From 583bd4994a59add0f7d99b582cc72db96f1ac172 Mon Sep 17 00:00:00 2001 From: Andrew Opalach Date: Fri, 27 Sep 2019 01:09:28 -0400 Subject: try to fix graphics wip --- .../Alien [Jonas Lindstedt, 1993].ch8 | Bin 0 -> 806 bytes .../Alien [Jonas Lindstedt, 1993].txt | 65 ++++++ .../Ant - In Search of Coke [Erin S. Catto].ch8 | Bin 0 -> 3196 bytes .../Blinky [Hans Christian Egeberg, 1991].ch8 | Bin 0 -> 2528 bytes .../Blinky [Hans Christian Egeberg, 1991].txt | 15 ++ .../Car [Klaus von Sengbusch, 1994].ch8 | Bin 0 -> 320 bytes .../Car [Klaus von Sengbusch, 1994].txt | 12 ++ .../Field! [Al Roland, 1993] (alt).ch8 | Bin 0 -> 736 bytes roms/SuperChip Games/Field! [Al Roland, 1993].ch8 | Bin 0 -> 860 bytes roms/SuperChip Games/Field! [Al Roland, 1993].txt | 32 +++ .../H. Piper [Paul Raines, 1991].ch8 | Bin 0 -> 1828 bytes .../H. Piper [Paul Raines, 1991].txt | 222 +++++++++++++++++++++ .../Joust [Erin S. Catto, 1993].ch8 | Bin 0 -> 2374 bytes .../Joust [Erin S. Catto, 1993].txt | 17 ++ roms/SuperChip Games/Laser.ch8 | Bin 0 -> 366 bytes .../Loopz (with difficulty select) [Hap, 2006].ch8 | Bin 0 -> 3584 bytes .../Loopz (with difficulty select) [Hap, 2006].txt | 17 ++ roms/SuperChip Games/Loopz [Andreas Daumann].ch8 | Bin 0 -> 3486 bytes .../Magic Square [David Winter, 1997].ch8 | Bin 0 -> 637 bytes .../Magic Square [David Winter, 1997].txt | 44 ++++ roms/SuperChip Games/Matches.ch8 | Bin 0 -> 686 bytes ...ines! - The minehunter [David Winter, 1997].ch8 | Bin 0 -> 1875 bytes ...ragon (Bomber Section) [David Nurser, 1993].ch8 | Bin 0 -> 262 bytes ...ragon (Bomber Section) [David Nurser, 1993].txt | 93 +++++++++ ...le Dragon (Stages 1-2) [David Nurser, 1993].ch8 | Bin 0 -> 2656 bytes ...le Dragon (Stages 1-2) [David Nurser, 1993].txt | 93 +++++++++ roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8 | Bin 0 -> 3584 bytes roms/SuperChip Games/Sokoban [Hap, 2006].ch8 | Bin 0 -> 3583 bytes roms/SuperChip Games/Sokoban [Hap, 2006].txt | 36 ++++ .../Spacefight 2091 [Carsten Soerensen, 1992].ch8 | Bin 0 -> 2839 bytes .../Spacefight 2091 [Carsten Soerensen, 1992].txt | 76 +++++++ .../Super Astro Dodge [Revival Studios, 2008].ch8 | Bin 0 -> 1513 bytes .../Super Astro Dodge [Revival Studios, 2008].txt | 52 +++++ roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8 | Bin 0 -> 360 bytes .../SuperWorm V4 [RB-Revival Studios, 2007].ch8 | Bin 0 -> 674 bytes .../SuperWorm V4 [RB-Revival Studios, 2007].txt | 51 +++++ .../U-Boat [Michael Kemper, 1994].ch8 | Bin 0 -> 2016 bytes .../U-Boat [Michael Kemper, 1994].txt | 73 +++++++ 38 files changed, 898 insertions(+) create mode 100644 roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8 create mode 100644 roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].txt create mode 100644 roms/SuperChip Games/Ant - In Search of Coke [Erin S. Catto].ch8 create mode 100644 roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 create mode 100644 roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].txt create mode 100644 roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].ch8 create mode 100644 roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].txt create mode 100644 roms/SuperChip Games/Field! [Al Roland, 1993] (alt).ch8 create mode 100644 roms/SuperChip Games/Field! [Al Roland, 1993].ch8 create mode 100644 roms/SuperChip Games/Field! [Al Roland, 1993].txt create mode 100644 roms/SuperChip Games/H. Piper [Paul Raines, 1991].ch8 create mode 100644 roms/SuperChip Games/H. Piper [Paul Raines, 1991].txt create mode 100644 roms/SuperChip Games/Joust [Erin S. Catto, 1993].ch8 create mode 100644 roms/SuperChip Games/Joust [Erin S. Catto, 1993].txt create mode 100644 roms/SuperChip Games/Laser.ch8 create mode 100644 roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8 create mode 100644 roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].txt create mode 100644 roms/SuperChip Games/Loopz [Andreas Daumann].ch8 create mode 100644 roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 create mode 100644 roms/SuperChip Games/Magic Square [David Winter, 1997].txt create mode 100644 roms/SuperChip Games/Matches.ch8 create mode 100644 roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8 create mode 100644 roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].ch8 create mode 100644 roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].txt create mode 100644 roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].ch8 create mode 100644 roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].txt create mode 100644 roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8 create mode 100644 roms/SuperChip Games/Sokoban [Hap, 2006].ch8 create mode 100644 roms/SuperChip Games/Sokoban [Hap, 2006].txt create mode 100644 roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].ch8 create mode 100644 roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].txt create mode 100644 roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].ch8 create mode 100644 roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].txt create mode 100644 roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8 create mode 100644 roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8 create mode 100644 roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].txt create mode 100644 roms/SuperChip Games/U-Boat [Michael Kemper, 1994].ch8 create mode 100644 roms/SuperChip Games/U-Boat [Michael Kemper, 1994].txt (limited to 'roms/SuperChip Games') 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 Binary files /dev/null and b/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Ant - In Search of Coke [Erin S. Catto].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Field! [Al Roland, 1993] (alt).ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Field! [Al Roland, 1993].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/H. Piper [Paul Raines, 1991].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Joust [Erin S. Catto, 1993].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Laser.ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Loopz [Andreas Daumann].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Matches.ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Sokoban [Hap, 2006].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8 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 Binary files /dev/null and b/roms/SuperChip Games/U-Boat [Michael Kemper, 1994].ch8 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 -- cgit v1.2.3-101-g0448