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| author | 2019-09-27 01:09:28 -0400 | |
|---|---|---|
| committer | 2019-09-27 01:09:28 -0400 | |
| commit | 583bd4994a59add0f7d99b582cc72db96f1ac172 (patch) | |
| tree | 1ebf78de52b3726c9ae49e1d975992a30e1dbff8 /roms/SuperChip Games | |
| parent | ca3946539a16f2f1175cd50531be564f0293060d (diff) | |
| download | chip8-583bd4994a59add0f7d99b582cc72db96f1ac172.tar.gz chip8-583bd4994a59add0f7d99b582cc72db96f1ac172.tar.bz2 chip8-583bd4994a59add0f7d99b582cc72db96f1ac172.zip | |
try to fix graphics wip
Diffstat (limited to 'roms/SuperChip Games')
38 files changed, 898 insertions, 0 deletions
diff --git a/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8 b/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8 Binary files differnew file mode 100644 index 0000000..e21c7c4 --- /dev/null +++ b/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8 diff --git a/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].txt b/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].txt new file mode 100644 index 0000000..89a42e0 --- /dev/null +++ b/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].txt @@ -0,0 +1,65 @@ +
+Welcome to my second CHIP48 game ever. This time it uses the new features
+(i.e. scrolling and full-screen graphics) that were added in SUPER-CHIP V1.1.
+
+The game
+--------
+Due to lack of imagination, I did a very wellknown game. Alien, one of the
+first games I played in the beginning of the C=64 era. It is a rather simple
+shoot'em up game and the story behind the game is as follows: Unfriendly
+(most aliens are) aliens have invaded the earth and the only one who can stop
+them are you. To assist you in your battle, the russian experts have
+developed a new powerful (and leathal) weapon, the blaster. But, as you
+known, the Rubel isn't what it used to be and therefore, the scientists could
+only afford the version with limited firecapacity. You can only have one shot
+in the air at the same time. And what's even worse: the aliens have gotten
+hold of the very same weapon. And they're continually making their shields
+stronger and stronger. Stop them before they reach mother earth!
+
+How to start the game
+---------------------
+Upload the game to your HP48-series calulcator via the serial cable. Make
+sure the you also have got S-CHIP V1.1 somewhere in your machine (otherwise
+you'll have to upload that too). Press the Alien menu-key and a string will
+appear in the first level of the stack (the only thing readable is my name).
+Then press the S-Chip menu-key and the game will begin. See next section for
+further description.
+
+The controls
+------------
+KEY DESCRIPTION
+
+Enter Restart the game
+Backspace Quit game (return to calculating, who needs that?!)
++/- Toggle sound on/off (useful when teacher is near you)
+9 Stear your blaster left
+/ Stear your blaster right
+0 Fire (you also use this key to begin playing)
+
+Copyrights
+----------
+CHIP48 V2.25 (C) Andreas Gustafsson, Finland
+S-CHIP V1.1 (C) Erik Bryntse, Sweden
+ALIEN V1.0 (C) Jonas Lindstedt, Sweden
+
+This game is released as Public Domain via Internet and various Bulletin
+Board Systems. You may copy this program for non-profit purposes. I don't
+take any responsibility for any damage caused by this program, but please
+write me a letter if you find any bugs or have suggestions how to make this a
+better game. (I know it's a bit slow, but so am I.)
+
+Enjoy!!
+
+Jonas Lindstedt
+Department of Real Time Computer Systems
+Malardalens University, Vasteras, Sweden
+-------------------------------------------
+E-mail: ltd92jlt@martin.mdh.se
+ or
+ akcs.jonasl@hpcvbbs.cv.hp.com
+
+Address: Jonas Lindstedt
+ Bergmastarv. 15
+ S-724 78 VASTERAS
+ Sweden
+
diff --git a/roms/SuperChip Games/Ant - In Search of Coke [Erin S. Catto].ch8 b/roms/SuperChip Games/Ant - In Search of Coke [Erin S. Catto].ch8 Binary files differnew file mode 100644 index 0000000..b140fab --- /dev/null +++ b/roms/SuperChip Games/Ant - In Search of Coke [Erin S. Catto].ch8 diff --git a/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 b/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 Binary files differnew file mode 100644 index 0000000..4d0d4bb --- /dev/null +++ b/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 diff --git a/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].txt b/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].txt new file mode 100644 index 0000000..1b8c1b8 --- /dev/null +++ b/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].txt @@ -0,0 +1,15 @@ +Blinky V2.00: Pac Man game for SCHIP V1.0 or newer.
+From: egeberg@solan.unit.no (Hans Christian Egeberg)
+
+This program is for use with Super Chip-48 V1.0 or newer.
+In order to run, put downloaded binary string on stack, and start SCHIP.
+
+Blinky has two lives. Finishing a screen increases the intelligence
+of Packlett and Heward, the two ghosts. The game is at its most difficult
+on the fourth screen. The maze contains one gateway from left to right,
+and four energy pills, near the corners. Points are awarded for each pill,
+each energy pill, catching Packlett, catching Heward, and finishing a maze.
+
+My personal highscore is 1575 so far, but I am just a programmer.
+My not so little sister helped me debug, and reached 2005 in two days.
+
diff --git a/roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].ch8 b/roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].ch8 Binary files differnew file mode 100644 index 0000000..88b00f5 --- /dev/null +++ b/roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].ch8 diff --git a/roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].txt b/roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].txt new file mode 100644 index 0000000..09aa65c --- /dev/null +++ b/roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].txt @@ -0,0 +1,12 @@ +Car, by: Klaus von Sengbusch
+
+And here is another game.
+Is is quite simple. You just have to drive a car through a scrolling road and
+prevent being hit by other cars.
+One big advantage for those HP48G Users with 32K memory: IT IS VERY SMALL!!!!!
+
+The Keys:
+ 1: left
+ 2: right
+
+
diff --git a/roms/SuperChip Games/Field! [Al Roland, 1993] (alt).ch8 b/roms/SuperChip Games/Field! [Al Roland, 1993] (alt).ch8 Binary files differnew file mode 100644 index 0000000..5e37657 --- /dev/null +++ b/roms/SuperChip Games/Field! [Al Roland, 1993] (alt).ch8 diff --git a/roms/SuperChip Games/Field! [Al Roland, 1993].ch8 b/roms/SuperChip Games/Field! [Al Roland, 1993].ch8 Binary files differnew file mode 100644 index 0000000..cea0a97 --- /dev/null +++ b/roms/SuperChip Games/Field! [Al Roland, 1993].ch8 diff --git a/roms/SuperChip Games/Field! [Al Roland, 1993].txt b/roms/SuperChip Games/Field! [Al Roland, 1993].txt new file mode 100644 index 0000000..ce880ee --- /dev/null +++ b/roms/SuperChip Games/Field! [Al Roland, 1993].txt @@ -0,0 +1,32 @@ + FIELD! V1.1
+Here is a quick update to the original FIELD! Super-Chip Game.
+This version has a few new requested features(variable speed).
+And some more details (like explosions and stuff.)
+
+New Keys:
+The following keys set the speed of the ship.
+7 - Slowest speed
+8 - A little faster than 7
+4 - Good bit faster than 8
+5 - Very Fast(Good Luck!)
+
+In case you don't have the original docs:
+1 - moves you right by applying thrust to the left.
+2 - moves you left by applying thrust to the right.
+/ - moves you up
+* - moves you down
+
+And as with all CHIP games <- (DROP/CLR/BS) exits to the stack.
+
+You should have guessed by now that "7" no longer stops the current
+game and returns to the title screen, you can crash quick enough that
+this is not needed.
+
+There is a small problem, in that the explosion may be drawn in
+the wrong spot if you are too close to the edge of the screen, but
+it doesn't last long enough to worry about, and the code needed to
+avoid it would make this game needlessly bigger. I think 865 bytes is
+big enough.
+
+- Al Roland
+ droland@eng.auburn.edu
diff --git a/roms/SuperChip Games/H. Piper [Paul Raines, 1991].ch8 b/roms/SuperChip Games/H. Piper [Paul Raines, 1991].ch8 Binary files differnew file mode 100644 index 0000000..b308743 --- /dev/null +++ b/roms/SuperChip Games/H. Piper [Paul Raines, 1991].ch8 diff --git a/roms/SuperChip Games/H. Piper [Paul Raines, 1991].txt b/roms/SuperChip Games/H. Piper [Paul Raines, 1991].txt new file mode 100644 index 0000000..dbe05ed --- /dev/null +++ b/roms/SuperChip Games/H. Piper [Paul Raines, 1991].txt @@ -0,0 +1,222 @@ +
+Version 2.1 of H. Piper! for SUPER-CHIP follows below.
+
+DISCLAIMER: Since CHIP makes use of undocumented features
+of the HP48SX, anything can happen: loss of data, meltdown,
+etc. Therefore, I take no responsibility for any damage
+whatsoever that occurs.
+
+**************** H. Piper! **********************
+
+OBJECT:
+-------
+You are presented with a 6 row, 10 column grid and
+a preview panel of 5 pipes. A starting pipe will be
+placed on the grid and will in a few seconds start
+leaking. The object is to lay pipes on the grid to
+contain the leak as long as you can. If the water
+flows onto an empty grid site, onto the side of another
+pipe or border, that plumbing job is finished. If you
+did well enough, you may get another job. Otherwise
+the game is over.
+
+STARTING THE GAME:
+-----------------
+Make sure you have the SCHIP program on the calculator.
+Press HPIPER to recall the program string to the stack.
+Then press SCHIP to start the game.
+
+HOW TO PLAY:
+------------
+On the bottom and right borders of the grid are grid
+pointers. The bottom pointer can be moved left with
+the (1) key and right with the (2) key. The side
+pointer can be moved up with the (9) key and down with
+the (6) key. (Note: this is identical to the movement
+keys for Syzygy by Roy Trevino) A crosshair is present
+on the grid sites the two paddles point to.
+
+Using the pointers, chose a grid site to place a pipe.
+The pipe to be placed is the one at the bottom of
+the preview column. Once a site is chosen, press the
+(7) or (4) key to place the pipe there. You can replace
+a pipe already at the grid site with a penalty of one
+point. You cannot replace a pipe that the water has
+already flown through. Trying to do this will make
+you lose the pipe you were trying to place and also
+penalize you one point.
+
+The two buttons used to place pipe differ in the way
+that the next pipe added at the top of the queue.
+Pressing (7) will choose a random new pipe to place
+at the top of the preview column and push the others
+down the queue. Pressing (4) will use the pipe
+currently displayed to the right of the grid as the
+new pipe to be placed at the top of the preview
+column. The pipes on the right cycle through all
+types in a set manner.
+
+When you have placed all the pipe you wish to for
+a particular job, you can press the (+) key to make
+the water flow *FAST*. You can still lay pipe if
+you realize you made a mistake, but hurry!
+
+ KEY SUMMARY: Left (1)
+ Right (2)
+ Up (9)
+ Down (6)
+ Place (7) random
+ Place (4) non-random
+ Fast (+)
+
+Once a job is over, press (SPACE) to continue.
+
+There are twenty levels with increasing water flow speed.
+Level 20's speed is the same as that for *FAST*. If
+you manage to get through level 20, it repeats at
+that level till you fail. The starting speed with
+which the flow comes out of the initial pipe is slower
+than the usual flow, however this speed increases in
+level also.
+
+SCORING:
+--------
+You receive 3 points for every pipe the water flows
+through. For the crossed pipes, flowing through
+them in both directions gives you 6 points.
+You are penalized 1 point for replacing or
+trying to replace a pipe already on the grid.
+
+The current job score is shown in upper right corner.
+The score can not go negative, so if the score is
+zero, you can replace pipes without penalty.
+
+Once a job is over, the program checks to see if
+every grid site was flown through. If so you
+earn a 100 point bonus. The score earned is added to
+the grand total and displayed on the screen shown
+after (SPACE) is pressed.
+
+If the game is over, the word OVER will be displayed
+above the score and the (SPACE) key can be pressed
+to exit. The total score will be written to user
+flags so that the user lang program SCORE can
+put the score on the stack. If over does not appear,
+press (SPACE) to go on to the next job.
+The points needed to go to the next job are
+obtained by the following formula:
+
+ Points needed = 100 - (41 - 2 * level)
+
+therefore, you need 63 points to go to job 2
+ 65 points to go to job 3
+ ...
+ 99 points to go to job 20,21,....
+
+The points needed for a level are shown below the
+bottom right corner of a grid. Note that this
+does not mean that play ends once that score
+is achieved. That score is only a minimum needed
+to have the opportunity to continue on another job.
+
+RESUME:
+-------
+Between jobs (i.e. while at the dripping faucet wait
+screen) you can press the decimal (.) key to leave
+the game and go to the regular calculator mode. The
+total score and level you achieved will be stored in
+the user flags so that next time you start the game,
+you will resume the game as you left it. Do not
+run the SCORE program or you will lose the resumable
+state.
+
+If somehow the user flags get messed up by other
+programs you run after pausing, you can set them
+using the HPSET program. Put the desired score
+on level 2 and the game level you just completed
+on level 1. Once you get really good at the game,
+you can use this to bypass the first few really
+slow screens. For example, to start off on level 9,
+enter 0 then 8 and run HPSET. When you start the
+game, you will begin at level 10.
+
+RANDOMNESS:
+----------
+The starting pipe for the first level is still
+placed randomly. For subsequent levels, however,
+the starting pipe is located on the grid site
+you "leaked" on with the starting direction opposite
+of that you entered. If you leaked onto the border,
+then the starting pipe is placed on the site you
+leaked from.
+
+The first five pipes in the queue are selected randomly.
+
+OTHER REMARKS:
+-------------
+-- The [ENTER] key will now work to restart
+ the game as if it was just run for the first time.
+-- The movement keys can now be held down to
+ move the crosshair long distances.
+-- Corner pieces are guaranteed for the first four
+ pipes to get out of sticky situations with
+ the starting pipe placement.
+
+TROUBLE SHOOTING:
+----------------
+Some people have reported assorted problems with
+getting the program to work. For those who can't get
+SCHIP to work with H. Piper, try turning off all alarms
+and date/clock displays. If you have Chipper,
+you might try compiling the source code yourself and
+see if you can get it to run from there.
+
+
+DEVELOPMENT NOTES:
+-----------------
+Pipe Graphics --
+ As you will probably notice, a lack of
+ color is a big problem in trying to sort
+ out what you have laid out. Having 8x8
+ pipe bitmaps was a cornerstone of my
+ design so enlarging them for better
+ resolution would be difficult and probably
+ restrict the grid size unduly.
+
+Randomness --
+ Just how random is S-CHIP's random generator?
+ You will probably notice that the cross pipe
+ comes up more often than the others. True. It
+ is twice as likely to be chosen than any of
+ the others. Another design fluke. However,
+ being the one true symmetrical piece, it
+ will be the most useful to get often.
+
+Program Size --
+ I've put a semi-rigid limit of 2K on the size
+ of the program. Any improvement that will put it over
+ that barrier just won't be worth it. (I will of course
+ probably eat these words later.)
+
+ACKNOWLEDGEMENTS:
+----------------
+H. Piper! was written using the excellent compiler Chipper.
+I will make the source available if there is any interest.
+Be forewarned. I am a pretty sloppy coder. There is
+much room for improvement in efficiency.
+
+ CHIP-48 is (C) Copyright 1990 Andreas Gustafsson.
+ - Many, many thanks to the one who started it all.
+
+ Chipper is (C) Copyright 1990 Christian Egeberg.
+ - It is amazing that with such a great compiler
+ as this, there are so few CHIP games out there.
+
+ SUPER-CHIP is (C) Copyright 1991 Erik Bryntse
+ - Never be satisfied with limitation.
+
+Happy plumbing!
+
+
+
+
diff --git a/roms/SuperChip Games/Joust [Erin S. Catto, 1993].ch8 b/roms/SuperChip Games/Joust [Erin S. Catto, 1993].ch8 Binary files differnew file mode 100644 index 0000000..29626c0 --- /dev/null +++ b/roms/SuperChip Games/Joust [Erin S. Catto, 1993].ch8 diff --git a/roms/SuperChip Games/Joust [Erin S. Catto, 1993].txt b/roms/SuperChip Games/Joust [Erin S. Catto, 1993].txt new file mode 100644 index 0000000..4c8e17d --- /dev/null +++ b/roms/SuperChip Games/Joust [Erin S. Catto, 1993].txt @@ -0,0 +1,17 @@ +Joust 2.3 Documentation
+-----------------------
+
+By Erin S Catto
+
+Here is Joust v2.3. No exciting changes.
+Just mitigation of the bonus round bug.
+
+The Game: 0 = start, replay, up
+ / = right
+ 9 = left
+
+Points: 1 point per egg touched
+ 8 points for clearing bonus round
+ 1 player for clearing bonus round
+
+NOTE: Only use SCHIP v1.1 to run this game.
diff --git a/roms/SuperChip Games/Laser.ch8 b/roms/SuperChip Games/Laser.ch8 Binary files differnew file mode 100644 index 0000000..28f2be0 --- /dev/null +++ b/roms/SuperChip Games/Laser.ch8 diff --git a/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8 b/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8 Binary files differnew file mode 100644 index 0000000..c694bf6 --- /dev/null +++ b/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8 diff --git a/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].txt b/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].txt new file mode 100644 index 0000000..43f8305 --- /dev/null +++ b/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].txt @@ -0,0 +1,17 @@ +difficulty select for Loopz, by hap, feb 17th 2006
+
+Andreas Daumann's Loopz was originally only for HP48
+this change adds difficulty select within the SCHIP program, so it'll work
+on SCHIP emulators, no changes were made in the main program
+
+to select difficulty:
+same keys as in loopz: c=up, d=down, 5=ok
+
+v0,v1,v2 are set before running loopz
+v1 and v2 should be $AA, dunno why
+v0 is the difficulty (0 to 9)
+saved into flags and the game runs as normal
+
+original loopz program: $200-$f9d
+difficulty select: $f9e-$fff (full ;p )
+
diff --git a/roms/SuperChip Games/Loopz [Andreas Daumann].ch8 b/roms/SuperChip Games/Loopz [Andreas Daumann].ch8 Binary files differnew file mode 100644 index 0000000..7d414f6 --- /dev/null +++ b/roms/SuperChip Games/Loopz [Andreas Daumann].ch8 diff --git a/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 b/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 Binary files differnew file mode 100644 index 0000000..6e08ee0 --- /dev/null +++ b/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 diff --git a/roms/SuperChip Games/Magic Square [David Winter, 1997].txt b/roms/SuperChip Games/Magic Square [David Winter, 1997].txt new file mode 100644 index 0000000..05229a3 --- /dev/null +++ b/roms/SuperChip Games/Magic Square [David Winter, 1997].txt @@ -0,0 +1,44 @@ +****************************************************************************
+ Üßßß ÜßßßÜ Û Û ÜßßßÜ ÜßßßÜ Ûßßßß
+ ßßßÜ Û Üß Û Û ÛßßßÛ ÛßÛß Ûßß
+ ßßß ßß ß ßßß ß ß ß ß ßßßßß
+ A magic square in Super CHIP-8
+ (C)Copyright 1997 by David WINTER
+****************************************************************************
+
+
+ This game, as well as the others for this scene, are FREE
+ and freely ditributable. If you paid to have it, you have
+ been stolen. If you got money to give it, you're a thief.
+
+
+
+ The rules of this game are very simple: the game is played
+ in a variable size grid made of 3*3 to 8*8 squares, so the
+ level of the game is designated by the width of the grid.
+ Initially, all the squares of the grid are WHITE. The goal
+ is to turn then BLACK by inverting their color, knowing
+ that inverting the colour of a square will also invert these
+ of the squares placed just on the left, right, up and down
+ of it...
+ Some levels are very simple: level 3 can be finished with
+ only 5 inversions, and level 4 needs only 4 inversions to
+ be completed...
+ Once a level is completed, the game is finished. To play
+ again, just reset the emulator.
+
+ I know I could have implemented some sort of inversions
+ counter, and next-level playing after a level is finished,
+ but I missed some time to do this... Anyway, have fun !
+
+ I could also have given the source of this program, but it
+ is not documented, so it would not be interesting to those
+ who are looking for help in programming.
+
+
+ The keys are:
+ [8] : UP
+ [4] : LEFT (lower level under level selection)
+ [5] : INVERT SQUARE (start game under level selection)
+ [6] : RIGHT (upper level under level selection)
+ [2] : DOWN
diff --git a/roms/SuperChip Games/Matches.ch8 b/roms/SuperChip Games/Matches.ch8 Binary files differnew file mode 100644 index 0000000..ec0c630 --- /dev/null +++ b/roms/SuperChip Games/Matches.ch8 diff --git a/roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8 b/roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8 Binary files differnew file mode 100644 index 0000000..de1390f --- /dev/null +++ b/roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8 diff --git a/roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].ch8 b/roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].ch8 Binary files differnew file mode 100644 index 0000000..682a3c1 --- /dev/null +++ b/roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].ch8 diff --git a/roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].txt b/roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].txt new file mode 100644 index 0000000..c75da38 --- /dev/null +++ b/roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].txt @@ -0,0 +1,93 @@ +Greetings All... + +I have written the first part of a game called "Single Dragon" +which is, if you didn't already guess, a spin off of "Double Dragon". + +The only problem is that I didn't think that doing two degrees could be so +much work, and lately it has ground to a halt (exam time ;[). + +I have included the ASCed directory of everything I have done so far, +and am asking you to help me finish this great game off. + +HERE IS THE GAME STRATEGY + +Stages 1-4 :: Fight Scenes. + Max of 3 enemys on screen @ once + Enemys do not home in on your position in level #1 + A big guy to kill @ the end of stage 4 + after killing the big guy you jump into a helicopter and + onto stage #5 + +Stage 5 :: Helicopter Scene - landscape scrolls in from the right + you can bomb ground lauched missiles etc (u get the pic) + +Stage 6 :: Car Scene, screen scrolls in from the top + +Stage 7-10 :: Fight Scenes of major proportions to finish off. + + +So, what have I already done? +-> Stages 1-4 (no big guy @ end yet) +-> 1/2 of stage 5 + +As you can see, I'm about half way through the game and will probably get more +time to finish it in about a month, but would really like some moral support +and perhaps a helping hand. + +HOW WAS IT ALL WRITTEN ? +The bomber stage (a bit flickery at the moment) and all of the fight +sequences were written in Super-Chip (Which of course you will need to have +to run these stages). All stages are linked by User-Rpl (Flags determine +movement between levels. The introduction is in User-Rpl. The Fading +is courtesy of Mr.Meuller (I think...I hope - please correct me if I am wrong) +which was written in System-Rpl. + +Eventually, all this stuff will be contained in a library, and will be self +uncompressing as you reach each stage (for those without RAM cards), using +of course RFU (System-RPL). + + +Please take the time to have a brief look and tell me what yu think, what I +can do with it .... and most importantly ... WHO CAN GIVE ME A BIT OF A HAND +(I will finish it, but I will surely finish it much faster with your aide) + +Here is what is in the directory: +[INTRO] - speaks for itself - Introduction (1st half - haven't done the second + yet) +[BOMB] - Schip Hex String for Bomber Section (what I have done so far) +[ST1] - Schip Hex String for Stages 1-2 (that all I'm going to post for the + moment ;]) +[DIE] - The death sequence + +MANY THANKS go to my graphic designer Stuart Fisher, and to [Zoom] for +his patience...don't worry Zoom, I will finish it ;]. + +Enjoy. +David Nurser +itb675nurser@redgum.qut.edu.au + + +Perhaps the lack of response to Single Dragon is because you couldn't +figure out the keys...So far, only one person has expressed interest +...and to tell the truth, it's rather depressing. +I will gladly send anyone parts of it personally if they are still +having problems downloading etc. + +Keys Are: +[3] - Up +[SPC] - Down +[.] - Left +[+] - Right +[7] - Punch +[8] - Kick + +Helicopter Scene: +[8] - Up +[2] = Down +[4] = Left +[6] = Right +[5] = Bomb + +Caio +Dave. [Fish] + diff --git a/roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].ch8 b/roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].ch8 Binary files differnew file mode 100644 index 0000000..1ff85a0 --- /dev/null +++ b/roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].ch8 diff --git a/roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].txt b/roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].txt new file mode 100644 index 0000000..c75da38 --- /dev/null +++ b/roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].txt @@ -0,0 +1,93 @@ +Greetings All... + +I have written the first part of a game called "Single Dragon" +which is, if you didn't already guess, a spin off of "Double Dragon". + +The only problem is that I didn't think that doing two degrees could be so +much work, and lately it has ground to a halt (exam time ;[). + +I have included the ASCed directory of everything I have done so far, +and am asking you to help me finish this great game off. + +HERE IS THE GAME STRATEGY + +Stages 1-4 :: Fight Scenes. + Max of 3 enemys on screen @ once + Enemys do not home in on your position in level #1 + A big guy to kill @ the end of stage 4 + after killing the big guy you jump into a helicopter and + onto stage #5 + +Stage 5 :: Helicopter Scene - landscape scrolls in from the right + you can bomb ground lauched missiles etc (u get the pic) + +Stage 6 :: Car Scene, screen scrolls in from the top + +Stage 7-10 :: Fight Scenes of major proportions to finish off. + + +So, what have I already done? +-> Stages 1-4 (no big guy @ end yet) +-> 1/2 of stage 5 + +As you can see, I'm about half way through the game and will probably get more +time to finish it in about a month, but would really like some moral support +and perhaps a helping hand. + +HOW WAS IT ALL WRITTEN ? +The bomber stage (a bit flickery at the moment) and all of the fight +sequences were written in Super-Chip (Which of course you will need to have +to run these stages). All stages are linked by User-Rpl (Flags determine +movement between levels. The introduction is in User-Rpl. The Fading +is courtesy of Mr.Meuller (I think...I hope - please correct me if I am wrong) +which was written in System-Rpl. + +Eventually, all this stuff will be contained in a library, and will be self +uncompressing as you reach each stage (for those without RAM cards), using +of course RFU (System-RPL). + + +Please take the time to have a brief look and tell me what yu think, what I +can do with it .... and most importantly ... WHO CAN GIVE ME A BIT OF A HAND +(I will finish it, but I will surely finish it much faster with your aide) + +Here is what is in the directory: +[INTRO] - speaks for itself - Introduction (1st half - haven't done the second + yet) +[BOMB] - Schip Hex String for Bomber Section (what I have done so far) +[ST1] - Schip Hex String for Stages 1-2 (that all I'm going to post for the + moment ;]) +[DIE] - The death sequence + +MANY THANKS go to my graphic designer Stuart Fisher, and to [Zoom] for +his patience...don't worry Zoom, I will finish it ;]. + +Enjoy. +David Nurser +itb675nurser@redgum.qut.edu.au + + +Perhaps the lack of response to Single Dragon is because you couldn't +figure out the keys...So far, only one person has expressed interest +...and to tell the truth, it's rather depressing. +I will gladly send anyone parts of it personally if they are still +having problems downloading etc. + +Keys Are: +[3] - Up +[SPC] - Down +[.] - Left +[+] - Right +[7] - Punch +[8] - Kick + +Helicopter Scene: +[8] - Up +[2] = Down +[4] = Left +[6] = Right +[5] = Bomb + +Caio +Dave. [Fish] + diff --git a/roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8 b/roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8 Binary files differnew file mode 100644 index 0000000..64e386a --- /dev/null +++ b/roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8 diff --git a/roms/SuperChip Games/Sokoban [Hap, 2006].ch8 b/roms/SuperChip Games/Sokoban [Hap, 2006].ch8 Binary files differnew file mode 100644 index 0000000..b2b5fc8 --- /dev/null +++ b/roms/SuperChip Games/Sokoban [Hap, 2006].ch8 diff --git a/roms/SuperChip Games/Sokoban [Hap, 2006].txt b/roms/SuperChip Games/Sokoban [Hap, 2006].txt new file mode 100644 index 0000000..0f0480a --- /dev/null +++ b/roms/SuperChip Games/Sokoban [Hap, 2006].txt @@ -0,0 +1,36 @@ +Sokoban, a port of Sokoban to SCHIP, by hap, April 11th, 2006.
+Original by Thinking Rabbit, 1982.
+
+I won't explain the concept of this game, you probably already know. The game
+contains the original floors, all 50 of them, that have been verified against
+the 1984 PC version.
+
+It has been tested, and works fine on my CHIP8 emulator, Fish 'n' Chips,
+comfortable gameplay is at about 1.2Khz. It has also been successfully tested
+on HP48 SCHIP, using EMU48.
+
+
+HOW TO PLAY
+===========
+
+[x]=CHIP8 hexpad key
+{x}=key in a PC emulator that emulates it on 1234/qwer/asdf/zxcv
+
+Titlescreen:
+Select a floor with [7]{a} and [9]{d}, and enter it with [a]{z}. The floor will
+now be drawn onto the screen.
+
+Game:
+Move with [5]{w}, [8]{s}, [7]{a}, [9]{d}. You can undo moves up to 57 times
+with [a]{z}. To restart, hold [0]{x}, and to exit to the titlescreen, restart
+before making a move.
+
+
+CREDITS
+=======
+
+Floors were converted to textfiles, these are available all over the internet.
+Thanks to whoever converted them in the first place, as I used them to, erm,
+reconvert them. Note that I found some floors containing errors while comparing
+against screenshots made from the original Sokoban, though maybe they were
+intentionally changed(?)
diff --git a/roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].ch8 b/roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].ch8 Binary files differnew file mode 100644 index 0000000..0bdf035 --- /dev/null +++ b/roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].ch8 diff --git a/roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].txt b/roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].txt new file mode 100644 index 0000000..2b3b426 --- /dev/null +++ b/roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].txt @@ -0,0 +1,76 @@ + Aarhus, DK + 16/9-92 + + +SpaceFight2091 - The doc + +Ok, here's a little Super-Chip game for all you mad S-Chip-freaks out there! + + + + +PURPOSE: + +The purpose of the game is.... TO WIN (say what?) + In order to complete this quite difficult task your body (yes only your body +and not your mind (this remark shows that I believe that the body merely serves +as a tool for the brain)) have been warped through 87 different time-warps +due to some foolish scientists who didn't know what they were doing. This +resulted in a rather big waste of resources but that's of course another story. +When you finally arrive you can't recognize anything and two weird-looking +dudes tell you that this is the year 2091!!! Frightening eh? + You are of course not very happy about your situation partly because you only +have 25 dollars in your wallet and the prizes have gone up about 30000% but +mainly because IBM and the fucking PC clones have completely taken over all of +the computer-market resulting in the Amiga's death! + In a Holo-BiDirectional-FullDuplex-TV-store you see a newsflash concerning +some evil aliens about to invade the good ol' EARTH. Scientists think that they +are being drawn towards the Earth due to the massive pollution the PC's cause. +However if people had bought Amiga's instead (which don't pollute) they would +have been no aliens now! + This is your call! You sneak into a Warp-Transporter without a ticket and you +end up at NASA where you get to talk to the boss and you tell him : "OK you +listen to me you scumbag! I wanna get into a spacecraft, get up there and KICK +SOME ALIEN BUTT!". "But why?" the boss says. "Personal motives" you answer. If +you can save the Amigas existence you're ready to do anything! + You get the newest spacecraft (ZX-81) and you take off!!! TO SAVE THE AMIGA! + Battle you way through the 6 (increasingly harder) levels!!! + + + + +CONTROLLING THE ZX-81 + + Though being very advanced the ZX-81 is extremely easy to control: + + HexPad Amiga HP Function + + 3 / 9 LEFT + C * / RIGHT + A 1 0 FIRE + + + + +ABOUT THE GAME + + It was written because I wanted to test my newly written S-Chip assembler for +the Amiga. It only took me 2 days to make this game (I'm so proud of myself!). +I know that some of the code could have been programmed smarter (or smaller!) +but then again it was my first attempt so get off my back! + + SourceSize: about 30 k + AsmSize: 2840 bytes + 783 bytes of graphics and 200 bytes of buffers, reducing the codesize to + 1857 bytes + +Contact me for anything concerning CHIP like ideas for more games... + +Slammer +Carsten Soerensen +Kronhjortevej 4 +DK-8270 Hoejbjerg +Denmark + +E-Mail: u920659@daimi.aau.dk + diff --git a/roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].ch8 b/roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].ch8 Binary files differnew file mode 100644 index 0000000..ad20f8e --- /dev/null +++ b/roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].ch8 diff --git a/roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].txt b/roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].txt new file mode 100644 index 0000000..c1984b8 --- /dev/null +++ b/roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].txt @@ -0,0 +1,52 @@ +-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : Astro Dodge
+Author : Martijn Wenting / Revival Studios
+Genre : Game
+System : Chip8 / SuperChip8
+Date : 18/12/2008
+Product ID : RS-C8003
+-----------------------------------------------------------------------------
+
+All the contents of this package are (c)Copyright 2008 Revival Studios.
+
+The contents of the package may only be spread in its original form, and may not be
+published or distributed otherwise without the written permission of the authors.
+
+Description:
+------------
+Astro Dodge is an arcade game for the Chip8 and SuperChip8 systems.
+Both versions of the game are included in this package.
+
+Your goal is to make your way through the asteroids field and dodge the asteroids, scoring points for each asteroid you are able to dodge.
+Button 2,4,6,8 will move your ship, button 5 will start the game.
+
+Running the game(s):
+--------------------
+The CHIP8 version of the game has been programmed to be compatible with original hardware like the Cosmac VIP and Telmac 1800.
+Use the Megachip emulator or any other Chip8/SuperChip compatible emulator to run the game(s).
+
+Credits:
+--------
+Programming and Graphics by: Martijn Wenting
+
+Distribution:
+-------------
+This package can be freely distributed in its original form.
+If you would like to include this game in your rom package, please let me know.
+
+Watch out for more releases soon!
+
+
+ Martijn Wenting / Revival Studios
+
diff --git a/roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8 b/roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8 Binary files differnew file mode 100644 index 0000000..d316a9d --- /dev/null +++ b/roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8 diff --git a/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8 b/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8 Binary files differnew file mode 100644 index 0000000..e272eff --- /dev/null +++ b/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8 diff --git a/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].txt b/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].txt new file mode 100644 index 0000000..9b1c240 --- /dev/null +++ b/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].txt @@ -0,0 +1,51 @@ +-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : SuperWorm V4
+Author : RB (Original game)
+ Updates and fixes by: Martijn Wenting / Revival Studios
+Genre : Game
+System : SuperChip8
+Date : 10/08/2007
+Product ID : RS-C8001
+-----------------------------------------------------------------------------
+
+All the contents of this package are (c)Copyright 2007 Revival Studios.
+Original game: SuperWorm is (c)Copyright 1992 RB
+
+The contents of the package may only be spread in its original form, and may not be
+published or distributed otherwise without the written permission of the authors.
+
+Description:
+------------
+SuperWorm V4 is an update of the Chip8/SuperChip8 game: Worm3 by RB.
+It includes several speed fixes and a new control system.
+
+Running the game:
+-----------------
+Use the Megachip emulator or any other SuperChip compatible emulator to run the game.
+
+Credits:
+--------
+Original game by: RB
+Updates and fixes by: Martijn Wenting
+
+Distribution:
+-------------
+This package can be freely distributed in its original form.
+If you would like to include this game in your rom package, please let me know.
+
+Watch out for more releases soon!
+
+
+ Martijn Wenting / Revival Studios
+
diff --git a/roms/SuperChip Games/U-Boat [Michael Kemper, 1994].ch8 b/roms/SuperChip Games/U-Boat [Michael Kemper, 1994].ch8 Binary files differnew file mode 100644 index 0000000..58c2d84 --- /dev/null +++ b/roms/SuperChip Games/U-Boat [Michael Kemper, 1994].ch8 diff --git a/roms/SuperChip Games/U-Boat [Michael Kemper, 1994].txt b/roms/SuperChip Games/U-Boat [Michael Kemper, 1994].txt new file mode 100644 index 0000000..53ad651 --- /dev/null +++ b/roms/SuperChip Games/U-Boat [Michael Kemper, 1994].txt @@ -0,0 +1,73 @@ + Subject: U-BOAT v1.0 (c)1994 Michael D. Kemper
+Released: v1.0 - 8/8/94
+Requires: S-CHIP interpreter which can be found on Joseph Horn's
+ goodies disk 3.
+
+This game is based on a game that I used to play back in the early 80's
+on an Apple ][. I believe the name of the program was "Depth Charge."
+Unfortunately I don't know who was responsible for programming it.
+
+The premise of the game is fairly simple. You are the Captain of a sub
+hunting destroyer, and your objective is to sink as many enemy U-Boats as
+you can. Your only weapon against the U-Boats is your ship's supply of
+depth charges. You have an unlimited supply of charges but, due to the
+amount of time it takes your second rate crew to reload, you may only have
+four charges in the water at any given time.
+
+The subs that you are hunting appear at random depths and have one of
+three random velocities (stopped, ahead half, or ahead full).
+There are six enemy subs visible at any one time. When one of these
+subs is destroyed, another will appear at a different location.
+
+The keys used are as follows:
+
+ [1] ship's speed full stop
+ [2] ship's speed ahead half
+ [3] ship's speed ahead full
+ [-] drop depth charge
+ [/] abort game
+ [+/-] toggle sound
+ [<-] exit program
+ [Enter] restart program
+
+Scoring for the game is based on the depth of the sub, multiplied by one
+plus it's velocity. For example:
+If a sub is at a depth of 50, and he is stopped then he is worth 50 points.
+A sub at the same depth of 50, but moving at 1/2 speed is worth 100 points.
+A sub at a depth of 50, but moving at full speed is worth 150 points.
+
+The time limit for the game is about 2.5 minutes. At about 1:45 into the
+game a warning buzzer goes off and an almost empty hourglass is displayed
+by your score to let you know that the game is about over.
+
+Once the game is over your score, the high score, the number of charges
+dropped, the number of subs hit, and your hit percentage are displayed.
+
+A good game is about 2800 or so, and a really good game is around 3500. I
+haven't had a whole lot of time to play it, but my high is 3551.
+
+----------------------------------------------------------------------------
+
+Thanks to Erik Bryntse for his S-CHIP interpreter, which was an extension
+to Andreas Gustafsson's CHIP-48 interpreter. Thanks also to Christian
+Egeberg for his CHIPPER v2.11 assembler. A big thanks to Joseph Horn for
+collecting various HP48 programs and utilities. His goodies files are just
+about my only source of information on this fascinating calculator.
+
+If there are any questions, comments or criticism's they can be emailed
+to mikek@access.mountain.net
+
+This game is freeware, and may be distributed freely as long as this doc
+file remains with it, and both the doc and program remain unchanged. If
+you find that you become wildly addicted to U-BOAT and can't sleep at
+night knowing that I didn't receive any compensation for writing it then
+by all means send me enough to allow you to get your z's.
+
+============================================================================
+Disclaimer:
+ This program uses "Super-Chip" which makes use of undocumented
+ low-level features of the HP48 calculator, and may or may not
+ cause loss of data, excessive battery drainage, and/or damage to
+ the calculator hardware. The author takes no responsibility
+ whatsoever for any damage caused by the use of this program.
+============================================================================
\ No newline at end of file |