f z80pack-hd $imagefile u0/* 0:
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cpmcp -f z80pack-hd $imagefile u1/* 1:
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echo ""
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echo "Fertig!"
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Binary file not shown.
@@ -0,0 +1,51 @@
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2048
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Join the numbers and get to the 2048 tile.
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- Based on 2048 created by Gabriele Cirulli.
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- Based on the console version for GNU/Linux by Maurits van der Schee
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- Ported to Z80 and CP/M by Marco Maccaferri macca@maccasoft.com
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Original Repository: https://github.com/maccasoft/z80-apps
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In this version some minimal changes were applied: * On startup,
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clearing the screen will be performed by the standard VT100 ^[2J. * The
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"arrow symbols" below the playfield are symbolized by <>^v, as the
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symbols used before actually are control characters that most VT100
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terminals do not display. * The newer version without the undocumented
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opcode is used.
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Commands
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Use the arrow keys to move the tiles.
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When two tiles with the same number touch, they merge into one.
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- w, s, a, d - Alternate keys (up, down, left, right)
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- CTRL-E, CTRL-X, CTRL-S, CTRL-D - Wordstar-compatible control keys
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Compile:
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If using TASM, the command is: TASM -80 -b 2048.ASM 2048.COM
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The "Micro Z80 Assembler" was used to assemble 2048.COM on Linux. It is
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provided in the directory uz80as, just compile it using make.
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The command for assembling 2048 is: uz80as 2048.ASM 2048.COM.
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uz80as can be found here: https://github.com/jorgicor/uz80as The uz80as
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directory here is taken from the RomWBW source tree.
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License:
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From original repository:
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Unless otherwise specified all programs are distributed with the GNU
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GPL-V3 license, images, design files and other artwork are distributed
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under the Creative Commons Attribution-ShareAlike 3.0 license.
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@@ -1,31 +0,0 @@
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# 2048
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Join the numbers and get to the 2048 tile.
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* Based on 2048 created by Gabriele Cirulli.
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* Based on the console version for GNU/Linux by Maurits van der Schee
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* Ported to Z80 and CP/M by Marco Maccaferri <macca@maccasoft.com>
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Original Repository: https://github.com/maccasoft/z80-apps
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## Commands
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Use the arrow keys to move the tiles.
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When two tiles with the same number touch, they merge into one.
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* w, s, a, d - Alternate keys (up, down, left, right)
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* CTRL-E, CTRL-X, CTRL-S, CTRL-D - Wordstar-compatible control keys
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## Compile:
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TASM -80 -b 2048.ASM 2048.COM
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## License:
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From original repository:
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Unless otherwise specified all programs are distributed with the
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GNU GPL-V3 license, images, design files and other artwork are
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distributed under the Creative Commons Attribution-ShareAlike 3.0 license.
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@@ -0,0 +1,73 @@
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GAMMON IV (VT100 ANSI EDITION)
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By: David C. Oshel 1219 Harding Ave. Ames, Iowa 50010
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This is a patched version of "Gammon IV, Version 2.0, April 1, 1986", a
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full-screen backgammon for CP/M.
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I patched the game to use VT100 compatible escape sequences (including
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ANSI color).
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Therefore, I removed most of the "user patch area" and hardcoded the
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VT100 sequences in the C code, replaced the asm code of gotoxy() with C
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code and removed the Kaypro graphics routines (and the "G(raphics"
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command) as it is not needed for my VT100 version.
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BACKGMMN.COM is the compiled and ready-to-run game.
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Have fun playing!
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Anna Christina Naß acn@acn.wtf
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Compiling the game
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See Compiler/Compiling.md for information on compiling the game on CP/M.
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From the original Version 2.0 READ.ME:
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Improvements for Version 2.0 include:
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a) Several bugs and poltergeists, especially in the Arrange command,
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have been completely exorcised. No bugs have been found in the Play
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command for months; but, as before, Gammon IV will not invariably
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recognize a forced move, either in your play or in its own. Gammon
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IV knows and obeys all other official rules of backgammon.
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b) There are no "hidden" commands anymore. All commands are now shown
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in the command lines, including X(pert.
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c) Input error handling now documents the BAR, HOME and HELP commands,
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so first-time players do not need to read anything else in order to
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play the game successfully. The X(pert mode dispenses with these
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messages, so X(pert actually does mean expert, now!
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d) The "break" command is Control-C again, instead of ESCAPE. It was
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all too easy to hit ESC instead of 1 on the Kaypro keyboard, leading
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to an inadvertently paused game.
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e) The sanction against cheating (your opponent became Torve) has been
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removed.
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f) If the cube is doubled during the opening rolloff to see who goes
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first, and the cube value reaches 8, additional pairs on the dice
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have no further effect. The cube's opening value will not go
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above 8.
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The computer's three styles of play have not been changed. Judging from
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the feedback I've received, Gammon IV plays acceptably well at the
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current levels. All information needed to re-compile the program is
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included in the BACKGMMN.C file, including the details of C/80 3.1
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configuration. The compile and link steps are governed by BACKGMMN.SUB.
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This program is in the public domain, so distribute it freely.
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Enjoy!
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David C. Oshel
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1219 Harding Ave.
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Ames, Iowa 50010
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@@ -1,64 +0,0 @@
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# Gammon IV (VT100 ANSI edition)
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This is a patched version of "Gammon IV, Version 2.0, April 1, 1986", a
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full-screen backgammon for CP/M.
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The difference is, that this version outputs VT100 compatible Escape sequences
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(including color) to make this game work on my RC2014 Z80 CP/M machine using
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a VT100 compatible VGA terminal module.
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Therefore, I removed most of the "user patch area" and hardcoded the VT100
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sequences in the C code. I also removed the asm code of gotoxy() and replaced
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it with C code - at least on my 8 MHz Z80 it runs fast enough.
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Also, I removed the Kaypro graphics routines and the "G(raphics" command, as
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it is not needed for my VT100 version.
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BACKGMMN.COM is the compiled and ready-to-run object file.
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Have fun playing!
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Anna Christina Naß <acn@acn.wtf>
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## From the original Version 2.0 READ.ME:
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Improvements for Version 2.0 include:
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a) Several bugs and poltergeists, especially in the Arrange command, have
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been completely exorcised. No bugs have been found in the Play command for
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months; but, as before, Gammon IV will not invariably recognize a forced move,
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either in your play or in its own. Gammon IV knows and obeys all other
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official rules of backgammon.
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b) There are no "hidden" commands anymore. All commands are now shown in
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the command lines, including X(pert.
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|
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c) Input error handling now documents the BAR, HOME and HELP commands, so
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first-time players do not need to read anything else in order to play the
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game successfully. The X(pert mode dispenses with these messages, so X(pert
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actually does mean expert, now!
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|
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d) The "break" command is Control-C again, instead of ESCAPE. It was all
|
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too easy to hit ESC instead of 1 on the Kaypro keyboard, leading to an
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inadvertently paused game.
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e) The sanction against cheating (your opponent became Torve) has been
|
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removed.
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f) If the cube is doubled during the opening rolloff to see who goes first,
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and the cube value reaches 8, additional pairs on the dice have no further
|
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effect. The cube's opening value will not go above 8.
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The computer's three styles of play have not been changed. Judging from the
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feedback I've received, Gammon IV plays acceptably well at the current levels.
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All information needed to re-compile the program is included in the
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BACKGMMN.C file, including the details of C/80 3.1 configuration.
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The compile and link steps are governed by BACKGMMN.SUB.
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This program is in the public domain, so distribute it freely.
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Enjoy!
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David C. Oshel
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1219 Harding Ave.
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Ames, Iowa 50010
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@@ -1,4 +1,7 @@
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# Blocks
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BLOCKS
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This is a clone (more or less) of SameGame, a tile-matching puzzle video
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game, originally released under the name Chain Shot! in 1985 by Kuniaki
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@@ -9,14 +12,15 @@ The goal of the game is to remove all the blocks of the board.
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Copyright (c) 1999-2018 Miguel García / FloppySoftware
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The game has been modified for VT100 compatibility (insted of VT52) and
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got some color by me (Anna Christina Naß <acn@acn.wtf>.
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got some color by me (Anna Christina Naß acn@acn.wtf.
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Original Repository: https://github.com/MiguelVis/RetroProjects
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Website: http://www.floppysoftware.es/blocks.html?path=cpm_projects|blocks
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Original Repository: https://github.com/MiguelVis/RetroProjects Website:
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http://www.floppysoftware.es/blocks.html?path=cpm_projects|blocks
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The file BLOCKS.COM is the compiled game file.
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## The Game
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The Game
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Move the cursor using the numpad keys:
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@@ -30,33 +34,34 @@ Then select a blocks using 7 and remove the blocks using 9.
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You can select just one block, or a group of blocks of the same type
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If you are in the normal mode, you can place all the blocks against a side
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(top, bottom, left or right).
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Select the side using the E, S, D or X key.
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If you are in the normal mode, you can place all the blocks against a
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side (top, bottom, left or right). Select the side using the E, S, D or
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X key.
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If you are in the automatic mode, the blocks rows will be placed on the
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bottom side of the board, and the columns will be placed on the middle of
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the board.
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bottom side of the board, and the columns will be placed on the middle
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of the board.
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The special block **X**, multiplies that result by 10.
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The special block X, multiplies that result by 10.
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## Compile:
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To compile, use MESCC, "Mike's Enhanced Small C Compiler".
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See: http://www.floppysoftware.es/mescc.html?path=cpm_projects|mescc
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Compile:
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In the directory mescc, I provide the files neccessary to compile Blocks,
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using:
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To compile, use MESCC, "Mike's Enhanced Small C Compiler". See:
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http://www.floppysoftware.es/mescc.html?path=cpm_projects|mescc
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In the directory mescc, I provide the files neccessary to compile
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Blocks, using:
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CC BLOCKS
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CCOPT BLOCKS
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ZSM BLOCKS
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HEXTOCOM BLOCKS
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Note that only the really neccessary files are provided - see the link above
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for the full MESCC compiler and source code!
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Note that only the really neccessary files are provided - see the link
|
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above for the full MESCC compiler and source code!
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## License:
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License:
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||||
|
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GPL Version 2, see copying.txt - valid for MESCC and Blocks.
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@@ -0,0 +1,74 @@
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BATTLESHIPS
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CP/M port of the Unix game.
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Copyright: * bs.c - original author: Bruce Holloway * salvo option by:
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Chuck A DeGaul * with improved user interface, autoconfiguration and
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code cleanup * by Eric S. Raymond esr@snark.thyrsus.com * v1.2 with
|
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color support and minor portability fixes, November 1990 * v2.0
|
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featuring strict ANSI/POSIX conformance, November 1993. * v2.1 for
|
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Linux, October 1994. * Slipstreamed in fixes to make it gcc -Wall clean,
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May '95. * fairly seriously hacked for Hitech C and CP/M, rjm 95/8/14
|
||||
|
||||
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.
|
||||
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||||
See the *.txt files for more information.
|
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Modes
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||||
- -b selects a "blitz" variant
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- -s selects a "salvo" variant
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- -c permits ships to be placed adjacently
|
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|
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The "blitz" variant allows a side to shoot for as long as it continues
|
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to score hits.
|
||||
|
||||
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
|
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out some ships and also makes much harder the situation where you face a
|
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superior force with only your PT-boat.
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||||
|
||||
Keys
|
||||
|
||||
To position your ships: move the cursor to a spot, then type the first
|
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letter of a ship (using CAPITAL letters) type to select it, then type a
|
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direction ([hjkl] or [4862]), indicating how the ship should be pointed.
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You may also type a ship letter followed by
|
||||
r' to position it randomly, or typeR' to place all remaining ships
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randomly.
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||||
Navigation and aiming keys:
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||||
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yz k u 7 8 9
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\|/ \|/
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h-+-l 4-+-6
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/|\ /|\
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b j n 1 2 3
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Key Action Key Action
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------- -------------------------- ----------- --------------------------
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h / 4 move left y / z / 7 move up+left
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l / 6 move right b / 1 move down+left
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j / 2 move down u / 9 move up+right
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k / 8 move up n / 3 move down+right
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r place this ship randomly R place all ships randomly
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^L screen redraw Q quit game
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||||
|
||||
Compiling
|
||||
|
||||
HiTech C has been used to compile it, but it needs a lot of free memory
|
||||
(TPA).
|
||||
|
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For compiling, I used the command c bs.c in CP/M.
|
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@@ -1,69 +0,0 @@
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# Battleships
|
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|
||||
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.
|
||||
|
||||
@@ -1,18 +1,21 @@
|
||||
# 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!
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,50 @@
|
||||
|
||||
|
||||
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
|
||||
@@ -0,0 +1,51 @@
|
||||
|
||||
|
||||
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)
|
||||
@@ -1,41 +0,0 @@
|
||||
# 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.
|
||||
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,86 @@
|
||||
|
||||
|
||||
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.
|
||||
@@ -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 :)
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,97 @@
|
||||
|
||||
|
||||
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.
|
||||
Binary file not shown.
@@ -0,0 +1,39 @@
|
||||
|
||||
|
||||
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 :)
|
||||
@@ -0,0 +1,11 @@
|
||||
|
||||
|
||||
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.
|
||||
@@ -1,79 +0,0 @@
|
||||
|
||||
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
|
||||
@@ -1,24 +0,0 @@
|
||||
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>
|
||||
@@ -0,0 +1,58 @@
|
||||
|
||||
|
||||
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.
|
||||
@@ -1,67 +0,0 @@
|
||||
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.
|
||||
|
||||
+13
-170
@@ -1,170 +1,13 @@
|
||||
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.
|
||||
Binary file not shown.
@@ -0,0 +1,53 @@
|
||||
|
||||
|
||||
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.
|
||||
@@ -0,0 +1,63 @@
|
||||
|
||||
|
||||
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.
|
||||
@@ -1,56 +0,0 @@
|
||||
# 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.
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,117 @@
|
||||
|
||||
|
||||
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
|
||||
@@ -1,26 +1,28 @@
|
||||
# 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
|
||||
@@ -1,26 +0,0 @@
|
||||
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
|
||||
|
||||
@@ -1,42 +0,0 @@
|
||||
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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