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remove old dir

[#20]
James Bowman 6 years ago
parent
commit
1c4b8d2dfb
100 changed files with 0 additions and 861 deletions
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      prep-chip8/Chip-8 Demos/Maze (alt) [David Winter, 199x].ch8
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      prep-chip8/Chip-8 Demos/Maze (alt) [David Winter, 199x].txt
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      prep-chip8/Chip-8 Demos/Maze [David Winter, 199x].ch8
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      prep-chip8/Chip-8 Demos/Maze [David Winter, 199x].txt
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      prep-chip8/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].ch8
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      prep-chip8/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].txt
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      prep-chip8/Chip-8 Demos/Sierpinski [Sergey Naydenov, 2010].ch8
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      prep-chip8/Chip-8 Demos/Sirpinski [Sergey Naydenov, 2010].ch8
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      prep-chip8/Chip-8 Demos/Stars [Sergey Naydenov, 2010].ch8
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      prep-chip8/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].ch8
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      prep-chip8/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].txt
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      prep-chip8/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].ch8
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      prep-chip8/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].txt
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      prep-chip8/Chip-8 Games/15 Puzzle [Roger Ivie] (alt).ch8
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      prep-chip8/Chip-8 Games/15 Puzzle [Roger Ivie].ch8
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      prep-chip8/Chip-8 Games/15 Puzzle [Roger Ivie].txt
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      prep-chip8/Chip-8 Games/Addition Problems [Paul C. Moews].ch8
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      prep-chip8/Chip-8 Games/Airplane.ch8
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      prep-chip8/Chip-8 Games/Animal Race [Brian Astle].ch8
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      prep-chip8/Chip-8 Games/Animal Race [Brian Astle].txt
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      prep-chip8/Chip-8 Games/Astro Dodge [Revival Studios, 2008].ch8
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      prep-chip8/Chip-8 Games/Astro Dodge [Revival Studios, 2008].txt
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      prep-chip8/Chip-8 Games/Biorhythm [Jef Winsor].ch8
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      prep-chip8/Chip-8 Games/Biorhythm [Jef Winsor].txt
  25. BIN
      prep-chip8/Chip-8 Games/Blinky [Hans Christian Egeberg, 1991].ch8
  26. BIN
      prep-chip8/Chip-8 Games/Blinky [Hans Christian Egeberg] (alt).ch8
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      prep-chip8/Chip-8 Games/Blitz [David Winter].ch8
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      prep-chip8/Chip-8 Games/Blitz [David Winter].txt
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      prep-chip8/Chip-8 Games/Bowling [Gooitzen van der Wal].ch8
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      prep-chip8/Chip-8 Games/Bowling [Gooitzen van der Wal].txt
  31. BIN
      prep-chip8/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].ch8
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      prep-chip8/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].txt
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      prep-chip8/Chip-8 Games/Breakout [Carmelo Cortez, 1979].ch8
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      prep-chip8/Chip-8 Games/Breakout [Carmelo Cortez, 1979].txt
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      prep-chip8/Chip-8 Games/Brick (Brix hack, 1990).ch8
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      prep-chip8/Chip-8 Games/Brick (Brix hack, 1990).txt
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      prep-chip8/Chip-8 Games/Brix [Andreas Gustafsson, 1990].ch8
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      prep-chip8/Chip-8 Games/Cave.ch8
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      prep-chip8/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].ch8
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      prep-chip8/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].txt
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      prep-chip8/Chip-8 Games/Connect 4 [David Winter].ch8
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      prep-chip8/Chip-8 Games/Connect 4 [David Winter].txt
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      prep-chip8/Chip-8 Games/Craps [Camerlo Cortez, 1978].ch8
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      prep-chip8/Chip-8 Games/Craps [Camerlo Cortez, 1978].txt
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      prep-chip8/Chip-8 Games/Deflection [John Fort].ch8
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      prep-chip8/Chip-8 Games/Deflection [John Fort].txt
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      prep-chip8/Chip-8 Games/Figures.ch8
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      prep-chip8/Chip-8 Games/Filter.ch8
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      prep-chip8/Chip-8 Games/Guess [David Winter] (alt).ch8
  50. 0 1
      prep-chip8/Chip-8 Games/Guess [David Winter] (alt).txt
  51. BIN
      prep-chip8/Chip-8 Games/Guess [David Winter].ch8
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      prep-chip8/Chip-8 Games/Guess [David Winter].txt
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      prep-chip8/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].ch8
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      prep-chip8/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].txt
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      prep-chip8/Chip-8 Games/Hidden [David Winter, 1996].ch8
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      prep-chip8/Chip-8 Games/Hidden [David Winter, 1996].txt
  57. BIN
      prep-chip8/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].ch8
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      prep-chip8/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].txt
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      prep-chip8/Chip-8 Games/Landing.ch8
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      prep-chip8/Chip-8 Games/Lunar Lander (Udo Pernisz, 1979).ch8
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      prep-chip8/Chip-8 Games/Lunar Lander [Udo Pernisz, 1979].txt
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      prep-chip8/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).ch8
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      prep-chip8/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).txt
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      prep-chip8/Chip-8 Games/Merlin [David Winter].ch8
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      prep-chip8/Chip-8 Games/Merlin [David Winter].txt
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      prep-chip8/Chip-8 Games/Missile [David Winter].ch8
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      prep-chip8/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].ch8
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      prep-chip8/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].txt
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      prep-chip8/Chip-8 Games/Nim [Carmelo Cortez, 1978].ch8
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      prep-chip8/Chip-8 Games/Nim [Carmelo Cortez, 1978].txt
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      prep-chip8/Chip-8 Games/Paddles.ch8
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      prep-chip8/Chip-8 Games/Pong (1 player).ch8
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      prep-chip8/Chip-8 Games/Pong (alt).ch8
  74. BIN
      prep-chip8/Chip-8 Games/Pong 2 (Pong hack) [David Winter, 1997].ch8
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      prep-chip8/Chip-8 Games/Pong [Paul Vervalin, 1990].ch8
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      prep-chip8/Chip-8 Games/Pong [Paul Vervalin, 1990].txt
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      prep-chip8/Chip-8 Games/Programmable Spacefighters [Jef Winsor].ch8
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      prep-chip8/Chip-8 Games/Programmable Spacefighters [Jef Winsor].txt
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      prep-chip8/Chip-8 Games/Puzzle.ch8
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      prep-chip8/Chip-8 Games/Reversi [Philip Baltzer].ch8
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      prep-chip8/Chip-8 Games/Reversi [Philip Baltzer].txt
  82. BIN
      prep-chip8/Chip-8 Games/Rocket Launch [Jonas Lindstedt].ch8
  83. BIN
      prep-chip8/Chip-8 Games/Rocket Launcher.ch8
  84. BIN
      prep-chip8/Chip-8 Games/Rocket [Joseph Weisbecker, 1978].ch8
  85. BIN
      prep-chip8/Chip-8 Games/Rush Hour [Hap, 2006] (alt).ch8
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      prep-chip8/Chip-8 Games/Rush Hour [Hap, 2006].ch8
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      prep-chip8/Chip-8 Games/Rush Hour [Hap, 2006].txt
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      prep-chip8/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].ch8
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      prep-chip8/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].txt
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      prep-chip8/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].ch8
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      prep-chip8/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].txt
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      prep-chip8/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].ch8
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      prep-chip8/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].txt
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      prep-chip8/Chip-8 Games/Slide [Joyce Weisbecker].ch8
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      prep-chip8/Chip-8 Games/Slide [Joyce Weisbecker].txt
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      prep-chip8/Chip-8 Games/Soccer.ch8
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      prep-chip8/Chip-8 Games/Space Flight.ch8
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      prep-chip8/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].ch8
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      prep-chip8/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].txt
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      prep-chip8/Chip-8 Games/Space Invaders [David Winter] (alt).ch8

BIN
prep-chip8/Chip-8 Demos/Maze (alt) [David Winter, 199x].ch8


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prep-chip8/Chip-8 Demos/Maze (alt) [David Winter, 199x].txt

@@ -1,12 +0,0 @@
-Maze, by David Winter
-
-Drawing a random maze like this one consists in drawing random diagonal
-lines. There are two possibilities: right-to-left line, and left-to-right
-line. Each line is composed of a 4*4 bitmap. As the lines must form non-
-circular angles, the two bitmaps won't be '/' and '\'. The first one
-(right line) will be a little bit modified. See at the end of this source.
-
-The maze is composed of 16 lines (as the bitmaps are 4 pixels high), each
-line consists of 32 bitmaps.
-Bitmaps are drawn in random mode. We choose a random value (0 or 1).
-If it is 1, we draw a left line bitmap. If it is 0, we draw a right one.

BIN
prep-chip8/Chip-8 Demos/Maze [David Winter, 199x].ch8


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prep-chip8/Chip-8 Demos/Maze [David Winter, 199x].txt

@@ -1,12 +0,0 @@
-Maze, by David Winter
-
-Drawing a random maze like this one consists in drawing random diagonal
-lines. There are two possibilities: right-to-left line, and left-to-right
-line. Each line is composed of a 4*4 bitmap. As the lines must form non-
-circular angles, the two bitmaps won't be '/' and '\'. The first one
-(right line) will be a little bit modified. See at the end of this source.
-
-The maze is composed of 16 lines (as the bitmaps are 4 pixels high), each
-line consists of 32 bitmaps.
-Bitmaps are drawn in random mode. We choose a random value (0 or 1).
-If it is 1, we draw a left line bitmap. If it is 0, we draw a right one.

BIN
prep-chip8/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].ch8


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prep-chip8/Chip-8 Demos/Particle Demo [zeroZshadow, 2008].txt

@@ -1,6 +0,0 @@
-This is my particledemo for the Chip-8, SuperChip and MegaChip8.
-Works on real hardware as well as emulators
-
-Enjoy!
-
-  zeroZshadow

BIN
prep-chip8/Chip-8 Demos/Sierpinski [Sergey Naydenov, 2010].ch8


BIN
prep-chip8/Chip-8 Demos/Sirpinski [Sergey Naydenov, 2010].ch8


BIN
prep-chip8/Chip-8 Demos/Stars [Sergey Naydenov, 2010].ch8


BIN
prep-chip8/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].ch8


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prep-chip8/Chip-8 Demos/Trip8 Demo (2008) [Revival Studios].txt

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------------------------------------------------------------------------------
-			      /////////////////
-	                      //////////////////
-        	              ////          ////
-	               	      ////   ///////////
-	                      ////  ///////////
-                              ////  ////
-                              ////  ///////////
-                              ////   //////////
-  	     	   	
-  			   www.revival-studios.com
------------------------------------------------------------------------------
-Title		:	Trip8 / SuperTrip8 demo
-Author		:	Martijn Wenting / Revival Studios
-Genre		:	Demo
-System		:	Chip-8 / SuperChip8
-Date		:	14/10/2008
-Product ID	:	RS-C8004
------------------------------------------------------------------------------
-
-All the contents of this package are (c)Copyright 2008 Revival Studios.
-
-The contents of the package may only be spread in its original form, and may not be
-published or distributed otherwise without the written permission of the authors.
-
-Description:
-------------
-The Trip8/SuperTrip8 demo are demo's for the Chip-8 and SuperChip8 systems. The demo consists of an intro, 3D vectorballs, and 4 randomized dot-effects.  
-
-Writing a demo for the original Chip-8 interpreter was a real pain, since your framerate basically drops in half for every sprite you need to draw. So even clearing and redrawing a few dots will cause the framerate to drop to near zero :) Originally the demo was going to be bigger and there were much more graphical effects programmed/prototyped, but a lot of these effects turned out to be too much for the original unoptimized Chip-8 interpreters to handle. 
-
-Running the Demo:
------------------
-Use the Megachip emulator or any other Chip-8/SuperChip compatible emulator to run the slideshow.
-
-Credits:
---------
-Programming/Graphics/Design by: Martijn Wenting
-
-Distribution:
--------------
-This package can be freely distributed in its original form.
-If you would like to include this slideshow in your rom package, please let me know.
-
-Watch out for more releases soon!
-
-
-	Martijn Wenting / Revival Studios
-

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prep-chip8/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].ch8

@@ -1,11 +0,0 @@
-`
-ef
-ghabcd`
-¢xÐVp
-¢~Ðfp
-¢„Ðvp
-¢ŠÐ†jú`
-¢xÐVEaÿEa…ÐVp
-¢~ÐfFbÿFb†$Ðfp
-¢„ÐvGcÿGc‡4Ðvp
-¢ŠÐ†HdÿHdˆDІ*ÿ0ÀÿÿÀÀüÀÿðÌÌðÌÃ<ÃÃÃÃ<

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prep-chip8/Chip-8 Demos/Zero Demo [zeroZshadow, 2007].txt

@@ -1,3 +0,0 @@
-This is my first program for the CHIP-8, a simple demo with 4 bouncing sprites.
-
-Enjoy!

BIN
prep-chip8/Chip-8 Games/15 Puzzle [Roger Ivie] (alt).ch8


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prep-chip8/Chip-8 Games/15 Puzzle [Roger Ivie].ch8


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prep-chip8/Chip-8 Games/15 Puzzle [Roger Ivie].txt

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-Same than PUZZLE2. Wait for randomization... Instead of moving the item by pressing his associated key, move it UP DOWN LEFT RIGHT with respectively 2 8 4 6. Up and Down are inverted as the game uses the original CHIP8 keyboard.

BIN
prep-chip8/Chip-8 Games/Addition Problems [Paul C. Moews].ch8


BIN
prep-chip8/Chip-8 Games/Airplane.ch8


BIN
prep-chip8/Chip-8 Games/Animal Race [Brian Astle].ch8


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prep-chip8/Chip-8 Games/Animal Race [Brian Astle].txt

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-9. VIP Animal Race
-
-Animal Race is a fun game for one person, with an element of luck - sure to
-put a smile on your face.  Five different animals race against one another
-and you have the chance to test your expertise at picking the winner.
-
-
-How To Play Animal Race
-
-1. Load the CHIP-8 interpretor at 0000-01FF
-   and the game starting at 0200.
-
-2. Turn RUN switch on.
-
-3. Wait until the animals are lined up and read to start, then select an animal
-   by pressing a letter A through E.  A mark will appear to the left of the
-   animal to remind you of the one you have selected.
-
-4. Decide how much you want to bet (up to a limit of $9), then press that key.
-
-5. After the race is over, press zero (or any key) to start the next race.
-   Your winnings or losses will be computed and the new total displayed at
-   the begining of the next race.
-
-Hints for expert players
-All animals move at approximately the same speed, but they start from different
-positions.  The odds for each animal are related to the starting position but
-include a random element.  Some races favor the player and you should bet up to
-the limit on these.  Some races are unfavorable and you should bet carefully
-on these.
-
-You can win the game by accumulating $256 or more.

BIN
prep-chip8/Chip-8 Games/Astro Dodge [Revival Studios, 2008].ch8


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prep-chip8/Chip-8 Games/Astro Dodge [Revival Studios, 2008].txt

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------------------------------------------------------------------------------
-			      /////////////////
-	                      //////////////////
-        	              ////          ////
-	               	      ////   ///////////
-	                      ////  ///////////
-                              ////  ////
-                              ////  ///////////
-                              ////   //////////
-  	     	   	
-  			   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
-

BIN
prep-chip8/Chip-8 Games/Biorhythm [Jef Winsor].ch8


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prep-chip8/Chip-8 Games/Biorhythm [Jef Winsor].txt

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-13. VIP Biorhythm
-
-The theory of Biorhythm states that there are thre predominant cycles that can influence
-human behavior.  These include a 23-day physical cycle, a 28-day emotional cycle and a
-33-day intellectual cycle.  All three cycles start at birth and continue throughout life.
-
-Each cycle consists of a positive and a negative period.  Physical, Emotional and
-Intellectual aspects are enhanced during positive periods.  Poor performance is
-indicated by the negative period of a cycle.
-
-A critical day occurs on the crossover from the positive to the negative period or
-vice versa.  A critical day indicates instability in a particular aspect.
-
-
-How to Use VIP Biorhythm
-
-1. Load the CHIP-8 interpreter at 0000-01FF and
-   the game starting at 0200.
-
-2. Turn RUN switch on.
-
-3. Enter birthdate using 2-digit month, 2-digit day, and 4-digit year.
-
-4. Enter start date using 2-digit month, 2-digit day, and 4-digit year. The start date
-   indicates the first day of the 32-day Biorhythm chart the program will generate.
-
-5. After a period of calculation proportional to the span of time involved, the three
-   cycle curves will be shown for a 32-day period.  Each horizontal bit position
-   represents one day in the cycle.  The start day, on the left, and every seventh
-   day are indicated by week markers.  The first day of a positive or negative period
-   is a critical day.
-
-6. To advance the start date, hold key F down until the desired date is reached.
-   To decrement the start date, hold key B down.  These functions allow changing the
-   start date slightly without reentering all the dates and waiting for the calculations
-   to be preformed.
-  
-7. Press Key 0 to clear the screen and enter a new set of dates.
-
-   
-
-   See VIPG1-13.jpg
-
-
-INTERPRETATION
-
-
-			Physical		Emotional		Intellectual
-
-Positive Period		Strong, 		Good moods, 		Good Judgement
-(Up)			Vigorous		Cooperative		Sharp Mentally
-
-Negative Period		Tire easily,		Low Enthusiasm,		Low attentiveness
-(Down)			Less Stamina		Feelings Subdued	and concentration
-
-Critical Days		Susceptible to injury	emotionally unstable,	Poor memory,
-(Crossover)		or Illness,		Upset easily		Prone to mistakes
-			Low endurance

BIN
prep-chip8/Chip-8 Games/Blinky [Hans Christian Egeberg, 1991].ch8


BIN
prep-chip8/Chip-8 Games/Blinky [Hans Christian Egeberg] (alt).ch8


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prep-chip8/Chip-8 Games/Blitz [David Winter].ch8


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prep-chip8/Chip-8 Games/Blitz [David Winter].txt

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-Blitz, by: David Winter
-
-This game is a BOMBER clone. You are in a plane, and you must destroy the towers of a town. Your plane is flying left to right, and goes down. Use 5 to drop a bomb. The game ends when you crash yourself on a tower...
-

BIN
prep-chip8/Chip-8 Games/Bowling [Gooitzen van der Wal].ch8


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prep-chip8/Chip-8 Games/Bowling [Gooitzen van der Wal].txt

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-7. VIP Bowling
-
-Bowling is a great game for recreation and competion requiring skill and a little
-bit of luck.  This program simulates bowling closely with regular scoring and the
-option of using three different spins on the ball.
-
-How to play VIP Bowling
-
-1. Load the CHIP-8 interpretor at 0000-01FF
-   and the game starting at 0200.
-
-2. Turn RUN switch on.
-
-3. Up to 6 persons can compete.  Make the choice by pressing Key 1,2,3,4,5 or 6.
-   The players will be referred to as A,B,C,D,E and F.
-
-4. It is possible to play up to 10 frames in one game.  Make your choice of the
-   number of frames by pressing Key 1,2,3,4,5,6,7,8,9 or 0 (for 10 frames).
-
-5. It is possible to choose 3 ball speeds (Key 1,2 or 3).  The speed option only
-   affects the ball after it is released.
-
-6. At the start of a player's turn, the video will display whose turn it is and
-   whether he is working on a spare, strike, 2 strikes or nothing.
-   Release the ball by pressing on of the following keys: Key 1,2,3,5,7,8 or 9.
-   -Key 5 will cause a straight ball.
-   -Key 1,2 and 3 will cause the ball to spin up.
-     -Key 1 before the first pin
-     -Key 2 after  the first pin
-     -Key 3 after  the second pin
-   -Key 7,8 and 9 will cause the ball to spin up.
-     -Key 7 before the first pin
-     -Key 8 after  the first pin
-     -Key 9 after  the second pin
-
-7. After the player's turn ends, the video will display whose turn it was, the
-   frame, and the score.  The next players follows the instructions at 6 above.
-
-8. After all players have had their turn in a frame, the video will display the
-   total of each player and whether he is working on a spare, 1 strike, 2 strikes
-   or nothing.  It will display the frame number and the total number of frames
-   to go (unless the last frame was played).
-   After pressing Any key, player A can start in the next frame.  Continue with
-   instruction 6 above.
-
-9. If all frames in the game have been finished, press any key again.  The player's
-   who are still working on a spare will recieve 1 more ball, and those working
-   on 1 or 2 strikes will receive 2 balls.
-
-10. After all players have finished the game, the final score will be displayed.
-
-
-    

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prep-chip8/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].ch8


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prep-chip8/Chip-8 Games/Breakout (Brix hack) [David Winter, 1997].txt

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-Breakout (Brix hack), by: David Winter
-
-This game is an "arkanoid" precursor. You have 5 lives, and your goal is the destruction of all the brixs. Use 4 and 6 to move your paddle. The game ends when all the brixs are destroyed.
-
-This game is the same than BRIX, but has graphics looking like the game on the Atari 2600 console.
-

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prep-chip8/Chip-8 Games/Breakout [Carmelo Cortez, 1979].ch8


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prep-chip8/Chip-8 Games/Breakout [Carmelo Cortez, 1979].txt

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-Breakout, by: Carmelo Cortez
-
-The game, Breakout, is a variation of the Wipe-Off game.
-You have six walls and 20 balls to start. To win you must get through all walls to the top of the screen. At the end of the game the program will show the number of times you hit the walls and will show "FREE!" if you get through.

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prep-chip8/Chip-8 Games/Brick (Brix hack, 1990).ch8


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prep-chip8/Chip-8 Games/Brick (Brix hack, 1990).txt

@@ -1,3 +0,0 @@
-BRICK: a modified version of BRIX, a CHIP-8 game.
-Original BRIX by Andreas Gustafsson.
-This one is a solid wall; no air between bricks!

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prep-chip8/Chip-8 Games/Brix [Andreas Gustafsson, 1990].ch8


BIN
prep-chip8/Chip-8 Games/Cave.ch8


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prep-chip8/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].ch8


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prep-chip8/Chip-8 Games/Coin Flipping [Carmelo Cortez, 1978].txt

@@ -1,5 +0,0 @@
-Coin Flipping, by: Carmelo Cortez
-
-The game is a Coin FlLpping program. Flip run up and the
-computer starts to flip a coin, and at the same tine shosing heads
-and tails on the screen, stopping at the value set in VC.

BIN
prep-chip8/Chip-8 Games/Connect 4 [David Winter].ch8


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prep-chip8/Chip-8 Games/Connect 4 [David Winter].txt

@@ -1,10 +0,0 @@
-Connect 4, by: David Winter
-
-This game is for two players. The goal is to align 4 coins in the
-game area. Each player's coins are colored. When you drop a coin,
-it is paced on the latest dropped coin in the same column, or at
-the bottom if the column is empty. Once the column is full, you
-cannot place any more coins in it. To select a column, use 4 and 6.
-
-To drop a coin, use 5. There is no winner detection yet. This will
-be soon avalaible (Hey! I don't spend my life on CHIP8 !).

BIN
prep-chip8/Chip-8 Games/Craps [Camerlo Cortez, 1978].ch8


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prep-chip8/Chip-8 Games/Craps [Camerlo Cortez, 1978].txt

@@ -1,4 +0,0 @@
-Craps, by: Camerlo Cortez
-
-To use the Craps program, press any key to roll dice.
-7 or 11 wins, 12, 2 or 3 loses on first roll. The second roll must match the first to win, but if you roll a seven you lose. This program could be expanded to include on-the-screen scoring of bets.

BIN
prep-chip8/Chip-8 Games/Deflection [John Fort].ch8


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prep-chip8/Chip-8 Games/Deflection [John Fort].txt

@@ -1,54 +0,0 @@
-8.  VIP DEFLECTION
-
-In the VIP Deflection game you position mirrors anywhere on the display screen.
-The object of the game is to deflect a ball of the mirrors a maximum number of
-times before hitting the target.
-
-The number of deflections times the target number gives you deflection points.
-These are added to your previous point total.  If you fail to hit the target you
-get no points.  The winner of the game is the player who accumulates 257 or
-more deflected points.
-
-How to Play VIP Deflection
-
-1. Load the CHIP-8 interpretor at 0000-01FF
-   and the game starting at 0200.
-
-2. Turn RUN switch on.
-
-3. After the scores appear a letter, the target with a number and a ball.  The
-   letter signifies the player who will program the mirrors.  This sequence will
-   be repeated until there is a winner.
-
-4. To program the mirrors, select the proper mirror type by using Table 1 (VIP1-8.jpg)
-   as a guide.  Key 1 will place a horizontal mirror on the board.  Key 2 selects a
-   vertical mirror, Key 3 a slant-left mirror, Key 4 a slant-right mirror.
-
-5. After a mirror has been selected, you may position the mirror by using keys 1
-   through 4 and 6 through 9 (see Table 2 for movement of a mirror).  Once a
-   mirror has been selected and positioned, it may be fixed into position by pressing
-   Key 5.
-
-   Table 2 - Mirror Positioning and Ball Direction
-   Key Selection     |  Positioning and Direction
-   ------------------+---------------------------
-         1           |  up and to the left
-         2           |  up
-         3           |  up and to the right
-         4           |  left
-         5           |  right
-         7           |  down and to the left
-         8           |  down
-         9           |  down and to the right
-
-6. You may position up to 10 mirrors on the game board.  After you have the maximum
-   amount on the board you must press Key 0 to progress to the fire mode.  If you
-   wish to progress to the fire mode with less than 10 mirrors programmed, you may
-   do so by pressing Key 0.  You fire the ball in the direction you want by using
-   Keys 1 through 4 and Keys 6 through 9 (see Table 2).
-
-7. After the ball has reached the target or leaves the game board, the player's
-   score is computed and displayed and a new ball and target appear.
-
-
-

BIN
prep-chip8/Chip-8 Games/Figures.ch8


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prep-chip8/Chip-8 Games/Filter.ch8


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prep-chip8/Chip-8 Games/Guess [David Winter] (alt).ch8


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prep-chip8/Chip-8 Games/Guess [David Winter] (alt).txt

@@ -1 +0,0 @@
-Think to a number between 1 and 63. CHIP8 shows you several boards and you have to tell if you see your number in them. Press 5 if so, or another key if not. CHIP8 gives you the number...

BIN
prep-chip8/Chip-8 Games/Guess [David Winter].ch8


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prep-chip8/Chip-8 Games/Guess [David Winter].txt

@@ -1 +0,0 @@
-Think to a number between 1 and 63. CHIP8 shows you several boards and you have to tell if you see your number in them. Press 5 if so, or another key if not. CHIP8 gives you the number...

BIN
prep-chip8/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].ch8


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prep-chip8/Chip-8 Games/Hi-Lo [Jef Winsor, 1978].txt

@@ -1,3 +0,0 @@
-Hi-Lo, by: Jef Winsor
-
-You have 10 chances to guess the value of a random number between 00 and 99 selected by the program. The number at the right of the screen shows the number of the guess you are using. Enter a two digit number and the computer tells you if you are high or low. Press any key to erase this number and then, try again. If you have failed after ten guesses, press any key and the number will be shown. If you are good you will never need more than seven guesses. 

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prep-chip8/Chip-8 Games/Hidden [David Winter, 1996].ch8


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prep-chip8/Chip-8 Games/Hidden [David Winter, 1996].txt

@@ -1,28 +0,0 @@
-                ----------------------------------------
-                                 HIDDEN!
-                    Copyright (1996) by David WINTER
-                ----------------------------------------
-
-
-HIDDEN is a "memory" game. It is very simple to play.
-
-The rules are as follow: your goal is to find all the identical cards
-in a minimum time.
-
-You are playing in a 4*4 card grid. You can see only two cards at the
-same time. Once this time passed, these two cards will remain shown
-if they are identical, otherwise they will be hidden again.
-
-When the game is finished, two scores are shown:
-        SC is your score, corresponding to the number of tries
-        HI is the best score (smallest number of tries made to finish)
-
-The keys are:
-
-        [2] : More DOWN
-        [4] : Move LEFT
-        [5] : Show card
-        [6] : Move RIGHT
-        [8] : Move UP
-
-Enjoy !!!

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prep-chip8/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].ch8


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prep-chip8/Chip-8 Games/Kaleidoscope [Joseph Weisbecker, 1978].txt

@@ -1,7 +0,0 @@
-VIP Kaleidoscope, by: Joseph Weisbecker
-
-Four spots appear in a group at the center of the screen. Press keys 2, 4,  6, or 8 to create a pattern. Keep your pattern smaller than 138 key depressions.
-
-Push key 0 to terminate pattern entry. Pushing key 0 causes your pattern to be continuously repeated forming a fascinating, changing kaleidoscope display on the screen. A "44444442220" key sequence provides a very nice effect Experiment to
-find other nice patterns. 
-

BIN
prep-chip8/Chip-8 Games/Landing.ch8


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prep-chip8/Chip-8 Games/Lunar Lander (Udo Pernisz, 1979).ch8


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prep-chip8/Chip-8 Games/Lunar Lander [Udo Pernisz, 1979].txt

@@ -1,105 +0,0 @@
-15. Lunar Lander
-
-You are descending to the floor of a 250-foot crater.  The right side of the TV display
-shows amount of fuel, feet from bottom and fall rate per cycle.  Lenght of fall rate
-cycle changes from about 1/4 second to one second.  The fall rate increases by one
-foot per second/per cycle.  The computer will update the display only at the end of
-each cycle.
-
-The left side of the display shows the Lunar Lander descending from 250 feet.  The
-Lander will first appear at one of sixteen locations.  It will then slowly drop down
-the crater.  The crater walls have rock formations protruding from them which must
-be avoided.  If either rocket motor should touch any part of the crater, the Lander
-will explode in a cloud of smoke and disintegrate.  (Remember, these are atomic
-thrusters and react like miniature atomic bombs upon impact).
-
-When you reach 32 feet, the display will change, and you will see the crater floor.
-You must now ladn between the rock formations on the floo and maintain a minimum fall
-rate.  As you drop your fall rate to zero, you soon discover that the Lander becomes
-more and more unstable just as any hovering object would.  And now with perfect skill
-you guide the ship in for a perfect touch down, or?
-
-How to Play VIP Lunar Lander
-
-1. Load the CHIP-8 interpreter at 0000-01FF and teh game starting at 0200.
-
-2. Key 2 controls the thrust of the Lunar Lander.  One tone beep equals one pound
-   of fuel and one foot of thrust.
-
-3. Key 4 controlls the horizontal stabilizing engine,  and moves the Lander one
-   foot to the left per one pound of fuel.
-
-4. Key 6 controls the stabilization to the right.
-
-5. Stabilization controls only react after: (a) a complete fall cycle, or (b) after
-   the Key 2 thrust control is pressed.  You must be aware of this at all times or
-   you will crash even though either key 4 or 6 is pressed.
-
-6. At the end of each cycle, the Lunar Lander will move randomly at the rate of one
-   foot either right or left.  Therefore, as the fall rate approaches zero, the Lander
-   becomes more uncontrollable, and your horizontal stabilizers react more quickly.
-   (Just like the real thing).
-
-7. If you land too fast, the Lander will bounce and flip over.
-
-8. If you run out of fuel, the Lander will crash.
-
-9. You will not be allowed to go above 250 feet.  If you try to do so, you will just
-   waste precious fuel.
-
-10. Once you reach 32 feet and move into the landing display, you will not be allowed
-    to rise above 26 feet.  Trying to do so will waste more precious fuel.
-
-11. Game options
-  
-    You may select one of three options at the begining of the game.
-
-    Option 1: You start at 250 feet.  You are given 150 pounds of fuel.  You must land
-              at 5 feet per second or less.  The initial descent display is easy to
-              maneuver through.
-
-    Option 2: You start at 250 feet.  You have 200 pounds of fuel.  You must land at 3 feet
-              per second or less.  The initial descent display is hard to maneuver through.
-
-    Option 3: You start at 32 feet.  You have 100 pounds of fuel.  You must land at 3 feet
-              per second or less.  This display allows you to practice landing.  
-
-    You should consider Option 2 as the complete game when trying for Astronaut Ratings.
-
-12. Astronaut Ratings
-
-    The computer will award you with ratings depending on how good a lander you are.
-
-    You will obtain the rating of Astronaut by landing without regard to fall rate or
-    fuel.  You must not exceed fall rate, or zero fuel.
-    
-    You will obtain the rating of Astronaut Pilot, by ladning with regard to fuel.  80
-    pounds or more if you land between the two rock formations on the floor, and 50
-    pounds or more if you land between the crater wall and a rock formation.
-
-    You will obtain the rating of Astronaut Captain by landing the ship with regard to
-    fuel as per above and if the fall rate is two feet per second or less.  (Not an
-    easy task, as you will soon discover).
-
-13. About Graphics
-
-    This game has some interesting graphic displays when you run out of fuel, crash,
-    land too fast, when you land successfully.  I will leave them to your discovery,
-    as they are fun to watch.
-
-14. Landing Sites
-
-    The final landing display will appear somewhat like the illustration below
-    (VIPG1-15.jpg).  You may land in any of the three locations pointed to.  To land
-    between the crater walls and rock formations, you will have to first bring the
-    Lander to a zero fall rate while hovering in the center landing area.  Then bring
-    the ship up and just over the rock formation, and let it drop down to the landing
-    site.  At the last moment, a few taps on the thruster button will slow the lander
-    to the required fall rate.  It will take you many tries to land here, but don't
-    give up, it can be done!!
-
-NOTE:  VIP Lunar Lander requires at least 3K of RAM.  RAM memories are available to
-       increase your VIP from 2K to 3K at your local computer store or by contacting:
-                        RCA VIP Marketing
-                        New Holland Avenue
-                        Lancaster, PA 17604

BIN
prep-chip8/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).ch8


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prep-chip8/Chip-8 Games/Mastermind FourRow (Robert Lindley, 1978).txt

@@ -1,13 +0,0 @@
-		MASTERMIND
-		   by
-	      Robert Lindley
-
-I have progranmed two versLons of the game Mastermind. This game is distributed by Invicta Plastics, Suite 940, 200 - 5th Ave., New York, NY 10010, and is available most pLaces where toys and games are sold.
-For complete details of the game, please refer to their instructions. The information given here refers to this particular VIP iurplementation.
-The two versions are essentially the same except that the first has a four number code and the second has a five  nr:mber hidden code selected at random..  In the four number version, the digits one through six are used and in the five  number version the diglts zero through seven are used.
-While the game is running, the other hex keys, except key F, have no effect. Key F is used when you change your mind and want to change your input. This key erases the current partial entry.
-The game starts by displaying a series of dashes arranged in rows. As the game progresses, the player attempts to  deduce the hidden code by replacing the dashes with digits entered via the hex keyboard. Each tlme a hex key is used, the selected digit replaces a dash in  one vertical column. This vertical column is one guess of the ten allowed to deduce
-the hidden number. When the bottom dash in any column is replaced by a digit,  that try is imidiately scored. This score appears below the current column. If any digit in the column exactly matches the hidden number digit in the same row, a broken bar will appear. then four or five (one for each row in the game) appear, the hidden number has been deduced
-and it will be revealed at the right end of  the screen. If any digit in the column matches a hidden digit, but in an incorrect erorr, a white bar will appear. Note that the scoring is across all rows. For example, if there are two fives in a column and one of then is in the correct row and there is only one five in the hidden numbers, one broken bar will appear.
-When all allowed ten tries  have been used, the hidden number will be revealed. 
-

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prep-chip8/Chip-8 Games/Merlin [David Winter].ch8


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prep-chip8/Chip-8 Games/Merlin [David Winter].txt

@@ -1,4 +0,0 @@
-Merlin, by: David Winter
-
-This is the SIMON game. The goal is to remember in which order the squares are lighted. The game begins by lighting 4 random squares, and then asks you to light the squares in the correct order.
-You win a level when you give the exact order, and each increasing level shows a additionnal square. The game ends when you light an incorrect square. Keys are 4 and 5 for the two upper squares, then 1 and 2 for the two other ones.

BIN
prep-chip8/Chip-8 Games/Missile [David Winter].ch8


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prep-chip8/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].ch8


+ 0 - 48
prep-chip8/Chip-8 Games/Most Dangerous Game [Peter Maruhnic].txt

@@ -1,48 +0,0 @@
-10. VIP Most Dangerous Game
-
-VIP Most Dangerous Game pits a hunter against a hunted in a maze.  The hunter must
-shoot the hunted before either time runs out or the hunted escapes the maze.
-However, neither the hunted nor the hunter can see a wall in the maze until he runs
-into it.  There is always at least one path through the maze.
-
-How To Play VIP Most Dangerous Game
-
-1. Load the CHIP-8 interpretor at 0000-01FF
-   and the game starting at 0200.
-
-2. Turn RUN switch on.
-
-3. Hunted's turn:
-   When the arrow appears in the lower left, it is the hunted's turn.  Keys 2-4-6-8
-   control direction (up-left-right-down, respectively).  The hunted continues to
-   move until a) he makes 5 moves, b) he hits a wall or c) key 0 is pressed.
-
-4. Hunter's turn
-   When the arrow appears in the lower right, it is the hunter's turn.  The hunter's
-   turn consists of two modes, the move and the shoot.  Keys 2-4-6-8 and 0 control both
-   modes.  Like the hunted, the hunter continues to move until a) he makes 3 moves,
-   b) he hits a wall or c) key 0 is pressed.  If he hits the wall, case b), he cannot
-   fire a bullet.  The hunter may fire one of his bullets using the direction keys
-   2-4-6-8.  The bullet will travel four squares in the corresponding direction, unless
-   a wall is encountered.  If the hunter prefers not to use a bullet, he must press key 0.
-
-5. Repeat steps 3 and 4 until:
-   a) The number of turns (upper left on the display) expire.  The hunted wins.
-   b) The hunter lands on or shoots the hunted.  The hunter wins.
-   c) The hunted lands on hunter, thereby giving up.  The hunter wins.
-   d) The hunted reaches the lower right corner of the maze with at least 1 move
-      remaining in his turn.  The hunted wins, by escaping the maze.
-
-6. Variations of VIP Most Dangerous Game may be played by changing certain bytes in
-   the program.
-
-Location Default Meaning
-0215	 0F	 Number of turns in the game.
-0217	 06	 Number of bullets hunter has at start.
-0219	 03	 Number of moves per turn for the hunter.
-0221	 01	 Number of squares per move (hunted and hunter).
-022B	 05	 Number of moves per turn for the hunted.
-024B	 01	 If zero, walls are invisible.
-0355	 04	 Number of squares a bullet will go.
-04E3	 70	 Probability (out of 100Hex) of a wall appearing.
-04EB	 FE	 If FF, a wall may appear at previously tested boundaries.

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prep-chip8/Chip-8 Games/Nim [Carmelo Cortez, 1978].ch8


+ 0 - 4
prep-chip8/Chip-8 Games/Nim [Carmelo Cortez, 1978].txt

@@ -1,4 +0,0 @@
-Nim, by: Carmelo Cortez
-
-The Nim Game is a little less graphic than most games. The player may go first by pressing. "F" key, any other let the computer go first.
-You subtract 1, 2 or 3 fron the score. The one who ends up with the  last number loses!

BIN
prep-chip8/Chip-8 Games/Paddles.ch8


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prep-chip8/Chip-8 Games/Pong (1 player).ch8


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prep-chip8/Chip-8 Games/Pong (alt).ch8


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prep-chip8/Chip-8 Games/Pong 2 (Pong hack) [David Winter, 1997].ch8


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prep-chip8/Chip-8 Games/Pong [Paul Vervalin, 1990].ch8


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prep-chip8/Chip-8 Games/Pong [Paul Vervalin, 1990].txt

@@ -1,9 +0,0 @@
-OK. here is PONG version 1.1.  The ball is a little faster in this
-version making play a little more realistic.  I know PONG 1.0 was
-just posted yesterday, but I think this version is significantly
-better, so here it is.
-
-Use keys 7 and 4 move left player and / and * move right player.
-
-Enjoy!!
-

BIN
prep-chip8/Chip-8 Games/Programmable Spacefighters [Jef Winsor].ch8


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prep-chip8/Chip-8 Games/Programmable Spacefighters [Jef Winsor].txt

@@ -1,135 +0,0 @@
-14. VIP Programmable Spacefighters
-
-Programmable Spacefighters is a combat game involving 2 to 8 spaceships competing
-for the domination of a contained field in space.  The field of play is a 
-two-dimensional representation of an oblong spheroid.
-
-The movement and fire of each spacefighter is controlled by programming a series of
-commands into each fighter's instruction storage table.  Once all the spacefighters
-are programmed, they carry out their commands by sequentially executing a single step
-at a time.  The play of the game ins divided into rounds.  Each spacefighter may
-execute between 1 and 15 commands per round.
-
-The fighters all have the same appearance and capabilities.  Players distinguish
-between fighters by examining the defense strength and position of their fighters
-at the begining of every round.
-
-Each fighter may face in any of 8 directions.  All firing and forward movement
-occurs in the direction the fighter is currently facing.  As a spacefighter crosses
-outside the two-dimensional field of play, it wraps around and re-enters on the
-opposite side of the field.  Laser bursts terminate when they travel outside the
-field or hit a target.
-
-Each round consists of a selected number of steps.  Each step is executed in 2 parts.
-During the first part, every spacefighter wishing to fire may execute a fire operation.
-The defense strength of any fighter which is hit by a laser burst is reduced by 1
-and a small flash appears.
-
-After all fighters have had an opportunity to execute fire instructions, the movement
-part of the step begins.  Any fighter which has had its defense strength reduced to 0
-is destroyed and a longer flash appears.  The defense strength is changed to a special
-code so that the fighter will no longer be programmable or take part in the execution
-phase.  The destroyed fighter will still be open to examination during the Defense/
-Position Check phase.  Fighers having a defense strength greater than 0 may execute
-a movement command if there is one.  Breaking each step into 2 such parts removes any
-strategic advantage to moving first.
-
-The nature of the game, in that there are variable parameters and no fixed victory
-conditions, allows the players a lot of freedom.  Two to eight players can command
-single fighters.  Four or less players can each command multiple fighters.  Two
-fleets could complete to destroy their opponents' flagship first.  Handicaps can
-be implemented through an imbalance of fighters in different fleets.  An odd number
-of players can play in a free for all or team game.  In a non-combat approach, a full
-complement of space fighters could be programmed to preform in kaleidoscope or other
-type formations.
-
-
-How to Play VIP Programmable Spacefighters
-
-1. Load the CHIP-8 interpreter at 0000-01FF and
-   the game starting at 0200.
-
-2. Turn RUN switch on.
-
-3. Initalization of Game.
-   Various parameters are entered at the start of the game to determine the number
-   of spacefighters and other aspects of play.
-
-   S: Enter number of spacefighters.  1 to 8 spacefighters may be used.  The program
-      will adjust invalid enteries to the nearest valid number.
-
-   D: Enter defense strength.  A spacefighter may be hit from 1 to F times by laser
-      before being destroyed.
-
-   E: Enter number of command entries.  A spacefighter may be programmed with 1 to F
-      commands during the programming phase of each round.
-
-   C: Enter clock duration/no clock.  A timer clock 1 to F phorseks in duration may
-      be selected.  Each phorsek equals 4 seconds.  The clock is not enabled if a 0
-      is entered.  The clock time is the time allowed for each fighter to be set up.
-
-   F: Enter fire power available.  A spacefighter may be allowed to fire 1 to F
-      laser bursts per round.
-
-   A: Enter accumulation/no accumulation.  A spacefighter may be allowed to accumulate
-      all unused laser bursts by entering 1 to F.  Accumulation is not allowed if a
-      0 is entered.
-
-4. Presentation of Field and Spacefighters.
-   The two-dimensional representation of the palying fields consists of 10 vertical
-   by 15 horizontal positons indicated by grid markings around the perimeter.  The
-   spacefighters will be in their initial positions.
-
-5. Defense/Position Check.
-     Enter number of spacefighter to be examined.
-     S: Current spacefighter being examined.
-     D: Defense strength of current spacefighter.
-     Enter 0 to end defense/position check phase.
-
-6. Program Spacefighters.
-   Surviving spacefighters are programmed in ascending order.  Enter 0 to begin
-   programming first spacefighter.  Defense strength and position are shown during
-   programming.
-     E: indicates number of enteries left after current command.
-     C: indicates time remaining to program current fighter if clock was entered.
-
-    COMMAND   FUNCTION
-      1        Rotate 45 ccw, Move fwd
-      2        Move fwd
-      3        Rotate 45 cw, Move fwd
-      4        Rotate 45 ccw
-      5        Fire
-      6        Rotate 45 cw
-      B        Erase all commands and reprogram current spacefighter
-      E        End programming of current spacefighter
-      7-A,C,D,F  Rest, No operation
-      0        Rest, Begin programming next spacefighter
-
-   Enter 0 to begin programming each successive spacefighter.
-
-7. Execute Commands.
-   Enter 0 after all spacefighters are programmed to start execution of commands.
-
-8. The recommended starting point when tryint the game out is with 1 or 2 spacefighters,
-   any defense, F (15) entries per round, no clock, F (15) fire power and any accumulation
-      S: 1 or 2
-      D: 1
-      E: F
-      C: 0
-      F: F
-      A: 0
-
-   Use the above to try out the movement and fire execution of the fighters.  Try
-   performing loops, figure 8's, tight turns, maximum fire coverage techniques, etc.
-   Start out simple when first playing the game against an opponent.  
-   Eight spacefighters can get very complicated.
-
-9. Changing different parameters creates very different effects on the play of the game.
-   The main effect of a large number of fighters is a more complicated game.  A large
-   number of enteries per round results in a more lively game involving farsighted
-   planning.  Fewer enteries involves more thinking and reacting to immediate developments
-   but is not without strategy when there are multiple fighters opposing each other.
-   The clock provides pressure which can be greatly increased by the moves-to-time ratio.
-   More fire power increases the importance of movement and positioning.  Accumulation
-   of fire power can have long range effects if there is low fire power and a large
-   number of moves per round.

BIN
prep-chip8/Chip-8 Games/Puzzle.ch8


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prep-chip8/Chip-8 Games/Reversi [Philip Baltzer].ch8


+ 0 - 37
prep-chip8/Chip-8 Games/Reversi [Philip Baltzer].txt

@@ -1,37 +0,0 @@
-6. VIP REVERSI
-Reversi is a game over 100 years old, which has become popular recently under the
-name Othello.  The game is played on a 8x8 square, using two kinds of markers.
-In VIP Reversi one player has the open markers and the other player the solid
-markers.  The score for either player at any time is the total number of his markers
-on the square.
-
-How to play VIP Reversi
-
-1. Load the CHIP-8 interpretor at 0000-01FF
-   and the game starting at 0200.
-
-2. Turn RUN switch on.
-
-3. The 8x8 square will be formed and the starting marker configuration shown, having
-   two of each kind of marker in the center four locations of the square.  The starting
-   score for each player is shown as 02 above a line of his markers.
-
-4. Your VIP indicates the player's turn by blinking that player's score and also blinking
-   a cursor dot in the 8x8 square.  A player moves the blinking cursor dot in the 8x8
-   square by pressing the direction keys 1-4 and 6-9 as shown. (VIPG1-6.JPG)
-
-5. When the cursor-dot is properly located, the player presses key 5 to place his marker
-   on the square.  You will find that your VIP will not allow you to make a non-valid
-   play.  The only placements allowed are onces for which at least one of the other
-   player's markers is surrounded between an existing marker of your own and your new
-   marker being placed.  All these markers must be in consecutive positions on the
-   square and can be in any horizontal, vertical or diagonal direction.  Once a new
-   marker has been placed, your VIP will change all such surrounded markers of the
-   other player to your kind and change the scores.
-
-6. Sometimes it may not be possible for a player to make a valid move.  If this happens
-   he must forfeit his move by pressing the "F" key! The game ends when neither player
-   can play or when the 8x8 square is completely filled with markers.  The goal is to
-   end the game with the highest score.  Do not be discouraged if during the game you
-   seem to be losing because this is a game with dramatic reversals!  Develop a winning
-   strategem and become a champion!!

BIN
prep-chip8/Chip-8 Games/Rocket Launch [Jonas Lindstedt].ch8


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prep-chip8/Chip-8 Games/Rocket Launcher.ch8


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prep-chip8/Chip-8 Games/Rocket [Joseph Weisbecker, 1978].ch8


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prep-chip8/Chip-8 Games/Rush Hour [Hap, 2006] (alt).ch8


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prep-chip8/Chip-8 Games/Rush Hour [Hap, 2006].ch8


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prep-chip8/Chip-8 Games/Rush Hour [Hap, 2006].txt

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-Rush Hour (v1.1) for CHIP-8 by hap 08-02-08, http://hap.samor.nl/
-Originally released on 17-12-06. Version 1.1 improves a few things.
-Based on a boardgame by Nobuyuki Yoshigahara "Nob" and ThinkFun,
-http://www.thinkfun.com/
-
-This game contains 170 puzzles. Most were taken from the original cardsets,
-some were made by me, and some were generated with Michel's PyTraffic,
-http://alpha.uhasselt.be/Research/Algebra/Members/pytraffic . Refer to
-the source code for detailed information on this.
-
-HOW TO PLAY
-===========
-
-The goal of the game is to slide the arrow block(s) out of the 6*6 grid.
-Completing 10 boards will be awarded with the inclusion of the next boardset(s)
-as seen from the connections on the boardset select screen, a password will be
-given so you don't have to complete the game in a single session.
-
- HEX key   PC key*   Use
----------------------------
- 5         W         up
- 8         S         down
- 7         A         left
- 9         D         right
- A         Z         ok/hold to slide
- 1         1         option(in-game)/back
-
-* = for interpreters that have the 4*4 keypad at 1234/QWER/ASDF/ZXCV.

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prep-chip8/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].ch8


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prep-chip8/Chip-8 Games/Russian Roulette [Carmelo Cortez, 1978].txt

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-Russian Roulette , by: Carmelo Cortez
-
-This game is called Russian RouLette. Press any key to Spin and pull the Trigger.  
-A "Click" or "Bang" will show, get ten "clicks" in a row and you win.

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prep-chip8/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].ch8


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prep-chip8/Chip-8 Games/Sequence Shoot [Joyce Weisbecker].txt

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-12. VIP Sequence Shoot
-
-You score points by having the sharp-shooter hit the targets in the proper sequence.
-
-How to Play VIP Sequence Shoot
-
-1. Load the CHIP-8 interpreter at 0000-01FF and
-   the game starting at 0200.
-
-2. Turn RUN switch on.
-
-3. Pressing the Key C causes the little man to shoot the top target, Key D shoots the
-   one below it, Key E the next lower and Key F the bottom target.
-
-4. One of the four targets flashes and the computer waits for you to shoot it.  When
-   you press teh correct key, you get one point.  Then two flash, on after the other.
-   Shoot the one that flashed first, then shoot the other.  This gives you two more
-   points.  Three targets (when hit in the same order as they flashed) add three
-   points to your score.
-
-5. Each time you shoot such a series of targets in proper sequence, your score
-   increases by the number of targets you hit.  An the next series you see is longer
-   by one target.  The maximum length of sequence is 22 targets, that is a score of 254.
-
-6. Improper sequencing of shots in any series ends the game.

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prep-chip8/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].ch8


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prep-chip8/Chip-8 Games/Shooting Stars [Philip Baltzer, 1978].txt

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-Shooting Stars, by: Philip Baltzer
-

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prep-chip8/Chip-8 Games/Slide [Joyce Weisbecker].ch8


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prep-chip8/Chip-8 Games/Slide [Joyce Weisbecker].txt

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-5. VIP SLIDE
-
-Slide is a two-person game.  Each player tries to slide a "puck" over the high-scoring
-"spots" without hitting the back wall.
-
-How To Play VIP Slide
-
-1. Load the CHIP-8 interpretor at 0000-01FF
-   and the game starting at 0200.
-
-2. Turn RUN switch on.
-
-3. The puck moves up and down randomly.  Press "0" key to stop the puck.  The puck
-   will move towards the spots after you release the key.  The longer you hold the
-   key down, the further the puck travels (maximum time approximately 2.5 seconds).
-
-4. You get 2 points for hitting the first spot, 4 points for either of the next two
-   spots and 8 points for either of the last two.  The highest score possible is 216
-   (two spots can be hit on one slide).
-
-5. If you hit the back wall, though, you get zero points for that slide, even though
-   you've hit a spot.
-
-6. Each player gets 3 pucks per turn and 6 turns in a game.

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prep-chip8/Chip-8 Games/Soccer.ch8


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prep-chip8/Chip-8 Games/Space Flight.ch8


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prep-chip8/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].ch8


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prep-chip8/Chip-8 Games/Space Intercept [Joseph Weisbecker, 1978].txt

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-Space Intercept, by Joseph Weisbecker
-
-At startup, Press 1 to select the large UFO whichh counts 5 points when hit or 2 to select the small UFO which counts 15 points when hit.
-Launch your rocket by pressing key 4,5 or 6. You get 15 rockets as shown in the lower right corner of the screen. Your score is shown in the lower left corner of the screen.

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prep-chip8/Chip-8 Games/Space Invaders [David Winter] (alt).ch8


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