From 62151ec83685dc525b4111d236ebae6e23d91c00 Mon Sep 17 00:00:00 2001 From: Andrew Opalach Date: Fri, 27 Sep 2019 01:10:57 -0400 Subject: remove roms --- .../Alien [Jonas Lindstedt, 1993].ch8 | Bin 806 -> 0 bytes .../Alien [Jonas Lindstedt, 1993].txt | 65 ------ .../Ant - In Search of Coke [Erin S. Catto].ch8 | Bin 3196 -> 0 bytes .../Blinky [Hans Christian Egeberg, 1991].ch8 | Bin 2528 -> 0 bytes .../Blinky [Hans Christian Egeberg, 1991].txt | 15 -- .../Car [Klaus von Sengbusch, 1994].ch8 | Bin 320 -> 0 bytes .../Car [Klaus von Sengbusch, 1994].txt | 12 -- .../Field! [Al Roland, 1993] (alt).ch8 | Bin 736 -> 0 bytes roms/SuperChip Games/Field! [Al Roland, 1993].ch8 | Bin 860 -> 0 bytes roms/SuperChip Games/Field! [Al Roland, 1993].txt | 32 --- .../H. Piper [Paul Raines, 1991].ch8 | Bin 1828 -> 0 bytes .../H. Piper [Paul Raines, 1991].txt | 222 --------------------- .../Joust [Erin S. Catto, 1993].ch8 | Bin 2374 -> 0 bytes .../Joust [Erin S. Catto, 1993].txt | 17 -- roms/SuperChip Games/Laser.ch8 | Bin 366 -> 0 bytes .../Loopz (with difficulty select) [Hap, 2006].ch8 | Bin 3584 -> 0 bytes .../Loopz (with difficulty select) [Hap, 2006].txt | 17 -- roms/SuperChip Games/Loopz [Andreas Daumann].ch8 | Bin 3486 -> 0 bytes .../Magic Square [David Winter, 1997].ch8 | Bin 637 -> 0 bytes .../Magic Square [David Winter, 1997].txt | 44 ---- roms/SuperChip Games/Matches.ch8 | Bin 686 -> 0 bytes ...ines! - The minehunter [David Winter, 1997].ch8 | Bin 1875 -> 0 bytes ...ragon (Bomber Section) [David Nurser, 1993].ch8 | Bin 262 -> 0 bytes ...ragon (Bomber Section) [David Nurser, 1993].txt | 93 --------- ...le Dragon (Stages 1-2) [David Nurser, 1993].ch8 | Bin 2656 -> 0 bytes ...le Dragon (Stages 1-2) [David Nurser, 1993].txt | 93 --------- roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8 | Bin 3584 -> 0 bytes roms/SuperChip Games/Sokoban [Hap, 2006].ch8 | Bin 3583 -> 0 bytes roms/SuperChip Games/Sokoban [Hap, 2006].txt | 36 ---- .../Spacefight 2091 [Carsten Soerensen, 1992].ch8 | Bin 2839 -> 0 bytes .../Spacefight 2091 [Carsten Soerensen, 1992].txt | 76 ------- .../Super Astro Dodge [Revival Studios, 2008].ch8 | Bin 1513 -> 0 bytes .../Super Astro Dodge [Revival Studios, 2008].txt | 52 ----- roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8 | Bin 360 -> 0 bytes .../SuperWorm V4 [RB-Revival Studios, 2007].ch8 | Bin 674 -> 0 bytes .../SuperWorm V4 [RB-Revival Studios, 2007].txt | 51 ----- .../U-Boat [Michael Kemper, 1994].ch8 | Bin 2016 -> 0 bytes .../U-Boat [Michael Kemper, 1994].txt | 73 ------- 38 files changed, 898 deletions(-) delete mode 100644 roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8 delete mode 100644 roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].txt delete mode 100644 roms/SuperChip Games/Ant - In Search of Coke [Erin S. Catto].ch8 delete mode 100644 roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 delete mode 100644 roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].txt delete mode 100644 roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].ch8 delete mode 100644 roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].txt delete mode 100644 roms/SuperChip Games/Field! [Al Roland, 1993] (alt).ch8 delete mode 100644 roms/SuperChip Games/Field! [Al Roland, 1993].ch8 delete mode 100644 roms/SuperChip Games/Field! [Al Roland, 1993].txt delete mode 100644 roms/SuperChip Games/H. Piper [Paul Raines, 1991].ch8 delete mode 100644 roms/SuperChip Games/H. Piper [Paul Raines, 1991].txt delete mode 100644 roms/SuperChip Games/Joust [Erin S. Catto, 1993].ch8 delete mode 100644 roms/SuperChip Games/Joust [Erin S. Catto, 1993].txt delete mode 100644 roms/SuperChip Games/Laser.ch8 delete mode 100644 roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8 delete mode 100644 roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].txt delete mode 100644 roms/SuperChip Games/Loopz [Andreas Daumann].ch8 delete mode 100644 roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 delete mode 100644 roms/SuperChip Games/Magic Square [David Winter, 1997].txt delete mode 100644 roms/SuperChip Games/Matches.ch8 delete mode 100644 roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8 delete mode 100644 roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].ch8 delete mode 100644 roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].txt delete mode 100644 roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].ch8 delete mode 100644 roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].txt delete mode 100644 roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8 delete mode 100644 roms/SuperChip Games/Sokoban [Hap, 2006].ch8 delete mode 100644 roms/SuperChip Games/Sokoban [Hap, 2006].txt delete mode 100644 roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].ch8 delete mode 100644 roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].txt delete mode 100644 roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].ch8 delete mode 100644 roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].txt delete mode 100644 roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8 delete mode 100644 roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8 delete mode 100644 roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].txt delete mode 100644 roms/SuperChip Games/U-Boat [Michael Kemper, 1994].ch8 delete 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 deleted file mode 100644 index e21c7c4..0000000 Binary files a/roms/SuperChip Games/Alien [Jonas Lindstedt, 1993].ch8 and /dev/null differ 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 deleted file mode 100644 index b140fab..0000000 Binary files a/roms/SuperChip Games/Ant - In Search of Coke [Erin S. Catto].ch8 and /dev/null differ diff --git a/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 b/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 deleted file mode 100644 index 4d0d4bb..0000000 Binary files a/roms/SuperChip Games/Blinky [Hans Christian Egeberg, 1991].ch8 and /dev/null differ 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 deleted file mode 100644 index 88b00f5..0000000 Binary files a/roms/SuperChip Games/Car [Klaus von Sengbusch, 1994].ch8 and /dev/null differ 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 deleted file mode 100644 index 5e37657..0000000 Binary files a/roms/SuperChip Games/Field! [Al Roland, 1993] (alt).ch8 and /dev/null differ diff --git a/roms/SuperChip Games/Field! [Al Roland, 1993].ch8 b/roms/SuperChip Games/Field! [Al Roland, 1993].ch8 deleted file mode 100644 index cea0a97..0000000 Binary files a/roms/SuperChip Games/Field! [Al Roland, 1993].ch8 and /dev/null differ 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 deleted file mode 100644 index b308743..0000000 Binary files a/roms/SuperChip Games/H. Piper [Paul Raines, 1991].ch8 and /dev/null differ 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 deleted file mode 100644 index 29626c0..0000000 Binary files a/roms/SuperChip Games/Joust [Erin S. Catto, 1993].ch8 and /dev/null differ 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 deleted file mode 100644 index 28f2be0..0000000 Binary files a/roms/SuperChip Games/Laser.ch8 and /dev/null 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 deleted file mode 100644 index c694bf6..0000000 Binary files a/roms/SuperChip Games/Loopz (with difficulty select) [Hap, 2006].ch8 and /dev/null 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 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 deleted file mode 100644 index 7d414f6..0000000 Binary files a/roms/SuperChip Games/Loopz [Andreas Daumann].ch8 and /dev/null differ diff --git a/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 b/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 deleted file mode 100644 index 6e08ee0..0000000 Binary files a/roms/SuperChip Games/Magic Square [David Winter, 1997].ch8 and /dev/null differ 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 deleted file mode 100644 index ec0c630..0000000 Binary files a/roms/SuperChip Games/Matches.ch8 and /dev/null 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 deleted file mode 100644 index de1390f..0000000 Binary files a/roms/SuperChip Games/Mines! - The minehunter [David Winter, 1997].ch8 and /dev/null 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 deleted file mode 100644 index 682a3c1..0000000 Binary files a/roms/SuperChip Games/Single Dragon (Bomber Section) [David Nurser, 1993].ch8 and /dev/null 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 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 deleted file mode 100644 index 1ff85a0..0000000 Binary files a/roms/SuperChip Games/Single Dragon (Stages 1-2) [David Nurser, 1993].ch8 and /dev/null 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 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 deleted file mode 100644 index 64e386a..0000000 Binary files a/roms/SuperChip Games/Sokoban [Hap, 2006] (alt).ch8 and /dev/null differ diff --git a/roms/SuperChip Games/Sokoban [Hap, 2006].ch8 b/roms/SuperChip Games/Sokoban [Hap, 2006].ch8 deleted file mode 100644 index b2b5fc8..0000000 Binary files a/roms/SuperChip Games/Sokoban [Hap, 2006].ch8 and /dev/null differ 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 deleted file mode 100644 index 0bdf035..0000000 Binary files a/roms/SuperChip Games/Spacefight 2091 [Carsten Soerensen, 1992].ch8 and /dev/null differ 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 deleted file mode 100644 index ad20f8e..0000000 Binary files a/roms/SuperChip Games/Super Astro Dodge [Revival Studios, 2008].ch8 and /dev/null 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 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 deleted file mode 100644 index d316a9d..0000000 Binary files a/roms/SuperChip Games/SuperWorm V3 [RB, 1992].ch8 and /dev/null 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 deleted file mode 100644 index e272eff..0000000 Binary files a/roms/SuperChip Games/SuperWorm V4 [RB-Revival Studios, 2007].ch8 and /dev/null 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 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 deleted file mode 100644 index 58c2d84..0000000 Binary files a/roms/SuperChip Games/U-Boat [Michael Kemper, 1994].ch8 and /dev/null differ 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 -- cgit v1.2.3-101-g0448