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