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authorAndrew Opalach <andrew@akon.city> 2019-09-27 01:09:28 -0400
committerAndrew Opalach <andrew@akon.city> 2019-09-27 01:09:28 -0400
commit583bd4994a59add0f7d99b582cc72db96f1ac172 (patch)
tree1ebf78de52b3726c9ae49e1d975992a30e1dbff8 /roms
parentca3946539a16f2f1175cd50531be564f0293060d (diff)
downloadchip8-583bd4994a59add0f7d99b582cc72db96f1ac172.tar.gz
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chip8-583bd4994a59add0f7d99b582cc72db96f1ac172.zip
try to fix graphics wip
Diffstat (limited to 'roms')
-rw-r--r--roms/BC_test.ch8bin0 -> 470 bytes
-rw-r--r--roms/Chip-8 Demos/Maze (alt) [David Winter, 199x].ch8bin0 -> 38 bytes
-rw-r--r--roms/Chip-8 Demos/Maze (alt) [David Winter, 199x].txt12
-rw-r--r--roms/Chip-8 Demos/Maze [David Winter, 199x].ch8bin0 -> 34 bytes
-rw-r--r--roms/Chip-8 Demos/Maze [David Winter, 199x].txt12
-rw-r--r--roms/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].ch8bin0 -> 353 bytes
-rw-r--r--roms/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].txt6
-rw-r--r--roms/Chip-8 Demos/Sierpinski [Sergey Naydenov, 2010].ch8bin0 -> 521 bytes
-rw-r--r--roms/Chip-8 Demos/Sirpinski [Sergey Naydenov, 2010].ch8bin0 -> 521 bytes
-rw-r--r--roms/Chip-8 Demos/Stars [Sergey Naydenov, 2010].ch8bin0 -> 968 bytes
-rw-r--r--roms/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].ch8bin0 -> 3203 bytes
-rw-r--r--roms/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].txt49
-rw-r--r--roms/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].ch811
-rw-r--r--roms/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].txt3
-rw-r--r--roms/Chip-8 Games/15 Puzzle [Roger Ivie] (alt).ch8bin0 -> 264 bytes
-rw-r--r--roms/Chip-8 Games/15 Puzzle [Roger Ivie].ch8bin0 -> 384 bytes
-rw-r--r--roms/Chip-8 Games/15 Puzzle [Roger Ivie].txt1
-rw-r--r--roms/Chip-8 Games/Addition Problems [Paul C. Moews].ch8bin0 -> 168 bytes
-rw-r--r--roms/Chip-8 Games/Airplane.ch8bin0 -> 356 bytes
-rw-r--r--roms/Chip-8 Games/Animal Race [Brian Astle].ch8bin0 -> 1194 bytes
-rw-r--r--roms/Chip-8 Games/Animal Race [Brian Astle].txt32
-rw-r--r--roms/Chip-8 Games/Astro Dodge [Revival Studios, 2008].ch8bin0 -> 1113 bytes
-rw-r--r--roms/Chip-8 Games/Astro Dodge [Revival Studios, 2008].txt52
-rw-r--r--roms/Chip-8 Games/Biorhythm [Jef Winsor].ch8bin0 -> 910 bytes
-rw-r--r--roms/Chip-8 Games/Biorhythm [Jef Winsor].txt58
-rw-r--r--roms/Chip-8 Games/Blinky [Hans Christian Egeberg, 1991].ch8bin0 -> 2356 bytes
-rw-r--r--roms/Chip-8 Games/Blinky [Hans Christian Egeberg] (alt).ch8bin0 -> 2078 bytes
-rw-r--r--roms/Chip-8 Games/Blitz [David Winter].ch8bin0 -> 391 bytes
-rw-r--r--roms/Chip-8 Games/Blitz [David Winter].txt4
-rw-r--r--roms/Chip-8 Games/Bowling [Gooitzen van der Wal].ch8bin0 -> 1194 bytes
-rw-r--r--roms/Chip-8 Games/Bowling [Gooitzen van der Wal].txt53
-rw-r--r--roms/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].ch8bin0 -> 280 bytes
-rw-r--r--roms/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].txt6
-rw-r--r--roms/Chip-8 Games/Breakout [Carmelo Cortez, 1979].ch8bin0 -> 232 bytes
-rw-r--r--roms/Chip-8 Games/Breakout [Carmelo Cortez, 1979].txt4
-rw-r--r--roms/Chip-8 Games/Brick (Brix hack, 1990).ch8bin0 -> 286 bytes
-rw-r--r--roms/Chip-8 Games/Brick (Brix hack, 1990).txt3
-rw-r--r--roms/Chip-8 Games/Brix [Andreas Gustafsson, 1990].ch8bin0 -> 280 bytes
-rw-r--r--roms/Chip-8 Games/Cave.ch8bin0 -> 882 bytes
-rw-r--r--roms/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].ch8bin0 -> 108 bytes
-rw-r--r--roms/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].txt5
-rw-r--r--roms/Chip-8 Games/Connect 4 [David Winter].ch8bin0 -> 194 bytes
-rw-r--r--roms/Chip-8 Games/Connect 4 [David Winter].txt10
-rw-r--r--roms/Chip-8 Games/Craps [Camerlo Cortez, 1978].ch8bin0 -> 192 bytes
-rw-r--r--roms/Chip-8 Games/Craps [Camerlo Cortez, 1978].txt4
-rw-r--r--roms/Chip-8 Games/Deflection [John Fort].ch8bin0 -> 1024 bytes
-rw-r--r--roms/Chip-8 Games/Deflection [John Fort].txt54
-rw-r--r--roms/Chip-8 Games/Figures.ch8bin0 -> 290 bytes
-rw-r--r--roms/Chip-8 Games/Filter.ch8bin0 -> 198 bytes
-rw-r--r--roms/Chip-8 Games/Guess [David Winter] (alt).ch8bin0 -> 148 bytes
-rw-r--r--roms/Chip-8 Games/Guess [David Winter] (alt).txt1
-rw-r--r--roms/Chip-8 Games/Guess [David Winter].ch8bin0 -> 150 bytes
-rw-r--r--roms/Chip-8 Games/Guess [David Winter].txt1
-rw-r--r--roms/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].ch8bin0 -> 170 bytes
-rw-r--r--roms/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].txt3
-rw-r--r--roms/Chip-8 Games/Hidden [David Winter, 1996].ch8bin0 -> 850 bytes
-rw-r--r--roms/Chip-8 Games/Hidden [David Winter, 1996].txt28
-rw-r--r--roms/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].ch8bin0 -> 122 bytes
-rw-r--r--roms/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].txt7
-rw-r--r--roms/Chip-8 Games/Landing.ch8bin0 -> 276 bytes
-rw-r--r--roms/Chip-8 Games/Lunar Lander (Udo Pernisz, 1979).ch8bin0 -> 1792 bytes
-rw-r--r--roms/Chip-8 Games/Lunar Lander [Udo Pernisz, 1979].txt105
-rw-r--r--roms/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).ch8bin0 -> 292 bytes
-rw-r--r--roms/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).txt13
-rw-r--r--roms/Chip-8 Games/Merlin [David Winter].ch8bin0 -> 345 bytes
-rw-r--r--roms/Chip-8 Games/Merlin [David Winter].txt4
-rw-r--r--roms/Chip-8 Games/Missile [David Winter].ch8bin0 -> 180 bytes
-rw-r--r--roms/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].ch8bin0 -> 1010 bytes
-rw-r--r--roms/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].txt48
-rw-r--r--roms/Chip-8 Games/Nim [Carmelo Cortez, 1978].ch8bin0 -> 182 bytes
-rw-r--r--roms/Chip-8 Games/Nim [Carmelo Cortez, 1978].txt4
-rw-r--r--roms/Chip-8 Games/Paddles.ch8bin0 -> 560 bytes
-rw-r--r--roms/Chip-8 Games/Pong (1 player).ch8bin0 -> 246 bytes
-rw-r--r--roms/Chip-8 Games/Pong (alt).ch8bin0 -> 264 bytes
-rw-r--r--roms/Chip-8 Games/Pong 2 (Pong hack) [David Winter, 1997].ch8bin0 -> 294 bytes
-rw-r--r--roms/Chip-8 Games/Pong [Paul Vervalin, 1990].ch8bin0 -> 246 bytes
-rw-r--r--roms/Chip-8 Games/Pong [Paul Vervalin, 1990].txt9
-rw-r--r--roms/Chip-8 Games/Programmable Spacefighters [Jef Winsor].ch8bin0 -> 1020 bytes
-rw-r--r--roms/Chip-8 Games/Programmable Spacefighters [Jef Winsor].txt135
-rw-r--r--roms/Chip-8 Games/Puzzle.ch8bin0 -> 184 bytes
-rw-r--r--roms/Chip-8 Games/Reversi [Philip Baltzer].ch8bin0 -> 578 bytes
-rw-r--r--roms/Chip-8 Games/Reversi [Philip Baltzer].txt37
-rw-r--r--roms/Chip-8 Games/Rocket Launch [Jonas Lindstedt].ch8bin0 -> 494 bytes
-rw-r--r--roms/Chip-8 Games/Rocket Launcher.ch8bin0 -> 112 bytes
-rw-r--r--roms/Chip-8 Games/Rocket [Joseph Weisbecker, 1978].ch8bin0 -> 130 bytes
-rw-r--r--roms/Chip-8 Games/Rush Hour [Hap, 2006] (alt).ch8bin0 -> 3582 bytes
-rw-r--r--roms/Chip-8 Games/Rush Hour [Hap, 2006].ch8bin0 -> 3582 bytes
-rw-r--r--roms/Chip-8 Games/Rush Hour [Hap, 2006].txt28
-rw-r--r--roms/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].ch8bin0 -> 156 bytes
-rw-r--r--roms/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].txt4
-rw-r--r--roms/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].ch8bin0 -> 324 bytes
-rw-r--r--roms/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].txt25
-rw-r--r--roms/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].ch8bin0 -> 204 bytes
-rw-r--r--roms/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].txt2
-rw-r--r--roms/Chip-8 Games/Slide [Joyce Weisbecker].ch8bin0 -> 388 bytes
-rw-r--r--roms/Chip-8 Games/Slide [Joyce Weisbecker].txt24
-rw-r--r--roms/Chip-8 Games/Soccer.ch8bin0 -> 334 bytes
-rw-r--r--roms/Chip-8 Games/Space Flight.ch8bin0 -> 716 bytes
-rw-r--r--roms/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].ch8bin0 -> 192 bytes
-rw-r--r--roms/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].txt4
-rw-r--r--roms/Chip-8 Games/Space Invaders [David Winter] (alt).ch8bin0 -> 1283 bytes
-rw-r--r--roms/Chip-8 Games/Space Invaders [David Winter] (alt).txt5
-rw-r--r--roms/Chip-8 Games/Space Invaders [David Winter].ch8bin0 -> 1301 bytes
-rw-r--r--roms/Chip-8 Games/Space Invaders [David Winter].txt5
-rw-r--r--roms/Chip-8 Games/Spooky Spot [Joseph Weisbecker, 1978].ch8bin0 -> 154 bytes
-rw-r--r--roms/Chip-8 Games/Spooky Spot [Joseph Weisbecker, 1978].txt4
-rw-r--r--roms/Chip-8 Games/Squash [David Winter].ch8bin0 -> 211 bytes
-rw-r--r--roms/Chip-8 Games/Submarine [Carmelo Cortez, 1978].ch8bin0 -> 288 bytes
-rw-r--r--roms/Chip-8 Games/Submarine [Carmelo Cortez, 1978].txt4
-rw-r--r--roms/Chip-8 Games/Sum Fun [Joyce Weisbecker].ch8bin0 -> 176 bytes
-rw-r--r--roms/Chip-8 Games/Sum Fun [Joyce Weisbecker].txt27
-rw-r--r--roms/Chip-8 Games/Syzygy [Roy Trevino, 1990].ch8bin0 -> 946 bytes
-rw-r--r--roms/Chip-8 Games/Syzygy [Roy Trevino, 1990].txt62
-rw-r--r--roms/Chip-8 Games/Tank.ch8bin0 -> 560 bytes
-rw-r--r--roms/Chip-8 Games/Tank.txt1
-rw-r--r--roms/Chip-8 Games/Tapeworm [JDR, 1999].ch8bin0 -> 284 bytes
-rw-r--r--roms/Chip-8 Games/Tetris [Fran Dachille, 1991].txt31
-rw-r--r--roms/Chip-8 Games/Tic-Tac-Toe [David Winter].ch8bin0 -> 486 bytes
-rw-r--r--roms/Chip-8 Games/Timebomb.ch8bin0 -> 144 bytes
-rw-r--r--roms/Chip-8 Games/Tron.ch8bin0 -> 382 bytes
-rw-r--r--roms/Chip-8 Games/UFO [Lutz V, 1992].ch8bin0 -> 224 bytes
-rw-r--r--roms/Chip-8 Games/UFO [Lutz V, 1992].txt24
-rw-r--r--roms/Chip-8 Games/Vers [JMN, 1991].ch8bin0 -> 230 bytes
-rw-r--r--roms/Chip-8 Games/Vertical Brix [Paul Robson, 1996].ch8bin0 -> 507 bytes
-rw-r--r--roms/Chip-8 Games/Wall [David Winter].ch8bin0 -> 229 bytes
-rw-r--r--roms/Chip-8 Games/Wipe Off [Joseph Weisbecker].ch8bin0 -> 206 bytes
-rw-r--r--roms/Chip-8 Games/Worm V4 [RB-Revival Studios, 2007].ch8bin0 -> 677 bytes
-rw-r--r--roms/Chip-8 Games/Worm V4 [RB-Revival Studios, 2007].txt52
-rw-r--r--roms/Chip-8 Games/X-Mirror.ch8bin0 -> 106 bytes
-rw-r--r--roms/Chip-8 Games/ZeroPong [zeroZshadow, 2007].ch8bin0 -> 184 bytes
-rw-r--r--roms/Chip-8 Hires/!hires_information.txt16
-rw-r--r--roms/Chip-8 Hires/Astro Dodge Hires [Revival Studios, 2008].ch8bin0 -> 1531 bytes
-rw-r--r--roms/Chip-8 Hires/Astro Dodge Hires [Revival Studios, 2008].txt52
-rw-r--r--roms/Chip-8 Hires/Hires Maze [David Winter, 199x].ch8bin0 -> 230 bytes
-rw-r--r--roms/Chip-8 Hires/Hires Maze [David Winter, 199x].txt12
-rw-r--r--roms/Chip-8 Hires/Hires Particle Demo [zeroZshadow, 2008].ch8bin0 -> 545 bytes
-rw-r--r--roms/Chip-8 Hires/Hires Particle Demo [zeroZshadow, 2008].txt6
-rw-r--r--roms/Chip-8 Hires/Hires Sierpinski [Sergey Naydenov, 2010].ch8bin0 -> 725 bytes
-rw-r--r--roms/Chip-8 Hires/Hires Stars [Sergey Naydenov, 2010].ch8bin0 -> 1162 bytes
-rw-r--r--roms/Chip-8 Hires/Hires Test [Tom Swan, 1979].ch8bin0 -> 214 bytes
-rw-r--r--roms/Chip-8 Hires/Hires Worm V4 [RB-Revival Studios, 2007].ch8bin0 -> 881 bytes
-rw-r--r--roms/Chip-8 Hires/Hires Worm V4 [RB-Revival Studios, 2007].txt52
-rw-r--r--roms/Chip-8 Hires/Trip8 Hires Demo (2008) [Revival Studios].ch8bin0 -> 3156 bytes
-rw-r--r--roms/Chip-8 Hires/Trip8 Hires Demo (2008) [Revival Studios].txt50
-rw-r--r--roms/Chip-8 Pack.zipbin0 -> 327769 bytes
-rw-r--r--roms/Chip-8 Programs/BMP Viewer - Hello (C8 example) [Hap, 2005].ch8bin0 -> 304 bytes
-rw-r--r--roms/Chip-8 Programs/BMP Viewer - Hello (C8 example) [Hap, 2005].txt3
-rw-r--r--roms/Chip-8 Programs/Chip8 Picture.ch8bin0 -> 164 bytes
-rw-r--r--roms/Chip-8 Programs/Chip8 emulator Logo [Garstyciuks].ch8bin0 -> 288 bytes
-rw-r--r--roms/Chip-8 Programs/Clock Program [Bill Fisher, 1981].ch8bin0 -> 280 bytes
-rw-r--r--roms/Chip-8 Programs/Clock Program [Bill Fisher, 1981].txt8
-rw-r--r--roms/Chip-8 Programs/Delay Timer Test [Matthew Mikolay, 2010].ch8bin0 -> 58 bytes
-rw-r--r--roms/Chip-8 Programs/Delay Timer Test [Matthew Mikolay, 2010].txt9
-rw-r--r--roms/Chip-8 Programs/Division Test [Sergey Naydenov, 2010].ch8bin0 -> 371 bytes
-rw-r--r--roms/Chip-8 Programs/Fishie [Hap, 2005].ch8bin0 -> 160 bytes
-rw-r--r--roms/Chip-8 Programs/Fishie [Hap, 2005].txt2
-rw-r--r--roms/Chip-8 Programs/Framed MK1 [GV Samways, 1980].ch8bin0 -> 176 bytes
-rw-r--r--roms/Chip-8 Programs/Framed MK1 [GV Samways, 1980].txt4
-rw-r--r--roms/Chip-8 Programs/Framed MK2 [GV Samways, 1980].ch8bin0 -> 176 bytes
-rw-r--r--roms/Chip-8 Programs/Framed MK2 [GV Samways, 1980].txt4
-rw-r--r--roms/Chip-8 Programs/IBM Logo.ch8bin0 -> 132 bytes
-rw-r--r--roms/Chip-8 Programs/Jumping X and O [Harry Kleinberg, 1977].ch8bin0 -> 82 bytes
-rw-r--r--roms/Chip-8 Programs/Jumping X and O [Harry Kleinberg, 1977].txt3
-rw-r--r--roms/Chip-8 Programs/Keypad Test [Hap, 2006].ch8bin0 -> 114 bytes
-rw-r--r--roms/Chip-8 Programs/Keypad Test [Hap, 2006].txt12
-rw-r--r--roms/Chip-8 Programs/Life [GV Samways, 1980].ch8bin0 -> 256 bytes
-rw-r--r--roms/Chip-8 Programs/Life [GV Samways, 1980].txt11
-rw-r--r--roms/Chip-8 Programs/Minimal game [Revival Studios, 2007].ch8bin0 -> 85 bytes
-rw-r--r--roms/Chip-8 Programs/Random Number Test [Matthew Mikolay, 2010].ch8bin0 -> 34 bytes
-rw-r--r--roms/Chip-8 Programs/Random Number Test [Matthew Mikolay, 2010].txt17
-rw-r--r--roms/Chip-8 Programs/SQRT Test [Sergey Naydenov, 2010].ch8bin0 -> 386 bytes
-rw-r--r--roms/Chip-8X and Hybrids/Blockout [Steve Houk].c8xbin0 -> 402 bytes
-rw-r--r--roms/Chip-8X and Hybrids/Blockout [Steve Houk].txt44
-rw-r--r--roms/Chip-8X and Hybrids/Color Kaleidoscope [Steve Houk, 1978].c8xbin0 -> 132 bytes
-rw-r--r--roms/Chip-8X and Hybrids/Color Kaleidoscope [Steve Houk, 1978].txt3
-rw-r--r--roms/Chip-8X and Hybrids/ColourTest.c8xbin0 -> 50 bytes
-rw-r--r--roms/Chip-8X and Hybrids/ETI660 Hybrids/Maze 2 (ETI660 Hybrid).ch8bin0 -> 38 bytes
-rw-r--r--roms/Chip-8X and Hybrids/ETI660 Hybrids/Music Maker (ETI660 Hybrid) [Peter Collins, 198x].ch8bin0 -> 510 bytes
-rw-r--r--roms/Chip-8X and Hybrids/ETI660 Hybrids/Music Maker (ETI660 Hybrid) [Peter Collins, 198x].txt15
-rw-r--r--roms/Chip-8X and Hybrids/ETI660 Hybrids/Pong (ETI660 Hybrid).ch8bin0 -> 246 bytes
-rw-r--r--roms/Chip-8X and Hybrids/ETI660 Hybrids/Space Invaders (ETI660 Hybrid) [P. Easdown,198x].ch8bin0 -> 400 bytes
-rw-r--r--roms/Chip-8X and Hybrids/ETI660 Hybrids/Space Invaders (ETI660 Hybrid) [P. Easdown,198x].txt16
-rw-r--r--roms/Chip-8X and Hybrids/ETI660 Hybrids/Wipeout (ETI660 hybrid) [W.F. Kreykes, 1982].ch8bin0 -> 606 bytes
-rw-r--r--roms/Chip-8X and Hybrids/ETI660 Hybrids/Wipeout (ETI660 hybrid) [W.F. Kreykes, 1982].txt25
-rw-r--r--roms/Chip-8X and Hybrids/Hybrids/Bingo [Andrew Modla] (hybrid).ch8bin0 -> 598 bytes
-rw-r--r--roms/Chip-8X and Hybrids/Hybrids/Bingo [Andrew Modla] (hybrid).txt36
-rw-r--r--roms/Chip-8X and Hybrids/Hybrids/Blackjack [Andrew Modla] (hybrid).ch8bin0 -> 1166 bytes
-rw-r--r--roms/Chip-8X and Hybrids/Hybrids/Blackjack [Andrew Modla] (hybrid).txt62
-rw-r--r--roms/Chip-8X and Hybrids/Hybrids/Boot-128 (hybrid).ch8bin0 -> 128 bytes
-rw-r--r--roms/Chip-8X and Hybrids/Hybrids/Message Center [Andrew Modla] (hybrid).ch8bin0 -> 951 bytes
-rw-r--r--roms/Chip-8X and Hybrids/Hybrids/Message Center [Andrew Modla] (hybrid).txt75
-rw-r--r--roms/Chip-8X and Hybrids/Hybrids/Video Display Drawing Game [Joseph Weisbecker] (hybrid).ch8bin0 -> 80 bytes
-rw-r--r--roms/Chip-8X and Hybrids/Hybrids/Video Display Drawing Game [Joseph Weisbecker] (hybrid).txt7
-rw-r--r--roms/Chip-8X and Hybrids/Pinball [Andrew Modla].ch8bin0 -> 1216 bytes
-rw-r--r--roms/Chip-8X and Hybrids/Pinball [Andrew Modla].txt37
-rw-r--r--roms/Chip-8X and Hybrids/SoundTest.c8xbin0 -> 20 bytes
-rw-r--r--roms/Chip8 Pack - Readme.txt50
-rw-r--r--roms/Latest Updates.txt61
-rw-r--r--roms/MegaChip8 Demos/Mega Minimal [Revival Studios, 2007].ch8bin0 -> 1914 bytes
-rw-r--r--roms/MegaChip8 Demos/Mega Particle Demo [zeroZshadow, 2008].ch8bin0 -> 50431 bytes
-rw-r--r--roms/MegaChip8 Demos/Mega Particle Demo [zeroZshadow, 2008].txt6
-rw-r--r--roms/MegaChip8 Demos/MegaMaze [David Winter, 2007].ch8bin0 -> 84 bytes
-rw-r--r--roms/MegaChip8 Demos/MegaMaze [David Winter, 2007].txt10
-rw-r--r--roms/MegaChip8 Demos/MegaSirpinski [Sergey Naydenov, 2010].ch8bin0 -> 725 bytes
-rw-r--r--roms/MegaChip8 Demos/Twister Demo [Revival Studios, 2007].ch8bin0 -> 176802 bytes
-rw-r--r--roms/MegaChip8 Demos/Twister Demo [Revival Studios, 2007].txt49
-rw-r--r--roms/SuperChip Demos/Bounce [Les Harris].ch8bin0 -> 152 bytes
-rw-r--r--roms/SuperChip Demos/Car Race Demo [Erik Bryntse, 1991].ch8bin0 -> 148 bytes
-rw-r--r--roms/SuperChip Demos/Car Race Demo [Erik Bryntse, 1991].txt5
-rw-r--r--roms/SuperChip Demos/Climax Slideshow - Part 1 [Revival Studios, 2008].ch8bin0 -> 3558 bytes
-rw-r--r--roms/SuperChip Demos/Climax Slideshow - Part 1 [Revival Studios, 2008].txt52
-rw-r--r--roms/SuperChip Demos/Climax Slideshow - Part 2 [Revival Studios, 2008].ch8bin0 -> 3558 bytes
-rw-r--r--roms/SuperChip Demos/Climax Slideshow - Part 2 [Revival Studios, 2008].txt52
-rw-r--r--roms/SuperChip Demos/Robot.ch8bin0 -> 90 bytes
-rw-r--r--roms/SuperChip Demos/SCSerpinski [Sergey Naydenov, 2010].ch8bin0 -> 577 bytes
-rw-r--r--roms/SuperChip Demos/SCStars [Sergey Naydenov, 2010].ch8bin0 -> 970 bytes
-rw-r--r--roms/SuperChip Demos/Super Particle Demo [zeroZshadow, 2008].ch8bin0 -> 357 bytes
-rw-r--r--roms/SuperChip Demos/Super Particle Demo [zeroZshadow, 2008].txt6
-rw-r--r--roms/SuperChip Demos/SuperMaze [David Winter, 199x].ch8bin0 -> 40 bytes
-rw-r--r--roms/SuperChip Demos/SuperMaze [David Winter, 199x].txt12
-rw-r--r--roms/SuperChip Demos/SuperTrip8 Demo (2008) [Revival Studios].ch8bin0 -> 3410 bytes
-rw-r--r--roms/SuperChip Demos/SuperTrip8 Demo (2008) [Revival Studios].txt49
-rw-r--r--roms/SuperChip Demos/Worms demo.ch8bin0 -> 134 bytes
-rw-r--r--roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8bin0 -> 806 bytes
-rw-r--r--roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].txt65
-rw-r--r--roms/SuperChip Games/Ant - In Search of Coke [Erin S. Catto].ch8bin0 -> 3196 bytes
-rw-r--r--roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8bin0 -> 2528 bytes
-rw-r--r--roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].txt15
-rw-r--r--roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].ch8bin0 -> 320 bytes
-rw-r--r--roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].txt12
-rw-r--r--roms/SuperChip Games/Field! [Al Roland, 1993] (alt).ch8bin0 -> 736 bytes
-rw-r--r--roms/SuperChip Games/Field! [Al Roland, 1993].ch8bin0 -> 860 bytes
-rw-r--r--roms/SuperChip Games/Field! [Al Roland, 1993].txt32
-rw-r--r--roms/SuperChip Games/H. Piper [Paul Raines, 1991].ch8bin0 -> 1828 bytes
-rw-r--r--roms/SuperChip Games/H. Piper [Paul Raines, 1991].txt222
-rw-r--r--roms/SuperChip Games/Joust [Erin S. Catto, 1993].ch8bin0 -> 2374 bytes
-rw-r--r--roms/SuperChip Games/Joust [Erin S. Catto, 1993].txt17
-rw-r--r--roms/SuperChip Games/Laser.ch8bin0 -> 366 bytes
-rw-r--r--roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8bin0 -> 3584 bytes
-rw-r--r--roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].txt17
-rw-r--r--roms/SuperChip Games/Loopz [Andreas Daumann].ch8bin0 -> 3486 bytes
-rw-r--r--roms/SuperChip Games/Magic Square [David Winter, 1997].ch8bin0 -> 637 bytes
-rw-r--r--roms/SuperChip Games/Magic Square [David Winter, 1997].txt44
-rw-r--r--roms/SuperChip Games/Matches.ch8bin0 -> 686 bytes
-rw-r--r--roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8bin0 -> 1875 bytes
-rw-r--r--roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].ch8bin0 -> 262 bytes
-rw-r--r--roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].txt93
-rw-r--r--roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].ch8bin0 -> 2656 bytes
-rw-r--r--roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].txt93
-rw-r--r--roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8bin0 -> 3584 bytes
-rw-r--r--roms/SuperChip Games/Sokoban [Hap, 2006].ch8bin0 -> 3583 bytes
-rw-r--r--roms/SuperChip Games/Sokoban [Hap, 2006].txt36
-rw-r--r--roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].ch8bin0 -> 2839 bytes
-rw-r--r--roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].txt76
-rw-r--r--roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].ch8bin0 -> 1513 bytes
-rw-r--r--roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].txt52
-rw-r--r--roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8bin0 -> 360 bytes
-rw-r--r--roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8bin0 -> 674 bytes
-rw-r--r--roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].txt51
-rw-r--r--roms/SuperChip Games/U-Boat [Michael Kemper, 1994].ch8bin0 -> 2016 bytes
-rw-r--r--roms/SuperChip Games/U-Boat [Michael Kemper, 1994].txt73
-rw-r--r--roms/SuperChip Test Programs/BMP Viewer (16x16 tiles) (MAME) [IQ_132].ch8bin0 -> 1056 bytes
-rw-r--r--roms/SuperChip Test Programs/BMP Viewer (Google) [IQ_132].ch8bin0 -> 1056 bytes
-rw-r--r--roms/SuperChip Test Programs/BMP Viewer - Flip-8 logo [Newsdee, 2006].ch8bin0 -> 1072 bytes
-rw-r--r--roms/SuperChip Test Programs/BMP Viewer - Flip-8 logo [Newsdee, 2006].txt3
-rw-r--r--roms/SuperChip Test Programs/BMP Viewer - Kyori (SC example) [Hap, 2005].ch8bin0 -> 1072 bytes
-rw-r--r--roms/SuperChip Test Programs/BMP Viewer - Kyori (SC example) [Hap, 2005].txt3
-rw-r--r--roms/SuperChip Test Programs/BMP Viewer - Let's Chip-8! [Koppepan, 2005].ch8bin0 -> 1072 bytes
-rw-r--r--roms/SuperChip Test Programs/BMP Viewer - Let's Chip-8! [Koppepan, 2005].txt3
-rw-r--r--roms/SuperChip Test Programs/Emutest [Hap, 2006].ch8bin0 -> 85 bytes
-rw-r--r--roms/SuperChip Test Programs/Emutest [Hap, 2006].txt124
-rw-r--r--roms/SuperChip Test Programs/Font Test [Newsdee, 2006].ch8bin0 -> 272 bytes
-rw-r--r--roms/SuperChip Test Programs/Hex Mixt.ch8bin0 -> 52 bytes
-rw-r--r--roms/SuperChip Test Programs/Line Demo.ch8bin0 -> 22 bytes
-rw-r--r--roms/SuperChip Test Programs/SC Test.ch8bin0 -> 672 bytes
-rw-r--r--roms/SuperChip Test Programs/SC Test.txt61
-rw-r--r--roms/SuperChip Test Programs/SCHIP Test [iq_132].ch8bin0 -> 228 bytes
-rw-r--r--roms/SuperChip Test Programs/Scroll Test (modified) [Garstyciuks].ch8bin0 -> 38 bytes
-rw-r--r--roms/SuperChip Test Programs/Scroll Test.ch8bin0 -> 90 bytes
-rw-r--r--roms/SuperChip Test Programs/SuperChip Test.ch8bin0 -> 100 bytes
-rw-r--r--roms/SuperChip Test Programs/SuperChip Test.txt1
-rw-r--r--roms/SuperChip Test Programs/Test128.ch8bin0 -> 280 bytes
-rw-r--r--roms/tetris.ch8bin0 -> 494 bytes
283 files changed, 3102 insertions, 0 deletions
diff --git a/roms/BC_test.ch8 b/roms/BC_test.ch8
new file mode 100644
index 0000000..99a4724
--- /dev/null
+++ b/roms/BC_test.ch8
Binary files differ
diff --git a/roms/Chip-8 Demos/Maze (alt) [David Winter, 199x].ch8 b/roms/Chip-8 Demos/Maze (alt) [David Winter, 199x].ch8
new file mode 100644
index 0000000..0dca981
--- /dev/null
+++ b/roms/Chip-8 Demos/Maze (alt) [David Winter, 199x].ch8
Binary files differ
diff --git a/roms/Chip-8 Demos/Maze (alt) [David Winter, 199x].txt b/roms/Chip-8 Demos/Maze (alt) [David Winter, 199x].txt
new file mode 100644
index 0000000..2cdef41
--- /dev/null
+++ b/roms/Chip-8 Demos/Maze (alt) [David Winter, 199x].txt
@@ -0,0 +1,12 @@
+Maze, by David Winter
+
+Drawing a random maze like this one consists in drawing random diagonal
+lines. There are two possibilities: right-to-left line, and left-to-right
+line. Each line is composed of a 4*4 bitmap. As the lines must form non-
+circular angles, the two bitmaps won't be '/' and '\'. The first one
+(right line) will be a little bit modified. See at the end of this source.
+
+The maze is composed of 16 lines (as the bitmaps are 4 pixels high), each
+line consists of 32 bitmaps.
+Bitmaps are drawn in random mode. We choose a random value (0 or 1).
+If it is 1, we draw a left line bitmap. If it is 0, we draw a right one.
diff --git a/roms/Chip-8 Demos/Maze [David Winter, 199x].ch8 b/roms/Chip-8 Demos/Maze [David Winter, 199x].ch8
new file mode 100644
index 0000000..152ae7d
--- /dev/null
+++ b/roms/Chip-8 Demos/Maze [David Winter, 199x].ch8
Binary files differ
diff --git a/roms/Chip-8 Demos/Maze [David Winter, 199x].txt b/roms/Chip-8 Demos/Maze [David Winter, 199x].txt
new file mode 100644
index 0000000..2cdef41
--- /dev/null
+++ b/roms/Chip-8 Demos/Maze [David Winter, 199x].txt
@@ -0,0 +1,12 @@
+Maze, by David Winter
+
+Drawing a random maze like this one consists in drawing random diagonal
+lines. There are two possibilities: right-to-left line, and left-to-right
+line. Each line is composed of a 4*4 bitmap. As the lines must form non-
+circular angles, the two bitmaps won't be '/' and '\'. The first one
+(right line) will be a little bit modified. See at the end of this source.
+
+The maze is composed of 16 lines (as the bitmaps are 4 pixels high), each
+line consists of 32 bitmaps.
+Bitmaps are drawn in random mode. We choose a random value (0 or 1).
+If it is 1, we draw a left line bitmap. If it is 0, we draw a right one.
diff --git a/roms/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].ch8 b/roms/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].ch8
new file mode 100644
index 0000000..2df9765
--- /dev/null
+++ b/roms/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].ch8
Binary files differ
diff --git a/roms/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].txt b/roms/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].txt
new file mode 100644
index 0000000..25f05fa
--- /dev/null
+++ b/roms/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].txt
@@ -0,0 +1,6 @@
+This is my particledemo for the Chip-8, SuperChip and MegaChip8.
+Works on real hardware as well as emulators
+
+Enjoy!
+
+ zeroZshadow \ No newline at end of file
diff --git a/roms/Chip-8 Demos/Sierpinski [Sergey Naydenov, 2010].ch8 b/roms/Chip-8 Demos/Sierpinski [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..e02d458
--- /dev/null
+++ b/roms/Chip-8 Demos/Sierpinski [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/Chip-8 Demos/Sirpinski [Sergey Naydenov, 2010].ch8 b/roms/Chip-8 Demos/Sirpinski [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..e02d458
--- /dev/null
+++ b/roms/Chip-8 Demos/Sirpinski [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/Chip-8 Demos/Stars [Sergey Naydenov, 2010].ch8 b/roms/Chip-8 Demos/Stars [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..712e83c
--- /dev/null
+++ b/roms/Chip-8 Demos/Stars [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].ch8 b/roms/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].ch8
new file mode 100644
index 0000000..d88d28f
--- /dev/null
+++ b/roms/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].ch8
Binary files differ
diff --git a/roms/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].txt b/roms/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].txt
new file mode 100644
index 0000000..398142f
--- /dev/null
+++ b/roms/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].txt
@@ -0,0 +1,49 @@
+-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : Trip8 / SuperTrip8 demo
+Author : Martijn Wenting / Revival Studios
+Genre : Demo
+System : Chip-8 / SuperChip8
+Date : 14/10/2008
+Product ID : RS-C8004
+-----------------------------------------------------------------------------
+
+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:
+------------
+The Trip8/SuperTrip8 demo are demo's for the Chip-8 and SuperChip8 systems. The demo consists of an intro, 3D vectorballs, and 4 randomized dot-effects.
+
+Writing a demo for the original Chip-8 interpreter was a real pain, since your framerate basically drops in half for every sprite you need to draw. So even clearing and redrawing a few dots will cause the framerate to drop to near zero :) Originally the demo was going to be bigger and there were much more graphical effects programmed/prototyped, but a lot of these effects turned out to be too much for the original unoptimized Chip-8 interpreters to handle.
+
+Running the Demo:
+-----------------
+Use the Megachip emulator or any other Chip-8/SuperChip compatible emulator to run the slideshow.
+
+Credits:
+--------
+Programming/Graphics/Design by: Martijn Wenting
+
+Distribution:
+-------------
+This package can be freely distributed in its original form.
+If you would like to include this slideshow in your rom package, please let me know.
+
+Watch out for more releases soon!
+
+
+ Martijn Wenting / Revival Studios
+
diff --git a/roms/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].ch8 b/roms/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].ch8
new file mode 100644
index 0000000..8dbe615
--- /dev/null
+++ b/roms/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].ch8
@@ -0,0 +1,11 @@
+`
+ef
+ghabcd`
+¢xÐVp
+¢~Ðfp
+¢„Ðvp
+¢ŠÐ†jú`
+¢xÐVEaÿEa…ÐVp
+¢~ÐfFbÿFb†$Ðfp
+¢„ÐvGcÿGc‡4Ðvp
+¢ŠÐ†HdÿHdˆDІ*ÿ 0ÀÿÿÀÀüÀÿðÌÌðÌÃ<ÃÃÃÃ< \ No newline at end of file
diff --git a/roms/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].txt b/roms/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].txt
new file mode 100644
index 0000000..4baeb81
--- /dev/null
+++ b/roms/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].txt
@@ -0,0 +1,3 @@
+This is my first program for the CHIP-8, a simple demo with 4 bouncing sprites.
+
+Enjoy! \ No newline at end of file
diff --git a/roms/Chip-8 Games/15 Puzzle [Roger Ivie] (alt).ch8 b/roms/Chip-8 Games/15 Puzzle [Roger Ivie] (alt).ch8
new file mode 100644
index 0000000..3dea177
--- /dev/null
+++ b/roms/Chip-8 Games/15 Puzzle [Roger Ivie] (alt).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/15 Puzzle [Roger Ivie].ch8 b/roms/Chip-8 Games/15 Puzzle [Roger Ivie].ch8
new file mode 100644
index 0000000..3ef0bc8
--- /dev/null
+++ b/roms/Chip-8 Games/15 Puzzle [Roger Ivie].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/15 Puzzle [Roger Ivie].txt b/roms/Chip-8 Games/15 Puzzle [Roger Ivie].txt
new file mode 100644
index 0000000..8abe295
--- /dev/null
+++ b/roms/Chip-8 Games/15 Puzzle [Roger Ivie].txt
@@ -0,0 +1 @@
+Same than PUZZLE2. Wait for randomization... Instead of moving the item by pressing his associated key, move it UP DOWN LEFT RIGHT with respectively 2 8 4 6. Up and Down are inverted as the game uses the original CHIP8 keyboard. \ No newline at end of file
diff --git a/roms/Chip-8 Games/Addition Problems [Paul C. Moews].ch8 b/roms/Chip-8 Games/Addition Problems [Paul C. Moews].ch8
new file mode 100644
index 0000000..dedf7cb
--- /dev/null
+++ b/roms/Chip-8 Games/Addition Problems [Paul C. Moews].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Airplane.ch8 b/roms/Chip-8 Games/Airplane.ch8
new file mode 100644
index 0000000..cac8804
--- /dev/null
+++ b/roms/Chip-8 Games/Airplane.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Animal Race [Brian Astle].ch8 b/roms/Chip-8 Games/Animal Race [Brian Astle].ch8
new file mode 100644
index 0000000..56718da
--- /dev/null
+++ b/roms/Chip-8 Games/Animal Race [Brian Astle].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Animal Race [Brian Astle].txt b/roms/Chip-8 Games/Animal Race [Brian Astle].txt
new file mode 100644
index 0000000..96cd592
--- /dev/null
+++ b/roms/Chip-8 Games/Animal Race [Brian Astle].txt
@@ -0,0 +1,32 @@
+9. VIP Animal Race
+
+Animal Race is a fun game for one person, with an element of luck - sure to
+put a smile on your face. Five different animals race against one another
+and you have the chance to test your expertise at picking the winner.
+
+
+How To Play Animal Race
+
+1. Load the CHIP-8 interpretor at 0000-01FF
+ and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Wait until the animals are lined up and read to start, then select an animal
+ by pressing a letter A through E. A mark will appear to the left of the
+ animal to remind you of the one you have selected.
+
+4. Decide how much you want to bet (up to a limit of $9), then press that key.
+
+5. After the race is over, press zero (or any key) to start the next race.
+ Your winnings or losses will be computed and the new total displayed at
+ the begining of the next race.
+
+Hints for expert players
+All animals move at approximately the same speed, but they start from different
+positions. The odds for each animal are related to the starting position but
+include a random element. Some races favor the player and you should bet up to
+the limit on these. Some races are unfavorable and you should bet carefully
+on these.
+
+You can win the game by accumulating $256 or more.
diff --git a/roms/Chip-8 Games/Astro Dodge [Revival Studios, 2008].ch8 b/roms/Chip-8 Games/Astro Dodge [Revival Studios, 2008].ch8
new file mode 100644
index 0000000..e41bf2c
--- /dev/null
+++ b/roms/Chip-8 Games/Astro Dodge [Revival Studios, 2008].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Astro Dodge [Revival Studios, 2008].txt b/roms/Chip-8 Games/Astro Dodge [Revival Studios, 2008].txt
new file mode 100644
index 0000000..c1984b8
--- /dev/null
+++ b/roms/Chip-8 Games/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/Chip-8 Games/Biorhythm [Jef Winsor].ch8 b/roms/Chip-8 Games/Biorhythm [Jef Winsor].ch8
new file mode 100644
index 0000000..1701460
--- /dev/null
+++ b/roms/Chip-8 Games/Biorhythm [Jef Winsor].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Biorhythm [Jef Winsor].txt b/roms/Chip-8 Games/Biorhythm [Jef Winsor].txt
new file mode 100644
index 0000000..53a99aa
--- /dev/null
+++ b/roms/Chip-8 Games/Biorhythm [Jef Winsor].txt
@@ -0,0 +1,58 @@
+13. VIP Biorhythm
+
+The theory of Biorhythm states that there are thre predominant cycles that can influence
+human behavior. These include a 23-day physical cycle, a 28-day emotional cycle and a
+33-day intellectual cycle. All three cycles start at birth and continue throughout life.
+
+Each cycle consists of a positive and a negative period. Physical, Emotional and
+Intellectual aspects are enhanced during positive periods. Poor performance is
+indicated by the negative period of a cycle.
+
+A critical day occurs on the crossover from the positive to the negative period or
+vice versa. A critical day indicates instability in a particular aspect.
+
+
+How to Use VIP Biorhythm
+
+1. Load the CHIP-8 interpreter at 0000-01FF and
+ the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Enter birthdate using 2-digit month, 2-digit day, and 4-digit year.
+
+4. Enter start date using 2-digit month, 2-digit day, and 4-digit year. The start date
+ indicates the first day of the 32-day Biorhythm chart the program will generate.
+
+5. After a period of calculation proportional to the span of time involved, the three
+ cycle curves will be shown for a 32-day period. Each horizontal bit position
+ represents one day in the cycle. The start day, on the left, and every seventh
+ day are indicated by week markers. The first day of a positive or negative period
+ is a critical day.
+
+6. To advance the start date, hold key F down until the desired date is reached.
+ To decrement the start date, hold key B down. These functions allow changing the
+ start date slightly without reentering all the dates and waiting for the calculations
+ to be preformed.
+
+7. Press Key 0 to clear the screen and enter a new set of dates.
+
+
+
+ See VIPG1-13.jpg
+
+
+INTERPRETATION
+
+
+ Physical Emotional Intellectual
+
+Positive Period Strong, Good moods, Good Judgement
+(Up) Vigorous Cooperative Sharp Mentally
+
+Negative Period Tire easily, Low Enthusiasm, Low attentiveness
+(Down) Less Stamina Feelings Subdued and concentration
+
+Critical Days Susceptible to injury emotionally unstable, Poor memory,
+(Crossover) or Illness, Upset easily Prone to mistakes
+ Low endurance
diff --git a/roms/Chip-8 Games/Blinky [Hans Christian Egeberg, 1991].ch8 b/roms/Chip-8 Games/Blinky [Hans Christian Egeberg, 1991].ch8
new file mode 100644
index 0000000..235cf98
--- /dev/null
+++ b/roms/Chip-8 Games/Blinky [Hans Christian Egeberg, 1991].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Blinky [Hans Christian Egeberg] (alt).ch8 b/roms/Chip-8 Games/Blinky [Hans Christian Egeberg] (alt).ch8
new file mode 100644
index 0000000..9ac79fc
--- /dev/null
+++ b/roms/Chip-8 Games/Blinky [Hans Christian Egeberg] (alt).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Blitz [David Winter].ch8 b/roms/Chip-8 Games/Blitz [David Winter].ch8
new file mode 100644
index 0000000..0d2effa
--- /dev/null
+++ b/roms/Chip-8 Games/Blitz [David Winter].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Blitz [David Winter].txt b/roms/Chip-8 Games/Blitz [David Winter].txt
new file mode 100644
index 0000000..ceb9444
--- /dev/null
+++ b/roms/Chip-8 Games/Blitz [David Winter].txt
@@ -0,0 +1,4 @@
+Blitz, by: David Winter
+
+This game is a BOMBER clone. You are in a plane, and you must destroy the towers of a town. Your plane is flying left to right, and goes down. Use 5 to drop a bomb. The game ends when you crash yourself on a tower...
+
diff --git a/roms/Chip-8 Games/Bowling [Gooitzen van der Wal].ch8 b/roms/Chip-8 Games/Bowling [Gooitzen van der Wal].ch8
new file mode 100644
index 0000000..609d976
--- /dev/null
+++ b/roms/Chip-8 Games/Bowling [Gooitzen van der Wal].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Bowling [Gooitzen van der Wal].txt b/roms/Chip-8 Games/Bowling [Gooitzen van der Wal].txt
new file mode 100644
index 0000000..3faf169
--- /dev/null
+++ b/roms/Chip-8 Games/Bowling [Gooitzen van der Wal].txt
@@ -0,0 +1,53 @@
+7. VIP Bowling
+
+Bowling is a great game for recreation and competion requiring skill and a little
+bit of luck. This program simulates bowling closely with regular scoring and the
+option of using three different spins on the ball.
+
+How to play VIP Bowling
+
+1. Load the CHIP-8 interpretor at 0000-01FF
+ and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Up to 6 persons can compete. Make the choice by pressing Key 1,2,3,4,5 or 6.
+ The players will be referred to as A,B,C,D,E and F.
+
+4. It is possible to play up to 10 frames in one game. Make your choice of the
+ number of frames by pressing Key 1,2,3,4,5,6,7,8,9 or 0 (for 10 frames).
+
+5. It is possible to choose 3 ball speeds (Key 1,2 or 3). The speed option only
+ affects the ball after it is released.
+
+6. At the start of a player's turn, the video will display whose turn it is and
+ whether he is working on a spare, strike, 2 strikes or nothing.
+ Release the ball by pressing on of the following keys: Key 1,2,3,5,7,8 or 9.
+ -Key 5 will cause a straight ball.
+ -Key 1,2 and 3 will cause the ball to spin up.
+ -Key 1 before the first pin
+ -Key 2 after the first pin
+ -Key 3 after the second pin
+ -Key 7,8 and 9 will cause the ball to spin up.
+ -Key 7 before the first pin
+ -Key 8 after the first pin
+ -Key 9 after the second pin
+
+7. After the player's turn ends, the video will display whose turn it was, the
+ frame, and the score. The next players follows the instructions at 6 above.
+
+8. After all players have had their turn in a frame, the video will display the
+ total of each player and whether he is working on a spare, 1 strike, 2 strikes
+ or nothing. It will display the frame number and the total number of frames
+ to go (unless the last frame was played).
+ After pressing Any key, player A can start in the next frame. Continue with
+ instruction 6 above.
+
+9. If all frames in the game have been finished, press any key again. The player's
+ who are still working on a spare will recieve 1 more ball, and those working
+ on 1 or 2 strikes will receive 2 balls.
+
+10. After all players have finished the game, the final score will be displayed.
+
+
+ \ No newline at end of file
diff --git a/roms/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].ch8 b/roms/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].ch8
new file mode 100644
index 0000000..622fc4e
--- /dev/null
+++ b/roms/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].txt b/roms/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].txt
new file mode 100644
index 0000000..e09efd6
--- /dev/null
+++ b/roms/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].txt
@@ -0,0 +1,6 @@
+Breakout (Brix hack), by: David Winter
+
+This game is an "arkanoid" precursor. You have 5 lives, and your goal is the destruction of all the brixs. Use 4 and 6 to move your paddle. The game ends when all the brixs are destroyed.
+
+This game is the same than BRIX, but has graphics looking like the game on the Atari 2600 console.
+
diff --git a/roms/Chip-8 Games/Breakout [Carmelo Cortez, 1979].ch8 b/roms/Chip-8 Games/Breakout [Carmelo Cortez, 1979].ch8
new file mode 100644
index 0000000..70b50db
--- /dev/null
+++ b/roms/Chip-8 Games/Breakout [Carmelo Cortez, 1979].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Breakout [Carmelo Cortez, 1979].txt b/roms/Chip-8 Games/Breakout [Carmelo Cortez, 1979].txt
new file mode 100644
index 0000000..74970f9
--- /dev/null
+++ b/roms/Chip-8 Games/Breakout [Carmelo Cortez, 1979].txt
@@ -0,0 +1,4 @@
+Breakout, by: Carmelo Cortez
+
+The game, Breakout, is a variation of the Wipe-Off game.
+You have six walls and 20 balls to start. To win you must get through all walls to the top of the screen. At the end of the game the program will show the number of times you hit the walls and will show "FREE!" if you get through. \ No newline at end of file
diff --git a/roms/Chip-8 Games/Brick (Brix hack, 1990).ch8 b/roms/Chip-8 Games/Brick (Brix hack, 1990).ch8
new file mode 100644
index 0000000..72a366e
--- /dev/null
+++ b/roms/Chip-8 Games/Brick (Brix hack, 1990).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Brick (Brix hack, 1990).txt b/roms/Chip-8 Games/Brick (Brix hack, 1990).txt
new file mode 100644
index 0000000..6c36db5
--- /dev/null
+++ b/roms/Chip-8 Games/Brick (Brix hack, 1990).txt
@@ -0,0 +1,3 @@
+BRICK: a modified version of BRIX, a CHIP-8 game.
+Original BRIX by Andreas Gustafsson.
+This one is a solid wall; no air between bricks! \ No newline at end of file
diff --git a/roms/Chip-8 Games/Brix [Andreas Gustafsson, 1990].ch8 b/roms/Chip-8 Games/Brix [Andreas Gustafsson, 1990].ch8
new file mode 100644
index 0000000..ad639d9
--- /dev/null
+++ b/roms/Chip-8 Games/Brix [Andreas Gustafsson, 1990].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Cave.ch8 b/roms/Chip-8 Games/Cave.ch8
new file mode 100644
index 0000000..d5a865f
--- /dev/null
+++ b/roms/Chip-8 Games/Cave.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].ch8 b/roms/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].ch8
new file mode 100644
index 0000000..518e1d5
--- /dev/null
+++ b/roms/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].txt b/roms/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].txt
new file mode 100644
index 0000000..225d0e6
--- /dev/null
+++ b/roms/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].txt
@@ -0,0 +1,5 @@
+Coin Flipping, by: Carmelo Cortez
+
+The game is a Coin FlLpping program. Flip run up and the
+computer starts to flip a coin, and at the same tine shosing heads
+and tails on the screen, stopping at the value set in VC.
diff --git a/roms/Chip-8 Games/Connect 4 [David Winter].ch8 b/roms/Chip-8 Games/Connect 4 [David Winter].ch8
new file mode 100644
index 0000000..200a67a
--- /dev/null
+++ b/roms/Chip-8 Games/Connect 4 [David Winter].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Connect 4 [David Winter].txt b/roms/Chip-8 Games/Connect 4 [David Winter].txt
new file mode 100644
index 0000000..9bd2752
--- /dev/null
+++ b/roms/Chip-8 Games/Connect 4 [David Winter].txt
@@ -0,0 +1,10 @@
+Connect 4, by: David Winter
+
+This game is for two players. The goal is to align 4 coins in the
+game area. Each player's coins are colored. When you drop a coin,
+it is paced on the latest dropped coin in the same column, or at
+the bottom if the column is empty. Once the column is full, you
+cannot place any more coins in it. To select a column, use 4 and 6.
+
+To drop a coin, use 5. There is no winner detection yet. This will
+be soon avalaible (Hey! I don't spend my life on CHIP8 !).
diff --git a/roms/Chip-8 Games/Craps [Camerlo Cortez, 1978].ch8 b/roms/Chip-8 Games/Craps [Camerlo Cortez, 1978].ch8
new file mode 100644
index 0000000..1717024
--- /dev/null
+++ b/roms/Chip-8 Games/Craps [Camerlo Cortez, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Craps [Camerlo Cortez, 1978].txt b/roms/Chip-8 Games/Craps [Camerlo Cortez, 1978].txt
new file mode 100644
index 0000000..1ea42a4
--- /dev/null
+++ b/roms/Chip-8 Games/Craps [Camerlo Cortez, 1978].txt
@@ -0,0 +1,4 @@
+Craps, by: Camerlo Cortez
+
+To use the Craps program, press any key to roll dice.
+7 or 11 wins, 12, 2 or 3 loses on first roll. The second roll must match the first to win, but if you roll a seven you lose. This program could be expanded to include on-the-screen scoring of bets.
diff --git a/roms/Chip-8 Games/Deflection [John Fort].ch8 b/roms/Chip-8 Games/Deflection [John Fort].ch8
new file mode 100644
index 0000000..f218966
--- /dev/null
+++ b/roms/Chip-8 Games/Deflection [John Fort].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Deflection [John Fort].txt b/roms/Chip-8 Games/Deflection [John Fort].txt
new file mode 100644
index 0000000..df2ddce
--- /dev/null
+++ b/roms/Chip-8 Games/Deflection [John Fort].txt
@@ -0,0 +1,54 @@
+8. VIP DEFLECTION
+
+In the VIP Deflection game you position mirrors anywhere on the display screen.
+The object of the game is to deflect a ball of the mirrors a maximum number of
+times before hitting the target.
+
+The number of deflections times the target number gives you deflection points.
+These are added to your previous point total. If you fail to hit the target you
+get no points. The winner of the game is the player who accumulates 257 or
+more deflected points.
+
+How to Play VIP Deflection
+
+1. Load the CHIP-8 interpretor at 0000-01FF
+ and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. After the scores appear a letter, the target with a number and a ball. The
+ letter signifies the player who will program the mirrors. This sequence will
+ be repeated until there is a winner.
+
+4. To program the mirrors, select the proper mirror type by using Table 1 (VIP1-8.jpg)
+ as a guide. Key 1 will place a horizontal mirror on the board. Key 2 selects a
+ vertical mirror, Key 3 a slant-left mirror, Key 4 a slant-right mirror.
+
+5. After a mirror has been selected, you may position the mirror by using keys 1
+ through 4 and 6 through 9 (see Table 2 for movement of a mirror). Once a
+ mirror has been selected and positioned, it may be fixed into position by pressing
+ Key 5.
+
+ Table 2 - Mirror Positioning and Ball Direction
+ Key Selection | Positioning and Direction
+ ------------------+---------------------------
+ 1 | up and to the left
+ 2 | up
+ 3 | up and to the right
+ 4 | left
+ 5 | right
+ 7 | down and to the left
+ 8 | down
+ 9 | down and to the right
+
+6. You may position up to 10 mirrors on the game board. After you have the maximum
+ amount on the board you must press Key 0 to progress to the fire mode. If you
+ wish to progress to the fire mode with less than 10 mirrors programmed, you may
+ do so by pressing Key 0. You fire the ball in the direction you want by using
+ Keys 1 through 4 and Keys 6 through 9 (see Table 2).
+
+7. After the ball has reached the target or leaves the game board, the player's
+ score is computed and displayed and a new ball and target appear.
+
+
+
diff --git a/roms/Chip-8 Games/Figures.ch8 b/roms/Chip-8 Games/Figures.ch8
new file mode 100644
index 0000000..6563bad
--- /dev/null
+++ b/roms/Chip-8 Games/Figures.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Filter.ch8 b/roms/Chip-8 Games/Filter.ch8
new file mode 100644
index 0000000..15ab24c
--- /dev/null
+++ b/roms/Chip-8 Games/Filter.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Guess [David Winter] (alt).ch8 b/roms/Chip-8 Games/Guess [David Winter] (alt).ch8
new file mode 100644
index 0000000..36f783d
--- /dev/null
+++ b/roms/Chip-8 Games/Guess [David Winter] (alt).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Guess [David Winter] (alt).txt b/roms/Chip-8 Games/Guess [David Winter] (alt).txt
new file mode 100644
index 0000000..c50f343
--- /dev/null
+++ b/roms/Chip-8 Games/Guess [David Winter] (alt).txt
@@ -0,0 +1 @@
+Think to a number between 1 and 63. CHIP8 shows you several boards and you have to tell if you see your number in them. Press 5 if so, or another key if not. CHIP8 gives you the number...
diff --git a/roms/Chip-8 Games/Guess [David Winter].ch8 b/roms/Chip-8 Games/Guess [David Winter].ch8
new file mode 100644
index 0000000..8f151f1
--- /dev/null
+++ b/roms/Chip-8 Games/Guess [David Winter].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Guess [David Winter].txt b/roms/Chip-8 Games/Guess [David Winter].txt
new file mode 100644
index 0000000..c50f343
--- /dev/null
+++ b/roms/Chip-8 Games/Guess [David Winter].txt
@@ -0,0 +1 @@
+Think to a number between 1 and 63. CHIP8 shows you several boards and you have to tell if you see your number in them. Press 5 if so, or another key if not. CHIP8 gives you the number...
diff --git a/roms/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].ch8 b/roms/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].ch8
new file mode 100644
index 0000000..90a872a
--- /dev/null
+++ b/roms/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].txt b/roms/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].txt
new file mode 100644
index 0000000..3fbd65f
--- /dev/null
+++ b/roms/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].txt
@@ -0,0 +1,3 @@
+Hi-Lo, by: Jef Winsor
+
+You have 10 chances to guess the value of a random number between 00 and 99 selected by the program. The number at the right of the screen shows the number of the guess you are using. Enter a two digit number and the computer tells you if you are high or low. Press any key to erase this number and then, try again. If you have failed after ten guesses, press any key and the number will be shown. If you are good you will never need more than seven guesses.
diff --git a/roms/Chip-8 Games/Hidden [David Winter, 1996].ch8 b/roms/Chip-8 Games/Hidden [David Winter, 1996].ch8
new file mode 100644
index 0000000..bd6b18d
--- /dev/null
+++ b/roms/Chip-8 Games/Hidden [David Winter, 1996].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Hidden [David Winter, 1996].txt b/roms/Chip-8 Games/Hidden [David Winter, 1996].txt
new file mode 100644
index 0000000..4b68fd7
--- /dev/null
+++ b/roms/Chip-8 Games/Hidden [David Winter, 1996].txt
@@ -0,0 +1,28 @@
+ ----------------------------------------
+ HIDDEN!
+ Copyright (1996) by David WINTER
+ ----------------------------------------
+
+
+HIDDEN is a "memory" game. It is very simple to play.
+
+The rules are as follow: your goal is to find all the identical cards
+in a minimum time.
+
+You are playing in a 4*4 card grid. You can see only two cards at the
+same time. Once this time passed, these two cards will remain shown
+if they are identical, otherwise they will be hidden again.
+
+When the game is finished, two scores are shown:
+ SC is your score, corresponding to the number of tries
+ HI is the best score (smallest number of tries made to finish)
+
+The keys are:
+
+ [2] : More DOWN
+ [4] : Move LEFT
+ [5] : Show card
+ [6] : Move RIGHT
+ [8] : Move UP
+
+Enjoy !!!
diff --git a/roms/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].ch8 b/roms/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].ch8
new file mode 100644
index 0000000..b1c8888
--- /dev/null
+++ b/roms/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].txt b/roms/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].txt
new file mode 100644
index 0000000..3b9ff46
--- /dev/null
+++ b/roms/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].txt
@@ -0,0 +1,7 @@
+VIP Kaleidoscope, by: Joseph Weisbecker
+
+Four spots appear in a group at the center of the screen. Press keys 2, 4, 6, or 8 to create a pattern. Keep your pattern smaller than 138 key depressions.
+
+Push key 0 to terminate pattern entry. Pushing key 0 causes your pattern to be continuously repeated forming a fascinating, changing kaleidoscope display on the screen. A "44444442220" key sequence provides a very nice effect Experiment to
+find other nice patterns.
+
diff --git a/roms/Chip-8 Games/Landing.ch8 b/roms/Chip-8 Games/Landing.ch8
new file mode 100644
index 0000000..622e81f
--- /dev/null
+++ b/roms/Chip-8 Games/Landing.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Lunar Lander (Udo Pernisz, 1979).ch8 b/roms/Chip-8 Games/Lunar Lander (Udo Pernisz, 1979).ch8
new file mode 100644
index 0000000..e7972b5
--- /dev/null
+++ b/roms/Chip-8 Games/Lunar Lander (Udo Pernisz, 1979).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Lunar Lander [Udo Pernisz, 1979].txt b/roms/Chip-8 Games/Lunar Lander [Udo Pernisz, 1979].txt
new file mode 100644
index 0000000..176e1ae
--- /dev/null
+++ b/roms/Chip-8 Games/Lunar Lander [Udo Pernisz, 1979].txt
@@ -0,0 +1,105 @@
+15. Lunar Lander
+
+You are descending to the floor of a 250-foot crater. The right side of the TV display
+shows amount of fuel, feet from bottom and fall rate per cycle. Lenght of fall rate
+cycle changes from about 1/4 second to one second. The fall rate increases by one
+foot per second/per cycle. The computer will update the display only at the end of
+each cycle.
+
+The left side of the display shows the Lunar Lander descending from 250 feet. The
+Lander will first appear at one of sixteen locations. It will then slowly drop down
+the crater. The crater walls have rock formations protruding from them which must
+be avoided. If either rocket motor should touch any part of the crater, the Lander
+will explode in a cloud of smoke and disintegrate. (Remember, these are atomic
+thrusters and react like miniature atomic bombs upon impact).
+
+When you reach 32 feet, the display will change, and you will see the crater floor.
+You must now ladn between the rock formations on the floo and maintain a minimum fall
+rate. As you drop your fall rate to zero, you soon discover that the Lander becomes
+more and more unstable just as any hovering object would. And now with perfect skill
+you guide the ship in for a perfect touch down, or?
+
+How to Play VIP Lunar Lander
+
+1. Load the CHIP-8 interpreter at 0000-01FF and teh game starting at 0200.
+
+2. Key 2 controls the thrust of the Lunar Lander. One tone beep equals one pound
+ of fuel and one foot of thrust.
+
+3. Key 4 controlls the horizontal stabilizing engine, and moves the Lander one
+ foot to the left per one pound of fuel.
+
+4. Key 6 controls the stabilization to the right.
+
+5. Stabilization controls only react after: (a) a complete fall cycle, or (b) after
+ the Key 2 thrust control is pressed. You must be aware of this at all times or
+ you will crash even though either key 4 or 6 is pressed.
+
+6. At the end of each cycle, the Lunar Lander will move randomly at the rate of one
+ foot either right or left. Therefore, as the fall rate approaches zero, the Lander
+ becomes more uncontrollable, and your horizontal stabilizers react more quickly.
+ (Just like the real thing).
+
+7. If you land too fast, the Lander will bounce and flip over.
+
+8. If you run out of fuel, the Lander will crash.
+
+9. You will not be allowed to go above 250 feet. If you try to do so, you will just
+ waste precious fuel.
+
+10. Once you reach 32 feet and move into the landing display, you will not be allowed
+ to rise above 26 feet. Trying to do so will waste more precious fuel.
+
+11. Game options
+
+ You may select one of three options at the begining of the game.
+
+ Option 1: You start at 250 feet. You are given 150 pounds of fuel. You must land
+ at 5 feet per second or less. The initial descent display is easy to
+ maneuver through.
+
+ Option 2: You start at 250 feet. You have 200 pounds of fuel. You must land at 3 feet
+ per second or less. The initial descent display is hard to maneuver through.
+
+ Option 3: You start at 32 feet. You have 100 pounds of fuel. You must land at 3 feet
+ per second or less. This display allows you to practice landing.
+
+ You should consider Option 2 as the complete game when trying for Astronaut Ratings.
+
+12. Astronaut Ratings
+
+ The computer will award you with ratings depending on how good a lander you are.
+
+ You will obtain the rating of Astronaut by landing without regard to fall rate or
+ fuel. You must not exceed fall rate, or zero fuel.
+
+ You will obtain the rating of Astronaut Pilot, by ladning with regard to fuel. 80
+ pounds or more if you land between the two rock formations on the floor, and 50
+ pounds or more if you land between the crater wall and a rock formation.
+
+ You will obtain the rating of Astronaut Captain by landing the ship with regard to
+ fuel as per above and if the fall rate is two feet per second or less. (Not an
+ easy task, as you will soon discover).
+
+13. About Graphics
+
+ This game has some interesting graphic displays when you run out of fuel, crash,
+ land too fast, when you land successfully. I will leave them to your discovery,
+ as they are fun to watch.
+
+14. Landing Sites
+
+ The final landing display will appear somewhat like the illustration below
+ (VIPG1-15.jpg). You may land in any of the three locations pointed to. To land
+ between the crater walls and rock formations, you will have to first bring the
+ Lander to a zero fall rate while hovering in the center landing area. Then bring
+ the ship up and just over the rock formation, and let it drop down to the landing
+ site. At the last moment, a few taps on the thruster button will slow the lander
+ to the required fall rate. It will take you many tries to land here, but don't
+ give up, it can be done!!
+
+NOTE: VIP Lunar Lander requires at least 3K of RAM. RAM memories are available to
+ increase your VIP from 2K to 3K at your local computer store or by contacting:
+ RCA VIP Marketing
+ New Holland Avenue
+ Lancaster, PA 17604
diff --git a/roms/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).ch8 b/roms/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).ch8
new file mode 100644
index 0000000..f403d71
--- /dev/null
+++ b/roms/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).txt b/roms/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).txt
new file mode 100644
index 0000000..e1a4d4f
--- /dev/null
+++ b/roms/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).txt
@@ -0,0 +1,13 @@
+ MASTERMIND
+ by
+ Robert Lindley
+
+I have progranmed two versLons of the game Mastermind. This game is distributed by Invicta Plastics, Suite 940, 200 - 5th Ave., New York, NY 10010, and is available most pLaces where toys and games are sold.
+For complete details of the game, please refer to their instructions. The information given here refers to this particular VIP iurplementation.
+The two versions are essentially the same except that the first has a four number code and the second has a five nr:mber hidden code selected at random.. In the four number version, the digits one through six are used and in the five number version the diglts zero through seven are used.
+While the game is running, the other hex keys, except key F, have no effect. Key F is used when you change your mind and want to change your input. This key erases the current partial entry.
+The game starts by displaying a series of dashes arranged in rows. As the game progresses, the player attempts to deduce the hidden code by replacing the dashes with digits entered via the hex keyboard. Each tlme a hex key is used, the selected digit replaces a dash in one vertical column. This vertical column is one guess of the ten allowed to deduce
+the hidden number. When the bottom dash in any column is replaced by a digit, that try is imidiately scored. This score appears below the current column. If any digit in the column exactly matches the hidden number digit in the same row, a broken bar will appear. then four or five (one for each row in the game) appear, the hidden number has been deduced
+and it will be revealed at the right end of the screen. If any digit in the column matches a hidden digit, but in an incorrect erorr, a white bar will appear. Note that the scoring is across all rows. For example, if there are two fives in a column and one of then is in the correct row and there is only one five in the hidden numbers, one broken bar will appear.
+When all allowed ten tries have been used, the hidden number will be revealed.
+
diff --git a/roms/Chip-8 Games/Merlin [David Winter].ch8 b/roms/Chip-8 Games/Merlin [David Winter].ch8
new file mode 100644
index 0000000..747843a
--- /dev/null
+++ b/roms/Chip-8 Games/Merlin [David Winter].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Merlin [David Winter].txt b/roms/Chip-8 Games/Merlin [David Winter].txt
new file mode 100644
index 0000000..c953c78
--- /dev/null
+++ b/roms/Chip-8 Games/Merlin [David Winter].txt
@@ -0,0 +1,4 @@
+Merlin, by: David Winter
+
+This is the SIMON game. The goal is to remember in which order the squares are lighted. The game begins by lighting 4 random squares, and then asks you to light the squares in the correct order.
+You win a level when you give the exact order, and each increasing level shows a additionnal square. The game ends when you light an incorrect square. Keys are 4 and 5 for the two upper squares, then 1 and 2 for the two other ones.
diff --git a/roms/Chip-8 Games/Missile [David Winter].ch8 b/roms/Chip-8 Games/Missile [David Winter].ch8
new file mode 100644
index 0000000..310e2de
--- /dev/null
+++ b/roms/Chip-8 Games/Missile [David Winter].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].ch8 b/roms/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].ch8
new file mode 100644
index 0000000..8407c4f
--- /dev/null
+++ b/roms/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].txt b/roms/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].txt
new file mode 100644
index 0000000..db7ac9c
--- /dev/null
+++ b/roms/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].txt
@@ -0,0 +1,48 @@
+10. VIP Most Dangerous Game
+
+VIP Most Dangerous Game pits a hunter against a hunted in a maze. The hunter must
+shoot the hunted before either time runs out or the hunted escapes the maze.
+However, neither the hunted nor the hunter can see a wall in the maze until he runs
+into it. There is always at least one path through the maze.
+
+How To Play VIP Most Dangerous Game
+
+1. Load the CHIP-8 interpretor at 0000-01FF
+ and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Hunted's turn:
+ When the arrow appears in the lower left, it is the hunted's turn. Keys 2-4-6-8
+ control direction (up-left-right-down, respectively). The hunted continues to
+ move until a) he makes 5 moves, b) he hits a wall or c) key 0 is pressed.
+
+4. Hunter's turn
+ When the arrow appears in the lower right, it is the hunter's turn. The hunter's
+ turn consists of two modes, the move and the shoot. Keys 2-4-6-8 and 0 control both
+ modes. Like the hunted, the hunter continues to move until a) he makes 3 moves,
+ b) he hits a wall or c) key 0 is pressed. If he hits the wall, case b), he cannot
+ fire a bullet. The hunter may fire one of his bullets using the direction keys
+ 2-4-6-8. The bullet will travel four squares in the corresponding direction, unless
+ a wall is encountered. If the hunter prefers not to use a bullet, he must press key 0.
+
+5. Repeat steps 3 and 4 until:
+ a) The number of turns (upper left on the display) expire. The hunted wins.
+ b) The hunter lands on or shoots the hunted. The hunter wins.
+ c) The hunted lands on hunter, thereby giving up. The hunter wins.
+ d) The hunted reaches the lower right corner of the maze with at least 1 move
+ remaining in his turn. The hunted wins, by escaping the maze.
+
+6. Variations of VIP Most Dangerous Game may be played by changing certain bytes in
+ the program.
+
+Location Default Meaning
+0215 0F Number of turns in the game.
+0217 06 Number of bullets hunter has at start.
+0219 03 Number of moves per turn for the hunter.
+0221 01 Number of squares per move (hunted and hunter).
+022B 05 Number of moves per turn for the hunted.
+024B 01 If zero, walls are invisible.
+0355 04 Number of squares a bullet will go.
+04E3 70 Probability (out of 100Hex) of a wall appearing.
+04EB FE If FF, a wall may appear at previously tested boundaries.
diff --git a/roms/Chip-8 Games/Nim [Carmelo Cortez, 1978].ch8 b/roms/Chip-8 Games/Nim [Carmelo Cortez, 1978].ch8
new file mode 100644
index 0000000..680c96a
--- /dev/null
+++ b/roms/Chip-8 Games/Nim [Carmelo Cortez, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Nim [Carmelo Cortez, 1978].txt b/roms/Chip-8 Games/Nim [Carmelo Cortez, 1978].txt
new file mode 100644
index 0000000..a747c81
--- /dev/null
+++ b/roms/Chip-8 Games/Nim [Carmelo Cortez, 1978].txt
@@ -0,0 +1,4 @@
+Nim, by: Carmelo Cortez
+
+The Nim Game is a little less graphic than most games. The player may go first by pressing. "F" key, any other let the computer go first.
+You subtract 1, 2 or 3 fron the score. The one who ends up with the last number loses! \ No newline at end of file
diff --git a/roms/Chip-8 Games/Paddles.ch8 b/roms/Chip-8 Games/Paddles.ch8
new file mode 100644
index 0000000..26af3d2
--- /dev/null
+++ b/roms/Chip-8 Games/Paddles.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Pong (1 player).ch8 b/roms/Chip-8 Games/Pong (1 player).ch8
new file mode 100644
index 0000000..65d6310
--- /dev/null
+++ b/roms/Chip-8 Games/Pong (1 player).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Pong (alt).ch8 b/roms/Chip-8 Games/Pong (alt).ch8
new file mode 100644
index 0000000..295ce91
--- /dev/null
+++ b/roms/Chip-8 Games/Pong (alt).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Pong 2 (Pong hack) [David Winter, 1997].ch8 b/roms/Chip-8 Games/Pong 2 (Pong hack) [David Winter, 1997].ch8
new file mode 100644
index 0000000..6af8d1e
--- /dev/null
+++ b/roms/Chip-8 Games/Pong 2 (Pong hack) [David Winter, 1997].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Pong [Paul Vervalin, 1990].ch8 b/roms/Chip-8 Games/Pong [Paul Vervalin, 1990].ch8
new file mode 100644
index 0000000..e371e91
--- /dev/null
+++ b/roms/Chip-8 Games/Pong [Paul Vervalin, 1990].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Pong [Paul Vervalin, 1990].txt b/roms/Chip-8 Games/Pong [Paul Vervalin, 1990].txt
new file mode 100644
index 0000000..c75bdf7
--- /dev/null
+++ b/roms/Chip-8 Games/Pong [Paul Vervalin, 1990].txt
@@ -0,0 +1,9 @@
+OK. here is PONG version 1.1. The ball is a little faster in this
+version making play a little more realistic. I know PONG 1.0 was
+just posted yesterday, but I think this version is significantly
+better, so here it is.
+
+Use keys 7 and 4 move left player and / and * move right player.
+
+Enjoy!!
+
diff --git a/roms/Chip-8 Games/Programmable Spacefighters [Jef Winsor].ch8 b/roms/Chip-8 Games/Programmable Spacefighters [Jef Winsor].ch8
new file mode 100644
index 0000000..a605320
--- /dev/null
+++ b/roms/Chip-8 Games/Programmable Spacefighters [Jef Winsor].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Programmable Spacefighters [Jef Winsor].txt b/roms/Chip-8 Games/Programmable Spacefighters [Jef Winsor].txt
new file mode 100644
index 0000000..8b7994d
--- /dev/null
+++ b/roms/Chip-8 Games/Programmable Spacefighters [Jef Winsor].txt
@@ -0,0 +1,135 @@
+14. VIP Programmable Spacefighters
+
+Programmable Spacefighters is a combat game involving 2 to 8 spaceships competing
+for the domination of a contained field in space. The field of play is a
+two-dimensional representation of an oblong spheroid.
+
+The movement and fire of each spacefighter is controlled by programming a series of
+commands into each fighter's instruction storage table. Once all the spacefighters
+are programmed, they carry out their commands by sequentially executing a single step
+at a time. The play of the game ins divided into rounds. Each spacefighter may
+execute between 1 and 15 commands per round.
+
+The fighters all have the same appearance and capabilities. Players distinguish
+between fighters by examining the defense strength and position of their fighters
+at the begining of every round.
+
+Each fighter may face in any of 8 directions. All firing and forward movement
+occurs in the direction the fighter is currently facing. As a spacefighter crosses
+outside the two-dimensional field of play, it wraps around and re-enters on the
+opposite side of the field. Laser bursts terminate when they travel outside the
+field or hit a target.
+
+Each round consists of a selected number of steps. Each step is executed in 2 parts.
+During the first part, every spacefighter wishing to fire may execute a fire operation.
+The defense strength of any fighter which is hit by a laser burst is reduced by 1
+and a small flash appears.
+
+After all fighters have had an opportunity to execute fire instructions, the movement
+part of the step begins. Any fighter which has had its defense strength reduced to 0
+is destroyed and a longer flash appears. The defense strength is changed to a special
+code so that the fighter will no longer be programmable or take part in the execution
+phase. The destroyed fighter will still be open to examination during the Defense/
+Position Check phase. Fighers having a defense strength greater than 0 may execute
+a movement command if there is one. Breaking each step into 2 such parts removes any
+strategic advantage to moving first.
+
+The nature of the game, in that there are variable parameters and no fixed victory
+conditions, allows the players a lot of freedom. Two to eight players can command
+single fighters. Four or less players can each command multiple fighters. Two
+fleets could complete to destroy their opponents' flagship first. Handicaps can
+be implemented through an imbalance of fighters in different fleets. An odd number
+of players can play in a free for all or team game. In a non-combat approach, a full
+complement of space fighters could be programmed to preform in kaleidoscope or other
+type formations.
+
+
+How to Play VIP Programmable Spacefighters
+
+1. Load the CHIP-8 interpreter at 0000-01FF and
+ the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Initalization of Game.
+ Various parameters are entered at the start of the game to determine the number
+ of spacefighters and other aspects of play.
+
+ S: Enter number of spacefighters. 1 to 8 spacefighters may be used. The program
+ will adjust invalid enteries to the nearest valid number.
+
+ D: Enter defense strength. A spacefighter may be hit from 1 to F times by laser
+ before being destroyed.
+
+ E: Enter number of command entries. A spacefighter may be programmed with 1 to F
+ commands during the programming phase of each round.
+
+ C: Enter clock duration/no clock. A timer clock 1 to F phorseks in duration may
+ be selected. Each phorsek equals 4 seconds. The clock is not enabled if a 0
+ is entered. The clock time is the time allowed for each fighter to be set up.
+
+ F: Enter fire power available. A spacefighter may be allowed to fire 1 to F
+ laser bursts per round.
+
+ A: Enter accumulation/no accumulation. A spacefighter may be allowed to accumulate
+ all unused laser bursts by entering 1 to F. Accumulation is not allowed if a
+ 0 is entered.
+
+4. Presentation of Field and Spacefighters.
+ The two-dimensional representation of the palying fields consists of 10 vertical
+ by 15 horizontal positons indicated by grid markings around the perimeter. The
+ spacefighters will be in their initial positions.
+
+5. Defense/Position Check.
+ Enter number of spacefighter to be examined.
+ S: Current spacefighter being examined.
+ D: Defense strength of current spacefighter.
+ Enter 0 to end defense/position check phase.
+
+6. Program Spacefighters.
+ Surviving spacefighters are programmed in ascending order. Enter 0 to begin
+ programming first spacefighter. Defense strength and position are shown during
+ programming.
+ E: indicates number of enteries left after current command.
+ C: indicates time remaining to program current fighter if clock was entered.
+
+ COMMAND FUNCTION
+ 1 Rotate 45 ccw, Move fwd
+ 2 Move fwd
+ 3 Rotate 45 cw, Move fwd
+ 4 Rotate 45 ccw
+ 5 Fire
+ 6 Rotate 45 cw
+ B Erase all commands and reprogram current spacefighter
+ E End programming of current spacefighter
+ 7-A,C,D,F Rest, No operation
+ 0 Rest, Begin programming next spacefighter
+
+ Enter 0 to begin programming each successive spacefighter.
+
+7. Execute Commands.
+ Enter 0 after all spacefighters are programmed to start execution of commands.
+
+8. The recommended starting point when tryint the game out is with 1 or 2 spacefighters,
+ any defense, F (15) entries per round, no clock, F (15) fire power and any accumulation
+ S: 1 or 2
+ D: 1
+ E: F
+ C: 0
+ F: F
+ A: 0
+
+ Use the above to try out the movement and fire execution of the fighters. Try
+ performing loops, figure 8's, tight turns, maximum fire coverage techniques, etc.
+ Start out simple when first playing the game against an opponent.
+ Eight spacefighters can get very complicated.
+
+9. Changing different parameters creates very different effects on the play of the game.
+ The main effect of a large number of fighters is a more complicated game. A large
+ number of enteries per round results in a more lively game involving farsighted
+ planning. Fewer enteries involves more thinking and reacting to immediate developments
+ but is not without strategy when there are multiple fighters opposing each other.
+ The clock provides pressure which can be greatly increased by the moves-to-time ratio.
+ More fire power increases the importance of movement and positioning. Accumulation
+ of fire power can have long range effects if there is low fire power and a large
+ number of moves per round.
diff --git a/roms/Chip-8 Games/Puzzle.ch8 b/roms/Chip-8 Games/Puzzle.ch8
new file mode 100644
index 0000000..bec7af0
--- /dev/null
+++ b/roms/Chip-8 Games/Puzzle.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Reversi [Philip Baltzer].ch8 b/roms/Chip-8 Games/Reversi [Philip Baltzer].ch8
new file mode 100644
index 0000000..8a600f0
--- /dev/null
+++ b/roms/Chip-8 Games/Reversi [Philip Baltzer].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Reversi [Philip Baltzer].txt b/roms/Chip-8 Games/Reversi [Philip Baltzer].txt
new file mode 100644
index 0000000..0396169
--- /dev/null
+++ b/roms/Chip-8 Games/Reversi [Philip Baltzer].txt
@@ -0,0 +1,37 @@
+6. VIP REVERSI
+Reversi is a game over 100 years old, which has become popular recently under the
+name Othello. The game is played on a 8x8 square, using two kinds of markers.
+In VIP Reversi one player has the open markers and the other player the solid
+markers. The score for either player at any time is the total number of his markers
+on the square.
+
+How to play VIP Reversi
+
+1. Load the CHIP-8 interpretor at 0000-01FF
+ and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. The 8x8 square will be formed and the starting marker configuration shown, having
+ two of each kind of marker in the center four locations of the square. The starting
+ score for each player is shown as 02 above a line of his markers.
+
+4. Your VIP indicates the player's turn by blinking that player's score and also blinking
+ a cursor dot in the 8x8 square. A player moves the blinking cursor dot in the 8x8
+ square by pressing the direction keys 1-4 and 6-9 as shown. (VIPG1-6.JPG)
+
+5. When the cursor-dot is properly located, the player presses key 5 to place his marker
+ on the square. You will find that your VIP will not allow you to make a non-valid
+ play. The only placements allowed are onces for which at least one of the other
+ player's markers is surrounded between an existing marker of your own and your new
+ marker being placed. All these markers must be in consecutive positions on the
+ square and can be in any horizontal, vertical or diagonal direction. Once a new
+ marker has been placed, your VIP will change all such surrounded markers of the
+ other player to your kind and change the scores.
+
+6. Sometimes it may not be possible for a player to make a valid move. If this happens
+ he must forfeit his move by pressing the "F" key! The game ends when neither player
+ can play or when the 8x8 square is completely filled with markers. The goal is to
+ end the game with the highest score. Do not be discouraged if during the game you
+ seem to be losing because this is a game with dramatic reversals! Develop a winning
+ strategem and become a champion!!
diff --git a/roms/Chip-8 Games/Rocket Launch [Jonas Lindstedt].ch8 b/roms/Chip-8 Games/Rocket Launch [Jonas Lindstedt].ch8
new file mode 100644
index 0000000..32bc252
--- /dev/null
+++ b/roms/Chip-8 Games/Rocket Launch [Jonas Lindstedt].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Rocket Launcher.ch8 b/roms/Chip-8 Games/Rocket Launcher.ch8
new file mode 100644
index 0000000..d0825d7
--- /dev/null
+++ b/roms/Chip-8 Games/Rocket Launcher.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Rocket [Joseph Weisbecker, 1978].ch8 b/roms/Chip-8 Games/Rocket [Joseph Weisbecker, 1978].ch8
new file mode 100644
index 0000000..c5db30e
--- /dev/null
+++ b/roms/Chip-8 Games/Rocket [Joseph Weisbecker, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Rush Hour [Hap, 2006] (alt).ch8 b/roms/Chip-8 Games/Rush Hour [Hap, 2006] (alt).ch8
new file mode 100644
index 0000000..f2d4886
--- /dev/null
+++ b/roms/Chip-8 Games/Rush Hour [Hap, 2006] (alt).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Rush Hour [Hap, 2006].ch8 b/roms/Chip-8 Games/Rush Hour [Hap, 2006].ch8
new file mode 100644
index 0000000..e4253e3
--- /dev/null
+++ b/roms/Chip-8 Games/Rush Hour [Hap, 2006].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Rush Hour [Hap, 2006].txt b/roms/Chip-8 Games/Rush Hour [Hap, 2006].txt
new file mode 100644
index 0000000..9714e4a
--- /dev/null
+++ b/roms/Chip-8 Games/Rush Hour [Hap, 2006].txt
@@ -0,0 +1,28 @@
+Rush Hour (v1.1) for CHIP-8 by hap 08-02-08, http://hap.samor.nl/
+Originally released on 17-12-06. Version 1.1 improves a few things.
+Based on a boardgame by Nobuyuki Yoshigahara "Nob" and ThinkFun,
+http://www.thinkfun.com/
+
+This game contains 170 puzzles. Most were taken from the original cardsets,
+some were made by me, and some were generated with Michel's PyTraffic,
+http://alpha.uhasselt.be/Research/Algebra/Members/pytraffic . Refer to
+the source code for detailed information on this.
+
+HOW TO PLAY
+===========
+
+The goal of the game is to slide the arrow block(s) out of the 6*6 grid.
+Completing 10 boards will be awarded with the inclusion of the next boardset(s)
+as seen from the connections on the boardset select screen, a password will be
+given so you don't have to complete the game in a single session.
+
+ HEX key PC key* Use
+---------------------------
+ 5 W up
+ 8 S down
+ 7 A left
+ 9 D right
+ A Z ok/hold to slide
+ 1 1 option(in-game)/back
+
+* = for interpreters that have the 4*4 keypad at 1234/QWER/ASDF/ZXCV.
diff --git a/roms/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].ch8 b/roms/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].ch8
new file mode 100644
index 0000000..bb90dca
--- /dev/null
+++ b/roms/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].txt b/roms/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].txt
new file mode 100644
index 0000000..ef5cc3d
--- /dev/null
+++ b/roms/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].txt
@@ -0,0 +1,4 @@
+Russian Roulette , by: Carmelo Cortez
+
+This game is called Russian RouLette. Press any key to Spin and pull the Trigger.
+A "Click" or "Bang" will show, get ten "clicks" in a row and you win. \ No newline at end of file
diff --git a/roms/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].ch8 b/roms/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].ch8
new file mode 100644
index 0000000..8715b80
--- /dev/null
+++ b/roms/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].txt b/roms/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].txt
new file mode 100644
index 0000000..d15d61d
--- /dev/null
+++ b/roms/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].txt
@@ -0,0 +1,25 @@
+12. VIP Sequence Shoot
+
+You score points by having the sharp-shooter hit the targets in the proper sequence.
+
+How to Play VIP Sequence Shoot
+
+1. Load the CHIP-8 interpreter at 0000-01FF and
+ the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Pressing the Key C causes the little man to shoot the top target, Key D shoots the
+ one below it, Key E the next lower and Key F the bottom target.
+
+4. One of the four targets flashes and the computer waits for you to shoot it. When
+ you press teh correct key, you get one point. Then two flash, on after the other.
+ Shoot the one that flashed first, then shoot the other. This gives you two more
+ points. Three targets (when hit in the same order as they flashed) add three
+ points to your score.
+
+5. Each time you shoot such a series of targets in proper sequence, your score
+ increases by the number of targets you hit. An the next series you see is longer
+ by one target. The maximum length of sequence is 22 targets, that is a score of 254.
+
+6. Improper sequencing of shots in any series ends the game. \ No newline at end of file
diff --git a/roms/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].ch8 b/roms/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].ch8
new file mode 100644
index 0000000..9cc078f
--- /dev/null
+++ b/roms/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].txt b/roms/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].txt
new file mode 100644
index 0000000..db2b329
--- /dev/null
+++ b/roms/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].txt
@@ -0,0 +1,2 @@
+Shooting Stars, by: Philip Baltzer
+
diff --git a/roms/Chip-8 Games/Slide [Joyce Weisbecker].ch8 b/roms/Chip-8 Games/Slide [Joyce Weisbecker].ch8
new file mode 100644
index 0000000..7a487ed
--- /dev/null
+++ b/roms/Chip-8 Games/Slide [Joyce Weisbecker].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Slide [Joyce Weisbecker].txt b/roms/Chip-8 Games/Slide [Joyce Weisbecker].txt
new file mode 100644
index 0000000..3e50b14
--- /dev/null
+++ b/roms/Chip-8 Games/Slide [Joyce Weisbecker].txt
@@ -0,0 +1,24 @@
+5. VIP SLIDE
+
+Slide is a two-person game. Each player tries to slide a "puck" over the high-scoring
+"spots" without hitting the back wall.
+
+How To Play VIP Slide
+
+1. Load the CHIP-8 interpretor at 0000-01FF
+ and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. The puck moves up and down randomly. Press "0" key to stop the puck. The puck
+ will move towards the spots after you release the key. The longer you hold the
+ key down, the further the puck travels (maximum time approximately 2.5 seconds).
+
+4. You get 2 points for hitting the first spot, 4 points for either of the next two
+ spots and 8 points for either of the last two. The highest score possible is 216
+ (two spots can be hit on one slide).
+
+5. If you hit the back wall, though, you get zero points for that slide, even though
+ you've hit a spot.
+
+6. Each player gets 3 pucks per turn and 6 turns in a game.
diff --git a/roms/Chip-8 Games/Soccer.ch8 b/roms/Chip-8 Games/Soccer.ch8
new file mode 100644
index 0000000..603ce9b
--- /dev/null
+++ b/roms/Chip-8 Games/Soccer.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Space Flight.ch8 b/roms/Chip-8 Games/Space Flight.ch8
new file mode 100644
index 0000000..60bc934
--- /dev/null
+++ b/roms/Chip-8 Games/Space Flight.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].ch8 b/roms/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].ch8
new file mode 100644
index 0000000..014fe6b
--- /dev/null
+++ b/roms/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].txt b/roms/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].txt
new file mode 100644
index 0000000..572d5e7
--- /dev/null
+++ b/roms/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].txt
@@ -0,0 +1,4 @@
+Space Intercept, by Joseph Weisbecker
+
+At startup, Press 1 to select the large UFO whichh counts 5 points when hit or 2 to select the small UFO which counts 15 points when hit.
+Launch your rocket by pressing key 4,5 or 6. You get 15 rockets as shown in the lower right corner of the screen. Your score is shown in the lower left corner of the screen.
diff --git a/roms/Chip-8 Games/Space Invaders [David Winter] (alt).ch8 b/roms/Chip-8 Games/Space Invaders [David Winter] (alt).ch8
new file mode 100644
index 0000000..f7db5f5
--- /dev/null
+++ b/roms/Chip-8 Games/Space Invaders [David Winter] (alt).ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Space Invaders [David Winter] (alt).txt b/roms/Chip-8 Games/Space Invaders [David Winter] (alt).txt
new file mode 100644
index 0000000..8ae1617
--- /dev/null
+++ b/roms/Chip-8 Games/Space Invaders [David Winter] (alt).txt
@@ -0,0 +1,5 @@
+Space Invaders, by: David Winter
+
+The well known game. Destroy the invaders with your ship. Shoot
+with 5, move with 4 and 6. Press 5 to begin a game.
+
diff --git a/roms/Chip-8 Games/Space Invaders [David Winter].ch8 b/roms/Chip-8 Games/Space Invaders [David Winter].ch8
new file mode 100644
index 0000000..3ada8df
--- /dev/null
+++ b/roms/Chip-8 Games/Space Invaders [David Winter].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Space Invaders [David Winter].txt b/roms/Chip-8 Games/Space Invaders [David Winter].txt
new file mode 100644
index 0000000..8ae1617
--- /dev/null
+++ b/roms/Chip-8 Games/Space Invaders [David Winter].txt
@@ -0,0 +1,5 @@
+Space Invaders, by: David Winter
+
+The well known game. Destroy the invaders with your ship. Shoot
+with 5, move with 4 and 6. Press 5 to begin a game.
+
diff --git a/roms/Chip-8 Games/Spooky Spot [Joseph Weisbecker, 1978].ch8 b/roms/Chip-8 Games/Spooky Spot [Joseph Weisbecker, 1978].ch8
new file mode 100644
index 0000000..ab2dae8
--- /dev/null
+++ b/roms/Chip-8 Games/Spooky Spot [Joseph Weisbecker, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Spooky Spot [Joseph Weisbecker, 1978].txt b/roms/Chip-8 Games/Spooky Spot [Joseph Weisbecker, 1978].txt
new file mode 100644
index 0000000..5669310
--- /dev/null
+++ b/roms/Chip-8 Games/Spooky Spot [Joseph Weisbecker, 1978].txt
@@ -0,0 +1,4 @@
+Spooky Spot, by: Joseph Weisbecker
+
+Now you can let the computer make your big decisions or predict the future just like governmentt or industry leaders do.
+You will see the words YES and NO at the right of the screen. Ask the computer any question that can be answered with YES or NO. Press KEY 0 and the spooky spot will show you the computer's answer. This program replaces your old fashioned mechanical OUIJA board.
diff --git a/roms/Chip-8 Games/Squash [David Winter].ch8 b/roms/Chip-8 Games/Squash [David Winter].ch8
new file mode 100644
index 0000000..8ab9cfa
--- /dev/null
+++ b/roms/Chip-8 Games/Squash [David Winter].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Submarine [Carmelo Cortez, 1978].ch8 b/roms/Chip-8 Games/Submarine [Carmelo Cortez, 1978].ch8
new file mode 100644
index 0000000..224b108
--- /dev/null
+++ b/roms/Chip-8 Games/Submarine [Carmelo Cortez, 1978].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Submarine [Carmelo Cortez, 1978].txt b/roms/Chip-8 Games/Submarine [Carmelo Cortez, 1978].txt
new file mode 100644
index 0000000..b17f56f
--- /dev/null
+++ b/roms/Chip-8 Games/Submarine [Carmelo Cortez, 1978].txt
@@ -0,0 +1,4 @@
+Submarine, by: Carmelo Cortez
+
+The Sub Game is my favorlte. Press "5" key to fire depth charges at the subs below.
+You score 15 points for a small sub and 5 points for the larger. You get 25 depth charges to start. \ No newline at end of file
diff --git a/roms/Chip-8 Games/Sum Fun [Joyce Weisbecker].ch8 b/roms/Chip-8 Games/Sum Fun [Joyce Weisbecker].ch8
new file mode 100644
index 0000000..3c88450
--- /dev/null
+++ b/roms/Chip-8 Games/Sum Fun [Joyce Weisbecker].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Sum Fun [Joyce Weisbecker].txt b/roms/Chip-8 Games/Sum Fun [Joyce Weisbecker].txt
new file mode 100644
index 0000000..f57d352
--- /dev/null
+++ b/roms/Chip-8 Games/Sum Fun [Joyce Weisbecker].txt
@@ -0,0 +1,27 @@
+11. VIP Sum Fun
+
+The object of this game is to add up the three digits
+which appear in the middle of the screen and then hit
+the key representing the total as fast as you can.
+
+How to Play VIP Sum FUn
+
+1. Load the CHIP-8 interpreter at 0000-01FF and
+ the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. You get twenty sets of three digits per game and
+ between zero and ten points per set. The faster you
+ enter the correct total, the more points you win.
+
+4. If you wait more that 3 seconds, you get zero points.
+ The correct sum is shown above the three digits after
+ you enter it, and there is a pause before the next
+ set appears.
+
+5. The score is shown in the upper right-hand corner of
+ the screen. The maximum number of points you can score
+ is 200. Between 120 and 159 points is above average.
+ A score of 160 or higher is outstanding.
+
diff --git a/roms/Chip-8 Games/Syzygy [Roy Trevino, 1990].ch8 b/roms/Chip-8 Games/Syzygy [Roy Trevino, 1990].ch8
new file mode 100644
index 0000000..b0653ef
--- /dev/null
+++ b/roms/Chip-8 Games/Syzygy [Roy Trevino, 1990].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Syzygy [Roy Trevino, 1990].txt b/roms/Chip-8 Games/Syzygy [Roy Trevino, 1990].txt
new file mode 100644
index 0000000..4e03eee
--- /dev/null
+++ b/roms/Chip-8 Games/Syzygy [Roy Trevino, 1990].txt
@@ -0,0 +1,62 @@
+SYZYGY v0.1
+
+One of the first games I remember playing on a computer was
+called "syzygy" on a now ancient TRS-80 Model 1. It has since
+appeared on other computers under various names. Why it was
+called syzygy, I have no idea (consult Websters). However, since
+the HP48SX has approximately the same memory, graphics and cpu
+power as my TRS-80 did (something like 16kB, 128x64, and a 1.2Mhz Z80),
+I thought it would be amusing to play it again. Now, approximately
+to my recollection, and with many apologies to the original author,
+here is a CHIP48 version of SYZYGY. Enough drivel.
+
+The object of the game is to seek out "targets". You do this with
+your syzygy. Initially small, the syzygy will grow by some amount
+each time a target is hit. Eventually, your syzygy will
+be so long as to make tougher and tougher to get any points (and easier
+and easier to get killed). Confused? Just try it.
+
+Anyways, the syzygy is not allowed to run into anything except targets.
+It cannot run into the screen border (if present), or itself (this
+includes backing into itself). Fast and immediate death will result.
+Don't worry if you die quickly a few times. The keys take a few
+minutes to get used to.
+
+To start: + start/restart game with border
+ - start/restart borderless game
+
+To play: 9 up
+ 6 down
+ 1 left
+ 2 right
+
+[Hint for frustrated beginners: hold left hand on 1 & 2, and right hand on
+ 6 & 9 keys. Alternate between left hand, right hand, left hand... -jkh-]
+
+
+Fine print (borrowed from Andreas Gustafsson, author of CHIP-48):
+
+ SYZYGY is (c) copyright 1990 by Roy Trevino (RTT)
+
+ Noncommercial distribution allowed, provided that this
+ copyright message is preserved, and any modified versions
+ are clearly marked as such.
+
+ SYZYGY, via CHIP-48, makes use of undocumented low-level features
+ of the HP48SX calculator, and may or may not cause loss of data,
+ excessive battery drainage, and/or damage to the calcultor
+ hardware. The Author takes no responsibility whatsoever for
+ any damage caused by the use of this program.
+
+ THIS SOFTWARE IS PROVIDED "AS IS" AND WITHOUT ANY EXPRESS OR
+ IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ PURPOSE.
+
+Roy
+
+ --------------------------------------------------------------
+ Roy Trevino Intel Corp.
+ E-mail: rtrevino@sedona.intel.com Tel: (602) 554 2816
+ UUCP: decwrl!apple!oliveb!orc!inews!rtrevino@sedona.intel.com
+ \ No newline at end of file
diff --git a/roms/Chip-8 Games/Tank.ch8 b/roms/Chip-8 Games/Tank.ch8
new file mode 100644
index 0000000..ca4bbab
--- /dev/null
+++ b/roms/Chip-8 Games/Tank.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Tank.txt b/roms/Chip-8 Games/Tank.txt
new file mode 100644
index 0000000..2fb4540
--- /dev/null
+++ b/roms/Chip-8 Games/Tank.txt
@@ -0,0 +1 @@
+You are in a tank which has 25 bombs. Your goal is to hit 25 times a mobile target. The game ends when all your bombs are shot. If your tank hits the target, you lose 5 bombs. Use 2 4 6 and 8 to move. This game uses the original CHIP8 keyboard, so directions 2 and 8 are swapped.
diff --git a/roms/Chip-8 Games/Tapeworm [JDR, 1999].ch8 b/roms/Chip-8 Games/Tapeworm [JDR, 1999].ch8
new file mode 100644
index 0000000..de279d9
--- /dev/null
+++ b/roms/Chip-8 Games/Tapeworm [JDR, 1999].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Tetris [Fran Dachille, 1991].txt b/roms/Chip-8 Games/Tetris [Fran Dachille, 1991].txt
new file mode 100644
index 0000000..748a241
--- /dev/null
+++ b/roms/Chip-8 Games/Tetris [Fran Dachille, 1991].txt
@@ -0,0 +1,31 @@
+ TETRIS
+ by Fran Dachille
+
+This is my first release of the famous Tetris game on the HP48S. I was
+inspired by the lack enjoyable games for our favorite handheld. [Not since the
+Goodies Disks have been available! -jkh-] This game, though it lacks some of
+the whistles and bangs of fancy versions, performs on par with quality arcade
+versions (nota bene -> SPEED). At my college, every person who picks up my
+calculator is immediately hooked for hours.
+
+This version is written for the CHIP48 game interpreter (c)
+copyright 1990 Andreas Gustafsson.
+
+The 4 key is left rotate, 5 - left move, 6 - right move, 1
+- drop, ENTER - restart, DROP - end. After every 5 lines, the speed
+increases slightly and peaks at 45 lines.
+
+There is room for improvement in this version. Notably, background
+pictures, a pause key (for now, hold ON), two rotate keys, various
+starting skill levels, a B version which starts with randomn blocks,
+finishing graphics, and high scores, just to name a few.
+
+In order for improvements, I need to know if there is reasonable
+demand. If this game is worth playing for hours upon hours, please let
+me know. If you wish to support the improvements, want future versions,
+and want to see other games ported to the HP48S, send $5.00 to:
+
+ FRAN DACHILLE
+ WEBB INSTITUTE
+ GLEN COVE, NY 11542
+
diff --git a/roms/Chip-8 Games/Tic-Tac-Toe [David Winter].ch8 b/roms/Chip-8 Games/Tic-Tac-Toe [David Winter].ch8
new file mode 100644
index 0000000..4d4bc99
--- /dev/null
+++ b/roms/Chip-8 Games/Tic-Tac-Toe [David Winter].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Timebomb.ch8 b/roms/Chip-8 Games/Timebomb.ch8
new file mode 100644
index 0000000..76828c8
--- /dev/null
+++ b/roms/Chip-8 Games/Timebomb.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Tron.ch8 b/roms/Chip-8 Games/Tron.ch8
new file mode 100644
index 0000000..74f7f51
--- /dev/null
+++ b/roms/Chip-8 Games/Tron.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/UFO [Lutz V, 1992].ch8 b/roms/Chip-8 Games/UFO [Lutz V, 1992].ch8
new file mode 100644
index 0000000..7fa5a15
--- /dev/null
+++ b/roms/Chip-8 Games/UFO [Lutz V, 1992].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/UFO [Lutz V, 1992].txt b/roms/Chip-8 Games/UFO [Lutz V, 1992].txt
new file mode 100644
index 0000000..2781395
--- /dev/null
+++ b/roms/Chip-8 Games/UFO [Lutz V, 1992].txt
@@ -0,0 +1,24 @@
+Here's how to play UFO:
+
+You have a stationary missle launcher at the bottom of the screen. You
+can shoot in three directions; left diagonal, straight up, and right
+diagonal.. using the keys 4, 5, and 6 respectively.. You try to hit
+one of two objects flying by.. at apparently varying speeds.. Your
+score is displayed on your left, the number of missles you have left
+is displayed on your right. (You get 15)..
+
+This game ("UFO") is not new. I have a copy of it from 1977 (!). It
+was one of the original CHIP-8 games on the audio cassette that was
+included when I bought my first computer, the Finnish-made Telmac
+1800.
+
+It was also the first real program to run under CHIP-48 (it was used
+as a test case during the development of the CHIP-48 interpreter). The
+reason I have not posted it to the net myself is that I have no idea
+about its copyright status. I don't even know where it originated
+(RCA, perhaps?).
+
+The cassette that was bundled with the Telmac 1800 contains more than
+a dozen CHIP-8 programs. If someone could convince me that these
+programs are indeed freely redistributable, the other programs could
+also be posted. Otherwise, perhaps this one shouldn't have been.
diff --git a/roms/Chip-8 Games/Vers [JMN, 1991].ch8 b/roms/Chip-8 Games/Vers [JMN, 1991].ch8
new file mode 100644
index 0000000..b0fe240
--- /dev/null
+++ b/roms/Chip-8 Games/Vers [JMN, 1991].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Vertical Brix [Paul Robson, 1996].ch8 b/roms/Chip-8 Games/Vertical Brix [Paul Robson, 1996].ch8
new file mode 100644
index 0000000..07f4006
--- /dev/null
+++ b/roms/Chip-8 Games/Vertical Brix [Paul Robson, 1996].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Wall [David Winter].ch8 b/roms/Chip-8 Games/Wall [David Winter].ch8
new file mode 100644
index 0000000..efd029f
--- /dev/null
+++ b/roms/Chip-8 Games/Wall [David Winter].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Wipe Off [Joseph Weisbecker].ch8 b/roms/Chip-8 Games/Wipe Off [Joseph Weisbecker].ch8
new file mode 100644
index 0000000..2d5e513
--- /dev/null
+++ b/roms/Chip-8 Games/Wipe Off [Joseph Weisbecker].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Worm V4 [RB-Revival Studios, 2007].ch8 b/roms/Chip-8 Games/Worm V4 [RB-Revival Studios, 2007].ch8
new file mode 100644
index 0000000..03bc7b8
--- /dev/null
+++ b/roms/Chip-8 Games/Worm V4 [RB-Revival Studios, 2007].ch8
Binary files differ
diff --git a/roms/Chip-8 Games/Worm V4 [RB-Revival Studios, 2007].txt b/roms/Chip-8 Games/Worm V4 [RB-Revival Studios, 2007].txt
new file mode 100644
index 0000000..edbeda0
--- /dev/null
+++ b/roms/Chip-8 Games/Worm V4 [RB-Revival Studios, 2007].txt
@@ -0,0 +1,52 @@
+-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : SuperWorm V4
+Author : RB (Original game)
+ Updates and fixes by: Martijn Wenting / Revival Studios
+Genre : Game
+System : Chip-8 / 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 SuperChip8 game: Worm3 by RB.
+The original game was only for SuperChip, so i've created a Chip-8 port.
+It also includes several speed fixes and a new control system.
+
+Running the game:
+-----------------
+Use the Megachip emulator or any other Chip-8/SuperChip compatible emulator to run the game.
+
+Credits:
+--------
+Chip-8 version, Updates and fixes by: Martijn Wenting
+Original game by: RB
+
+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/Chip-8 Games/X-Mirror.ch8 b/roms/Chip-8 Games/X-Mirror.ch8
new file mode 100644
index 0000000..3525307
--- /dev/null
+++ b/roms/Chip-8 Games/X-Mirror.ch8
Binary files differ
diff --git a/roms/Chip-8 Games/ZeroPong [zeroZshadow, 2007].ch8 b/roms/Chip-8 Games/ZeroPong [zeroZshadow, 2007].ch8
new file mode 100644
index 0000000..3715699
--- /dev/null
+++ b/roms/Chip-8 Games/ZeroPong [zeroZshadow, 2007].ch8
Binary files differ
diff --git a/roms/Chip-8 Hires/!hires_information.txt b/roms/Chip-8 Hires/!hires_information.txt
new file mode 100644
index 0000000..08baf4a
--- /dev/null
+++ b/roms/Chip-8 Hires/!hires_information.txt
@@ -0,0 +1,16 @@
+Roms for the original VIP 2-page hires CHIP8 mode (64x64).
+These roms will work on original machines such as Cosmac Vip and Telmac 1800 without hardware modification.
+
+Emulator programmers can easily support these roms by adding something like the following in front of the opcode handling routine:
+
+ if ((chip_programcounter==0x200) && (opcode==0x1260)) {
+ // Init 64x64 hires mode
+ chip_screenwidth=64;chip_screenheight=64;
+ opcode=0x12C0; // Make the interperter jump to address 0x2c0
+ }
+
+ Additionally, you will need to catch opcode 0x0230 and handle the clearscreen event for 64x64 hires
+
+Kind regards,
+
+ Revival Studios \ No newline at end of file
diff --git a/roms/Chip-8 Hires/Astro Dodge Hires [Revival Studios, 2008].ch8 b/roms/Chip-8 Hires/Astro Dodge Hires [Revival Studios, 2008].ch8
new file mode 100644
index 0000000..4320f51
--- /dev/null
+++ b/roms/Chip-8 Hires/Astro Dodge Hires [Revival Studios, 2008].ch8
Binary files differ
diff --git a/roms/Chip-8 Hires/Astro Dodge Hires [Revival Studios, 2008].txt b/roms/Chip-8 Hires/Astro Dodge Hires [Revival Studios, 2008].txt
new file mode 100644
index 0000000..c1984b8
--- /dev/null
+++ b/roms/Chip-8 Hires/Astro Dodge Hires [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/Chip-8 Hires/Hires Maze [David Winter, 199x].ch8 b/roms/Chip-8 Hires/Hires Maze [David Winter, 199x].ch8
new file mode 100644
index 0000000..65af4b7
--- /dev/null
+++ b/roms/Chip-8 Hires/Hires Maze [David Winter, 199x].ch8
Binary files differ
diff --git a/roms/Chip-8 Hires/Hires Maze [David Winter, 199x].txt b/roms/Chip-8 Hires/Hires Maze [David Winter, 199x].txt
new file mode 100644
index 0000000..2cdef41
--- /dev/null
+++ b/roms/Chip-8 Hires/Hires Maze [David Winter, 199x].txt
@@ -0,0 +1,12 @@
+Maze, by David Winter
+
+Drawing a random maze like this one consists in drawing random diagonal
+lines. There are two possibilities: right-to-left line, and left-to-right
+line. Each line is composed of a 4*4 bitmap. As the lines must form non-
+circular angles, the two bitmaps won't be '/' and '\'. The first one
+(right line) will be a little bit modified. See at the end of this source.
+
+The maze is composed of 16 lines (as the bitmaps are 4 pixels high), each
+line consists of 32 bitmaps.
+Bitmaps are drawn in random mode. We choose a random value (0 or 1).
+If it is 1, we draw a left line bitmap. If it is 0, we draw a right one.
diff --git a/roms/Chip-8 Hires/Hires Particle Demo [zeroZshadow, 2008].ch8 b/roms/Chip-8 Hires/Hires Particle Demo [zeroZshadow, 2008].ch8
new file mode 100644
index 0000000..8e72e4c
--- /dev/null
+++ b/roms/Chip-8 Hires/Hires Particle Demo [zeroZshadow, 2008].ch8
Binary files differ
diff --git a/roms/Chip-8 Hires/Hires Particle Demo [zeroZshadow, 2008].txt b/roms/Chip-8 Hires/Hires Particle Demo [zeroZshadow, 2008].txt
new file mode 100644
index 0000000..8835524
--- /dev/null
+++ b/roms/Chip-8 Hires/Hires Particle Demo [zeroZshadow, 2008].txt
@@ -0,0 +1,6 @@
+This is my particledemo for the Chip-8, Hires Chip-8 (64x64), SuperChip and MegaChip8.
+Works on real hardware as well as emulators
+
+Enjoy!
+
+ zeroZshadow \ No newline at end of file
diff --git a/roms/Chip-8 Hires/Hires Sierpinski [Sergey Naydenov, 2010].ch8 b/roms/Chip-8 Hires/Hires Sierpinski [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..470f683
--- /dev/null
+++ b/roms/Chip-8 Hires/Hires Sierpinski [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/Chip-8 Hires/Hires Stars [Sergey Naydenov, 2010].ch8 b/roms/Chip-8 Hires/Hires Stars [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..a4657a4
--- /dev/null
+++ b/roms/Chip-8 Hires/Hires Stars [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/Chip-8 Hires/Hires Test [Tom Swan, 1979].ch8 b/roms/Chip-8 Hires/Hires Test [Tom Swan, 1979].ch8
new file mode 100644
index 0000000..4a1d2f8
--- /dev/null
+++ b/roms/Chip-8 Hires/Hires Test [Tom Swan, 1979].ch8
Binary files differ
diff --git a/roms/Chip-8 Hires/Hires Worm V4 [RB-Revival Studios, 2007].ch8 b/roms/Chip-8 Hires/Hires Worm V4 [RB-Revival Studios, 2007].ch8
new file mode 100644
index 0000000..0cf7fa8
--- /dev/null
+++ b/roms/Chip-8 Hires/Hires Worm V4 [RB-Revival Studios, 2007].ch8
Binary files differ
diff --git a/roms/Chip-8 Hires/Hires Worm V4 [RB-Revival Studios, 2007].txt b/roms/Chip-8 Hires/Hires Worm V4 [RB-Revival Studios, 2007].txt
new file mode 100644
index 0000000..ec6759c
--- /dev/null
+++ b/roms/Chip-8 Hires/Hires Worm V4 [RB-Revival Studios, 2007].txt
@@ -0,0 +1,52 @@
+-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : SuperWorm V4
+Author : RB (Original game)
+ Updates and fixes by: Martijn Wenting / Revival Studios
+Genre : Game
+System : Chip-8 / Chip-8 Hires / 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 SuperChip8 game: Worm3 by RB.
+The original game was only for SuperChip, so i've created a Chip-8 and Hires Chip-8 port.
+It also includes several speed fixes and a new control system.
+
+Running the game:
+-----------------
+Use the Megachip emulator or any other Chip-8/SuperChip compatible emulator to run the game.
+
+Credits:
+--------
+Chip-8 version, Hires Chip-8 version, Updates and fixes by: Martijn Wenting
+Original game by: RB
+
+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/Chip-8 Hires/Trip8 Hires Demo (2008) [Revival Studios].ch8 b/roms/Chip-8 Hires/Trip8 Hires Demo (2008) [Revival Studios].ch8
new file mode 100644
index 0000000..e21d774
--- /dev/null
+++ b/roms/Chip-8 Hires/Trip8 Hires Demo (2008) [Revival Studios].ch8
Binary files differ
diff --git a/roms/Chip-8 Hires/Trip8 Hires Demo (2008) [Revival Studios].txt b/roms/Chip-8 Hires/Trip8 Hires Demo (2008) [Revival Studios].txt
new file mode 100644
index 0000000..d14ac8b
--- /dev/null
+++ b/roms/Chip-8 Hires/Trip8 Hires Demo (2008) [Revival Studios].txt
@@ -0,0 +1,50 @@
+-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : Trip8 / SuperTrip8 demo
+Author : Martijn Wenting / Revival Studios
+Genre : Demo
+System : Chip-8 / Chip-8 Hires / SuperChip8
+Date : 14/10/2008
+Product ID : RS-C8004
+-----------------------------------------------------------------------------
+
+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:
+------------
+The Trip8/SuperTrip8 demo are demo's for the Chip-8, Chip-8 Hires and SuperChip8 systems. The demo consists of an intro, 3D vectorballs, and 4 randomized dot-effects.
+
+Writing a demo for the original Chip-8 interpreter was a real pain, since your framerate basically drops in half for every sprite you need to draw. So even clearing and redrawing a few dots will cause the framerate to drop to near zero :) Originally the demo was going to be bigger and there were much more graphical effects programmed/prototyped, but a lot of these effects turned out to be too much for the original unoptimized Chip-8 interpreters to handle.
+The 64x64 Hires version of the demo will also work on the original hardware without modification.
+
+Running the Demo:
+-----------------
+Use the Megachip emulator or any other Chip-8/SuperChip compatible emulator to run the demo.
+
+Credits:
+--------
+Programming/Graphics/Design by: Martijn Wenting
+
+Distribution:
+-------------
+This package can be freely distributed in its original form.
+If you would like to include this slideshow in your rom package, please let me know.
+
+Watch out for more releases soon!
+
+
+ Martijn Wenting / Revival Studios
+
diff --git a/roms/Chip-8 Pack.zip b/roms/Chip-8 Pack.zip
new file mode 100644
index 0000000..aafd063
--- /dev/null
+++ b/roms/Chip-8 Pack.zip
Binary files differ
diff --git a/roms/Chip-8 Programs/BMP Viewer - Hello (C8 example) [Hap, 2005].ch8 b/roms/Chip-8 Programs/BMP Viewer - Hello (C8 example) [Hap, 2005].ch8
new file mode 100644
index 0000000..a6355a9
--- /dev/null
+++ b/roms/Chip-8 Programs/BMP Viewer - Hello (C8 example) [Hap, 2005].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/BMP Viewer - Hello (C8 example) [Hap, 2005].txt b/roms/Chip-8 Programs/BMP Viewer - Hello (C8 example) [Hap, 2005].txt
new file mode 100644
index 0000000..885f511
--- /dev/null
+++ b/roms/Chip-8 Programs/BMP Viewer - Hello (C8 example) [Hap, 2005].txt
@@ -0,0 +1,3 @@
+BMP Viewer, 02-06-05, by hap
+works with monochrome BMPs only, of course. put the BMP data (headerless) at
+offset $30. change offset $0 (200) $00ff to $1202 for Chip-8. \ No newline at end of file
diff --git a/roms/Chip-8 Programs/Chip8 Picture.ch8 b/roms/Chip-8 Programs/Chip8 Picture.ch8
new file mode 100644
index 0000000..74ab4bf
--- /dev/null
+++ b/roms/Chip-8 Programs/Chip8 Picture.ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Chip8 emulator Logo [Garstyciuks].ch8 b/roms/Chip-8 Programs/Chip8 emulator Logo [Garstyciuks].ch8
new file mode 100644
index 0000000..c0e5923
--- /dev/null
+++ b/roms/Chip-8 Programs/Chip8 emulator Logo [Garstyciuks].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Clock Program [Bill Fisher, 1981].ch8 b/roms/Chip-8 Programs/Clock Program [Bill Fisher, 1981].ch8
new file mode 100644
index 0000000..ec137bd
--- /dev/null
+++ b/roms/Chip-8 Programs/Clock Program [Bill Fisher, 1981].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Clock Program [Bill Fisher, 1981].txt b/roms/Chip-8 Programs/Clock Program [Bill Fisher, 1981].txt
new file mode 100644
index 0000000..b830f2b
--- /dev/null
+++ b/roms/Chip-8 Programs/Clock Program [Bill Fisher, 1981].txt
@@ -0,0 +1,8 @@
+This neat little clock program is the perfect program to run when someone asks:
+"That's nice, but what can your computer DO?"
+The program features "reverse" video numerals on the screen, which is a nice change from the
+usual white numbers on a black background.
+
+Instructions:
+- Type six digits on the hex keypad for the desired clock starting time, using 23 hour format (ex.173055)
+- Hit any hex key to start clock running at the above time setting.
diff --git a/roms/Chip-8 Programs/Delay Timer Test [Matthew Mikolay, 2010].ch8 b/roms/Chip-8 Programs/Delay Timer Test [Matthew Mikolay, 2010].ch8
new file mode 100644
index 0000000..aa9ae28
--- /dev/null
+++ b/roms/Chip-8 Programs/Delay Timer Test [Matthew Mikolay, 2010].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Delay Timer Test [Matthew Mikolay, 2010].txt b/roms/Chip-8 Programs/Delay Timer Test [Matthew Mikolay, 2010].txt
new file mode 100644
index 0000000..80f2c09
--- /dev/null
+++ b/roms/Chip-8 Programs/Delay Timer Test [Matthew Mikolay, 2010].txt
@@ -0,0 +1,9 @@
+Hey guys!
+
+Here's another little program I wrote to test out a feature in my game. This
+program allows the user to change the value of the V3 register using the 2 and 8
+keys. When the 5 key is pressed, the delay timer starts counting down from the
+value the user placed into the V3 register, and the screen is updated as the
+value changes.
+
+-Matt \ No newline at end of file
diff --git a/roms/Chip-8 Programs/Division Test [Sergey Naydenov, 2010].ch8 b/roms/Chip-8 Programs/Division Test [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..85fa850
--- /dev/null
+++ b/roms/Chip-8 Programs/Division Test [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Fishie [Hap, 2005].ch8 b/roms/Chip-8 Programs/Fishie [Hap, 2005].ch8
new file mode 100644
index 0000000..ca1eaf3
--- /dev/null
+++ b/roms/Chip-8 Programs/Fishie [Hap, 2005].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Fishie [Hap, 2005].txt b/roms/Chip-8 Programs/Fishie [Hap, 2005].txt
new file mode 100644
index 0000000..6985858
--- /dev/null
+++ b/roms/Chip-8 Programs/Fishie [Hap, 2005].txt
@@ -0,0 +1,2 @@
+Fishie, used as internal rom for fish n chips
+by hap, 10-07-05
diff --git a/roms/Chip-8 Programs/Framed MK1 [GV Samways, 1980].ch8 b/roms/Chip-8 Programs/Framed MK1 [GV Samways, 1980].ch8
new file mode 100644
index 0000000..6b9e47d
--- /dev/null
+++ b/roms/Chip-8 Programs/Framed MK1 [GV Samways, 1980].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Framed MK1 [GV Samways, 1980].txt b/roms/Chip-8 Programs/Framed MK1 [GV Samways, 1980].txt
new file mode 100644
index 0000000..d20da96
--- /dev/null
+++ b/roms/Chip-8 Programs/Framed MK1 [GV Samways, 1980].txt
@@ -0,0 +1,4 @@
+Framed MK1, By: G.V. Samways, 1980
+
+This program displays a random movement of dots. You will notice a repetition in the pattern
+after a time.
diff --git a/roms/Chip-8 Programs/Framed MK2 [GV Samways, 1980].ch8 b/roms/Chip-8 Programs/Framed MK2 [GV Samways, 1980].ch8
new file mode 100644
index 0000000..c7d093d
--- /dev/null
+++ b/roms/Chip-8 Programs/Framed MK2 [GV Samways, 1980].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Framed MK2 [GV Samways, 1980].txt b/roms/Chip-8 Programs/Framed MK2 [GV Samways, 1980].txt
new file mode 100644
index 0000000..e0a14dc
--- /dev/null
+++ b/roms/Chip-8 Programs/Framed MK2 [GV Samways, 1980].txt
@@ -0,0 +1,4 @@
+Framed MK2, By: G.V. Samways, 1980
+
+This program displays a random movement of lines. You will notice a repetition in the pattern
+after a time.
diff --git a/roms/Chip-8 Programs/IBM Logo.ch8 b/roms/Chip-8 Programs/IBM Logo.ch8
new file mode 100644
index 0000000..113338e
--- /dev/null
+++ b/roms/Chip-8 Programs/IBM Logo.ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Jumping X and O [Harry Kleinberg, 1977].ch8 b/roms/Chip-8 Programs/Jumping X and O [Harry Kleinberg, 1977].ch8
new file mode 100644
index 0000000..d028e54
--- /dev/null
+++ b/roms/Chip-8 Programs/Jumping X and O [Harry Kleinberg, 1977].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Jumping X and O [Harry Kleinberg, 1977].txt b/roms/Chip-8 Programs/Jumping X and O [Harry Kleinberg, 1977].txt
new file mode 100644
index 0000000..4d2bf50
--- /dev/null
+++ b/roms/Chip-8 Programs/Jumping X and O [Harry Kleinberg, 1977].txt
@@ -0,0 +1,3 @@
+Jumping X and O, by: Harry Kleinberg
+
+Here is what the program is written to do. First, a solid 6×6spot block appears in the upper right quadrant of the tv display. A 5×5 "X" pattern appears in the center and jumps randomly to a new location every 1/5 second. When the X overlaps the 6×6 block, the X disappears, an "0" pattern appears in the center of the screen, and repeats the process, being replaced by the X when an overlap with the block occurs. The program continues until the machine IS stopped \ No newline at end of file
diff --git a/roms/Chip-8 Programs/Keypad Test [Hap, 2006].ch8 b/roms/Chip-8 Programs/Keypad Test [Hap, 2006].ch8
new file mode 100644
index 0000000..c60558e
--- /dev/null
+++ b/roms/Chip-8 Programs/Keypad Test [Hap, 2006].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Keypad Test [Hap, 2006].txt b/roms/Chip-8 Programs/Keypad Test [Hap, 2006].txt
new file mode 100644
index 0000000..64f19af
--- /dev/null
+++ b/roms/Chip-8 Programs/Keypad Test [Hap, 2006].txt
@@ -0,0 +1,12 @@
+Keypad Test, by hap, 15-02-06
+
+press a chip8 key and the pressed char will light up
+if you want to do something funny, soft-reset the chip8/emulator over and over,
+and the sprite layout will become messed up ;p
+
+chip8 keypad:
+1 2 3 c
+4 5 6 d
+7 8 9 e
+a 0 b f
+
diff --git a/roms/Chip-8 Programs/Life [GV Samways, 1980].ch8 b/roms/Chip-8 Programs/Life [GV Samways, 1980].ch8
new file mode 100644
index 0000000..d35039a
--- /dev/null
+++ b/roms/Chip-8 Programs/Life [GV Samways, 1980].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Life [GV Samways, 1980].txt b/roms/Chip-8 Programs/Life [GV Samways, 1980].txt
new file mode 100644
index 0000000..8f40ce1
--- /dev/null
+++ b/roms/Chip-8 Programs/Life [GV Samways, 1980].txt
@@ -0,0 +1,11 @@
+Life, by: G.V. Samways
+
+This is a display of cell growth, in accordance with the following rules:
+ 1. A cell is born if 3 cells are adjecent to an empty space.
+ 2. A cell lives if 2 or 3 cells are adjacent, and dies otherwise.
+ 3. All events take place simultaneously.
+
+To start the game, you make a pattern by entering the cell coordinates, first
+the "Y"from 0-7 downwards, then the "X" from 0-F across.
+F initialises the program, and the number of scans is entered plus one, so that 1 gives 0 scans
+to F giving 14, and 0 giving 255. The sit back and watch the colony live, or die.
diff --git a/roms/Chip-8 Programs/Minimal game [Revival Studios, 2007].ch8 b/roms/Chip-8 Programs/Minimal game [Revival Studios, 2007].ch8
new file mode 100644
index 0000000..b759e91
--- /dev/null
+++ b/roms/Chip-8 Programs/Minimal game [Revival Studios, 2007].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Random Number Test [Matthew Mikolay, 2010].ch8 b/roms/Chip-8 Programs/Random Number Test [Matthew Mikolay, 2010].ch8
new file mode 100644
index 0000000..c9f79e4
--- /dev/null
+++ b/roms/Chip-8 Programs/Random Number Test [Matthew Mikolay, 2010].ch8
Binary files differ
diff --git a/roms/Chip-8 Programs/Random Number Test [Matthew Mikolay, 2010].txt b/roms/Chip-8 Programs/Random Number Test [Matthew Mikolay, 2010].txt
new file mode 100644
index 0000000..7a18661
--- /dev/null
+++ b/roms/Chip-8 Programs/Random Number Test [Matthew Mikolay, 2010].txt
@@ -0,0 +1,17 @@
+Hey guys!
+
+I don't know if any of you will be interested in this, but I wrote this small
+program while coding my game to test out the random number generator. I wanted
+to see if there is a chance that zero will show up as the random number, and it
+turns out it can.
+
+Anyway, when you run the program, it brings a random number up on the screen.
+When you press any of the keys, it brings another random number up on the
+screen. This goes on until you quit the program.
+
+Address 0x202 holds the C0FF instruction, which commands the CHIP-8 interpreter
+to set V0 to a random number with the mask 0xFF. This yields 256 different
+possible numbers (0-255). If C0FF is changed to something like C00A, then the
+mask will change. This would yield 11 different possible numbers (0-10).
+
+-Matt \ No newline at end of file
diff --git a/roms/Chip-8 Programs/SQRT Test [Sergey Naydenov, 2010].ch8 b/roms/Chip-8 Programs/SQRT Test [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..5648551
--- /dev/null
+++ b/roms/Chip-8 Programs/SQRT Test [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/Blockout [Steve Houk].c8x b/roms/Chip-8X and Hybrids/Blockout [Steve Houk].c8x
new file mode 100644
index 0000000..ad94432
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Blockout [Steve Houk].c8x
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/Blockout [Steve Houk].txt b/roms/Chip-8X and Hybrids/Blockout [Steve Houk].txt
new file mode 100644
index 0000000..71b06ba
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Blockout [Steve Houk].txt
@@ -0,0 +1,44 @@
+16. VIP Blockout
+
+VIP Blockout is a fast action two-player game of skill, strategy, coordination and
+excitement!
+
+Two players each using their own keypad control the movement of their respective
+lines (one solid and one checkered).
+
+The object is for each player to maneuver his/her line in such a manner as to avoid
+collision with another line while at the same time trying to cause the opponent to
+collide with one. As the play continues, the speed of the movement increases
+demanding faster thought and response.
+
+
+How to Play VIP Blockout
+
+1. DO NOT Load the CHIP-8 interpreter! The entire game listing startsing at location
+ 0000 is provided. Load game in location 0000 through 048F.
+
+2. Turn RUN switch on.
+
+3. Movement of each player's line is controlled by pressing 2 to move line up, 8 down,
+ 4 left and 6 right.
+
+4. If the program is executed in a normal manner, by flipping the toggle switch to run,
+ the playing field is defined by a boarder around it's perimeter. However, if key 0
+ is pressed while the run switch is flipped, the boarder is not generated and then
+ the lines can wrap around the screen.
+
+5. A match consists of nine games, the winner geting the most points.
+
+Notes:
+1. This game is programmed in color and has sound effects. It can be used with the
+ VP590 Color Board and VP595 Simple Sound Board, or it will run on a standard VIP
+ without color and sound enhancement.
+2. This game requires a minimum of one VIP expansion keyboard (VP580) or two expansion
+ keyboards for exciting "Dual action". Expansion keyboards plug directly into the
+ VP590 Color graphics board or into the VP585 expansion keyboard interface. For
+ these and other VIP accessories, contact your local computer store or:
+
+ RCA VIP Marketing
+ New Holland Avenue
+ Lancaster, PA 17604
+
diff --git a/roms/Chip-8X and Hybrids/Color Kaleidoscope [Steve Houk, 1978].c8x b/roms/Chip-8X and Hybrids/Color Kaleidoscope [Steve Houk, 1978].c8x
new file mode 100644
index 0000000..be75b69
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Color Kaleidoscope [Steve Houk, 1978].c8x
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/Color Kaleidoscope [Steve Houk, 1978].txt b/roms/Chip-8X and Hybrids/Color Kaleidoscope [Steve Houk, 1978].txt
new file mode 100644
index 0000000..3fc40af
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Color Kaleidoscope [Steve Houk, 1978].txt
@@ -0,0 +1,3 @@
+Color Kaleidoscope:
+
+This program uses the CHIP-aX Interpreter at 0000-02FF. Keys 2, 4, 6 and a are used to program patterns of up to 125 entries until the Kaleidoscope automatically starts. However, you may begin execution of the Kaleidoscope any time during the programming sequence by pressing key 0. The colors are randomly selected by the prog \ No newline at end of file
diff --git a/roms/Chip-8X and Hybrids/ColourTest.c8x b/roms/Chip-8X and Hybrids/ColourTest.c8x
new file mode 100644
index 0000000..ca9ebe7
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/ColourTest.c8x
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/ETI660 Hybrids/Maze 2 (ETI660 Hybrid).ch8 b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Maze 2 (ETI660 Hybrid).ch8
new file mode 100644
index 0000000..07bb106
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Maze 2 (ETI660 Hybrid).ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/ETI660 Hybrids/Music Maker (ETI660 Hybrid) [Peter Collins, 198x].ch8 b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Music Maker (ETI660 Hybrid) [Peter Collins, 198x].ch8
new file mode 100644
index 0000000..cbb5551
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Music Maker (ETI660 Hybrid) [Peter Collins, 198x].ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/ETI660 Hybrids/Music Maker (ETI660 Hybrid) [Peter Collins, 198x].txt b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Music Maker (ETI660 Hybrid) [Peter Collins, 198x].txt
new file mode 100644
index 0000000..bbf2b58
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Music Maker (ETI660 Hybrid) [Peter Collins, 198x].txt
@@ -0,0 +1,15 @@
+Music Maker
+Peter Collins, Springvale South, Vic.
+
+While exploring new uses for the ’660 I decided to write a 'song’ using notes from the 'Song In the Key of Yale' program published with the Programming in CHIP 8 article, November 1981. This was fine, but how could I develop songs in different keys? I then decided to develop the following program to
+assist. Keys on the keyboard are used to control the program and step through the tones, displaying the hex value of each note on the screen. Here’s what each key does:
+
+KEY O: Tone generator starts at the highest tone and steps down in pitch.
+KEY 5: Stops the tone at the step it is on.
+KEY 1: Repeats the tone of a value displayed on the screen.
+KEY 4: Manually increases the tone one step for each key press.
+KEY 6: Manually decreases the tone one step for each key press.
+KEY 2: Causes program to jump to song routine.
+
+You can write a song by setting the duration of the tone required using Variable 1 (V1) and setting the tone using Variable O (VO). Then follow with a 'do tone’ instruction - 27BO if no space between tones is required, or 'do tone with space’ using 278C. If the tone duration and pitch are not changed a further `do tone' instruction will repeat the tone. If a change in either pitch or duration is required, or both, these are changed before the next 'do tone` instruction by settng the values of VO and V1 as required. Spaces are located in routines which can be called as required. A short space is located at 078E and 'special’ spaces are located at 0776, 077A, 077E and 0782 by setting V4 then jumping to a timer loop which controls the duration ofthe space.
+
diff --git a/roms/Chip-8X and Hybrids/ETI660 Hybrids/Pong (ETI660 Hybrid).ch8 b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Pong (ETI660 Hybrid).ch8
new file mode 100644
index 0000000..57be32c
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Pong (ETI660 Hybrid).ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/ETI660 Hybrids/Space Invaders (ETI660 Hybrid) [P. Easdown,198x].ch8 b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Space Invaders (ETI660 Hybrid) [P. Easdown,198x].ch8
new file mode 100644
index 0000000..013bc52
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Space Invaders (ETI660 Hybrid) [P. Easdown,198x].ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/ETI660 Hybrids/Space Invaders (ETI660 Hybrid) [P. Easdown,198x].txt b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Space Invaders (ETI660 Hybrid) [P. Easdown,198x].txt
new file mode 100644
index 0000000..de34efd
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Space Invaders (ETI660 Hybrid) [P. Easdown,198x].txt
@@ -0,0 +1,16 @@
+TRADITIONAL
+SPACE INVADERS
+Master P. Easdown
+Kew, Vic.
+
+Every computer must have a version of the traditional arcade game of ‘Space lnvaders' This one has the familiar row of invading characters marching across and down the screen dropping missiles on you and which you fire at from behind shields at the bottom ol the screen. This is a monochrome program and requires only 1K of memory Sound effects are included.
+Four invaders march across and down the screen, firing at you at random intervals. Your cannon is located at the bottom of the screen, just above which are four shields which help protect you from the invaders' bombs. The bombs dropped by the invaders and your cannon shots are single pixels on the screen, Cannon control is as follows:
+
+KEY 4 LEFT
+KEY 5 FIRE
+KEY 6 RIGHT
+
+The game can end in two ways: one is, if you get shot, the other is if the invaders get so low that it is impossible for you to shoot them - i.e: you`ve been invaded!
+When the game ends, your score is shown on the screen.
+Save this program on tape and save yourself a fortune!
+
diff --git a/roms/Chip-8X and Hybrids/ETI660 Hybrids/Wipeout (ETI660 hybrid) [W.F. Kreykes, 1982].ch8 b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Wipeout (ETI660 hybrid) [W.F. Kreykes, 1982].ch8
new file mode 100644
index 0000000..4ee1a8b
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Wipeout (ETI660 hybrid) [W.F. Kreykes, 1982].ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/ETI660 Hybrids/Wipeout (ETI660 hybrid) [W.F. Kreykes, 1982].txt b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Wipeout (ETI660 hybrid) [W.F. Kreykes, 1982].txt
new file mode 100644
index 0000000..625c430
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/ETI660 Hybrids/Wipeout (ETI660 hybrid) [W.F. Kreykes, 1982].txt
@@ -0,0 +1,25 @@
+WIPEOUT ’660 STYLE
+W.F. Kreykes
+St. Albans, Vic.
+
+This is not a remake of ‘One handed Pong' as published in the April ’82 ETI. Firstly, this program is in colour and will absorb the player for much longer. Sound effects are included. You'll need to have installed the colour components and have 3K of memory on your ’660.
+You start the game with 200 dots and a large bat. A ball moves around the screen and the object is to position your bat so that the ball bounces from it, and in doing so, wipes out as many dots as possible. For this, you score points. If the ball moves toward you and you don’t get the bat under it, the ball goes off screen. Your progressive score is then displayed and you get another ball. You start the game with 15 balls. You get a bonus of one extra ball if 10 dots are wiped out with one ball. If you wipe out at least 20 dots with one ball you get a bonus of three extra balls. When you have wiped out a total ol 100 dots, the bat size automatically decreases 25% — making the game from that point on a little harder! The game ends when you either run out of balls or run out of dots. The game restarts automatically after ending and the highest score to beat is dlsplayed on—screen.
+
+Use the following keys to control the bat
+KEY A - LEFT
+KEY D - RIGHT
+
+The bat does not go off-screen at extreme left or right travel.
+It you want a monochrome game (or white on blue background), change 2822 at 0600 to 00FF then type in the program from 0600 to 07AC and disregard the rest (and for this you only need 1 K of memory). Here are the colour setups:
+0600 2822: calls colour routines. Set to 00FF for mono.
+0822 O7F7: sets background to black, For blue set to OOFF
+0824 07BB: initiates colour operation
+0828 6007: white — number of hits
+082C 6006: pale blue — flrst divider
+0830 6003: violet— highest score to beat
+0836 6004. green — progressive score
+083C 6005: yelIow—third divider
+0840 6001: red— number of balls left
+0844-085C colours the dots butjumps oolour black
+085A 6001: red — bat
+
diff --git a/roms/Chip-8X and Hybrids/Hybrids/Bingo [Andrew Modla] (hybrid).ch8 b/roms/Chip-8X and Hybrids/Hybrids/Bingo [Andrew Modla] (hybrid).ch8
new file mode 100644
index 0000000..f9fdf9b
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Hybrids/Bingo [Andrew Modla] (hybrid).ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/Hybrids/Bingo [Andrew Modla] (hybrid).txt b/roms/Chip-8X and Hybrids/Hybrids/Bingo [Andrew Modla] (hybrid).txt
new file mode 100644
index 0000000..d4430bd
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Hybrids/Bingo [Andrew Modla] (hybrid).txt
@@ -0,0 +1,36 @@
+3. VIP BINGO
+
+VIP BINGO automatically calls and verifies BINGO numbers. The computer selects
+numbers randomly and displays the last three numbers drawn. After a player calls
+"BINGO", the computer will check the player's numbers against a list stored in its
+memory. The computer adds the numbers checked to give the player a score for that
+round of play.
+
+There are two modes for drawing numbers. Using the manual mode, the operator must
+press a key to obtain a new number. Using the automatic mode, the computer draws
+numbers every twelve seconds until halted by the operator. Using a third mode, verify,
+the operator enters numbers on the keyboard for the computer to check against the
+list of numbers called.
+
+How to play VIP Bingo
+
+1. Load the CHIP-8 interpreter at 0000-01FF and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Key "A" starts calling numbers in the manual mode. Press key "A" for every new
+ number. New numbers appear at the bottom of the display and are rolled upward.
+
+4. Key "B" starts calling the numbers in the automatic mode. New numbers appear every
+ twelves seconds until all numbers are called. You can press key "A" to enter manual
+ mode, or key "C" to stop calling numbers.
+
+5. Key "C" starts the verify mode. Enter two digits for each number making up a winning
+ BINGO card. (Note: press 01 for B-1, 02 for B2, 75 for O-75, etc.) If the number
+ was called, "OK" will show; if it was not called, "NO" will show. If all five numbers
+ are OK, press key "F" to display the score for the numbers entered. The score will
+ be displayed followed by "PT" (point total). You do not have to enter any number for
+ "FREE". If one of the numbers verified was not called, you can resume calling numbers
+ as in Step 3 or 4. You may also press key "C" to restart verify if you make a mistake
+ entering a number.
+
diff --git a/roms/Chip-8X and Hybrids/Hybrids/Blackjack [Andrew Modla] (hybrid).ch8 b/roms/Chip-8X and Hybrids/Hybrids/Blackjack [Andrew Modla] (hybrid).ch8
new file mode 100644
index 0000000..8e558f7
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Hybrids/Blackjack [Andrew Modla] (hybrid).ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/Hybrids/Blackjack [Andrew Modla] (hybrid).txt b/roms/Chip-8X and Hybrids/Hybrids/Blackjack [Andrew Modla] (hybrid).txt
new file mode 100644
index 0000000..4b287ff
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Hybrids/Blackjack [Andrew Modla] (hybrid).txt
@@ -0,0 +1,62 @@
+4. VIP BLACKJACK
+
+VIP Blackjack (also known as Twenty-One) follows standard Blackjack rules. The VIP
+computer is the dealer. Both the dealer and player try to get cards that add up to
+"21". Each number card counts its face value; Ten, Jack, Queen and King count 10;
+and Aces count as either one or eleven. A hand containing an Ace that counts as
+eleven and does not cause the total to exceed 21, is a "soft" hand. All other hands
+are "hard".
+
+The VIP Blackjack dealer draws on soft 17, hard 16 or less. The dealer deals from
+two standard decks. Before dealing a new hand, if the number of cards in the
+combined decks is less than 22, the dealer automatically shuffles the cards. Pair
+splitting and insurance are not allowed. All winning hands pay 1 to 1, except
+blackjack, which pays 2 to 1.
+
+The game ends either when the player has lost his stake, or when he breaks 999.
+
+How to play VIP Blackjack (One-Player)
+
+1. Load the CHIP-8 interpretor at 0000-01FF
+ and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Your stakes will appear at the bottom right corner of your TV screen.
+
+4. Whenever "CUT" appears on the screen, the dealer will shuffle the cards and
+ wait for you to cut. Press key 0 to continue play.
+
+5. Whenever "BET" appears on the screen, you enter you single-digit bet by pressing
+ key 1 through 9, press key 0 to enter a bet of 10. Your bet will be displayed
+ slightly above and to the left of your stakes.
+
+6. After all bets are entered, two cards will be dealt to you and the dealer. The
+ dealer's cards are on the top of the screen. One of the dealer's cards will be
+ face down (hole card).
+
+7. If the dealer has a natural (21) and you do not, you lose your bet. If you also
+ have a natural, you get your bet back and a "T" for tie appears in the bet position.
+
+8. If the dealer does not have a natural and you do, you get three times your bet back,
+ a "W" for win appears in the bet position.
+
+9. When neither you nor the dealer has a natural, the word "HIT" will appear on your
+ screen. You must either stand, hit or double down.
+ It is your turn when your bet flashes.
+ -You Stand (indicating you have enough cards) by pressing key 0
+ -You Hit (indicating you want another card) by pressing key 1
+ You can draw up to 5 additional cards for a maximum of 7 cards in your hand.
+ -You Double Down (indicating you want one more card and double your bet) by
+ pressing key 2. Your bet will change on the screen.
+ You keep your turn after Hitting if the card count is 21 or less. You give up
+ your turn after Standing, Doubling Down or Busting (going over 21).
+
+10. After you have finished your turn, the dealer turns up his hole (down) card.
+ If you are still in the game, the dealer draws cards to his hand whenever it
+ adds up to soft 17 or hard 16, or less.
+
+11. If the dealer goes over 21, you win unless you already busted. If you win, a "W"
+ appears in the bet positions and you receive twice your bet. IF you tie, the dealer
+ (push), a "T" appears and you get your bet back. If your hand is less than the
+ dealer's, you lose your bet.
diff --git a/roms/Chip-8X and Hybrids/Hybrids/Boot-128 (hybrid).ch8 b/roms/Chip-8X and Hybrids/Hybrids/Boot-128 (hybrid).ch8
new file mode 100644
index 0000000..d1e7041
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Hybrids/Boot-128 (hybrid).ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/Hybrids/Message Center [Andrew Modla] (hybrid).ch8 b/roms/Chip-8X and Hybrids/Hybrids/Message Center [Andrew Modla] (hybrid).ch8
new file mode 100644
index 0000000..ae4efef
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Hybrids/Message Center [Andrew Modla] (hybrid).ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/Hybrids/Message Center [Andrew Modla] (hybrid).txt b/roms/Chip-8X and Hybrids/Hybrids/Message Center [Andrew Modla] (hybrid).txt
new file mode 100644
index 0000000..8435c05
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Hybrids/Message Center [Andrew Modla] (hybrid).txt
@@ -0,0 +1,75 @@
+2. VIP Message Center
+The VIP MESSAGE CENTER program permits you to record in the computer memory and display
+letters, numbers and special characters on teh TV. The characters saved in the computer
+memory are recalled for continuous repetitive display of a message on the TV screen.
+You can choose two types of display formats. The typewriter format lets you fill the
+entire screen; the ticker tape format shows a line of characters in motion across the
+screen. This latter format is useful for words longer than ten characters.
+
+The typewriter display is arranged into five lines of ten characters per line. The ticker
+tape display shows a line of ten characters. Up to 256 different characters and display
+commands can be saved in the computer memory. This corresponds to about three completely filled TV screens. There are 56 characters you can select: 0-9, A-Z, space, comma, box, period, colon, ellipsis, exclamation point, question mark, hyphen, dollar sign, cent sign, percent sign, single quote, double quote, plus sign, minus sign, times sign, division sign, slash, and equal sign.
+
+The keyboard controls the selection of a character and starting or stopping the message display. The keyboard also provides the following display commands: the time to delay before displaying more parts of a message, clearing the screen, spacing between characters, and begining a new line.
+
+Should you make a mistake entering a character, you can correct it. Yo go through the message stopping where you made your error. You then overwrite the message with the intended character(s).
+
+How to use VIP Message Center
+
+1. Load the CHIP-8 interpreter at 0000-01FF and the game starting at 0200.
+
+2. Turn RUN switch on.
+
+3. Select type of display:
+ Key 1 selects the typewriter format and
+ saves the message characters in the computer memory
+ Key 2 selects the ticker tapeformat and
+ saves the message characters in the computer memory
+
+4. A flashing character indicates teh display position where a character
+ will go when selected. The flashing character will not appear in the message
+ unless it is saved.
+
+5. Key 1 selects the next character in the character sequence (see instruction 11)
+ to the left of the flashing character.
+
+ Key 3 selects the next character in the character sequence to the right of the
+ flashing character. Holding down either 1 or 3 changes the character continuously.
+
+ Key 2 saves the flashing character in memory.
+
+ Key 6 stores a time delay corresponding to how long you hold this key down. The
+ time may be as brief as a quarter of a second.
+
+ Key 7 clears the screen and stores a "clear screen" command.
+
+ Key 8 stores a space character and positions for the next character.
+
+ Key 9 starts a new line (typewriter format only) and stores this command.
+
+ Key 4 is used to step through the message to allow editing.
+
+ Key 5 stops the display at a character.
+
+6. When you reach the end of the line (10 characters) in typewriter format no characer
+ will flash. You must press key 9 to start a new line.
+
+7. You can select the space character using keys 1 or 3. See character sequence in
+ instruction 11.
+
+8 Key 2 is useful for skipping over characters when you are correcting a message.
+ Care must be exercised so that you do not overwrite a stored command (such as a
+ new line) unintentionally.
+
+10 You can change the time for the ticker tape movement by altering location 04B7.
+ Increase this value to increase delay (units of 60th of a second).
+
+11 The character sequence is:
+ @0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ .,;:~!-$c%?"
+
+ Note: @=SQUARE,
+ There is one <space> between Z and .
+ ~=Ellipsis
+ c=Cents
+
+
diff --git a/roms/Chip-8X and Hybrids/Hybrids/Video Display Drawing Game [Joseph Weisbecker] (hybrid).ch8 b/roms/Chip-8X and Hybrids/Hybrids/Video Display Drawing Game [Joseph Weisbecker] (hybrid).ch8
new file mode 100644
index 0000000..ad975d8
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Hybrids/Video Display Drawing Game [Joseph Weisbecker] (hybrid).ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/Hybrids/Video Display Drawing Game [Joseph Weisbecker] (hybrid).txt b/roms/Chip-8X and Hybrids/Hybrids/Video Display Drawing Game [Joseph Weisbecker] (hybrid).txt
new file mode 100644
index 0000000..7b0925a
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Hybrids/Video Display Drawing Game [Joseph Weisbecker] (hybrid).txt
@@ -0,0 +1,7 @@
+Video Display Drawing game, by: Joseph Weisbecker
+
+A flashing spot appears in the upper left corner of the screen.
+You can move the spot by holding key 2, 4, 6, or 8.
+Press key 5 and you can draw a picture with the spot.
+Press key 0 and the spot can be moved without drawing or used to erase a previously drawn
+line.
diff --git a/roms/Chip-8X and Hybrids/Pinball [Andrew Modla].ch8 b/roms/Chip-8X and Hybrids/Pinball [Andrew Modla].ch8
new file mode 100644
index 0000000..009ae0d
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Pinball [Andrew Modla].ch8
Binary files differ
diff --git a/roms/Chip-8X and Hybrids/Pinball [Andrew Modla].txt b/roms/Chip-8X and Hybrids/Pinball [Andrew Modla].txt
new file mode 100644
index 0000000..3db57ba
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/Pinball [Andrew Modla].txt
@@ -0,0 +1,37 @@
+1. VIP PinBall
+
+The VIP PINBALL game simulates the action of real pinball machines.
+The object of the game is to keep your ball in play and score as many
+ponits as you can by ball contact with point bumbers. The point value
+of bumpers changes randomly when hit. Points range from 2 to 9.
+A score greater than 999 stops the game.
+
+VIP PINBALL can be played by one or two persons. Players take turns
+scoring points and control flippers on their onw keyboard throughout
+the game. A player can change the ball direction with a special key.
+However, overuse of this feature will result in a "TILT".
+
+How To Play VIP Pinball
+
+1. Load the CHIP-8 interpretor at 0000-01FF
+ and the game starting at 0200.
+2. Turn RUN switch on.
+3. Select the one-player game with key 1.
+ Select the two-player game with key 2.
+4. In the two-player game, players alternate turns. PLayers get
+ five balls. The number of balls remaining is shown at the right or
+ left of the players score. Your turn to put a ball in play is shown
+ by a flashing digit (balls remaining) on your side of the TV screen.
+5. To put ball in play, press key 1.
+6. Press key 4 to control the left flipper and key 6 to control the right flipper.
+7. You can press key 0 to reverse the direction of the ball. This feature
+ is handy for saving a ball (outside the fipper range) that will go out of
+ bounds. This feature simulates physically pushing on a PINBALL game
+ cabinet. Pressing key 0 causes the ball to move at high speed. While the
+ ball travesl high speed, key 0 has no effect.
+8. If you overuse key 0, you will cause a "TILT" and the game will stop.
+ If the two-player option was selected and the other player has balls left,
+ press key 1 to put a new ball in play.
+9. The game is over when either player scores more than 999 points, when
+ both players have "TILT", or when both use all their balls.
+
diff --git a/roms/Chip-8X and Hybrids/SoundTest.c8x b/roms/Chip-8X and Hybrids/SoundTest.c8x
new file mode 100644
index 0000000..a388b8c
--- /dev/null
+++ b/roms/Chip-8X and Hybrids/SoundTest.c8x
Binary files differ
diff --git a/roms/Chip8 Pack - Readme.txt b/roms/Chip8 Pack - Readme.txt
new file mode 100644
index 0000000..429e880
--- /dev/null
+++ b/roms/Chip8 Pack - Readme.txt
@@ -0,0 +1,50 @@
+-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.chip8.com
+-----------------------------------------------------------------------------
+Title : Chip-8 Program Pack
+Author : Revival Studios
+Genre : Compilation
+System : Chip-8/SuperChip/MegaChip8
+Last updated : 16/04/2011
+Product ID : RS-C8000
+-----------------------------------------------------------------------------
+
+This is a collection of all CHIP-8 / SuperChip / MegaChip8 programs i found scattered around the web. I've researched and added information about the original author and year of release for most roms.
+The roms are divided in the following categories:
+
+- CHIP-8 Games
+- CHIP-8 Demo's
+- CHIP-8 Test programs
+- CHIP-8 Hires (hardware compatible 64x64 hires mode)
+- CHIP-8X/Hybrid games
+- SuperChip Games
+- SuperChip Demo's
+- SuperChip Test programs
+- MegaChip Games
+- MegaChip Demo's
+
+I've also converted various listings from paper to binary form and added them to this package.
+
+Running the roms:
+-----------------
+These roms will run in most CHIP-8 emulators and/or the original machines (CHIP8).
+
+Distribution:
+-------------
+This package can be freely distributed in its original form.
+If you have any additions for this pack, let me know.
+
+Watch out for more releases soon!
+
+
+ Revival Studios
+
diff --git a/roms/Latest Updates.txt b/roms/Latest Updates.txt
new file mode 100644
index 0000000..69f161c
--- /dev/null
+++ b/roms/Latest Updates.txt
@@ -0,0 +1,61 @@
+[16/4/2011]:
+- HIRES CHIP-8: Added Hires AstroDodge [Revival Studios, 2008]
+- HIRES CHIP-8: Added Hires Worm V4 [Revival Studios/RB, 2007]
+- HIRES CHIP-8: Added Trip8 Hires demo [Revival Studios, 2008]
+- HIRES CHIP-8: Added Hires Particle Demo [ZeroZshadow, 2008]
+- HIRES CHIP-8: Added Hires Stars [Sergey Naydenov, 2010]
+- HIRES CHIP-8: Added Hires Sierpinski [Sergey Naydenov, 2010]
+- HIRES CHIP-8: Added Hires Maze [David Winter, 19xx]
+- HIRES CHIP-8: Added Hires test [-, 1978]
+- CHIP-8 Programs: Life [GV Samways, 1980]
+- CHIP-8 Programs: Framed MK1 [GV Samways, 1980]
+- CHIP-8 Programs: Framed MK2 [GV Samways, 1980]
+- CHIP-8 Programs: Clock Program [Bill Fisher, 1981]
+- CHIP-8 Games: Russian Roulette [David Ruth, 1982]
+- CHIP-8 Games: FlipAround [unknown, 1980]
+
+[2/1/2011]:
+- CHIP-8 DEMOS: Added Particle Demo [ZeroZshadow, 2008]
+- SUPERCHIP-8 DEMOS: Added Super Particle Demo [ZeroZshadow, 2008]
+- MEGACHIP-8 DEMOS: Added Mega Particle Demo [ZeroZshadow, 2008]
+
+[19/9/2010]:
+- CHIP-8 DEMOS: Added Trip-8 Demo [Revival Studios,2008]
+- SUPERCHIP-8 DEMOS: Added SuperTrip-8 Demo [Revival Studios,2008]
+- CHIP-8 DEMOS: Added Stars [Sergey Naydenov, 2010]
+- CHIP-8 DEMOS: Added Sierpinski [Sergey Naydenov, 2010]
+- SUPERCHIP-8 DEMOS: Added SCStars [Sergey Naydenov, 2010]
+- SUPERCHIP-8 DEMOS: Added SCSierpinksi [Sergey Naydenov, 2010]
+- MEGACHIP-8 DEMOS: Added MegaSierpinski [Sergey Naydenov, 2010]
+- CHIP-8 TESTS: Added Division Test [Sergey Naydenov, 2010]
+- CHIP-8 TESTS: Added SQRT Test [Sergey Naydenov, 2010]
+- CHIP8x and HYBRIDS: Added various ETI660 Hybrids.
+
+[12/9/2010]:
+- CHIP-8 GAMES: Added Worm V4 [RB-Revival Studios, 2007]
+- CHIP-8 GAMES: Added ZeroPong [ZeroZshadow, 2007]
+- CHIP-8 GAMES: Added Rush Hour [Hap, 2006] (alt)
+- CHIP-8 GAMES: Added Pong (alt)
+
+[11/9/2010]:
+- CHIP-8 GAMES: Added a few converted roms from old Viper magazines & manuals.
+- Many new roms/programs added.
+
+[20/8/2010]:
+- CHIP-8 GAMES: Added AstroDodge [Revival Studios, 2008]
+- SUPERCHIP-8 GAMES: Added Super AstroDodge [Revival Studios, 2008]
+- SUPERCHIP-8 DEMOS: Added Climax Slideshow [Revival Studios, 2008]
+- Added Author and release-year information for each rom.
+- Added Text file by original author for each rom.
+
+[4/6/2008]:
+- Added Zero Demo [ZeroZshadow, 2007]
+- Added a number of other new roms.
+
+[2/10/2007]:
+- Initial release of the rom pack
+
+[Still Wanted]:
+- Snafu (Chip-8 Game)
+- Life (Chip-8 Demo)
+
diff --git a/roms/MegaChip8 Demos/Mega Minimal [Revival Studios, 2007].ch8 b/roms/MegaChip8 Demos/Mega Minimal [Revival Studios, 2007].ch8
new file mode 100644
index 0000000..6e8c430
--- /dev/null
+++ b/roms/MegaChip8 Demos/Mega Minimal [Revival Studios, 2007].ch8
Binary files differ
diff --git a/roms/MegaChip8 Demos/Mega Particle Demo [zeroZshadow, 2008].ch8 b/roms/MegaChip8 Demos/Mega Particle Demo [zeroZshadow, 2008].ch8
new file mode 100644
index 0000000..aa1f4d1
--- /dev/null
+++ b/roms/MegaChip8 Demos/Mega Particle Demo [zeroZshadow, 2008].ch8
Binary files differ
diff --git a/roms/MegaChip8 Demos/Mega Particle Demo [zeroZshadow, 2008].txt b/roms/MegaChip8 Demos/Mega Particle Demo [zeroZshadow, 2008].txt
new file mode 100644
index 0000000..25f05fa
--- /dev/null
+++ b/roms/MegaChip8 Demos/Mega Particle Demo [zeroZshadow, 2008].txt
@@ -0,0 +1,6 @@
+This is my particledemo for the Chip-8, SuperChip and MegaChip8.
+Works on real hardware as well as emulators
+
+Enjoy!
+
+ zeroZshadow \ No newline at end of file
diff --git a/roms/MegaChip8 Demos/MegaMaze [David Winter, 2007].ch8 b/roms/MegaChip8 Demos/MegaMaze [David Winter, 2007].ch8
new file mode 100644
index 0000000..b93f2c5
--- /dev/null
+++ b/roms/MegaChip8 Demos/MegaMaze [David Winter, 2007].ch8
Binary files differ
diff --git a/roms/MegaChip8 Demos/MegaMaze [David Winter, 2007].txt b/roms/MegaChip8 Demos/MegaMaze [David Winter, 2007].txt
new file mode 100644
index 0000000..1a3555a
--- /dev/null
+++ b/roms/MegaChip8 Demos/MegaMaze [David Winter, 2007].txt
@@ -0,0 +1,10 @@
+MegaMaze, by David Winter
+
+Drawing a random maze like this one consists in drawing random diagonal
+lines. There are two possibilities: right-to-left line, and left-to-right
+line. Each line is composed of a 4*4 bitmap. As the lines must form non-
+circular angles, the two bitmaps won't be '/' and '\'. The first one
+(right line) will be a little bit modified. See at the end of this source.
+
+The maze is composed of 16 lines (as the bitmaps are 4 pixels high), each
+line consists of 32 bitmaps. Bitmaps are drawn in random mode. We choose a random value (0 or 1). If it is 1, we draw a left line bitmap. If it is 0, we draw a right one.
diff --git a/roms/MegaChip8 Demos/MegaSirpinski [Sergey Naydenov, 2010].ch8 b/roms/MegaChip8 Demos/MegaSirpinski [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..ee66495
--- /dev/null
+++ b/roms/MegaChip8 Demos/MegaSirpinski [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/MegaChip8 Demos/Twister Demo [Revival Studios, 2007].ch8 b/roms/MegaChip8 Demos/Twister Demo [Revival Studios, 2007].ch8
new file mode 100644
index 0000000..bebd6df
--- /dev/null
+++ b/roms/MegaChip8 Demos/Twister Demo [Revival Studios, 2007].ch8
Binary files differ
diff --git a/roms/MegaChip8 Demos/Twister Demo [Revival Studios, 2007].txt b/roms/MegaChip8 Demos/Twister Demo [Revival Studios, 2007].txt
new file mode 100644
index 0000000..92021a3
--- /dev/null
+++ b/roms/MegaChip8 Demos/Twister Demo [Revival Studios, 2007].txt
@@ -0,0 +1,49 @@
+-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : Twisterbar Demo
+Author : Martijn Wenting / Revival Studios
+Genre : Demo
+System : MegaChip8
+Date : 16/12/2007
+Product ID : RS-M8003
+-----------------------------------------------------------------------------
+
+All the contents of this package are (c)Copyright 2007 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 author.
+
+Description:
+------------
+The Twisterbar Demo is a demo for the MegaChip8 system.
+It is one of the first products i've made after implementing the MegaChip8
+extensions to my Chip8 emulator.
+
+Running the demo:
+-----------------
+Use the Megachip emulator or any other MegaChip8 compatible emulator to run the demo.
+
+Credits:
+--------
+Programming, Graphics and Music by: Martijn Wenting
+
+Distribution:
+-------------
+This package can be freely distributed in its original form.
+If you would like to include this demo in your rom package, please let me know.
+
+Watch out for more releases soon!
+
+
+ Martijn Wenting / Revival Studios
+
diff --git a/roms/SuperChip Demos/Bounce [Les Harris].ch8 b/roms/SuperChip Demos/Bounce [Les Harris].ch8
new file mode 100644
index 0000000..3723658
--- /dev/null
+++ b/roms/SuperChip Demos/Bounce [Les Harris].ch8
Binary files differ
diff --git a/roms/SuperChip Demos/Car Race Demo [Erik Bryntse, 1991].ch8 b/roms/SuperChip Demos/Car Race Demo [Erik Bryntse, 1991].ch8
new file mode 100644
index 0000000..aedd304
--- /dev/null
+++ b/roms/SuperChip Demos/Car Race Demo [Erik Bryntse, 1991].ch8
Binary files differ
diff --git a/roms/SuperChip Demos/Car Race Demo [Erik Bryntse, 1991].txt b/roms/SuperChip Demos/Car Race Demo [Erik Bryntse, 1991].txt
new file mode 100644
index 0000000..24cf767
--- /dev/null
+++ b/roms/SuperChip Demos/Car Race Demo [Erik Bryntse, 1991].txt
@@ -0,0 +1,5 @@
+Car Race Demo, by: Erik Bryntse
+
+When I added the extra scroll functions to v1.1, I couldn't resist writing
+a car race. It lets you drive your car on a small forest road in high speed.
+Use 1 and 2 to steer it.
diff --git a/roms/SuperChip Demos/Climax Slideshow - Part 1 [Revival Studios, 2008].ch8 b/roms/SuperChip Demos/Climax Slideshow - Part 1 [Revival Studios, 2008].ch8
new file mode 100644
index 0000000..6d4ec88
--- /dev/null
+++ b/roms/SuperChip Demos/Climax Slideshow - Part 1 [Revival Studios, 2008].ch8
Binary files differ
diff --git a/roms/SuperChip Demos/Climax Slideshow - Part 1 [Revival Studios, 2008].txt b/roms/SuperChip Demos/Climax Slideshow - Part 1 [Revival Studios, 2008].txt
new file mode 100644
index 0000000..0e910d5
--- /dev/null
+++ b/roms/SuperChip Demos/Climax Slideshow - Part 1 [Revival Studios, 2008].txt
@@ -0,0 +1,52 @@
+-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : Climax Slideshow
+Author : Martijn Wenting / Revival Studios
+ Graphics by: Menno Seegers
+Genre : Demo/Slideshow
+System : SuperChip8
+Date : 14/05/2008
+Product ID : RS-C8002
+-----------------------------------------------------------------------------
+
+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:
+------------
+The Climax Slideshow is a slideshow for the SuperChip8 system.
+It includes 6 different images drawn by a good friend of mine: Menno Seegers.
+I've adapted the images to work on a monochrome display and added the titlescreen.
+Due to the romsize limitation of 3.5kb, the slideshow is split into two parts.
+
+Running the slideshow:
+----------------------
+Use the Megachip emulator or any other SuperChip compatible emulator to run the slideshow.
+
+Credits:
+--------
+Programming and Logo by: Martijn Wenting
+Graphics by: Menno Seegers
+
+Distribution:
+-------------
+This package can be freely distributed in its original form.
+If you would like to include this slideshow in your rom package, please let me know.
+
+Watch out for more releases soon!
+
+
+ Martijn Wenting / Revival Studios
+
diff --git a/roms/SuperChip Demos/Climax Slideshow - Part 2 [Revival Studios, 2008].ch8 b/roms/SuperChip Demos/Climax Slideshow - Part 2 [Revival Studios, 2008].ch8
new file mode 100644
index 0000000..7c7373e
--- /dev/null
+++ b/roms/SuperChip Demos/Climax Slideshow - Part 2 [Revival Studios, 2008].ch8
Binary files differ
diff --git a/roms/SuperChip Demos/Climax Slideshow - Part 2 [Revival Studios, 2008].txt b/roms/SuperChip Demos/Climax Slideshow - Part 2 [Revival Studios, 2008].txt
new file mode 100644
index 0000000..0e910d5
--- /dev/null
+++ b/roms/SuperChip Demos/Climax Slideshow - Part 2 [Revival Studios, 2008].txt
@@ -0,0 +1,52 @@
+-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : Climax Slideshow
+Author : Martijn Wenting / Revival Studios
+ Graphics by: Menno Seegers
+Genre : Demo/Slideshow
+System : SuperChip8
+Date : 14/05/2008
+Product ID : RS-C8002
+-----------------------------------------------------------------------------
+
+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:
+------------
+The Climax Slideshow is a slideshow for the SuperChip8 system.
+It includes 6 different images drawn by a good friend of mine: Menno Seegers.
+I've adapted the images to work on a monochrome display and added the titlescreen.
+Due to the romsize limitation of 3.5kb, the slideshow is split into two parts.
+
+Running the slideshow:
+----------------------
+Use the Megachip emulator or any other SuperChip compatible emulator to run the slideshow.
+
+Credits:
+--------
+Programming and Logo by: Martijn Wenting
+Graphics by: Menno Seegers
+
+Distribution:
+-------------
+This package can be freely distributed in its original form.
+If you would like to include this slideshow in your rom package, please let me know.
+
+Watch out for more releases soon!
+
+
+ Martijn Wenting / Revival Studios
+
diff --git a/roms/SuperChip Demos/Robot.ch8 b/roms/SuperChip Demos/Robot.ch8
new file mode 100644
index 0000000..2797a81
--- /dev/null
+++ b/roms/SuperChip Demos/Robot.ch8
Binary files differ
diff --git a/roms/SuperChip Demos/SCSerpinski [Sergey Naydenov, 2010].ch8 b/roms/SuperChip Demos/SCSerpinski [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..5ade120
--- /dev/null
+++ b/roms/SuperChip Demos/SCSerpinski [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/SuperChip Demos/SCStars [Sergey Naydenov, 2010].ch8 b/roms/SuperChip Demos/SCStars [Sergey Naydenov, 2010].ch8
new file mode 100644
index 0000000..53f9fad
--- /dev/null
+++ b/roms/SuperChip Demos/SCStars [Sergey Naydenov, 2010].ch8
Binary files differ
diff --git a/roms/SuperChip Demos/Super Particle Demo [zeroZshadow, 2008].ch8 b/roms/SuperChip Demos/Super Particle Demo [zeroZshadow, 2008].ch8
new file mode 100644
index 0000000..479fe0e
--- /dev/null
+++ b/roms/SuperChip Demos/Super Particle Demo [zeroZshadow, 2008].ch8
Binary files differ
diff --git a/roms/SuperChip Demos/Super Particle Demo [zeroZshadow, 2008].txt b/roms/SuperChip Demos/Super Particle Demo [zeroZshadow, 2008].txt
new file mode 100644
index 0000000..25f05fa
--- /dev/null
+++ b/roms/SuperChip Demos/Super Particle Demo [zeroZshadow, 2008].txt
@@ -0,0 +1,6 @@
+This is my particledemo for the Chip-8, SuperChip and MegaChip8.
+Works on real hardware as well as emulators
+
+Enjoy!
+
+ zeroZshadow \ No newline at end of file
diff --git a/roms/SuperChip Demos/SuperMaze [David Winter, 199x].ch8 b/roms/SuperChip Demos/SuperMaze [David Winter, 199x].ch8
new file mode 100644
index 0000000..8ba890a
--- /dev/null
+++ b/roms/SuperChip Demos/SuperMaze [David Winter, 199x].ch8
Binary files differ
diff --git a/roms/SuperChip Demos/SuperMaze [David Winter, 199x].txt b/roms/SuperChip Demos/SuperMaze [David Winter, 199x].txt
new file mode 100644
index 0000000..8ad0173
--- /dev/null
+++ b/roms/SuperChip Demos/SuperMaze [David Winter, 199x].txt
@@ -0,0 +1,12 @@
+SuperMaze, by David Winter
+
+Drawing a random maze like this one consists in drawing random diagonal
+lines. There are two possibilities: right-to-left line, and left-to-right
+line. Each line is composed of a 4*4 bitmap. As the lines must form non-
+circular angles, the two bitmaps won't be '/' and '\'. The first one
+(right line) will be a little bit modified. See at the end of this source.
+
+The maze is composed of 16 lines (as the bitmaps are 4 pixels high), each
+line consists of 32 bitmaps.
+Bitmaps are drawn in random mode. We choose a random value (0 or 1).
+If it is 1, we draw a left line bitmap. If it is 0, we draw a right one.
diff --git a/roms/SuperChip Demos/SuperTrip8 Demo (2008) [Revival Studios].ch8 b/roms/SuperChip Demos/SuperTrip8 Demo (2008) [Revival Studios].ch8
new file mode 100644
index 0000000..e15be51
--- /dev/null
+++ b/roms/SuperChip Demos/SuperTrip8 Demo (2008) [Revival Studios].ch8
Binary files differ
diff --git a/roms/SuperChip Demos/SuperTrip8 Demo (2008) [Revival Studios].txt b/roms/SuperChip Demos/SuperTrip8 Demo (2008) [Revival Studios].txt
new file mode 100644
index 0000000..398142f
--- /dev/null
+++ b/roms/SuperChip Demos/SuperTrip8 Demo (2008) [Revival Studios].txt
@@ -0,0 +1,49 @@
+-----------------------------------------------------------------------------
+ /////////////////
+ //////////////////
+ //// ////
+ //// ///////////
+ //// ///////////
+ //// ////
+ //// ///////////
+ //// //////////
+
+ www.revival-studios.com
+-----------------------------------------------------------------------------
+Title : Trip8 / SuperTrip8 demo
+Author : Martijn Wenting / Revival Studios
+Genre : Demo
+System : Chip-8 / SuperChip8
+Date : 14/10/2008
+Product ID : RS-C8004
+-----------------------------------------------------------------------------
+
+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:
+------------
+The Trip8/SuperTrip8 demo are demo's for the Chip-8 and SuperChip8 systems. The demo consists of an intro, 3D vectorballs, and 4 randomized dot-effects.
+
+Writing a demo for the original Chip-8 interpreter was a real pain, since your framerate basically drops in half for every sprite you need to draw. So even clearing and redrawing a few dots will cause the framerate to drop to near zero :) Originally the demo was going to be bigger and there were much more graphical effects programmed/prototyped, but a lot of these effects turned out to be too much for the original unoptimized Chip-8 interpreters to handle.
+
+Running the Demo:
+-----------------
+Use the Megachip emulator or any other Chip-8/SuperChip compatible emulator to run the slideshow.
+
+Credits:
+--------
+Programming/Graphics/Design by: Martijn Wenting
+
+Distribution:
+-------------
+This package can be freely distributed in its original form.
+If you would like to include this slideshow in your rom package, please let me know.
+
+Watch out for more releases soon!
+
+
+ Martijn Wenting / Revival Studios
+
diff --git a/roms/SuperChip Demos/Worms demo.ch8 b/roms/SuperChip Demos/Worms demo.ch8
new file mode 100644
index 0000000..44eeb0e
--- /dev/null
+++ b/roms/SuperChip Demos/Worms demo.ch8
Binary files differ
diff --git a/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8 b/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8
new file mode 100644
index 0000000..e21c7c4
--- /dev/null
+++ b/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8
Binary files differ
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
new file mode 100644
index 0000000..b140fab
--- /dev/null
+++ b/roms/SuperChip Games/Ant - In Search of Coke [Erin S. Catto].ch8
Binary files differ
diff --git a/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 b/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8
new file mode 100644
index 0000000..4d0d4bb
--- /dev/null
+++ b/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8
Binary files differ
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
new file mode 100644
index 0000000..88b00f5
--- /dev/null
+++ b/roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].ch8
Binary files differ
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
new file mode 100644
index 0000000..5e37657
--- /dev/null
+++ b/roms/SuperChip Games/Field! [Al Roland, 1993] (alt).ch8
Binary files differ
diff --git a/roms/SuperChip Games/Field! [Al Roland, 1993].ch8 b/roms/SuperChip Games/Field! [Al Roland, 1993].ch8
new file mode 100644
index 0000000..cea0a97
--- /dev/null
+++ b/roms/SuperChip Games/Field! [Al Roland, 1993].ch8
Binary files differ
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
new file mode 100644
index 0000000..b308743
--- /dev/null
+++ b/roms/SuperChip Games/H. Piper [Paul Raines, 1991].ch8
Binary files differ
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
new file mode 100644
index 0000000..29626c0
--- /dev/null
+++ b/roms/SuperChip Games/Joust [Erin S. Catto, 1993].ch8
Binary files differ
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
new file mode 100644
index 0000000..28f2be0
--- /dev/null
+++ b/roms/SuperChip Games/Laser.ch8
Binary files differ
diff --git a/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8 b/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8
new file mode 100644
index 0000000..c694bf6
--- /dev/null
+++ b/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8
Binary files differ
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
new file mode 100644
index 0000000..7d414f6
--- /dev/null
+++ b/roms/SuperChip Games/Loopz [Andreas Daumann].ch8
Binary files differ
diff --git a/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 b/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8
new file mode 100644
index 0000000..6e08ee0
--- /dev/null
+++ b/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8
Binary files differ
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
new file mode 100644
index 0000000..ec0c630
--- /dev/null
+++ b/roms/SuperChip Games/Matches.ch8
Binary files differ
diff --git a/roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8 b/roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8
new file mode 100644
index 0000000..de1390f
--- /dev/null
+++ b/roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8
Binary files differ
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
new file mode 100644
index 0000000..682a3c1
--- /dev/null
+++ b/roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].ch8
Binary files differ
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
new file mode 100644
index 0000000..1ff85a0
--- /dev/null
+++ b/roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].ch8
Binary files differ
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
new file mode 100644
index 0000000..64e386a
--- /dev/null
+++ b/roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8
Binary files differ
diff --git a/roms/SuperChip Games/Sokoban [Hap, 2006].ch8 b/roms/SuperChip Games/Sokoban [Hap, 2006].ch8
new file mode 100644
index 0000000..b2b5fc8
--- /dev/null
+++ b/roms/SuperChip Games/Sokoban [Hap, 2006].ch8
Binary files differ
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
new file mode 100644
index 0000000..0bdf035
--- /dev/null
+++ b/roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].ch8
Binary files differ
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
new file mode 100644
index 0000000..ad20f8e
--- /dev/null
+++ b/roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].ch8
Binary files differ
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
new file mode 100644
index 0000000..d316a9d
--- /dev/null
+++ b/roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8
Binary files differ
diff --git a/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8 b/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8
new file mode 100644
index 0000000..e272eff
--- /dev/null
+++ b/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8
Binary files differ
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
new file mode 100644
index 0000000..58c2d84
--- /dev/null
+++ b/roms/SuperChip Games/U-Boat [Michael Kemper, 1994].ch8
Binary files differ
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
diff --git a/roms/SuperChip Test Programs/BMP Viewer (16x16 tiles) (MAME) [IQ_132].ch8 b/roms/SuperChip Test Programs/BMP Viewer (16x16 tiles) (MAME) [IQ_132].ch8
new file mode 100644
index 0000000..93efa5c
--- /dev/null
+++ b/roms/SuperChip Test Programs/BMP Viewer (16x16 tiles) (MAME) [IQ_132].ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/BMP Viewer (Google) [IQ_132].ch8 b/roms/SuperChip Test Programs/BMP Viewer (Google) [IQ_132].ch8
new file mode 100644
index 0000000..bc18cfc
--- /dev/null
+++ b/roms/SuperChip Test Programs/BMP Viewer (Google) [IQ_132].ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/BMP Viewer - Flip-8 logo [Newsdee, 2006].ch8 b/roms/SuperChip Test Programs/BMP Viewer - Flip-8 logo [Newsdee, 2006].ch8
new file mode 100644
index 0000000..5e87642
--- /dev/null
+++ b/roms/SuperChip Test Programs/BMP Viewer - Flip-8 logo [Newsdee, 2006].ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/BMP Viewer - Flip-8 logo [Newsdee, 2006].txt b/roms/SuperChip Test Programs/BMP Viewer - Flip-8 logo [Newsdee, 2006].txt
new file mode 100644
index 0000000..95d1e08
--- /dev/null
+++ b/roms/SuperChip Test Programs/BMP Viewer - Flip-8 logo [Newsdee, 2006].txt
@@ -0,0 +1,3 @@
+BMP Viewer, 02-06-05, by hap. Image by Newsdee
+works with monochrome BMPs only, of course. put the BMP data (headerless) at
+offset $30. change offset $0 (200) $00ff to $1202 for Chip-8. \ No newline at end of file
diff --git a/roms/SuperChip Test Programs/BMP Viewer - Kyori (SC example) [Hap, 2005].ch8 b/roms/SuperChip Test Programs/BMP Viewer - Kyori (SC example) [Hap, 2005].ch8
new file mode 100644
index 0000000..3da1b47
--- /dev/null
+++ b/roms/SuperChip Test Programs/BMP Viewer - Kyori (SC example) [Hap, 2005].ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/BMP Viewer - Kyori (SC example) [Hap, 2005].txt b/roms/SuperChip Test Programs/BMP Viewer - Kyori (SC example) [Hap, 2005].txt
new file mode 100644
index 0000000..885f511
--- /dev/null
+++ b/roms/SuperChip Test Programs/BMP Viewer - Kyori (SC example) [Hap, 2005].txt
@@ -0,0 +1,3 @@
+BMP Viewer, 02-06-05, by hap
+works with monochrome BMPs only, of course. put the BMP data (headerless) at
+offset $30. change offset $0 (200) $00ff to $1202 for Chip-8. \ No newline at end of file
diff --git a/roms/SuperChip Test Programs/BMP Viewer - Let's Chip-8! [Koppepan, 2005].ch8 b/roms/SuperChip Test Programs/BMP Viewer - Let's Chip-8! [Koppepan, 2005].ch8
new file mode 100644
index 0000000..0e915bc
--- /dev/null
+++ b/roms/SuperChip Test Programs/BMP Viewer - Let's Chip-8! [Koppepan, 2005].ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/BMP Viewer - Let's Chip-8! [Koppepan, 2005].txt b/roms/SuperChip Test Programs/BMP Viewer - Let's Chip-8! [Koppepan, 2005].txt
new file mode 100644
index 0000000..e200db9
--- /dev/null
+++ b/roms/SuperChip Test Programs/BMP Viewer - Let's Chip-8! [Koppepan, 2005].txt
@@ -0,0 +1,3 @@
+BMP Viewer, 02-06-05, by hap. Image by Koppepan
+works with monochrome BMPs only, of course. put the BMP data (headerless) at
+offset $30. change offset $0 (200) $00ff to $1202 for Chip-8. \ No newline at end of file
diff --git a/roms/SuperChip Test Programs/Emutest [Hap, 2006].ch8 b/roms/SuperChip Test Programs/Emutest [Hap, 2006].ch8
new file mode 100644
index 0000000..7cb8f45
--- /dev/null
+++ b/roms/SuperChip Test Programs/Emutest [Hap, 2006].ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/Emutest [Hap, 2006].txt b/roms/SuperChip Test Programs/Emutest [Hap, 2006].txt
new file mode 100644
index 0000000..1919f9a
--- /dev/null
+++ b/roms/SuperChip Test Programs/Emutest [Hap, 2006].txt
@@ -0,0 +1,124 @@
+Emutest, 27-01-05, by hap
+
+- the rom should boot and not run random data: it is not word-aligned
+- it should show a sprite (2 short lines) at the bottom left of the screen
+- it should show an 8*16 sprite that looks like a vertical "HAP", and not something
+ garbled: 16*16 in chip8 mode=8*16
+- it should wait exactly 3 seconds before the next action, if not, your timer's messed up
+- it should scroll 1/2 line down. the result should be that the bottom 2 lines
+ are still visible, but the 2nd one has a smaller height than the 1st one: half pixel scroll
+
+
+
+gotta type it in by hand :(
+
+200: 12 jump to 248
+201: 48
+202: 45 E .. header, rom not word aligned now
+203: 6d m
+204: 75 u
+205: 54 T
+206: 61 a
+207: 6c l
+208: 6b k
+209: 60 v0=0: x
+20a: 00
+20b: 61 v1=1d(29) y
+20c: 1d
+20d: a2 i to 2 lines sprite
+20e: 45
+20f: d0 draw it
+
+210: 13
+211: 60 x=10
+212: 0a
+213: 61 y=3
+214: 03
+215: a2 i to hap
+216: 35
+217: d0 draw
+218: 10
+219: 60 v0=3
+21a: 03
+21b: 61 v1=delaycheck
+21c: 00
+21d: 62 v2=count to 3
+21e: 00
+21f: 63 v3=3c(60)
+
+220: 3c
+221: 92 skip next if 2!=0
+222: 00
+223: 12 jump out loop
+224: 31
+225: 72 add 1 to v2
+226: 01
+227: f3 delay=v3
+228: 15
+229: f4 v4=delay
+22a: 07
+22b: 54 skip next if v4=v1
+22c: 10
+22d: 12 loop again
+22e: 29
+22f: 12 big loop again
+
+230: 21
+231: 00 scroll 1 down
+232: c1
+233: 12 infinite loop
+234: 33
+235: 88 hap
+236: 88
+237: f8
+238: 88
+239: 88
+23a: 20
+23b: 50
+23c: 88
+23d: f8
+23e: 88
+23f: 00
+
+240: f0
+241: 88
+242: f0
+243: 80
+244: 80
+245: f0 2 lines
+246: 00
+247: f0
+248: 00 cls
+249: e0
+24a: 00 draw=8
+24b: fe
+24c: 12 jp 209
+24d: 09
+24e: 00
+24f: 00
+
+250: 00
+251: 00
+252: 45 E
+253: 4f O
+254: 46 F
+
+
+
+
+1...1...
+1...1...
+11111...
+1...1...
+1...1...
+..1.....
+.1.1....
+1...1...
+11111...
+1...1...
+........
+1111....
+1...1...
+1111....
+1.......
+1.......
diff --git a/roms/SuperChip Test Programs/Font Test [Newsdee, 2006].ch8 b/roms/SuperChip Test Programs/Font Test [Newsdee, 2006].ch8
new file mode 100644
index 0000000..7f25aaf
--- /dev/null
+++ b/roms/SuperChip Test Programs/Font Test [Newsdee, 2006].ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/Hex Mixt.ch8 b/roms/SuperChip Test Programs/Hex Mixt.ch8
new file mode 100644
index 0000000..5f2b7ed
--- /dev/null
+++ b/roms/SuperChip Test Programs/Hex Mixt.ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/Line Demo.ch8 b/roms/SuperChip Test Programs/Line Demo.ch8
new file mode 100644
index 0000000..4c60e3d
--- /dev/null
+++ b/roms/SuperChip Test Programs/Line Demo.ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/SC Test.ch8 b/roms/SuperChip Test Programs/SC Test.ch8
new file mode 100644
index 0000000..9f8fab5
--- /dev/null
+++ b/roms/SuperChip Test Programs/SC Test.ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/SC Test.txt b/roms/SuperChip Test Programs/SC Test.txt
new file mode 100644
index 0000000..dcef0f8
--- /dev/null
+++ b/roms/SuperChip Test Programs/SC Test.txt
@@ -0,0 +1,61 @@
+SCTEST
+
+Small programm for test (S)CHIP-8 emulators. If all test passed, you see
+"OK" on upper left corner, else programm print ERROR and error number.
+Written by Sergey Naydenov, e-mail: tronix286@rambler.ru (c) 2010
+
+Errors:
+
+ERROR INI
+ Emulator initialization failed. When program start, all registers
+ must be set to null.
+
+ERROR BCD
+ BCD instruction problems.
+
+ERROR 0
+ Problems with Fx65 instruction. Can't load zeroes from memory to
+ registers.
+
+ERROR 1
+ System font 8x5 not found. In memory at offset 000h - zeroes.
+
+ERROR 2
+ Addiction without overflow (254+1). VF register need to be set 0,
+ but after operation he still 1
+
+ERROR 3
+ After operation 254+1, register v0 need set to 255, but he does't.
+
+ERROR 4
+ Addiction with overflow (255+1). VF register must be set to 1, but
+ after operation he still 0
+
+ERROR 5
+ Wrong result after addiction operation (255+1). Must be 0.
+
+ERROR 6
+ After substraction 1-1 register VF must be 1, but he still 0.
+
+ERROR 7
+ Wrong result after 1-1 operation. Result must be 0.
+
+ERROR 8
+ Substract 0-1. VF register must be 0, but he still 1
+
+ERROR 9
+ Wrong result after 0-1 operation. Register v0 must be 255.
+
+ERROR 10
+ ... skip ...
+ ..sorry, i don't have time for writing all descriptions. Please see
+ source code SCTEST.C8..
+
+ERROR 23
+ Can not restore HP48 flags (FX75/FX85 instructions).
+
+ERROR 24
+ Check FX1E (I = I + VX) buffer overflow. If buffer overflow, register
+ VF must be set to 1, otherwise 0. As a result, register VF not set to 1.
+ This undocumented feature of the Chip-8 and used by Spacefight 2019!
+ game. \ No newline at end of file
diff --git a/roms/SuperChip Test Programs/SCHIP Test [iq_132].ch8 b/roms/SuperChip Test Programs/SCHIP Test [iq_132].ch8
new file mode 100644
index 0000000..e3d8200
--- /dev/null
+++ b/roms/SuperChip Test Programs/SCHIP Test [iq_132].ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/Scroll Test (modified) [Garstyciuks].ch8 b/roms/SuperChip Test Programs/Scroll Test (modified) [Garstyciuks].ch8
new file mode 100644
index 0000000..1aafb8b
--- /dev/null
+++ b/roms/SuperChip Test Programs/Scroll Test (modified) [Garstyciuks].ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/Scroll Test.ch8 b/roms/SuperChip Test Programs/Scroll Test.ch8
new file mode 100644
index 0000000..fd2255b
--- /dev/null
+++ b/roms/SuperChip Test Programs/Scroll Test.ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/SuperChip Test.ch8 b/roms/SuperChip Test Programs/SuperChip Test.ch8
new file mode 100644
index 0000000..5e552c9
--- /dev/null
+++ b/roms/SuperChip Test Programs/SuperChip Test.ch8
Binary files differ
diff --git a/roms/SuperChip Test Programs/SuperChip Test.txt b/roms/SuperChip Test Programs/SuperChip Test.txt
new file mode 100644
index 0000000..4b53e0e
--- /dev/null
+++ b/roms/SuperChip Test Programs/SuperChip Test.txt
@@ -0,0 +1 @@
+A little program to show some basic functions of the super-chip instructions. \ No newline at end of file
diff --git a/roms/SuperChip Test Programs/Test128.ch8 b/roms/SuperChip Test Programs/Test128.ch8
new file mode 100644
index 0000000..c08fc64
--- /dev/null
+++ b/roms/SuperChip Test Programs/Test128.ch8
Binary files differ
diff --git a/roms/tetris.ch8 b/roms/tetris.ch8
new file mode 100644
index 0000000..9f5e087
--- /dev/null
+++ b/roms/tetris.ch8
Binary files differ