From 72a80b66f979cce2318e0b4c1df1fae7175b4d2c Mon Sep 17 00:00:00 2001 From: Daniel Jones Date: Wed, 26 Aug 2020 07:55:11 +0930 Subject: [PATCH] added roms and changed readme --- README | 14 ++ main.c | 4 +- roms/CHANGELOG | 61 ++++++++ roms/README | 50 +++++++ .../demos/Maze (alt) [David Winter, 199x].ch8 | Bin 0 -> 38 bytes .../demos/Maze (alt) [David Winter, 199x].txt | 12 ++ roms/demos/Maze [David Winter, 199x].ch8 | Bin 0 -> 34 bytes roms/demos/Maze [David Winter, 199x].txt | 12 ++ .../Particle Demo [zeroZshadow, 2008].ch8 | Bin 0 -> 353 bytes .../Particle Demo [zeroZshadow, 2008].txt | 6 + .../Sierpinski [Sergey Naydenov, 2010].ch8 | Bin 0 -> 521 bytes .../Sirpinski [Sergey Naydenov, 2010].ch8 | Bin 0 -> 521 bytes roms/demos/Stars [Sergey Naydenov, 2010].ch8 | Bin 0 -> 968 bytes .../Trip8 Demo (2008) [Revival Studios].ch8 | Bin 0 -> 3203 bytes .../Trip8 Demo (2008) [Revival Studios].txt | 49 +++++++ roms/demos/Zero Demo [zeroZshadow, 2007].ch8 | 11 ++ roms/demos/Zero Demo [zeroZshadow, 2007].txt | 3 + roms/games/15 Puzzle [Roger Ivie] (alt).ch8 | Bin 0 -> 264 bytes roms/games/15 Puzzle [Roger Ivie].ch8 | Bin 0 -> 384 bytes roms/games/15 Puzzle [Roger Ivie].txt | 1 + .../Addition Problems [Paul C. Moews].ch8 | Bin 0 -> 168 bytes roms/games/Airplane.ch8 | Bin 0 -> 356 bytes roms/games/Animal Race [Brian Astle].ch8 | Bin 0 -> 1194 bytes roms/games/Animal Race [Brian Astle].txt | 32 +++++ .../Astro Dodge [Revival Studios, 2008].ch8 | Bin 0 -> 1113 bytes .../Astro Dodge [Revival Studios, 2008].txt | 52 +++++++ roms/games/Biorhythm [Jef Winsor].ch8 | Bin 0 -> 910 bytes roms/games/Biorhythm [Jef Winsor].txt | 58 ++++++++ .../Blinky [Hans Christian Egeberg, 1991].ch8 | Bin 0 -> 2356 bytes .../Blinky [Hans Christian Egeberg] (alt).ch8 | Bin 0 -> 2078 bytes roms/games/Blitz [David Winter].ch8 | Bin 0 -> 391 bytes roms/games/Blitz [David Winter].txt | 4 + roms/games/Bowling [Gooitzen van der Wal].ch8 | Bin 0 -> 1194 bytes roms/games/Bowling [Gooitzen van der Wal].txt | 53 +++++++ ...akout (Brix hack) [David Winter, 1997].ch8 | Bin 0 -> 280 bytes ...akout (Brix hack) [David Winter, 1997].txt | 6 + .../games/Breakout [Carmelo Cortez, 1979].ch8 | Bin 0 -> 232 bytes .../games/Breakout [Carmelo Cortez, 1979].txt | 4 + roms/games/Brick (Brix hack, 1990).ch8 | Bin 0 -> 286 bytes roms/games/Brick (Brix hack, 1990).txt | 3 + .../games/Brix [Andreas Gustafsson, 1990].ch8 | Bin 0 -> 280 bytes roms/games/Cave.ch8 | Bin 0 -> 882 bytes .../Coin Flipping [Carmelo Cortez, 1978].ch8 | Bin 0 -> 108 bytes .../Coin Flipping [Carmelo Cortez, 1978].txt | 5 + roms/games/Connect 4 [David Winter].ch8 | Bin 0 -> 194 bytes roms/games/Connect 4 [David Winter].txt | 10 ++ roms/games/Craps [Camerlo Cortez, 1978].ch8 | Bin 0 -> 192 bytes roms/games/Craps [Camerlo Cortez, 1978].txt | 4 + roms/games/Deflection [John Fort].ch8 | Bin 0 -> 1024 bytes roms/games/Deflection [John Fort].txt | 54 +++++++ roms/games/Figures.ch8 | Bin 0 -> 290 bytes roms/games/Filter.ch8 | Bin 0 -> 198 bytes roms/games/Guess [David Winter] (alt).ch8 | Bin 0 -> 148 bytes roms/games/Guess [David Winter] (alt).txt | 1 + roms/games/Guess [David Winter].ch8 | Bin 0 -> 150 bytes roms/games/Guess [David Winter].txt | 1 + roms/games/Hi-Lo [Jef Winsor, 1978].ch8 | Bin 0 -> 170 bytes roms/games/Hi-Lo [Jef Winsor, 1978].txt | 3 + roms/games/Hidden [David Winter, 1996].ch8 | Bin 0 -> 850 bytes roms/games/Hidden [David Winter, 1996].txt | 28 ++++ ...Kaleidoscope [Joseph Weisbecker, 1978].ch8 | Bin 0 -> 122 bytes ...Kaleidoscope [Joseph Weisbecker, 1978].txt | 7 + roms/games/Landing.ch8 | Bin 0 -> 276 bytes .../Lunar Lander (Udo Pernisz, 1979).ch8 | Bin 0 -> 1792 bytes .../Lunar Lander [Udo Pernisz, 1979].txt | 105 ++++++++++++++ ...termind FourRow (Robert Lindley, 1978).ch8 | Bin 0 -> 292 bytes ...termind FourRow (Robert Lindley, 1978).txt | 13 ++ roms/games/Merlin [David Winter].ch8 | Bin 0 -> 345 bytes roms/games/Merlin [David Winter].txt | 4 + roms/games/Missile [David Winter].ch8 | Bin 0 -> 180 bytes .../Most Dangerous Game [Peter Maruhnic].ch8 | Bin 0 -> 1010 bytes .../Most Dangerous Game [Peter Maruhnic].txt | 48 +++++++ roms/games/Nim [Carmelo Cortez, 1978].ch8 | Bin 0 -> 182 bytes roms/games/Nim [Carmelo Cortez, 1978].txt | 4 + roms/games/Paddles.ch8 | Bin 0 -> 560 bytes roms/games/Pong (1 player).ch8 | Bin 0 -> 246 bytes roms/games/Pong (alt).ch8 | Bin 0 -> 264 bytes ...ong 2 (Pong hack) [David Winter, 1997].ch8 | Bin 0 -> 294 bytes roms/games/Pong [Paul Vervalin, 1990].ch8 | Bin 0 -> 246 bytes roms/games/Pong [Paul Vervalin, 1990].txt | 9 ++ ...rogrammable Spacefighters [Jef Winsor].ch8 | Bin 0 -> 1020 bytes ...rogrammable Spacefighters [Jef Winsor].txt | 135 ++++++++++++++++++ roms/games/Puzzle.ch8 | Bin 0 -> 184 bytes roms/games/Reversi [Philip Baltzer].ch8 | Bin 0 -> 578 bytes roms/games/Reversi [Philip Baltzer].txt | 37 +++++ .../games/Rocket Launch [Jonas Lindstedt].ch8 | Bin 0 -> 494 bytes roms/games/Rocket Launcher.ch8 | Bin 0 -> 112 bytes .../Rocket [Joseph Weisbecker, 1978].ch8 | Bin 0 -> 130 bytes roms/games/Rush Hour [Hap, 2006] (alt).ch8 | Bin 0 -> 3582 bytes roms/games/Rush Hour [Hap, 2006].ch8 | Bin 0 -> 3582 bytes roms/games/Rush Hour [Hap, 2006].txt | 28 ++++ ...ussian Roulette [Carmelo Cortez, 1978].ch8 | Bin 0 -> 156 bytes ...ussian Roulette [Carmelo Cortez, 1978].txt | 4 + .../Sequence Shoot [Joyce Weisbecker].ch8 | Bin 0 -> 324 bytes .../Sequence Shoot [Joyce Weisbecker].txt | 25 ++++ .../Shooting Stars [Philip Baltzer, 1978].ch8 | Bin 0 -> 204 bytes .../Shooting Stars [Philip Baltzer, 1978].txt | 2 + roms/games/Slide [Joyce Weisbecker].ch8 | Bin 0 -> 388 bytes roms/games/Slide [Joyce Weisbecker].txt | 24 ++++ roms/games/Soccer.ch8 | Bin 0 -> 334 bytes roms/games/Space Flight.ch8 | Bin 0 -> 716 bytes ...ce Intercept [Joseph Weisbecker, 1978].ch8 | Bin 0 -> 192 bytes ...ce Intercept [Joseph Weisbecker, 1978].txt | 4 + .../Space Invaders [David Winter] (alt).ch8 | Bin 0 -> 1283 bytes .../Space Invaders [David Winter] (alt).txt | 5 + roms/games/Space Invaders [David Winter].ch8 | Bin 0 -> 1301 bytes roms/games/Space Invaders [David Winter].txt | 5 + .../Spooky Spot [Joseph Weisbecker, 1978].ch8 | Bin 0 -> 154 bytes .../Spooky Spot [Joseph Weisbecker, 1978].txt | 4 + roms/games/Squash [David Winter].ch8 | Bin 0 -> 211 bytes .../Submarine [Carmelo Cortez, 1978].ch8 | Bin 0 -> 288 bytes .../Submarine [Carmelo Cortez, 1978].txt | 4 + roms/games/Sum Fun [Joyce Weisbecker].ch8 | Bin 0 -> 176 bytes roms/games/Sum Fun [Joyce Weisbecker].txt | 27 ++++ roms/games/Syzygy [Roy Trevino, 1990].ch8 | Bin 0 -> 946 bytes roms/games/Syzygy [Roy Trevino, 1990].txt | 62 ++++++++ roms/games/Tank.ch8 | Bin 0 -> 560 bytes roms/games/Tank.txt | 1 + roms/games/Tapeworm [JDR, 1999].ch8 | Bin 0 -> 284 bytes roms/games/Tetris [Fran Dachille, 1991].ch8 | Bin 0 -> 494 bytes roms/games/Tetris [Fran Dachille, 1991].txt | 31 ++++ roms/games/Tic-Tac-Toe [David Winter].ch8 | Bin 0 -> 486 bytes roms/games/Timebomb.ch8 | Bin 0 -> 144 bytes roms/games/Tron.ch8 | Bin 0 -> 382 bytes roms/games/UFO [Lutz V, 1992].ch8 | Bin 0 -> 224 bytes roms/games/UFO [Lutz V, 1992].txt | 24 ++++ roms/games/Vers [JMN, 1991].ch8 | Bin 0 -> 230 bytes .../Vertical Brix [Paul Robson, 1996].ch8 | Bin 0 -> 507 bytes roms/games/Wall [David Winter].ch8 | Bin 0 -> 229 bytes roms/games/Wipe Off [Joseph Weisbecker].ch8 | Bin 0 -> 206 bytes .../Worm V4 [RB-Revival Studios, 2007].ch8 | Bin 0 -> 677 bytes .../Worm V4 [RB-Revival Studios, 2007].txt | 52 +++++++ roms/games/X-Mirror.ch8 | Bin 0 -> 106 bytes roms/games/ZeroPong [zeroZshadow, 2007].ch8 | Bin 0 -> 184 bytes ...iewer - Hello (C8 example) [Hap, 2005].ch8 | Bin 0 -> 304 bytes ...iewer - Hello (C8 example) [Hap, 2005].txt | 3 + roms/programs/Chip8 Picture.ch8 | Bin 0 -> 164 bytes .../Chip8 emulator Logo [Garstyciuks].ch8 | Bin 0 -> 288 bytes .../Clock Program [Bill Fisher, 1981].ch8 | Bin 0 -> 280 bytes .../Clock Program [Bill Fisher, 1981].txt | 8 ++ ...lay Timer Test [Matthew Mikolay, 2010].ch8 | Bin 0 -> 58 bytes ...lay Timer Test [Matthew Mikolay, 2010].txt | 9 ++ .../Division Test [Sergey Naydenov, 2010].ch8 | Bin 0 -> 371 bytes roms/programs/Fishie [Hap, 2005].ch8 | Bin 0 -> 160 bytes roms/programs/Fishie [Hap, 2005].txt | 2 + .../Framed MK1 [GV Samways, 1980].ch8 | Bin 0 -> 176 bytes .../Framed MK1 [GV Samways, 1980].txt | 4 + .../Framed MK2 [GV Samways, 1980].ch8 | Bin 0 -> 176 bytes .../Framed MK2 [GV Samways, 1980].txt | 4 + roms/programs/IBM Logo.ch8 | Bin 0 -> 132 bytes ...umping X and O [Harry Kleinberg, 1977].ch8 | Bin 0 -> 82 bytes ...umping X and O [Harry Kleinberg, 1977].txt | 3 + roms/programs/Keypad Test [Hap, 2006].ch8 | Bin 0 -> 114 bytes roms/programs/Keypad Test [Hap, 2006].txt | 12 ++ roms/programs/Life [GV Samways, 1980].ch8 | Bin 0 -> 256 bytes roms/programs/Life [GV Samways, 1980].txt | 11 ++ .../Minimal game [Revival Studios, 2007].ch8 | Bin 0 -> 85 bytes ...om Number Test [Matthew Mikolay, 2010].ch8 | Bin 0 -> 34 bytes ...om Number Test [Matthew Mikolay, 2010].txt | 17 +++ .../SQRT Test [Sergey Naydenov, 2010].ch8 | Bin 0 -> 386 bytes 160 files changed, 1276 insertions(+), 2 deletions(-) create mode 100644 roms/CHANGELOG create mode 100644 roms/README create mode 100644 roms/demos/Maze (alt) [David Winter, 199x].ch8 create mode 100644 roms/demos/Maze (alt) [David Winter, 199x].txt create mode 100644 roms/demos/Maze [David Winter, 199x].ch8 create mode 100644 roms/demos/Maze [David Winter, 199x].txt create mode 100644 roms/demos/Particle Demo [zeroZshadow, 2008].ch8 create mode 100644 roms/demos/Particle Demo [zeroZshadow, 2008].txt create mode 100644 roms/demos/Sierpinski [Sergey Naydenov, 2010].ch8 create mode 100644 roms/demos/Sirpinski [Sergey Naydenov, 2010].ch8 create mode 100644 roms/demos/Stars [Sergey Naydenov, 2010].ch8 create mode 100644 roms/demos/Trip8 Demo (2008) [Revival Studios].ch8 create mode 100644 roms/demos/Trip8 Demo (2008) [Revival Studios].txt create mode 100644 roms/demos/Zero Demo [zeroZshadow, 2007].ch8 create mode 100644 roms/demos/Zero Demo [zeroZshadow, 2007].txt create mode 100644 roms/games/15 Puzzle [Roger Ivie] (alt).ch8 create mode 100644 roms/games/15 Puzzle [Roger Ivie].ch8 create mode 100644 roms/games/15 Puzzle [Roger Ivie].txt create mode 100644 roms/games/Addition Problems [Paul C. Moews].ch8 create mode 100644 roms/games/Airplane.ch8 create mode 100644 roms/games/Animal Race [Brian Astle].ch8 create mode 100644 roms/games/Animal Race [Brian Astle].txt create mode 100644 roms/games/Astro Dodge [Revival Studios, 2008].ch8 create mode 100644 roms/games/Astro Dodge [Revival Studios, 2008].txt create mode 100644 roms/games/Biorhythm [Jef Winsor].ch8 create mode 100644 roms/games/Biorhythm [Jef Winsor].txt create mode 100644 roms/games/Blinky [Hans Christian Egeberg, 1991].ch8 create mode 100644 roms/games/Blinky [Hans Christian Egeberg] (alt).ch8 create mode 100644 roms/games/Blitz [David Winter].ch8 create mode 100644 roms/games/Blitz [David Winter].txt create mode 100644 roms/games/Bowling [Gooitzen van der Wal].ch8 create mode 100644 roms/games/Bowling [Gooitzen van der Wal].txt create mode 100644 roms/games/Breakout (Brix hack) [David Winter, 1997].ch8 create mode 100644 roms/games/Breakout (Brix hack) [David Winter, 1997].txt create mode 100644 roms/games/Breakout [Carmelo Cortez, 1979].ch8 create mode 100644 roms/games/Breakout [Carmelo Cortez, 1979].txt create mode 100644 roms/games/Brick (Brix hack, 1990).ch8 create mode 100644 roms/games/Brick (Brix hack, 1990).txt create mode 100644 roms/games/Brix [Andreas Gustafsson, 1990].ch8 create mode 100644 roms/games/Cave.ch8 create mode 100644 roms/games/Coin Flipping [Carmelo Cortez, 1978].ch8 create mode 100644 roms/games/Coin Flipping [Carmelo Cortez, 1978].txt create mode 100644 roms/games/Connect 4 [David Winter].ch8 create mode 100644 roms/games/Connect 4 [David Winter].txt create mode 100644 roms/games/Craps [Camerlo Cortez, 1978].ch8 create mode 100644 roms/games/Craps [Camerlo Cortez, 1978].txt create mode 100644 roms/games/Deflection [John Fort].ch8 create mode 100644 roms/games/Deflection [John Fort].txt create mode 100644 roms/games/Figures.ch8 create mode 100644 roms/games/Filter.ch8 create mode 100644 roms/games/Guess [David Winter] (alt).ch8 create mode 100644 roms/games/Guess [David Winter] (alt).txt create mode 100644 roms/games/Guess [David Winter].ch8 create mode 100644 roms/games/Guess [David Winter].txt create mode 100644 roms/games/Hi-Lo [Jef Winsor, 1978].ch8 create mode 100644 roms/games/Hi-Lo [Jef Winsor, 1978].txt create mode 100644 roms/games/Hidden [David Winter, 1996].ch8 create mode 100644 roms/games/Hidden [David Winter, 1996].txt create mode 100644 roms/games/Kaleidoscope [Joseph Weisbecker, 1978].ch8 create mode 100644 roms/games/Kaleidoscope [Joseph Weisbecker, 1978].txt create mode 100644 roms/games/Landing.ch8 create mode 100644 roms/games/Lunar Lander (Udo Pernisz, 1979).ch8 create mode 100644 roms/games/Lunar Lander [Udo Pernisz, 1979].txt create mode 100644 roms/games/Mastermind FourRow (Robert Lindley, 1978).ch8 create mode 100644 roms/games/Mastermind FourRow (Robert Lindley, 1978).txt create mode 100644 roms/games/Merlin [David Winter].ch8 create mode 100644 roms/games/Merlin [David Winter].txt create mode 100644 roms/games/Missile [David Winter].ch8 create mode 100644 roms/games/Most Dangerous Game [Peter Maruhnic].ch8 create mode 100644 roms/games/Most Dangerous Game [Peter Maruhnic].txt create mode 100644 roms/games/Nim [Carmelo Cortez, 1978].ch8 create mode 100644 roms/games/Nim [Carmelo Cortez, 1978].txt create mode 100644 roms/games/Paddles.ch8 create mode 100644 roms/games/Pong (1 player).ch8 create mode 100644 roms/games/Pong (alt).ch8 create mode 100644 roms/games/Pong 2 (Pong hack) [David Winter, 1997].ch8 create mode 100644 roms/games/Pong [Paul Vervalin, 1990].ch8 create mode 100644 roms/games/Pong [Paul Vervalin, 1990].txt create mode 100644 roms/games/Programmable Spacefighters [Jef Winsor].ch8 create mode 100644 roms/games/Programmable Spacefighters [Jef Winsor].txt create mode 100644 roms/games/Puzzle.ch8 create mode 100644 roms/games/Reversi [Philip Baltzer].ch8 create mode 100644 roms/games/Reversi [Philip Baltzer].txt create mode 100644 roms/games/Rocket Launch [Jonas Lindstedt].ch8 create mode 100644 roms/games/Rocket Launcher.ch8 create mode 100644 roms/games/Rocket [Joseph Weisbecker, 1978].ch8 create mode 100644 roms/games/Rush Hour [Hap, 2006] (alt).ch8 create mode 100644 roms/games/Rush Hour [Hap, 2006].ch8 create mode 100644 roms/games/Rush Hour [Hap, 2006].txt create mode 100644 roms/games/Russian Roulette [Carmelo Cortez, 1978].ch8 create mode 100644 roms/games/Russian Roulette [Carmelo Cortez, 1978].txt create mode 100644 roms/games/Sequence Shoot [Joyce Weisbecker].ch8 create mode 100644 roms/games/Sequence Shoot [Joyce Weisbecker].txt create mode 100644 roms/games/Shooting Stars [Philip Baltzer, 1978].ch8 create mode 100644 roms/games/Shooting Stars [Philip Baltzer, 1978].txt create mode 100644 roms/games/Slide [Joyce Weisbecker].ch8 create mode 100644 roms/games/Slide [Joyce Weisbecker].txt create mode 100644 roms/games/Soccer.ch8 create mode 100644 roms/games/Space Flight.ch8 create mode 100644 roms/games/Space Intercept [Joseph Weisbecker, 1978].ch8 create mode 100644 roms/games/Space Intercept [Joseph Weisbecker, 1978].txt create mode 100644 roms/games/Space Invaders [David Winter] (alt).ch8 create mode 100644 roms/games/Space Invaders [David Winter] (alt).txt create mode 100644 roms/games/Space Invaders [David Winter].ch8 create mode 100644 roms/games/Space Invaders [David Winter].txt create mode 100644 roms/games/Spooky Spot [Joseph Weisbecker, 1978].ch8 create mode 100644 roms/games/Spooky Spot [Joseph Weisbecker, 1978].txt create mode 100644 roms/games/Squash [David Winter].ch8 create mode 100644 roms/games/Submarine [Carmelo Cortez, 1978].ch8 create mode 100644 roms/games/Submarine [Carmelo Cortez, 1978].txt create mode 100644 roms/games/Sum Fun [Joyce Weisbecker].ch8 create mode 100644 roms/games/Sum Fun [Joyce Weisbecker].txt create mode 100644 roms/games/Syzygy [Roy Trevino, 1990].ch8 create mode 100644 roms/games/Syzygy [Roy Trevino, 1990].txt create mode 100644 roms/games/Tank.ch8 create mode 100644 roms/games/Tank.txt create mode 100644 roms/games/Tapeworm [JDR, 1999].ch8 create mode 100644 roms/games/Tetris [Fran Dachille, 1991].ch8 create mode 100644 roms/games/Tetris [Fran Dachille, 1991].txt create mode 100644 roms/games/Tic-Tac-Toe [David Winter].ch8 create mode 100644 roms/games/Timebomb.ch8 create mode 100644 roms/games/Tron.ch8 create mode 100644 roms/games/UFO [Lutz V, 1992].ch8 create mode 100644 roms/games/UFO [Lutz V, 1992].txt create mode 100644 roms/games/Vers [JMN, 1991].ch8 create mode 100644 roms/games/Vertical Brix [Paul Robson, 1996].ch8 create mode 100644 roms/games/Wall [David Winter].ch8 create mode 100644 roms/games/Wipe Off [Joseph Weisbecker].ch8 create mode 100644 roms/games/Worm V4 [RB-Revival Studios, 2007].ch8 create mode 100644 roms/games/Worm V4 [RB-Revival Studios, 2007].txt create mode 100644 roms/games/X-Mirror.ch8 create mode 100644 roms/games/ZeroPong [zeroZshadow, 2007].ch8 create mode 100644 roms/programs/BMP Viewer - Hello (C8 example) [Hap, 2005].ch8 create mode 100644 roms/programs/BMP Viewer - Hello (C8 example) [Hap, 2005].txt create mode 100644 roms/programs/Chip8 Picture.ch8 create mode 100644 roms/programs/Chip8 emulator Logo [Garstyciuks].ch8 create mode 100644 roms/programs/Clock Program [Bill Fisher, 1981].ch8 create mode 100644 roms/programs/Clock Program [Bill Fisher, 1981].txt create mode 100644 roms/programs/Delay Timer Test [Matthew Mikolay, 2010].ch8 create mode 100644 roms/programs/Delay Timer Test [Matthew Mikolay, 2010].txt create mode 100644 roms/programs/Division Test [Sergey Naydenov, 2010].ch8 create mode 100644 roms/programs/Fishie [Hap, 2005].ch8 create mode 100644 roms/programs/Fishie [Hap, 2005].txt create mode 100644 roms/programs/Framed MK1 [GV Samways, 1980].ch8 create mode 100644 roms/programs/Framed MK1 [GV Samways, 1980].txt create mode 100644 roms/programs/Framed MK2 [GV Samways, 1980].ch8 create mode 100644 roms/programs/Framed MK2 [GV Samways, 1980].txt create mode 100644 roms/programs/IBM Logo.ch8 create mode 100644 roms/programs/Jumping X and O [Harry Kleinberg, 1977].ch8 create mode 100644 roms/programs/Jumping X and O [Harry Kleinberg, 1977].txt create mode 100644 roms/programs/Keypad Test [Hap, 2006].ch8 create mode 100644 roms/programs/Keypad Test [Hap, 2006].txt create mode 100644 roms/programs/Life [GV Samways, 1980].ch8 create mode 100644 roms/programs/Life [GV Samways, 1980].txt create mode 100644 roms/programs/Minimal game [Revival Studios, 2007].ch8 create mode 100644 roms/programs/Random Number Test [Matthew Mikolay, 2010].ch8 create mode 100644 roms/programs/Random Number Test [Matthew Mikolay, 2010].txt create mode 100644 roms/programs/SQRT Test [Sergey Naydenov, 2010].ch8 diff --git a/README b/README index d4e8368..33b0471 100644 --- a/README +++ b/README @@ -1 +1,15 @@ CHIP-8 interpreter in C using SDL2 for graphics and sound. + +# build +``` +cmake CmakeLists.txt +make +``` +The binary is in bin/ +# running +``` +usage: bin/chip8 [scale] [speed] [romfile] +scale - pixel scaling (~5 recommended) +speed - how many cycles per second should be run (60-1000 or so, depends on the game) +``` +A number of example ROM files are provided in the roms/ directory. diff --git a/main.c b/main.c index 0d5e381..0b7eb83 100644 --- a/main.c +++ b/main.c @@ -63,7 +63,7 @@ extern uint16_t stack[STACK_SIZE]; void usage(char *program) { - printf("usage: %s [speed] [scale] [romfile]\nspeed - how many cycles per second should be run (60-1000 or so, depends on the game)\nscale - pixel scaling (~5 recommended)", program); + printf("usage: %s [scale] [speed] [romfile]\nscale - pixel scaling (~5 recommended)\nspeed - how many cycles per second should be run (60-1000 or so, depends on the game)\n", program); } void @@ -224,7 +224,7 @@ int main(int argc, char *argv[]) init_video(); const int fps = atoi(argv[2]); - const int frame_delay = 1000/fps; + const uint32_t frame_delay = 1000/fps; uint32_t frame_start; uint32_t frame_time; diff --git a/roms/CHANGELOG b/roms/CHANGELOG new file mode 100644 index 0000000..69f161c --- /dev/null +++ b/roms/CHANGELOG @@ -0,0 +1,61 @@ +[16/4/2011]: +- HIRES CHIP-8: Added Hires AstroDodge [Revival Studios, 2008] +- HIRES CHIP-8: Added Hires Worm V4 [Revival Studios/RB, 2007] +- HIRES CHIP-8: Added Trip8 Hires demo [Revival Studios, 2008] +- HIRES CHIP-8: Added Hires Particle Demo [ZeroZshadow, 2008] +- HIRES CHIP-8: Added Hires Stars [Sergey Naydenov, 2010] +- HIRES CHIP-8: Added Hires Sierpinski [Sergey Naydenov, 2010] +- HIRES CHIP-8: Added Hires Maze [David Winter, 19xx] +- HIRES CHIP-8: Added Hires test [-, 1978] +- CHIP-8 Programs: Life [GV Samways, 1980] +- CHIP-8 Programs: Framed MK1 [GV Samways, 1980] +- CHIP-8 Programs: Framed MK2 [GV Samways, 1980] +- CHIP-8 Programs: Clock Program [Bill Fisher, 1981] +- CHIP-8 Games: Russian Roulette [David Ruth, 1982] +- CHIP-8 Games: FlipAround [unknown, 1980] + +[2/1/2011]: +- CHIP-8 DEMOS: Added Particle Demo [ZeroZshadow, 2008] +- SUPERCHIP-8 DEMOS: Added Super Particle Demo [ZeroZshadow, 2008] +- MEGACHIP-8 DEMOS: Added Mega Particle Demo [ZeroZshadow, 2008] + +[19/9/2010]: +- CHIP-8 DEMOS: Added Trip-8 Demo [Revival Studios,2008] +- SUPERCHIP-8 DEMOS: Added SuperTrip-8 Demo [Revival Studios,2008] +- CHIP-8 DEMOS: Added Stars [Sergey Naydenov, 2010] +- CHIP-8 DEMOS: Added Sierpinski [Sergey Naydenov, 2010] +- SUPERCHIP-8 DEMOS: Added SCStars [Sergey Naydenov, 2010] +- SUPERCHIP-8 DEMOS: Added SCSierpinksi [Sergey Naydenov, 2010] +- MEGACHIP-8 DEMOS: Added MegaSierpinski [Sergey Naydenov, 2010] +- CHIP-8 TESTS: Added Division Test [Sergey Naydenov, 2010] +- CHIP-8 TESTS: Added SQRT Test [Sergey Naydenov, 2010] +- CHIP8x and HYBRIDS: Added various ETI660 Hybrids. + +[12/9/2010]: +- CHIP-8 GAMES: Added Worm V4 [RB-Revival Studios, 2007] +- CHIP-8 GAMES: Added ZeroPong [ZeroZshadow, 2007] +- CHIP-8 GAMES: Added Rush Hour [Hap, 2006] (alt) +- CHIP-8 GAMES: Added Pong (alt) + +[11/9/2010]: +- CHIP-8 GAMES: Added a few converted roms from old Viper magazines & manuals. +- Many new roms/programs added. + +[20/8/2010]: +- CHIP-8 GAMES: Added AstroDodge [Revival Studios, 2008] +- SUPERCHIP-8 GAMES: Added Super AstroDodge [Revival Studios, 2008] +- SUPERCHIP-8 DEMOS: Added Climax Slideshow [Revival Studios, 2008] +- Added Author and release-year information for each rom. +- Added Text file by original author for each rom. + +[4/6/2008]: +- Added Zero Demo [ZeroZshadow, 2007] +- Added a number of other new roms. + +[2/10/2007]: +- Initial release of the rom pack + +[Still Wanted]: +- Snafu (Chip-8 Game) +- Life (Chip-8 Demo) + diff --git a/roms/README b/roms/README new file mode 100644 index 0000000..429e880 --- /dev/null +++ b/roms/README @@ -0,0 +1,50 @@ +----------------------------------------------------------------------------- + ///////////////// + ////////////////// + //// //// + //// /////////// + //// /////////// + //// //// + //// /////////// + //// ////////// + + www.chip8.com +----------------------------------------------------------------------------- +Title : Chip-8 Program Pack +Author : Revival Studios +Genre : Compilation +System : Chip-8/SuperChip/MegaChip8 +Last updated : 16/04/2011 +Product ID : RS-C8000 +----------------------------------------------------------------------------- + +This is a collection of all CHIP-8 / SuperChip / MegaChip8 programs i found scattered around the web. I've researched and added information about the original author and year of release for most roms. +The roms are divided in the following categories: + +- CHIP-8 Games +- CHIP-8 Demo's +- CHIP-8 Test programs +- CHIP-8 Hires (hardware compatible 64x64 hires mode) +- CHIP-8X/Hybrid games +- SuperChip Games +- SuperChip Demo's +- SuperChip Test programs +- MegaChip Games +- MegaChip Demo's + +I've also converted various listings from paper to binary form and added them to this package. + +Running the roms: +----------------- +These roms will run in most CHIP-8 emulators and/or the original machines (CHIP8). + +Distribution: +------------- +This package can be freely distributed in its original form. +If you have any additions for this pack, let me know. + +Watch out for more releases soon! + + + Revival Studios + diff --git a/roms/demos/Maze (alt) [David Winter, 199x].ch8 b/roms/demos/Maze (alt) [David Winter, 199x].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..0dca98194909931a4c217eca56340d0b693542d8 GIT binary patch literal 38 tcmYdbNMu-~bcoT2agp2wkpdP22O*XOhC&uY1tAt8nFa?10R@K!0RXgI2xI^N literal 0 HcmV?d00001 diff --git a/roms/demos/Maze (alt) [David Winter, 199x].txt b/roms/demos/Maze (alt) [David Winter, 199x].txt new file mode 100644 index 0000000..2cdef41 --- /dev/null +++ b/roms/demos/Maze (alt) [David Winter, 199x].txt @@ -0,0 +1,12 @@ +Maze, by David Winter + +Drawing a random maze like this one consists in drawing random diagonal +lines. There are two possibilities: right-to-left line, and left-to-right +line. Each line is composed of a 4*4 bitmap. As the lines must form non- +circular angles, the two bitmaps won't be '/' and '\'. The first one +(right line) will be a little bit modified. See at the end of this source. + +The maze is composed of 16 lines (as the bitmaps are 4 pixels high), each +line consists of 32 bitmaps. +Bitmaps are drawn in random mode. We choose a random value (0 or 1). +If it is 1, we draw a left line bitmap. If it is 0, we draw a right one. diff --git a/roms/demos/Maze [David Winter, 199x].ch8 b/roms/demos/Maze [David Winter, 199x].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..152ae7dab7d5e7634987ea23c45a922db5ac9389 GIT binary patch literal 34 pcmZ1^cZku5ago#okpdP22O)+8hC&uY1tA6@i3SG+0R@K!0RWch2af;% literal 0 HcmV?d00001 diff --git a/roms/demos/Maze [David Winter, 199x].txt b/roms/demos/Maze [David Winter, 199x].txt new file mode 100644 index 0000000..2cdef41 --- /dev/null +++ b/roms/demos/Maze [David Winter, 199x].txt @@ -0,0 +1,12 @@ +Maze, by David Winter + +Drawing a random maze like this one consists in drawing random diagonal +lines. There are two possibilities: right-to-left line, and left-to-right +line. Each line is composed of a 4*4 bitmap. As the lines must form non- +circular angles, the two bitmaps won't be '/' and '\'. The first one +(right line) will be a little bit modified. See at the end of this source. + +The maze is composed of 16 lines (as the bitmaps are 4 pixels high), each +line consists of 32 bitmaps. +Bitmaps are drawn in random mode. We choose a random value (0 or 1). +If it is 1, we draw a left line bitmap. 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VIP Animal Race + +Animal Race is a fun game for one person, with an element of luck - sure to +put a smile on your face. Five different animals race against one another +and you have the chance to test your expertise at picking the winner. + + +How To Play Animal Race + +1. Load the CHIP-8 interpretor at 0000-01FF + and the game starting at 0200. + +2. Turn RUN switch on. + +3. Wait until the animals are lined up and read to start, then select an animal + by pressing a letter A through E. A mark will appear to the left of the + animal to remind you of the one you have selected. + +4. Decide how much you want to bet (up to a limit of $9), then press that key. + +5. After the race is over, press zero (or any key) to start the next race. + Your winnings or losses will be computed and the new total displayed at + the begining of the next race. + +Hints for expert players +All animals move at approximately the same speed, but they start from different +positions. The odds for each animal are related to the starting position but +include a random element. Some races favor the player and you should bet up to +the limit on these. Some races are unfavorable and you should bet carefully +on these. + +You can win the game by accumulating $256 or more. diff --git a/roms/games/Astro Dodge [Revival Studios, 2008].ch8 b/roms/games/Astro Dodge [Revival Studios, 2008].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..e41bf2cdf28ef3a080c4b1c87fd9fd7c07444996 GIT binary patch literal 1113 zcma)4QA}D_82+wY@y@^|SEQ_AgiuHrG4`f3gfhZz7d5GIlPFjo+Sk*4z?k`FeF zCH<0Rr7LV)85kkVzvqL;lG2YcDa&mTw5jA zO4w9cOVX$=Bc8$hw{X3JdpkqQy(2eHhU9;oO*y6dUj6C*rhvcT01p9KIHAJ#Jl-X;gM7QN zn$<>4^1PJe$=rs}C?9@Rj6SM%Fwh1e#>hz(X9&@E&L0>{I{CG5+K{SMah8z&HC+`_ zzS4U`##8;yd5$dUxQijnsRl8mlU{N7-ME6xON^Ygo#&r#ZsXrNiU&FbodMhvhPMReuxv$T5Z=JTNi_ zr3Z)n=RA*Gc}wah83}~q1jMdd{Y9*WXCFQ|g?D}Z(RvFT2ImP3L6~Ol-kkwVzpOI<1DY$IDF6Tf literal 0 HcmV?d00001 diff --git a/roms/games/Astro Dodge [Revival Studios, 2008].txt b/roms/games/Astro Dodge [Revival Studios, 2008].txt new file mode 100644 index 0000000..c1984b8 --- /dev/null +++ b/roms/games/Astro Dodge [Revival Studios, 2008].txt @@ -0,0 +1,52 @@ +----------------------------------------------------------------------------- + ///////////////// + ////////////////// + //// //// + //// /////////// + //// /////////// + //// //// + //// /////////// + //// ////////// + + www.revival-studios.com +----------------------------------------------------------------------------- +Title : Astro Dodge +Author : Martijn Wenting / Revival Studios +Genre : Game +System : Chip8 / SuperChip8 +Date : 18/12/2008 +Product ID : RS-C8003 +----------------------------------------------------------------------------- + +All the contents of this package are (c)Copyright 2008 Revival Studios. + +The contents of the package may only be spread in its original form, and may not be +published or distributed otherwise without the written permission of the authors. + +Description: +------------ +Astro Dodge is an arcade game for the Chip8 and SuperChip8 systems. +Both versions of the game are included in this package. + +Your goal is to make your way through the asteroids field and dodge the asteroids, scoring points for each asteroid you are able to dodge. +Button 2,4,6,8 will move your ship, button 5 will start the game. + +Running the game(s): +-------------------- +The CHIP8 version of the game has been programmed to be compatible with original hardware like the Cosmac VIP and Telmac 1800. +Use the Megachip emulator or any other Chip8/SuperChip compatible emulator to run the game(s). + +Credits: +-------- +Programming and Graphics by: Martijn Wenting + +Distribution: +------------- +This package can be freely distributed in its original form. +If you would like to include this game in your rom package, please let me know. + +Watch out for more releases soon! + + + Martijn Wenting / Revival Studios + diff --git a/roms/games/Biorhythm [Jef Winsor].ch8 b/roms/games/Biorhythm [Jef Winsor].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..1701460bbc0ceb89a18f48a875c41e1c7151fc54 GIT binary patch literal 910 zcmZ8f%}*0S6o1ne3KR<2X-f^Y7BYJPi78*9d_)&QNfCt_K|PkX3xxuySc(V06)`Lg z5JKY3gM`u;j!h&U4SxYO^McNWAbBtx~{2?scSA}n*C>fd$s;gFaw9k+P`F+)S3_ zMhiNMywI0~ANJhn6Vy_|xRP+ebHJo}=%M~8H$99dRc+(xs)GH_j>gZ;IX*kEr@- zn1NX!dBNLp!2A)+d|Kg4&Wel4 zRLF3;i@8vxLg93mN#RB^Fcg6Q2LQY=7qI^f5wk*ka<(Zmgc}Sjh(CAU(QSRwg?&-x1&p^#8a%$YRmxp=e zMp4vSfscb|0ksG5@dU(Be-Q61q9wG9$PwN`dZW=|u^5ed1Vsh|Lzlr&1k$DcKhvcV z=n@oiN&kU@*KF79bStF(Mtk>lXIp3XO;!*x89Ec1fKKT_F?ZcdEE-8IYlmCJKoDH@`@r`*RuP5Mcx7F!k*)ulIiUPfRw1r**}G% z@;v=7NE^CM-Ik6Vkt2}8)f?}IVX-=F+oZT;3)gN@T&|@tjlXCHmj)ztItH~78asKg z9zLNhMAp*Dne MB+GGJR-ilc7gX0AnE(I) literal 0 HcmV?d00001 diff --git a/roms/games/Biorhythm [Jef Winsor].txt b/roms/games/Biorhythm [Jef Winsor].txt new file mode 100644 index 0000000..53a99aa --- /dev/null +++ b/roms/games/Biorhythm [Jef Winsor].txt @@ -0,0 +1,58 @@ +13. VIP Biorhythm + +The theory of Biorhythm states that there are thre predominant cycles that can influence +human behavior. These include a 23-day physical cycle, a 28-day emotional cycle and a +33-day intellectual cycle. All three cycles start at birth and continue throughout life. + +Each cycle consists of a positive and a negative period. Physical, Emotional and +Intellectual aspects are enhanced during positive periods. Poor performance is +indicated by the negative period of a cycle. + +A critical day occurs on the crossover from the positive to the negative period or +vice versa. A critical day indicates instability in a particular aspect. + + +How to Use VIP Biorhythm + +1. Load the CHIP-8 interpreter at 0000-01FF and + the game starting at 0200. + +2. Turn RUN switch on. + +3. Enter birthdate using 2-digit month, 2-digit day, and 4-digit year. + +4. Enter start date using 2-digit month, 2-digit day, and 4-digit year. The start date + indicates the first day of the 32-day Biorhythm chart the program will generate. + +5. After a period of calculation proportional to the span of time involved, the three + cycle curves will be shown for a 32-day period. Each horizontal bit position + represents one day in the cycle. The start day, on the left, and every seventh + day are indicated by week markers. The first day of a positive or negative period + is a critical day. + +6. To advance the start date, hold key F down until the desired date is reached. + To decrement the start date, hold key B down. These functions allow changing the + start date slightly without reentering all the dates and waiting for the calculations + to be preformed. + +7. Press Key 0 to clear the screen and enter a new set of dates. + + + + See VIPG1-13.jpg + + +INTERPRETATION + + + Physical Emotional Intellectual + +Positive Period Strong, Good moods, Good Judgement +(Up) Vigorous Cooperative Sharp Mentally + +Negative Period Tire easily, Low Enthusiasm, Low attentiveness +(Down) Less Stamina Feelings Subdued and concentration + +Critical Days Susceptible to injury emotionally unstable, Poor memory, +(Crossover) or Illness, Upset easily Prone to mistakes + Low endurance diff --git a/roms/games/Blinky [Hans Christian Egeberg, 1991].ch8 b/roms/games/Blinky [Hans Christian Egeberg, 1991].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..235cf9898cf94c17728b69729f58f73c2449d6b2 GIT binary patch literal 2356 zcmZ`)Z)h837=LrkCE-Yuc=@}22+>t9D$Z+`mMNpl5)=_xgS39m(q>)#b7WgmM%In@ zl5SCvP-OkE;)hLCBK=ZI>xUsyVU;oz%eW3H`H&^;5OE>doK6^5pZC2aZ6>?qeeZdG z&;MWEyYM}M1ET1Q9Pqs{o`@$-kNf%#y?W>s;k7>8CEJT@jgc5z{JB1oKXYkRIE~7} zWhs=eNJ9S3$({-G`-eV2A2J{H2+`ub&83pEe|-?~Q{bPth;HmmzuWsa*+y3(kf2kiir3C>D&J)DxY{}oGacG?!w(xTodk&p@iuK8n@2xQzqu0 z+n9)T`HO?d{!>d&F=-|!+TUvFPueG$0hj&c)2t~qtp<_(($nmd>HxBT1KFYS{L32? zd`~VZb>%A4_~MLYs9kdeq%PRsmQ1k6B_r&aNLQMPptKrcQcOgbQgKL*3fHqpGLcCg zpG!vU%T~gyV=ioPEQXDaKZU6DIA6*4eH{8E>W&isQ_OCJ{r)IqbXX{^cHmG&!;_u< zP`QbB`a?GkixBQqOsdxH1 zmC=wKI10Hom(DTTDUO@-&!XC>t&Kxna=PP);=UH1Y5AKdj@x+4Ur+EK>zEgjbBnN% ztvW56OV|S4-H*dOE(ev>ILxWZE-ntUHt|v%X4h(yOq3@Pc%q!Pcyhf{Qo`bS;OV>? z_DwNi+mu>TT0FV+LFCpGo`#U?0?fVv_wNoO*B6whRnYzbZ9QLg>w%{|dZ({jukqy8 zmz48NNy%5qlNuN4eW6E67#{fJaR!dh}|h*eShwtWW_#N6n-GNivQNVw*se`K*&9p-G7FO_)yI~ zmt;;c@P;(V7VR@1Y;S%+_Z-}>>ROsBvQc>(<}|B z13j)a67tp&;D`Ln5dA@-fC|qKAygYgo-YfwLO+pi0_^YQ+Wk;4B`s>ldK?&%%+a3 z`$?TkuyAeDFUziS|I=BBu(IZE7V>nn77+L99LI7A13Sxc{UjQ;S(1V3hE*_ftd&HX zOlHVJ1#+WZSi!_`X?B@(unJ+zS|7_)0c@GwfOzWL4Zbu3iPjWI*3EK|1nNQMZBlrF z1ho`)6^zCdy8)G)wo9S&c)5hZ37mhaQSiWUn0eXHitk z7{?Azl8f4lFeN^ugyMvPf={N{&_gMzse39klywP01V@TXPGXJwa|xTyd%Kpal$Mmi!cpec# zF3~%;n!7~rQPJ}aS+-*9M=`2J)vFuo0oLm*K2-ZcnHIa!%Dm8G-#dzxwVFozs%h%4 z$POU;CG6osA{tu7{u?As>S6G_Lc0s)VK?>Slu+IZKES6~t^^-Ug5tp4y4OIPUK4hv z6CI(|VUWH&^k=v%*B_R=hyJtpEH@}i{m(;ZjI7ZQ(#7ZDv&JAu8C1v0Yu=q{kH3&s zI|}tB^4YTLXx^3#m22Mi%BmgL(`qNK=i?n&E)H2E&dqRf+l)b?xzXTO9#jY2sdrrM zB7uB8#(PsSyZ3sm%lln0r9LUvi;>TxUyRBrntzo$Vn{zsprTY|aicAcRm^z0Js&Gu z@%DV|Mydu=_ivPRXsSA?lZZZ6zOTJEYrD+TQ?cJ8>8*GTK#Rfg=$uR9{LTn*e)k1(FfkR~Bh!bE4X(2}( zks{`-R0RM+0c-Byh;7P_4 zFiytHKk2>JnSi@s^qTj9vSwLE@4?u0+c1$AaK^_AXH+){4ul}B$wOe_QTY0CH4wiSy%=3wDd6TWYcP)IV4HqcxOVJ9x_f2FU>p&CV zsY>qAn~=8Aw=4AzloFIqjsP@=!S_{3EDcb*yhYJcBk7)adReUB_I;o0kAUy)Ws&rU z@rkF(22G&XXgUCia00@KFa*-0_)P-@7<9A{W>#<|Xjbs0S^)x1N89Ck))y2WuRZqR z`EB8UK93AH?{x8~h$?qVa<+?DJDNwfQpqPsnPz3Ak2?Kky@H!=78_eOi5$u}b zcd#<{O?N>Xz@0G1;m-0}7q*B^|3!J2=)n14m^v6*Vf`}-Wx57X8jGwj$D9N0AEV~Z zEL~azO*#kGzspWbunD6me)g!hBG_@LxIfA=8Fa{pqoxW}gi<$YzBN?jnQAP&A~348 hxJ{k5(7D*no3V2?(G7D;eSJ%FAnwB46T>jAe*u>(B#Fx%;LGF`W0gr)$km3g}h6hSF zL1bUSV!3SjGx9x0?rgGW6!N^YNyzdPdlh5#zdM_%{#!8!`PTinV-T{;X6Px%WyoV# zEPeN}J%i9eYX+gl1l9-hgxa$iJ1$f(bv~$MUMzQGV&jJd)(@f|*bNwjx~&<7Rxg$_ zWV|u4lF?E@XmvJ&Aw$i79|ob_AX93YY#oGl<}%bV3Z*hUC}$GV1&JnzBr+v&FIKo9 z4RkAqfsW8wq3a1;iM&ayi`g%Tg2l9i9ySyd{A*xa-2TD%Q)+_lN6kdu3!(+ApENIs zGQ4YUYHs@df}?}=(Y^&c6zm#+;77xcKL-x{Y`lH?H^Z;4Su=mU*LtC;$&jC+=hF{V vv|%5^J|#PoO*d{Z96rndBM%&4fTP<$z#t(3MW{Rp37{M^Ge{1o{`PGER~?*% literal 0 HcmV?d00001 diff --git a/roms/games/Blitz [David Winter].txt b/roms/games/Blitz [David Winter].txt new file mode 100644 index 0000000..ceb9444 --- /dev/null +++ b/roms/games/Blitz [David Winter].txt @@ -0,0 +1,4 @@ +Blitz, by: David Winter + +This game is a BOMBER clone. You are in a plane, and you must destroy the towers of a town. Your plane is flying left to right, and goes down. Use 5 to drop a bomb. 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To win you must get through all walls to the top of the screen. At the end of the game the program will show the number of times you hit the walls and will show "FREE!" if you get through. \ No newline at end of file diff --git a/roms/games/Brick (Brix hack, 1990).ch8 b/roms/games/Brick (Brix hack, 1990).ch8 new file mode 100644 index 0000000000000000000000000000000000000000..72a366ee85cc0d8653a31924485eb53bdfaa9598 GIT binary patch literal 286 zcmc~}O=ZYt%VJo}b8BN2iV6hkPusrLazK`fjbwKz9lduGAtIlAXvb$nD2sM zg2M;V59|gELMF%f)8#T4GygBk;HXzBAVBf=Z=ORd^t)+cRf_)oP zqI|oMyS&gEH--#GH~WnL?hKiX*9z?!g;oJYS0%7El-e@@X~qu{4GD>V8iW?}TqsQV z*U7B(t&~yeo9h8#2_d)4{|yNZM}c}yB{DUL0_g`}@*S9bk)ZHFVliLc|Aq$*EQt&k z1nn4v4214g{P*~m@n7g&1)~R324e!t2Z_x8LIsOOz8Zf@{ivC2p2Be1wV3sj=4Drg VcOMuU82&JUhRkPusrLazK`fjbwKz9lduGAtIlAXvb$nD2sM zg2M;V59|gELMF%f)8#T4GygBk;HXzBAVBf=Z=ORd^t)+cRf_)oP zqI|oMyS&gEH--#GH~WnL?hKiX*9z?!g;oJYS0%7El-e@@X~qu{4GD>V8iW?}TqsQV z*U7B(t&~yen`?s5Jt4Qu{|yNZM}c}yB{DUL0_g`}@*S9bk)ZHFVliLc|Aq$*EQt&k z1nn4v4214g{P*~m@n7g&1)~R324e!t2Z_x8LIsOOz8Zf@{ivC2p2Be1wV3sj=4Drg PcMljE82&J_#ybM0ROudq@ts z=XqzIdB0``B>@T%cgcm% zw_EdKT|A2La*5=~9G@pQr2KGdQU({pjA%wKUldJJmhz*r69?)ls7AR_t9_adwRg-ZNH8w7DW_ z;G2`|WcDVab?WUHER$Vq8*tP9j%?pi-nS;6x)0qxdk2(|KK#QK-WAmdE5!1QPc=hp zz-W9f+7#=Mw{{*njzZNn-ce_lE>B)Yq*@obWwVm8Ib(&&p4Su$!XDtzsAW%N=~O4y&38ly%}p6eHerc zvIKsK{$jUc5HhRz&+tHqEtT_A>Icosp~b8p!Q>|(>CKPB!QUC$~ Dl07J} literal 0 HcmV?d00001 diff --git a/roms/games/Coin Flipping [Carmelo Cortez, 1978].txt b/roms/games/Coin Flipping [Carmelo Cortez, 1978].txt new file mode 100644 index 0000000..225d0e6 --- /dev/null +++ b/roms/games/Coin Flipping [Carmelo Cortez, 1978].txt @@ -0,0 +1,5 @@ +Coin Flipping, by: Carmelo Cortez + +The game is a Coin FlLpping program. Flip run up and the +computer starts to flip a coin, and at the same tine shosing heads +and tails on the screen, stopping at the value set in VC. diff --git a/roms/games/Connect 4 [David Winter].ch8 b/roms/games/Connect 4 [David Winter].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..200a67a4a9662e8fee24f713d6e05efa2ab4f3c0 GIT binary patch literal 194 zcmWfVa`yN0b9D|eQAny(a7ir7Oi>8;^b2tfTD1FH>Y^>*LNggM7_%92`Sau#EluD} zG)iK)pnp-nh~G#~$mD|JMa3e<1g=H%L99jd?>_v)b@!nUt5BT{i%?ee|JvWSTtZdZ zY`MBZRW@uwGpZSDS#6DgB0%%*J`@UAwB@(lhg63@LNmG;3VweG?QC8&&yr!$!n;dA UW(fr(eE5(sVM0O!Dv&|}01EU=>i_@% literal 0 HcmV?d00001 diff --git a/roms/games/Connect 4 [David Winter].txt b/roms/games/Connect 4 [David Winter].txt new file mode 100644 index 0000000..9bd2752 --- /dev/null +++ b/roms/games/Connect 4 [David Winter].txt @@ -0,0 +1,10 @@ +Connect 4, by: David Winter + +This game is for two players. The goal is to align 4 coins in the +game area. Each player's coins are colored. When you drop a coin, +it is paced on the latest dropped coin in the same column, or at +the bottom if the column is empty. Once the column is full, you +cannot place any more coins in it. To select a column, use 4 and 6. + +To drop a coin, use 5. There is no winner detection yet. This will +be soon avalaible (Hey! I don't spend my life on CHIP8 !). diff --git a/roms/games/Craps [Camerlo Cortez, 1978].ch8 b/roms/games/Craps [Camerlo Cortez, 1978].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..1717024eee14cbeabd564e1beffa3ebaa9a31b12 GIT binary patch literal 192 zcmYe~P>M(tQi}M;mB^`-(9V!3td!8f(Am&g;>jd5$CDX|d4QN*sK=9AsHbZ}g2M;V z59|gELMBQzn0jU|0IFjbnj>Ve=tC06MRkUEX^csn35*{!FRFf%ILz+M!0@hs@uI2$ zyHJ`?N)l%x=Xan?qVNwO$?$H`ngoVK(F>xBHYRXf5EYuWXd93(0Oaom^H+6ucCNg= U$w*6WSzlLI*SmKeZ#3Qk0B!|E`2YX_ literal 0 HcmV?d00001 diff --git a/roms/games/Craps [Camerlo Cortez, 1978].txt b/roms/games/Craps [Camerlo Cortez, 1978].txt new file mode 100644 index 0000000..1ea42a4 --- /dev/null +++ b/roms/games/Craps [Camerlo Cortez, 1978].txt @@ -0,0 +1,4 @@ +Craps, by: Camerlo Cortez + +To use the Craps program, press any key to roll dice. +7 or 11 wins, 12, 2 or 3 loses on first roll. The second roll must match the first to win, but if you roll a seven you lose. 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CHIP8 shows you several boards and you have to tell if you see your number in them. Press 5 if so, or another key if not. CHIP8 gives you the number... diff --git a/roms/games/Hi-Lo [Jef Winsor, 1978].ch8 b/roms/games/Hi-Lo [Jef Winsor, 1978].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..90a872a8412cfab5772767d8d9c46c82e9710f4d GIT binary patch literal 170 zcmd1dJj>s6)t^C#q4PoxjLp+^A&+6vsyfDh#-CEN4RQoB_&;jiK3dKC2}pV{2!*6^ zedKCPwPz4AE96S!`oz@)VmlRaWea352x&AzvkSg&LtoIj?{39V$ zkouu92q@pTXnwXpj>PSw-?)S(rG97%a$*pwTC_x{#*a&A7Q+J}soO_|5*VjX`ZQ^J Ke`jas`zruO&O)UC literal 0 HcmV?d00001 diff --git a/roms/games/Hi-Lo [Jef Winsor, 1978].txt b/roms/games/Hi-Lo [Jef Winsor, 1978].txt new file mode 100644 index 0000000..3fbd65f --- /dev/null +++ b/roms/games/Hi-Lo [Jef Winsor, 1978].txt @@ -0,0 +1,3 @@ +Hi-Lo, by: Jef Winsor + +You have 10 chances to guess the value of a random number between 00 and 99 selected by the program. The number at the right of the screen shows the number of the guess you are using. Enter a two digit number and the computer tells you if you are high or low. Press any key to erase this number and then, try again. If you have failed after ten guesses, press any key and the number will be shown. If you are good you will never need more than seven guesses. diff --git a/roms/games/Hidden [David Winter, 1996].ch8 b/roms/games/Hidden [David Winter, 1996].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..bd6b18d6c71a0295fce4005fa4bb97ed251f6b4f GIT binary patch literal 850 zcmZ8d?@JSL7=Jcz?wUU~c8-c@-n<11p-r?1HrR{_lX9pudNsIBPe@88ff7u)oeQ@K z{=%r+Q|8_?&avoSL1?CAP~aW*OOkugBj#`qJK;`XM7ajWG;$X?0eF)eC>2k~=px=KeV#RhwBh>GtsGQM zSrs=-z`z-6&47NwW37>N#!Ji=%j3CQCr%NC*+=b?`THaq#ZToc{&M*O8qF85+i<>c zq{|na1U1|RRB-GdsyM5uv95FYOh#2sHI?*Ze*7SM>?Enje$0=PQNpRAg2;Z1_wnFv za`o9F6^tn5nW&xFm(2MBh-ibghIHYY+=a?tcTsB~vTY#)D&|b+SI&eLN7PPQhgEf9 zP0nP_#Ho^L&?0H(pzbZQX#%jm_HUig&xn0Y&txMlkSL@hzo*BS}Z+_$i>(04t(v}oB; ztLm@4doB# CKv!7+ literal 0 HcmV?d00001 diff --git a/roms/games/Hidden [David Winter, 1996].txt b/roms/games/Hidden [David Winter, 1996].txt new file mode 100644 index 0000000..4b68fd7 --- /dev/null +++ b/roms/games/Hidden [David Winter, 1996].txt @@ -0,0 +1,28 @@ + ---------------------------------------- + HIDDEN! + Copyright (1996) by David WINTER + ---------------------------------------- + + +HIDDEN is a "memory" game. It is very simple to play. + +The rules are as follow: your goal is to find all the identical cards +in a minimum time. + +You are playing in a 4*4 card grid. You can see only two cards at the +same time. Once this time passed, these two cards will remain shown +if they are identical, otherwise they will be hidden again. + +When the game is finished, two scores are shown: + SC is your score, corresponding to the number of tries + HI is the best score (smallest number of tries made to finish) + +The keys are: + + [2] : More DOWN + [4] : Move LEFT + [5] : Show card + [6] : Move RIGHT + [8] : Move UP + +Enjoy !!! diff --git a/roms/games/Kaleidoscope [Joseph Weisbecker, 1978].ch8 b/roms/games/Kaleidoscope [Joseph Weisbecker, 1978].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..b1c8888166cda2d44efa9decf7582c9f52c9b50a GIT binary patch literal 122 zcmYdbNNz}!PvTcHTEy^K?gQ6{PzMGfnPNs`1|g2*2C!HvM8p{=u4E)6=fG6--+`s@ zzXMw#qXS0~XFPK6EK%^EUz6g^VDvi;7(W+49}0w>DAyNK)&>k3<~9>VS>|S4wuQ3cWlkKM#<;p&>m!CRb4zH@rc z|9$6Nsi;u>Ozv7pNlZZQab;4GCMmhgRX~9$mei73{4^kQ{fgefmr#La#7UP?X|r*r z{4Zsr)O1lnF?b|CUk* z^EFeUd~7IRJh^+4F~6RZsSL)!QA|xReuV_sDY_B83oLU>MTMe!XOo5t!|t6WZH3_| zE|os8VJ(Aod@d;7%Z*LysOPO%l7B5o{ezeqWRVt37G>cRoryV#=M$@v{E3$nk4lFC zgqdW+z!gIA$=#EC!n!sI>m<{<45*z?rXhS4LV5xG4!@)2q5Yv9?FJcV=j<(9?okd=ueQF(efyw641d8RttVk6f;neJxb;1tBY14K_Y^QuZJ>R`#F{ zv+`@9o_GDsHkBbJ57T=k$IN4GTQJ3sV{K)yFG7g%=VNUGLiPrL0~vSZo1Qa{E0?Z# z&g-&u+11%a`FYu#r`N*;h62uuaLRSVb!uCFIhpX~`k$~bdX}zQvSh?C(lK@?(yRA| zdJW~t@f);{v>OhJ`ssuH(hu9)2Tpu+Vjz3t#*Nin%3F5s@v-BMN0xlcwzmz2>a7Og z94!t%=epn6=+F5Jc}q@iRe>SDYKLLRh~ZtmUhfSTfGsV;V#hVe zgt8w9vJk9&Be9y{2Y?p3G#X>b%;wn^4L~NwqN6cnL81U6qG#XK^2ilpd4^E$f91mDoBo%R$lpPnrpeQgYq7975EcO<3_iJr)WFZG z0qIq418%#X`53XiP<}>Gf;gIQh`@MYT+|#>v@e00Yl`tD;1y(hl7n>1l%WERoC*dkCMJuzTzt&%}Rm8id0_IClnnXbq1~5sEU{DQW&{ z9j2h=qpvCq13a^u$c(X$j#^_f!ELdKtS?!+(xW))wy<`0g=N|r#x}X?sd>U#D-pdU z6sO7S|J)C7>vMW{^bcIU*mo&Uqu;Dszd`$Haq6;r*MCWmOSi|X^ra%@9bAL--0b$U z%~pPzn3-=MwkAq(w*;M0_b~eB`Az0#nl>M%+5PN(RhE@EW7T}k^xkRq0DEAleW-oJ zG-BF^sj_CqyNB0E@CA4#UQjBUCV;a>DaRF)xV8i)2&KniK0?L5>DgXfWdgOOBFD5r5Yy#hR*Md5HR3={0{);f^k8>;HHRfqR&_qM8pRX zu>r%gh!ueQVO*+I>1!htx32Y_|wux<;xj%(^)bTc? zmfS^29jk!Ysq~;Vi4kk#xW-*cEfTbTt`A&Ts=9UiQ7PZh OU}>Y{emAkJmi`U7_r^>B literal 0 HcmV?d00001 diff --git a/roms/games/Lunar Lander [Udo Pernisz, 1979].txt b/roms/games/Lunar Lander [Udo Pernisz, 1979].txt new file mode 100644 index 0000000..176e1ae --- /dev/null +++ b/roms/games/Lunar Lander [Udo Pernisz, 1979].txt @@ -0,0 +1,105 @@ +15. Lunar Lander + +You are descending to the floor of a 250-foot crater. The right side of the TV display +shows amount of fuel, feet from bottom and fall rate per cycle. Lenght of fall rate +cycle changes from about 1/4 second to one second. The fall rate increases by one +foot per second/per cycle. The computer will update the display only at the end of +each cycle. + +The left side of the display shows the Lunar Lander descending from 250 feet. The +Lander will first appear at one of sixteen locations. It will then slowly drop down +the crater. The crater walls have rock formations protruding from them which must +be avoided. If either rocket motor should touch any part of the crater, the Lander +will explode in a cloud of smoke and disintegrate. (Remember, these are atomic +thrusters and react like miniature atomic bombs upon impact). + +When you reach 32 feet, the display will change, and you will see the crater floor. +You must now ladn between the rock formations on the floo and maintain a minimum fall +rate. As you drop your fall rate to zero, you soon discover that the Lander becomes +more and more unstable just as any hovering object would. And now with perfect skill +you guide the ship in for a perfect touch down, or? + +How to Play VIP Lunar Lander + +1. Load the CHIP-8 interpreter at 0000-01FF and teh game starting at 0200. + +2. Key 2 controls the thrust of the Lunar Lander. One tone beep equals one pound + of fuel and one foot of thrust. + +3. Key 4 controlls the horizontal stabilizing engine, and moves the Lander one + foot to the left per one pound of fuel. + +4. Key 6 controls the stabilization to the right. + +5. Stabilization controls only react after: (a) a complete fall cycle, or (b) after + the Key 2 thrust control is pressed. You must be aware of this at all times or + you will crash even though either key 4 or 6 is pressed. + +6. At the end of each cycle, the Lunar Lander will move randomly at the rate of one + foot either right or left. Therefore, as the fall rate approaches zero, the Lander + becomes more uncontrollable, and your horizontal stabilizers react more quickly. + (Just like the real thing). + +7. If you land too fast, the Lander will bounce and flip over. + +8. If you run out of fuel, the Lander will crash. + +9. You will not be allowed to go above 250 feet. If you try to do so, you will just + waste precious fuel. + +10. Once you reach 32 feet and move into the landing display, you will not be allowed + to rise above 26 feet. Trying to do so will waste more precious fuel. + +11. Game options + + You may select one of three options at the begining of the game. + + Option 1: You start at 250 feet. You are given 150 pounds of fuel. You must land + at 5 feet per second or less. The initial descent display is easy to + maneuver through. + + Option 2: You start at 250 feet. You have 200 pounds of fuel. You must land at 3 feet + per second or less. The initial descent display is hard to maneuver through. + + Option 3: You start at 32 feet. You have 100 pounds of fuel. You must land at 3 feet + per second or less. This display allows you to practice landing. + + You should consider Option 2 as the complete game when trying for Astronaut Ratings. + +12. Astronaut Ratings + + The computer will award you with ratings depending on how good a lander you are. + + You will obtain the rating of Astronaut by landing without regard to fall rate or + fuel. You must not exceed fall rate, or zero fuel. + + You will obtain the rating of Astronaut Pilot, by ladning with regard to fuel. 80 + pounds or more if you land between the two rock formations on the floor, and 50 + pounds or more if you land between the crater wall and a rock formation. + + You will obtain the rating of Astronaut Captain by landing the ship with regard to + fuel as per above and if the fall rate is two feet per second or less. (Not an + easy task, as you will soon discover). + +13. About Graphics + + This game has some interesting graphic displays when you run out of fuel, crash, + land too fast, when you land successfully. I will leave them to your discovery, + as they are fun to watch. + +14. Landing Sites + + The final landing display will appear somewhat like the illustration below + (VIPG1-15.jpg). You may land in any of the three locations pointed to. To land + between the crater walls and rock formations, you will have to first bring the + Lander to a zero fall rate while hovering in the center landing area. Then bring + the ship up and just over the rock formation, and let it drop down to the landing + site. At the last moment, a few taps on the thruster button will slow the lander + to the required fall rate. It will take you many tries to land here, but don't + give up, it can be done!! + +NOTE: VIP Lunar Lander requires at least 3K of RAM. RAM memories are available to + increase your VIP from 2K to 3K at your local computer store or by contacting: + RCA VIP Marketing + New Holland Avenue + Lancaster, PA 17604 diff --git a/roms/games/Mastermind FourRow (Robert Lindley, 1978).ch8 b/roms/games/Mastermind FourRow (Robert Lindley, 1978).ch8 new file mode 100644 index 0000000000000000000000000000000000000000..f403d71fc7f9366504c5ad1ad1cee2d354fb2cec GIT binary patch literal 292 zcmZ4VCzm0Q;qK!)HaiI+wpun@8zGj(Uz8aj5G0qwu=va8)X$;W3?H}*_=UW@8H9A| zel7k}{r|Vzhtv<6cb_i$bN8{3QP$5c7JHza0}z8m7XJathl1qm*s2+=S%h>_7%~{L z8NlMHO$>{Ffb=&rDD#0t8WcW+f5>gSGH{k;VLjuDA ob_WJw1_yRwh7X|(?}7{%-YxoN!m#M~-G_Bd6^u!I$@~oO0DnSs^8f$< literal 0 HcmV?d00001 diff --git a/roms/games/Mastermind FourRow (Robert Lindley, 1978).txt b/roms/games/Mastermind FourRow (Robert Lindley, 1978).txt new file mode 100644 index 0000000..e1a4d4f --- /dev/null +++ b/roms/games/Mastermind FourRow (Robert Lindley, 1978).txt @@ -0,0 +1,13 @@ + MASTERMIND + by + Robert Lindley + +I have progranmed two versLons of the game Mastermind. This game is distributed by Invicta Plastics, Suite 940, 200 - 5th Ave., New York, NY 10010, and is available most pLaces where toys and games are sold. +For complete details of the game, please refer to their instructions. The information given here refers to this particular VIP iurplementation. +The two versions are essentially the same except that the first has a four number code and the second has a five nr:mber hidden code selected at random.. In the four number version, the digits one through six are used and in the five number version the diglts zero through seven are used. +While the game is running, the other hex keys, except key F, have no effect. Key F is used when you change your mind and want to change your input. This key erases the current partial entry. +The game starts by displaying a series of dashes arranged in rows. As the game progresses, the player attempts to deduce the hidden code by replacing the dashes with digits entered via the hex keyboard. Each tlme a hex key is used, the selected digit replaces a dash in one vertical column. This vertical column is one guess of the ten allowed to deduce +the hidden number. When the bottom dash in any column is replaced by a digit, that try is imidiately scored. This score appears below the current column. If any digit in the column exactly matches the hidden number digit in the same row, a broken bar will appear. then four or five (one for each row in the game) appear, the hidden number has been deduced +and it will be revealed at the right end of the screen. If any digit in the column matches a hidden digit, but in an incorrect erorr, a white bar will appear. Note that the scoring is across all rows. For example, if there are two fives in a column and one of then is in the correct row and there is only one five in the hidden numbers, one broken bar will appear. +When all allowed ten tries have been used, the hidden number will be revealed. + diff --git a/roms/games/Merlin [David Winter].ch8 b/roms/games/Merlin [David Winter].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..747843a5c6783a6959f6c3731fec10381e93128b GIT binary patch literal 345 zcmWfVRPc2T^6~UjaH>>rNi54uQ3&_+3vmrn`ngy(K_HPq>GWd51nxv>rPC=aO7~M4 zk~EYK9%61#SRDCP?n7vTcp^tKW3!SmLjhMZ6NoP4S}cA+EJ;M^AdqBLI#|jW5+G!n z$^cTiSo|}WF^f=TGK0``V^*PNpdLmbi(RO<5U3l-;tL8S^6cbd7E*d_S+{Vm(eHmeZTj9 zzwh@RAMfeJ_WhF1mcTDH$h0Y*gCqU?(&Tb%1050I`BOmCYmC%BGxF=9&0mfry`@_e93Y3aXkF zGERuj?G-z z|J%XEei+$qAtv2uvOGvvokrgXd$dTvD{$yjUgcLvw!4U^!NS!#tAPeJ<}`v5o?>HQ zyg&7}BAGShP)DRM(d}{McCQA`2Kr%-!K*P;cTTX|YA$q;2D8L1u0s_xZk=g-m1&bz zq9xXerET9-v2XZ4v7c)o^QW^#B8#2wqy2mADo8(7xlwYK^bTqU&&gX%bk<2$hm4_lq{UC zeE?oZ=`1{&YQIq+a`~?C8MBYwkHEY8s{NN+jQZ$)-Q9e}lzpXd*n!#c72gPyP4JDr z(h^z|1qg8qTC@PB5LUz??oYx=JU*OEfUCodFqZ@G8qBA`+jKTBG+wm6aduc~Yier; zKiLk3=&3RJNE_3qbnkn%T5p%J5C7=nh%3>j;rXbNCp1w39n|_Z&>Q*l^uikGM6Fvm zJIgQ)^exnIr<&~uTliQab%s;p}FQm2aw6u`mxe>=Fj=;nL?tf== Bd$0fi literal 0 HcmV?d00001 diff --git a/roms/games/Most Dangerous Game [Peter Maruhnic].txt b/roms/games/Most Dangerous Game [Peter Maruhnic].txt new file mode 100644 index 0000000..db7ac9c --- /dev/null +++ b/roms/games/Most Dangerous Game [Peter Maruhnic].txt @@ -0,0 +1,48 @@ +10. VIP Most Dangerous Game + +VIP Most Dangerous Game pits a hunter against a hunted in a maze. The hunter must +shoot the hunted before either time runs out or the hunted escapes the maze. +However, neither the hunted nor the hunter can see a wall in the maze until he runs +into it. There is always at least one path through the maze. + +How To Play VIP Most Dangerous Game + +1. Load the CHIP-8 interpretor at 0000-01FF + and the game starting at 0200. + +2. Turn RUN switch on. + +3. Hunted's turn: + When the arrow appears in the lower left, it is the hunted's turn. Keys 2-4-6-8 + control direction (up-left-right-down, respectively). The hunted continues to + move until a) he makes 5 moves, b) he hits a wall or c) key 0 is pressed. + +4. Hunter's turn + When the arrow appears in the lower right, it is the hunter's turn. The hunter's + turn consists of two modes, the move and the shoot. Keys 2-4-6-8 and 0 control both + modes. Like the hunted, the hunter continues to move until a) he makes 3 moves, + b) he hits a wall or c) key 0 is pressed. If he hits the wall, case b), he cannot + fire a bullet. The hunter may fire one of his bullets using the direction keys + 2-4-6-8. The bullet will travel four squares in the corresponding direction, unless + a wall is encountered. If the hunter prefers not to use a bullet, he must press key 0. + +5. Repeat steps 3 and 4 until: + a) The number of turns (upper left on the display) expire. The hunted wins. + b) The hunter lands on or shoots the hunted. The hunter wins. + c) The hunted lands on hunter, thereby giving up. The hunter wins. + d) The hunted reaches the lower right corner of the maze with at least 1 move + remaining in his turn. The hunted wins, by escaping the maze. + +6. Variations of VIP Most Dangerous Game may be played by changing certain bytes in + the program. + +Location Default Meaning +0215 0F Number of turns in the game. +0217 06 Number of bullets hunter has at start. +0219 03 Number of moves per turn for the hunter. +0221 01 Number of squares per move (hunted and hunter). +022B 05 Number of moves per turn for the hunted. +024B 01 If zero, walls are invisible. +0355 04 Number of squares a bullet will go. +04E3 70 Probability (out of 100Hex) of a wall appearing. +04EB FE If FF, a wall may appear at previously tested boundaries. diff --git a/roms/games/Nim [Carmelo Cortez, 1978].ch8 b/roms/games/Nim [Carmelo Cortez, 1978].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..680c96a31b577f21eb375e8b19aa54a770cc22b8 GIT binary patch literal 182 zcmc~(&Sg?c`orbJFC>x0*tb+EsduR#gHTfjGyF zl7O<4G7El+{$#gg5VD$aK`5ZTq3uF@sy~BJKrKset1W|2R4$7UPv2FgBp@yEOM>CS z;(&j~$pYC7pHe?)Ufx>F`VmZi0+I~x7A;C(NEE#wx@dU<#|2TL35(VM`2s-xMlgRt ZcW39y+nbEE)Ry&ib#=Xa*YQT<9ROQ-MuPwV literal 0 HcmV?d00001 diff --git a/roms/games/Nim [Carmelo Cortez, 1978].txt b/roms/games/Nim [Carmelo Cortez, 1978].txt new file mode 100644 index 0000000..a747c81 --- /dev/null +++ b/roms/games/Nim [Carmelo Cortez, 1978].txt @@ -0,0 +1,4 @@ +Nim, by: Carmelo Cortez + +The Nim Game is a little less graphic than most games. The player may go first by pressing. "F" key, any other let the computer go first. +You subtract 1, 2 or 3 fron the score. The one who ends up with the last number loses! \ No newline at end of file diff --git a/roms/games/Paddles.ch8 b/roms/games/Paddles.ch8 new file mode 100644 index 0000000000000000000000000000000000000000..26af3d2ae2113fdde317ef25f028e29bd68adcd1 GIT binary patch literal 560 zcmZWjJ#5oJ6n^h)s1qSl`8pI7g(z2*BB4rMqHeT+aVfEpm>4Z=QGSY5sToS4Rn(ya zQwAocR`QquF)>C$NQ@vas4zqs8BP{c>5%X_2@`jE-}m18zW45^_k^C(v+DEeX5obq z8|qMfP)Dl2K|!f^yurampm52)Ouc`a>fj#vtX6!X?)Zjk_@;WG9=cq6=Zabv^PT%_ zpLt|I_O941yAFT#@AQU3GDe2}Yu+1@1~PCsL3A276=O1_sFWW3gGv(Ig3|m<{Yqx1I_zUj`!o~mq literal 0 HcmV?d00001 diff --git a/roms/games/Pong (1 player).ch8 b/roms/games/Pong (1 player).ch8 new file mode 100644 index 0000000000000000000000000000000000000000..65d63106cc088da4fc0e2cfad10e01453e724620 GIT binary patch literal 246 zcmc~|%I3+j&*fS4>ejY9*YX&YuB0(%FeM~>5dFYzz#t@bT)dnk^Z%j`*9svj5*QyW ztp1n40wkFd%J`Se1!P^dXB1kL$kZSTq<4YI6JYXCg2D$0 zr7L|VK$qDWGXh=r&zLcTNl2{nzvsWq|3W7!89kXY853AONR%t`$O5BrrZ$ zSp6@71xPX_$agc{+LplcU}5dQ1YRHs6zOHUa}A`rt)+cRf_)oPqI|oM8-q}Vo4rtz zyL{$v79}z@hyv+dVDbc*Jd~jDK|<+D zp9#=qcE*fA*ZnhQ%wQ4{tNiczFY~|9iAqLKrcA~JmJbqTjBXBP|AcZDefnqoDfOdf qibyKMmCzE=PnuUk8QwKO00RhQE95XNdUg9?4Wo^M(4Q;@hIarEDr-&v literal 0 HcmV?d00001 diff --git a/roms/games/Pong 2 (Pong hack) [David Winter, 1997].ch8 b/roms/games/Pong 2 (Pong hack) [David Winter, 1997].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..6af8d1e35400592ecbc0f2c816ff454fa0c06b96 GIT binary patch literal 294 zcmY%Tlg*Q3pUbo8)vaxJuH`W(T}flkU`j~%Ao_vbfI&#=xOh27=Kn<>t`$O5BrrZ$ zSp6@71xPX_$agc{+LplcU}5dQ1YRHs6zOHUa}A`rt)+cRf_)oPqI|oM8-q}Vo4rtz zyL{$v79}z@hyv+dVDbc*Jd~jDK|<+D zp9#=qcE*fA*ZnhQ%wQ4{tNiczFY~|9iAqLKrcA~JmJbqTjBXBP|AcZDefnqoDfOdf zibyKcmCzE=PnuUk8QwKO00RgdIB4#GlejY9*YX&YuB0(%FeM~>5dFYzz#t@bT)dnk^Z%j`*9svj5*QyW ztp1n40wkFd;4%tW-tkfRsQ$ugSCci!y0{r!IL z&6_ucR58Xk>EhyUlqR|7vM+(O&Vm+mb7eHzE#D*ci#}-zR(K@- zC>lgp0r&1iMujEKk9<-;4S0++h2qZ06Zl!ulA3BI+r?Z!b(tBIZ}8f_jkO?_I(9pc)k<>T!#^9=qtzz(Ic1Kug5#ROJ6EhA+&( zx!^A-VX=eNHexV#&R08dQ$_eURT3kF>uMO++pP1@O0*(lfN$ghFTDV-gZv#fO=$th z8oqmATOv=r2IMP#vjlekBvQcA?0&LNb-Zf#(=2YiL zZ8A^harKjSM_f}*;p!mBpU>{fUzCKJo#A)vjGyFp#n+#91{{9h6*ZX;X(*U4g-UQV zru*M^c;eLzEB3>slL$j z07HGDC*d@J`v1EOYpNxlHCR?b)gY~=K~q&Vty<6kOHFqkjveZbdLBrU1fJ*J{s$Ur BfYks1 literal 0 HcmV?d00001 diff --git a/roms/games/Programmable Spacefighters [Jef Winsor].txt b/roms/games/Programmable Spacefighters [Jef Winsor].txt new file mode 100644 index 0000000..8b7994d --- /dev/null +++ b/roms/games/Programmable Spacefighters [Jef Winsor].txt @@ -0,0 +1,135 @@ +14. VIP Programmable Spacefighters + +Programmable Spacefighters is a combat game involving 2 to 8 spaceships competing +for the domination of a contained field in space. The field of play is a +two-dimensional representation of an oblong spheroid. + +The movement and fire of each spacefighter is controlled by programming a series of +commands into each fighter's instruction storage table. Once all the spacefighters +are programmed, they carry out their commands by sequentially executing a single step +at a time. The play of the game ins divided into rounds. Each spacefighter may +execute between 1 and 15 commands per round. + +The fighters all have the same appearance and capabilities. Players distinguish +between fighters by examining the defense strength and position of their fighters +at the begining of every round. + +Each fighter may face in any of 8 directions. All firing and forward movement +occurs in the direction the fighter is currently facing. As a spacefighter crosses +outside the two-dimensional field of play, it wraps around and re-enters on the +opposite side of the field. Laser bursts terminate when they travel outside the +field or hit a target. + +Each round consists of a selected number of steps. Each step is executed in 2 parts. +During the first part, every spacefighter wishing to fire may execute a fire operation. +The defense strength of any fighter which is hit by a laser burst is reduced by 1 +and a small flash appears. + +After all fighters have had an opportunity to execute fire instructions, the movement +part of the step begins. Any fighter which has had its defense strength reduced to 0 +is destroyed and a longer flash appears. The defense strength is changed to a special +code so that the fighter will no longer be programmable or take part in the execution +phase. The destroyed fighter will still be open to examination during the Defense/ +Position Check phase. Fighers having a defense strength greater than 0 may execute +a movement command if there is one. Breaking each step into 2 such parts removes any +strategic advantage to moving first. + +The nature of the game, in that there are variable parameters and no fixed victory +conditions, allows the players a lot of freedom. Two to eight players can command +single fighters. Four or less players can each command multiple fighters. Two +fleets could complete to destroy their opponents' flagship first. Handicaps can +be implemented through an imbalance of fighters in different fleets. An odd number +of players can play in a free for all or team game. In a non-combat approach, a full +complement of space fighters could be programmed to preform in kaleidoscope or other +type formations. + + +How to Play VIP Programmable Spacefighters + +1. Load the CHIP-8 interpreter at 0000-01FF and + the game starting at 0200. + +2. Turn RUN switch on. + +3. Initalization of Game. + Various parameters are entered at the start of the game to determine the number + of spacefighters and other aspects of play. + + S: Enter number of spacefighters. 1 to 8 spacefighters may be used. The program + will adjust invalid enteries to the nearest valid number. + + D: Enter defense strength. A spacefighter may be hit from 1 to F times by laser + before being destroyed. + + E: Enter number of command entries. A spacefighter may be programmed with 1 to F + commands during the programming phase of each round. + + C: Enter clock duration/no clock. A timer clock 1 to F phorseks in duration may + be selected. Each phorsek equals 4 seconds. The clock is not enabled if a 0 + is entered. The clock time is the time allowed for each fighter to be set up. + + F: Enter fire power available. A spacefighter may be allowed to fire 1 to F + laser bursts per round. + + A: Enter accumulation/no accumulation. A spacefighter may be allowed to accumulate + all unused laser bursts by entering 1 to F. Accumulation is not allowed if a + 0 is entered. + +4. Presentation of Field and Spacefighters. + The two-dimensional representation of the palying fields consists of 10 vertical + by 15 horizontal positons indicated by grid markings around the perimeter. The + spacefighters will be in their initial positions. + +5. Defense/Position Check. + Enter number of spacefighter to be examined. + S: Current spacefighter being examined. + D: Defense strength of current spacefighter. + Enter 0 to end defense/position check phase. + +6. Program Spacefighters. + Surviving spacefighters are programmed in ascending order. Enter 0 to begin + programming first spacefighter. Defense strength and position are shown during + programming. + E: indicates number of enteries left after current command. + C: indicates time remaining to program current fighter if clock was entered. + + COMMAND FUNCTION + 1 Rotate 45 ccw, Move fwd + 2 Move fwd + 3 Rotate 45 cw, Move fwd + 4 Rotate 45 ccw + 5 Fire + 6 Rotate 45 cw + B Erase all commands and reprogram current spacefighter + E End programming of current spacefighter + 7-A,C,D,F Rest, No operation + 0 Rest, Begin programming next spacefighter + + Enter 0 to begin programming each successive spacefighter. + +7. Execute Commands. + Enter 0 after all spacefighters are programmed to start execution of commands. + +8. The recommended starting point when tryint the game out is with 1 or 2 spacefighters, + any defense, F (15) entries per round, no clock, F (15) fire power and any accumulation + S: 1 or 2 + D: 1 + E: F + C: 0 + F: F + A: 0 + + Use the above to try out the movement and fire execution of the fighters. Try + performing loops, figure 8's, tight turns, maximum fire coverage techniques, etc. + Start out simple when first playing the game against an opponent. + Eight spacefighters can get very complicated. + +9. Changing different parameters creates very different effects on the play of the game. + The main effect of a large number of fighters is a more complicated game. A large + number of enteries per round results in a more lively game involving farsighted + planning. Fewer enteries involves more thinking and reacting to immediate developments + but is not without strategy when there are multiple fighters opposing each other. + The clock provides pressure which can be greatly increased by the moves-to-time ratio. + More fire power increases the importance of movement and positioning. Accumulation + of fire power can have long range effects if there is low fire power and a large + number of moves per round. diff --git a/roms/games/Puzzle.ch8 b/roms/games/Puzzle.ch8 new file mode 100644 index 0000000000000000000000000000000000000000..bec7af08ae2b0635f8dad89d5782cc12383d3eff GIT binary patch literal 184 zcmc~2%4SRyNMcA}ShV4y`Ugz|hFe<;IjT4e4TMw@1&TPbgsM3fGklQy5L&=!ARxq* z1yrBIko5lmTLF_&P|<%Q1|f?)hCGH3TuMQ8jCG7c9xV%6H?$ovU=m7kWfV#&{ZaPE zfJ3OjRZ^&+l%tHrfK8~zMM$Wo6 c*C6mA^rPmL&|6!(9J&K~5*XgSi~9!!0BPt&IsgCw literal 0 HcmV?d00001 diff --git a/roms/games/Reversi [Philip Baltzer].ch8 b/roms/games/Reversi [Philip Baltzer].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..8a600f0bdbdc7279e47ff91fb4d2e825b4901308 GIT binary patch literal 578 zcmXX?L1+^}6#WyYjm8D-%oakaBKeD;ki|`_6v-i0L^cJ8S)bF{zR3pDvl~s}bdL(hUzMMF8`ypbhNKknM zSTBNkhLy_X$YJ-*8MeCu=%5m!6$#=jS3D;txfMtpzifnP#e?|KNA@Q4u#S5Mu-vQm z>uwRyTa_AHuK(?J8d%ruPxw=fu>Cs0Kj@`^?PJUK?4L%4?P$8DV^h=F0f7t*+Jo=b zS&u)X-g8+TL?@F5K3j+c4hbcMd-rX_xN`w#W55?Hqc~tDSecb?c!S333COq-w jrjrKsa*fo->ebq~PBdKwiw1FQf>5<=Qq?L{y#(+NYvaW9 literal 0 HcmV?d00001 diff --git a/roms/games/Reversi [Philip Baltzer].txt b/roms/games/Reversi [Philip Baltzer].txt new file mode 100644 index 0000000..0396169 --- /dev/null +++ b/roms/games/Reversi [Philip Baltzer].txt @@ -0,0 +1,37 @@ +6. VIP REVERSI +Reversi is a game over 100 years old, which has become popular recently under the +name Othello. The game is played on a 8x8 square, using two kinds of markers. +In VIP Reversi one player has the open markers and the other player the solid +markers. The score for either player at any time is the total number of his markers +on the square. + +How to play VIP Reversi + +1. Load the CHIP-8 interpretor at 0000-01FF + and the game starting at 0200. + +2. Turn RUN switch on. + +3. The 8x8 square will be formed and the starting marker configuration shown, having + two of each kind of marker in the center four locations of the square. The starting + score for each player is shown as 02 above a line of his markers. + +4. Your VIP indicates the player's turn by blinking that player's score and also blinking + a cursor dot in the 8x8 square. A player moves the blinking cursor dot in the 8x8 + square by pressing the direction keys 1-4 and 6-9 as shown. (VIPG1-6.JPG) + +5. When the cursor-dot is properly located, the player presses key 5 to place his marker + on the square. You will find that your VIP will not allow you to make a non-valid + play. The only placements allowed are onces for which at least one of the other + player's markers is surrounded between an existing marker of your own and your new + marker being placed. All these markers must be in consecutive positions on the + square and can be in any horizontal, vertical or diagonal direction. Once a new + marker has been placed, your VIP will change all such surrounded markers of the + other player to your kind and change the scores. + +6. Sometimes it may not be possible for a player to make a valid move. If this happens + he must forfeit his move by pressing the "F" key! The game ends when neither player + can play or when the 8x8 square is completely filled with markers. The goal is to + end the game with the highest score. Do not be discouraged if during the game you + seem to be losing because this is a game with dramatic reversals! 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Version 1.1 improves a few things. +Based on a boardgame by Nobuyuki Yoshigahara "Nob" and ThinkFun, +http://www.thinkfun.com/ + +This game contains 170 puzzles. Most were taken from the original cardsets, +some were made by me, and some were generated with Michel's PyTraffic, +http://alpha.uhasselt.be/Research/Algebra/Members/pytraffic . Refer to +the source code for detailed information on this. + +HOW TO PLAY +=========== + +The goal of the game is to slide the arrow block(s) out of the 6*6 grid. +Completing 10 boards will be awarded with the inclusion of the next boardset(s) +as seen from the connections on the boardset select screen, a password will be +given so you don't have to complete the game in a single session. + + HEX key PC key* Use +--------------------------- + 5 W up + 8 S down + 7 A left + 9 D right + A Z ok/hold to slide + 1 1 option(in-game)/back + +* = for interpreters that have the 4*4 keypad at 1234/QWER/ASDF/ZXCV. diff --git a/roms/games/Russian Roulette [Carmelo Cortez, 1978].ch8 b/roms/games/Russian Roulette [Carmelo Cortez, 1978].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..bb90dcace47fa598833f26eb03f67e9ef0ac6c2f GIT binary patch literal 156 zcmYf0QtJ4`b(qzeMaXDTRHDE|(?#)#5hu2)PL{ zEy@I|$^)w^2B{KqSyTZQs|AZSfyE+TbaZsQd*|Wd@ov?rQwLUk4=oSw8sH t)ZuD(XXnb>n~b#77Oh&fieZ()qDg5I=>pfv8QyVd)hA~s*ViZ40|58ZLB0S0 literal 0 HcmV?d00001 diff --git a/roms/games/Russian Roulette [Carmelo Cortez, 1978].txt b/roms/games/Russian Roulette [Carmelo Cortez, 1978].txt new file mode 100644 index 0000000..ef5cc3d --- /dev/null +++ b/roms/games/Russian Roulette [Carmelo Cortez, 1978].txt @@ -0,0 +1,4 @@ +Russian Roulette , by: Carmelo Cortez + +This game is called Russian RouLette. Press any key to Spin and pull the Trigger. +A "Click" or "Bang" will show, get ten "clicks" in a row and you win. \ No newline at end of file diff --git a/roms/games/Sequence Shoot [Joyce Weisbecker].ch8 b/roms/games/Sequence Shoot [Joyce Weisbecker].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..8715b80d1aa170a9edf4cdaeb93357d7a88675df GIT binary patch literal 324 zcmZR0kjIeAuvjgFBa{2aoW(|&;x}e4w$2d96uvPj!zhzUStyeWh=qVyN?AzhTjGCZ zi5!Mn#;yxW1y%p87=)}67?v>nk^2y;v_bv#mMlk;8TWhrto6L8xs>blqLKbg+4%7 z6)c@BLbno`K1v8XEN=K`{3-Q=CeWWuH>Q5ntYEt_^%Iz6c(+*T#uSEkh5rp1ge4f> jF*bYvf|{CtH8lk_7WMTtAYcIkb`KgDu3Wh>QD_|i8X$F* literal 0 HcmV?d00001 diff --git a/roms/games/Sequence Shoot [Joyce Weisbecker].txt b/roms/games/Sequence Shoot [Joyce Weisbecker].txt new file mode 100644 index 0000000..d15d61d --- /dev/null +++ b/roms/games/Sequence Shoot [Joyce Weisbecker].txt @@ -0,0 +1,25 @@ +12. VIP Sequence Shoot + +You score points by having the sharp-shooter hit the targets in the proper sequence. + +How to Play VIP Sequence Shoot + +1. Load the CHIP-8 interpreter at 0000-01FF and + the game starting at 0200. + +2. Turn RUN switch on. + +3. Pressing the Key C causes the little man to shoot the top target, Key D shoots the + one below it, Key E the next lower and Key F the bottom target. + +4. One of the four targets flashes and the computer waits for you to shoot it. When + you press teh correct key, you get one point. Then two flash, on after the other. + Shoot the one that flashed first, then shoot the other. This gives you two more + points. Three targets (when hit in the same order as they flashed) add three + points to your score. + +5. Each time you shoot such a series of targets in proper sequence, your score + increases by the number of targets you hit. An the next series you see is longer + by one target. The maximum length of sequence is 22 targets, that is a score of 254. + +6. Improper sequencing of shots in any series ends the game. \ No newline at end of file diff --git a/roms/games/Shooting Stars [Philip Baltzer, 1978].ch8 b/roms/games/Shooting Stars [Philip Baltzer, 1978].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..9cc078f8de3379f86d644629d96acb4a3497edd9 GIT binary patch literal 204 zcmYdb$YV&9Na9;`^rG5fgCkOlj$U@QXAqiV#~|c)(EgD8N#;t%Q_NL=x+k1rv|$i( z0h1nJ(jk#S$R`PiI~NEUbZrna%lqFrrD;hnNB0$f2BDZdhD8Mz6@jdxg8v{>7cIE# zDzuM@0mM#aN@Gc9%iwsru;l-@q(ewx(SnPr1&kjwZ=?!s=m=m4 r=wM)A2xSnOl>o%44qrvTvYRppZDDvI#FYA9Xa!Kxrtbg$IvWN6m?TYb literal 0 HcmV?d00001 diff --git a/roms/games/Shooting Stars [Philip Baltzer, 1978].txt b/roms/games/Shooting Stars [Philip Baltzer, 1978].txt new file mode 100644 index 0000000..db2b329 --- /dev/null +++ b/roms/games/Shooting Stars [Philip Baltzer, 1978].txt @@ -0,0 +1,2 @@ +Shooting Stars, by: Philip Baltzer + diff --git a/roms/games/Slide [Joyce Weisbecker].ch8 b/roms/games/Slide [Joyce Weisbecker].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..7a487ed4502bd9edc3d2a4ec0eadf42a6ee54d96 GIT binary patch literal 388 zcmW-by-UMT6vc1SYO6!7FDO9-#itMlq4fhqOIVe%%hf8^FkYH5z$g~u{tTi zS;_9-P#pXVio7KdtggXk5(VRncR2S4=W^}=*WNEf1&DwXB*2M7ID+D!4p`9ztk`>0 zF_6=vDI?+ZjB!q@#xSP|r>6sr%;C=XPIm_-F`^jS9JSY=kb%dA@9KBBucp!#Njsx&|*5q+5?v6_YEFZb?4{@*netaOmj-3?;znv4)$^UhpI)J9eeNGMNPG!s7^101}aZZ6@n+IcV`E4gevI$v&kS7c} zf>=ksQO)R7tfA#n6|!zK+w~q5o}s V+BON&*|3(*4EgE8&;ok0y&qFrZ><0T literal 0 HcmV?d00001 diff --git a/roms/games/Space Flight.ch8 b/roms/games/Space Flight.ch8 new file mode 100644 index 0000000000000000000000000000000000000000..60bc93429b83aeb15a5d267dc5aa09c4d67ea8ab GIT binary patch literal 716 zcmZ`$O=uHA7@gg0lF2GbIulC~Y2qp}_Oc?PAi7#wOw$qk0ik-@GF!zodPyy)wS>e& zjG%ZCDWx=FE?&fg;BDzaJ$RC=LZLzS=*1?-kRH~V6+Bpde7u?O&EMk<@Hu3_0drYz z+`CeS6X($|(uJbTo#P2_`rGt^KAA;hXq00%Fpoeg<1 zWGdNC`At+pH*ZIZ+PqQ%cT#lEyly3u#ag*uJ-v7Tu6@Hbf z{5p+rn`-+HUcM0Fs|A&>6%@X1tF!7C1hx+y;47WB z@VkbG@r>~GiYjcBs*KPGJ5DuribmNP8e`)$&Mr{MC{3`-RA<*doLJC5WxvjrgNXoa z<0)~A;x``!wkB9vQakNS3VwOf!pnBFx33pJ2Jj-D>9k8g^dk>~(*WNnYBHOL3R<*b zZ$zesTX^+;Al0H)0QjBE>|c4|&)EGtFZ><1dCP%J{7f10*CD_4@+{*F@%LfpiX=bE zAIijn${*}ht2??r=n~R}5W4FUZog8IHK4__UhmiIb^rGb;*5l) zs#Y#%$w8E17-9$&!E!+ema4&YIxVNN3%6M2Q35XtzRsj0`~v_ literal 0 HcmV?d00001 diff --git a/roms/games/Space Intercept [Joseph Weisbecker, 1978].ch8 b/roms/games/Space Intercept [Joseph Weisbecker, 1978].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..014fe6bbd59023d7edf2bbbf435043a50e21566d GIT binary patch literal 192 zcmeysWxyoFwP=?R&!R0~Qx_fh9J=U08pAc?1#IcE8S>W~Ga0h@mD-dhcrgfRrORc= zEZTUzIgcT`A(!Rt!tDRKtU!_>mkmfVdN&9KP9Y6HnAO{n@Wq_*hrPvaa0rCAK`79IX&oMQxH2cGQ4ASc(9=6UkwK%Yr=;FW=4Jh1(8x0 literal 0 HcmV?d00001 diff --git a/roms/games/Space Intercept [Joseph Weisbecker, 1978].txt b/roms/games/Space Intercept [Joseph Weisbecker, 1978].txt new file mode 100644 index 0000000..572d5e7 --- /dev/null +++ b/roms/games/Space Intercept [Joseph Weisbecker, 1978].txt @@ -0,0 +1,4 @@ +Space Intercept, by Joseph Weisbecker + +At startup, Press 1 to select the large UFO whichh counts 5 points when hit or 2 to select the small UFO which counts 15 points when hit. +Launch your rocket by pressing key 4,5 or 6. You get 15 rockets as shown in the lower right corner of the screen. 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Destroy the invaders with your ship. Shoot +with 5, move with 4 and 6. Press 5 to begin a game. + diff --git a/roms/games/Space Invaders [David Winter].ch8 b/roms/games/Space Invaders [David Winter].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..3ada8dfe93a7d95925a9f52a1bf2cf385101bacd GIT binary patch literal 1301 zcmZWnQAk@?82)d1y_piamh`f#L!@1A(Y5IsX0;I_gJ9ar3bKc*%*)hU?J_db zHpya)flW574=cK`vDvNnWm{kNuoto79NUwy4is_bVa)mx!w{k+p1c1hX*=A&s%{wQRRi1nI9zSDv1 zJPLJiw$)+c()-6IejM1JczHl<1M;gJPYIVr@_U<${9*fTlx&tciEOvEkR3Vx2Doc) z3O)2`Rq?%YRUtWY*g(dLwdaA19X80Jse2cRyD{b%E?soEWt@3AL7PtV1uN2{^5bAUzCT&h3Dh;D&&*7BvD{v<+c;@^XuA) zH6HSE=u=q^X*C5})%ghW!|+LNgx~p!T>I8}=qU^;mivcc7~!vTqn!KhH+2OMYKU>} z7WaCs`!3{t3Co(DMbp%@ov?hq#Kw3RavLshi~)QI9XJ3ujyr|`=#Z-D5Jd}sK?w&y zqN{5F0f1Zu=vWYk&Uj5c4zRSe;x}5nN8?3TeX+>%05LyXLL80nN-d8cpE(0?F!?j$ z;AngSBt=?S04Va?lauMaqw#0;@3!nhP8<7Q{AvA*uxJCI#8**rxvYcnpQh&Kp1_lj z=jJ}2-T%9}d9S^_9bT+&KY#9(U$%OC-(FkWf~^-$lE#%uGJz_j>(EFpM&Xr;xN?2m}F*reTjZFfRof zTXCYrXT%-lj7$_oj4%ggWO!B(SbBMx@jOd1^z9a~JBLFMgmS+Om+1SMA3w7KqYs?a zRDua0R5#2%U2W1K5TL{qrcD9~g_vn27^Zq<`?MN015qPv5^98Xb=nNK{^xX9MFEQ0(9n^cvUT~Vjc{JvVlv!A|lx9~5`cIUbP literal 0 HcmV?d00001 diff --git a/roms/games/Space Invaders [David Winter].txt b/roms/games/Space Invaders [David Winter].txt new file mode 100644 index 0000000..8ae1617 --- /dev/null +++ b/roms/games/Space Invaders [David Winter].txt @@ -0,0 +1,5 @@ +Space Invaders, by: David Winter + +The well known game. Destroy the invaders with your ship. Shoot +with 5, move with 4 and 6. Press 5 to begin a game. + diff --git a/roms/games/Spooky Spot [Joseph Weisbecker, 1978].ch8 b/roms/games/Spooky Spot [Joseph Weisbecker, 1978].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..ab2dae8017376123a0ac85f0975eb446b6ee2cd5 GIT binary patch literal 154 zcmZR0pyZ?!@{4QHghYlUfs2av3_@mEEWaeOxPFQLVz*)tk||_7#c0Kt^}lI}6MGS( zlSI*fA-*huE+wFxgHn`I)}n$Gj%0(&9$6f}=GF-h!(OMN(o6^5J_e@!e7FX%GeT^%ACfO z&e-8l!Ia6E#gfgcv}4hU%dXcOa~PG@EjrOt(A)5Go=}VnqfpFc*OLF2U0=-;%5squ z$^!BjFT1vfbfma5rZT(RrvCL{Ok?tpP5XD};`K&zMj@A;h91{khB+66TxuC@S%rH3 za4GGm{;#yd`oEBi(vEBfr5!nPO6!D{{Sp1cZo?q7f#Kbv%fF33rGC;(uuNpSAj
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You get twenty sets of three digits per game and + between zero and ten points per set. The faster you + enter the correct total, the more points you win. + +4. If you wait more that 3 seconds, you get zero points. + The correct sum is shown above the three digits after + you enter it, and there is a pause before the next + set appears. + +5. The score is shown in the upper right-hand corner of + the screen. The maximum number of points you can score + is 200. Between 120 and 159 points is above average. + A score of 160 or higher is outstanding. + diff --git a/roms/games/Syzygy [Roy Trevino, 1990].ch8 b/roms/games/Syzygy [Roy Trevino, 1990].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..b0653ef09ef49586ca50abac49e7eb27fa39b131 GIT binary patch literal 946 zcmaJLV+7O(2v$7G^2MIA<-0JbVrDnOYv*<4VBv-?d z%B4TTL>>@s={gXfV6ej*%Q_P8 zZ!CwZY`-|Y<4>R)EJ|`b5~{+k-0Wq*g$xlcVklq_LstY+P6VY;L@=C)%Ru~99Z6~( zlE$$K1>twnM)uaj;P;udz>ft8|R;qDinA^)HJ+gP*x{HM}E z9(mj%oz2&=ry{UpV;Zl`?ntug&Vh6ZmnI!{r+L5;leEb)7&{JQ2QhXW#tvg*o1b>< z7~>$>|HmJPek3MwnH|9Uax+r)I_iN045HH|(%f|zLT8xnft#$#|7VmYpVdpB_hywQ zA=g>nReZIkyMjio;ZMUEhc;V=^)T((i?oG%bf#14Dp#lI{8q=~Raqq(S<{hxN^W?x zD4!%j!g|F$;v=tgkQ?ayt<}-Rk%g@oztJgWwkNdv!FxXXT%B6d-zvC_@ecA3)>tRF zb}`nu4zNBjEswtQZiUSdpEdabpEdcZd;xOm>-@A?eRM7@SiQf(=@P5&XEFD@%elTVxp8YQQTYEX0gibRqo%1wj#)-AsQ#c79NXX)q#M9N$D9_uTv5x#x1)Z18zD;fd zLE&IG&wA`#gV<<+SF65_3}V5MENaNsc_U%TVa~sez?vGqMo>`^IBF+~GuxsoaxFg| z8&?Mz-$1}4r^4&TH`Z$i?ET$Cn)Ho0gDYXdyA)QbOWlnRU zvx|@F7Gb@?Y(w0NTJS48lPf<>59WSw{y7F$V!wx2Y30MTqtayuba{nn!iqqj{qH~% z;tsgp(E0n*B%fOvL+uWRe1=w-rmvcO7Y1oZhU7+u>=Glxx(Wdwt}vliIvj{250h1Yyyyxbo=)M;sB5)LOUE?V4SV kYbl&-8jRsaA1 literal 0 HcmV?d00001 diff --git a/roms/games/Tank.txt b/roms/games/Tank.txt new file mode 100644 index 0000000..2fb4540 --- /dev/null +++ b/roms/games/Tank.txt @@ -0,0 +1 @@ +You are in a tank which has 25 bombs. Your goal is to hit 25 times a mobile target. The game ends when all your bombs are shot. If your tank hits the target, you lose 5 bombs. Use 2 4 6 and 8 to move. This game uses the original CHIP8 keyboard, so directions 2 and 8 are swapped. diff --git a/roms/games/Tapeworm [JDR, 1999].ch8 b/roms/games/Tapeworm [JDR, 1999].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..de279d9f6f355266faba052bd8f7d49c4c06fce9 GIT binary patch literal 284 zcmZR0u!v2_;(x<$B_(AgB_)RU8X7>P!LWDX!kvl=HVoWcK(HzpB(ATe`GR5Fszr;G zlom0hFr+f1$zKV)l32pw;vnQDWVa{|C}y9=cqQv-zh(*cMR`Vy;FL}kRq5W zd?gg9e+H1`Tr>~NUUDTgf&almp;JOf7#^g`r|~ahPiM5XNWCX+%VlyR+~?lv`40X#skLaSFO}dqV`E0DV;L4@g-?2y(W#Fx1@3Mc&ZNDkgLrFV^Cm-+M2rg zjM!iiTd~UQN-JPj=OW-q-SKIcNeUgIT_rCjxXUNY#8M`~7%h>@zU5Ei75S|TQ{~eY zGs<{VJTwsmk7WRuU;r5gjH4KbX3PZ3XD-eHy%{*pF6KkV))=4 z`JzkR?q2g_p!I^6O7DgGA{(S6IyO{AmyQH@i$ojd4RavFCM58G9nu!nCcxtj#eU@= zw4d4X3(SKF+M#^Vj^%BF6v*8n(9SpgEx(^=+f SPEED). At my college, every person who picks up my +calculator is immediately hooked for hours. + +This version is written for the CHIP48 game interpreter (c) +copyright 1990 Andreas Gustafsson. + +The 4 key is left rotate, 5 - left move, 6 - right move, 1 +- drop, ENTER - restart, DROP - end. After every 5 lines, the speed +increases slightly and peaks at 45 lines. + +There is room for improvement in this version. Notably, background +pictures, a pause key (for now, hold ON), two rotate keys, various +starting skill levels, a B version which starts with randomn blocks, +finishing graphics, and high scores, just to name a few. + +In order for improvements, I need to know if there is reasonable +demand. If this game is worth playing for hours upon hours, please let +me know. If you wish to support the improvements, want future versions, +and want to see other games ported to the HP48S, send $5.00 to: + + FRAN DACHILLE + WEBB INSTITUTE + GLEN COVE, NY 11542 + diff --git a/roms/games/Tic-Tac-Toe [David Winter].ch8 b/roms/games/Tic-Tac-Toe [David Winter].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..4d4bc9989cbe57d471d53b3b59e54c1953a79bd6 GIT binary patch literal 486 zcmY+6Jxjw-6o${Wjg~?+-XtKl)ROB`9IV#K!4GVQIygv*;2^1O3auio7C|f+#lfgJ zIq7&e7ajTo92^`A`U9LC!>ulYLOp3!@W9J`pXVGd9WpWt#{5ETeJ_^E?Uo9$mCTZn zUfzIBumBuUqqHa+j6CC`$e>6@tYYR zzin#z<229+Z{%Pd@E9enOS8OTvpsC${H)y z2`iR~2!flJ3PFDRl+O3mdim>TlAYuy(cGXJ_sm!F%@T2T*}}ZVpVB)LxCi$CiRii> f(ba&e6Zjp{onM45DpFWtk`fAsSV+;r8q>Z3BPN<( literal 0 HcmV?d00001 diff --git a/roms/games/Timebomb.ch8 b/roms/games/Timebomb.ch8 new file mode 100644 index 0000000000000000000000000000000000000000..76828c8f083d98916d864e4d2f44e452ec89585d GIT binary patch literal 144 zcmZR0kj1KGmB931p^#Jp2awcCU9fpbx}vI3 zV|5sGhdmDR39q;@p65(HQDbVE+NCIF<$g literal 0 HcmV?d00001 diff --git a/roms/games/UFO [Lutz V, 1992].ch8 b/roms/games/UFO [Lutz V, 1992].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..7fa5a15788e14f66874a80a8aa5d3c86a02ede38 GIT binary patch literal 224 zcmZ2ri-2avTZY~Cj z^!PCd>48jeWe{pB{oj&uCD@)($Ss$nH^`Sms7Gj$(wd6@LUKxr%2|b`0ZE|Exy*kh zKstol7XA2coXnuKjp5y*A3uzfjX@|3J)Gz+vDZ zq*lndNc4hG!G9oTEMzj27qUp;NEAq7Nik35Ph+|ucqK4{@x{UljA6n+=Sim(_On@E+YLh36+w?HEyF(gr?c1Q;pm^z&ux3rauoMdRFB6MCV z2vqWtwF~*(-)POM|O(ofA)oA76h>ga7-TW~e$45>dW7*U5bB zE%M4g6;GpYJ>{#e3XDGCYb|iB0f}|Dc`dH8?mM%PR~i^`8`WX=*V cAWsl1ORzL0H4Su<1b_j^L~<^=GF- zh!(OMN(mWU5J_e@!e7FX%GeT^%ACfO&e-8l!Ia6E#gfgi=+y3Z7l#b*u{t^Ad zZo?pywCGk(L2tv$c|tWVj6yY+T}%F5c6~KZsLMrCs0+wry6oB>(vjlMn9A&KoBG#- zF^$PXHtpY?i`N^?8HM6{8hTuF8RlFN+E>eH%PO=6WOg=#P>j-%YDS@$MNfYl=a}R& YeMn9+|@U8&_9)Q4q0Q-bmIRF3v literal 0 HcmV?d00001 diff --git a/roms/games/Wipe Off [Joseph Weisbecker].ch8 b/roms/games/Wipe Off [Joseph Weisbecker].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..2d5e5138ce2c6f8a958c086512e7b76d311b9290 GIT binary patch literal 206 zcmZ2d)Yz{*n%e#d+|MS>@B;y6ah9egQ{TYR3I5DI!I@zcE zcV{V(K{#r#VG vq`vsSkQs;;(pYr%g5aVL-;6({CQGD9f6%<_TFm+pOnw5ALMIp-T>b+9XCG1m literal 0 HcmV?d00001 diff --git a/roms/games/Worm V4 [RB-Revival Studios, 2007].ch8 b/roms/games/Worm V4 [RB-Revival Studios, 2007].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..03bc7b8f7e3944fa02de9c45f1f8e8d6382bffd0 GIT binary patch literal 677 zcmWfN3C}OeRVdRl(NRdMv{DFi(ot~E$SlycP$)|+D$dN$0}J~m7L{aX8^Em4#gj}Jt_Uw~`ziM^ zb@9|&o4Q!KML_o1GYH!p;CEn9E~sFf@gRc%WLDb$M7DG$2z?V;rmO^VNisu<%_62xsUI}2m=?2r1e2eDB*Q!929Wt+8-h}pzDSfZ zD$5AHN#Xh;acgrIYqu!K6<|MkG=w$;_%nP670#<;WO%oD`WgGP@^`NIGl1B4t_YX0 gFfjc2!@$6D-~kXUc);Lb5K&?9p#cVf;X0xL0HtZG$N&HU literal 0 HcmV?d00001 diff --git a/roms/games/Worm V4 [RB-Revival Studios, 2007].txt b/roms/games/Worm V4 [RB-Revival Studios, 2007].txt new file mode 100644 index 0000000..edbeda0 --- /dev/null +++ b/roms/games/Worm V4 [RB-Revival Studios, 2007].txt @@ -0,0 +1,52 @@ +----------------------------------------------------------------------------- + ///////////////// + ////////////////// + //// //// + //// /////////// + //// /////////// + //// //// + //// /////////// + //// ////////// + + www.revival-studios.com +----------------------------------------------------------------------------- +Title : SuperWorm V4 +Author : RB (Original game) + Updates and fixes by: Martijn Wenting / Revival Studios +Genre : Game +System : Chip-8 / SuperChip8 +Date : 10/08/2007 +Product ID : RS-C8001 +----------------------------------------------------------------------------- + +All the contents of this package are (c)Copyright 2007 Revival Studios. +Original game: SuperWorm is (c)Copyright 1992 RB + +The contents of the package may only be spread in its original form, and may not be +published or distributed otherwise without the written permission of the authors. + +Description: +------------ +SuperWorm V4 is an update of the SuperChip8 game: Worm3 by RB. +The original game was only for SuperChip, so i've created a Chip-8 port. +It also includes several speed fixes and a new control system. + +Running the game: +----------------- +Use the Megachip emulator or any other Chip-8/SuperChip compatible emulator to run the game. + +Credits: +-------- +Chip-8 version, Updates and fixes by: Martijn Wenting +Original game by: RB + +Distribution: +------------- +This package can be freely distributed in its original form. +If you would like to include this game in your rom package, please let me know. + +Watch out for more releases soon! + + + Martijn Wenting / Revival Studios + diff --git a/roms/games/X-Mirror.ch8 b/roms/games/X-Mirror.ch8 new file mode 100644 index 0000000000000000000000000000000000000000..35253071c0440a8fed3fac991e7dd671411ab717 GIT binary patch literal 106 zcmYe3OXts!&*aaN%NEFy&lOmdp`@3<^kAWqO9BUwv`An9k^u>9Kr%*1S_CxEO$MnHeGQqHqw6` zw$e>DpGAJ-VcZ=%F^e{Kl;@6h=%{VyT&)5IAe$QvRlw71cBauaY83Ta{v3Vr P;uI<^9sock_g{VhoHl%W literal 0 HcmV?d00001 diff --git a/roms/programs/BMP Viewer - Hello (C8 example) [Hap, 2005].txt b/roms/programs/BMP Viewer - Hello (C8 example) [Hap, 2005].txt new file mode 100644 index 0000000..885f511 --- /dev/null +++ b/roms/programs/BMP Viewer - Hello (C8 example) [Hap, 2005].txt @@ -0,0 +1,3 @@ +BMP Viewer, 02-06-05, by hap +works with monochrome BMPs only, of course. put the BMP data (headerless) at +offset $30. change offset $0 (200) $00ff to $1202 for Chip-8. \ No newline at end of file diff --git a/roms/programs/Chip8 Picture.ch8 b/roms/programs/Chip8 Picture.ch8 new file mode 100644 index 0000000000000000000000000000000000000000..74ab4bf9169a6022ca29ba20d515cf0d34dd1409 GIT binary patch literal 164 zcmZR0u*f5UAyF=g;S$p&p&||=2O%yX-!6%1k=F&ii+V+TAaYSe0(T_xdIL$t^|fc4u*FO=%C&qJ|H|Kgy9d%7m+JK z+Fn6lLt9IW;UCj4u2(>s00;qt5(W@e0#vI72G&p-(>iqHO2GPo_A)?N)(``<-a%<} n_2~SNknn(bhkBs>S46(B`~ljlt)Z`A52Rml{bKruuABh?Dy1yW literal 0 HcmV?d00001 diff --git a/roms/programs/Clock Program [Bill Fisher, 1981].ch8 b/roms/programs/Clock Program [Bill Fisher, 1981].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..ec137bd137128f1400f768753b44eb39ff75a0d7 GIT binary patch literal 280 zcmey!^@-~<*B7p@T;I4D9;7oWovUE{sCm6Log2jZ1Y(JUSf4>GMG)%?h@}f+eFd@1 zL9A~;)?cn%)xV-b3AxsPMU`HZF}iUHWhuS*%Wlgcl)!XDC@76V>4nmVQbt!cp(>>h zLJ6r1N*|PdlrXw*33Vy`5K2g4Q2L?FP|WDeCNxVKs3)00nL(MOh|!5fXqOY0&^l!f zp@bx$h_XN-qq2Zdf+LgAA%s{W14t}`ebIyK?d6ON?|%GRuitNV`^p~(U`V$Bxsl;r ex*o{YKw1gp4!16{remE>y1^NDoj4vItPWP%zYXs0j_C zAlCt11#%HkHP~JekSm466BwEq5*S)QZcbGWMD+(yh6^Zz;uB?IKy(LcFwp=k_F3{9f;jKcQK49#pU0;!Bm22HL& zzGVwvE1$4-gKJxeu=Ll|h6ILpO$-g9_6)+V4GKWrnIDWlrGC)7>{`tB5lnspk__)O Jk~JA1000x{jmQ81 literal 0 HcmV?d00001 diff --git a/roms/programs/Fishie [Hap, 2005].ch8 b/roms/programs/Fishie [Hap, 2005].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..ca1eaf391eaf5595cd4377b948871036fe89d22a GIT binary patch literal 160 zcmZR0ut*_^BjHB@N1}j(f)L+Dj!$xh9F7J;96|yNFd$)L17o7ocJ}txmKGKk3=9ni zpZ~A3VUYj-^FRYLGeg6J4;2OV literal 0 HcmV?d00001 diff --git a/roms/programs/Jumping X and O [Harry Kleinberg, 1977].ch8 b/roms/programs/Jumping X and O [Harry Kleinberg, 1977].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..d028e54941ee835a7a595691e240ec689bf3bb14 GIT binary patch literal 82 zcmZ4FlWLI0ay4y{gObo9Hzgq0MMkXn#mvNbI62 Y!@K_|pd&ybpo8H@M@PpGhCg5c06TLi(f|Me literal 0 HcmV?d00001 diff --git a/roms/programs/Jumping X and O [Harry Kleinberg, 1977].txt b/roms/programs/Jumping X and O [Harry Kleinberg, 1977].txt new file mode 100644 index 0000000..4d2bf50 --- /dev/null +++ b/roms/programs/Jumping X and O [Harry Kleinberg, 1977].txt @@ -0,0 +1,3 @@ +Jumping X and O, by: Harry Kleinberg + +Here is what the program is written to do. First, a solid 6×6spot block appears in the upper right quadrant of the tv display. A 5×5 "X" pattern appears in the center and jumps randomly to a new location every 1/5 second. When the X overlaps the 6×6 block, the X disappears, an "0" pattern appears in the center of the screen, and repeats the process, being replaced by the X when an overlap with the block occurs. The program continues until the machine IS stopped \ No newline at end of file diff --git a/roms/programs/Keypad Test [Hap, 2006].ch8 b/roms/programs/Keypad Test [Hap, 2006].ch8 new file mode 100644 index 0000000000000000000000000000000000000000..c60558ee714cf811ff746caafb09072c03f20b83 GIT binary patch literal 114 zcmWgg+(kkkkcXp-o`1&^jg| zCI%{j2MZoFeB^TE7ut};(Iw=?AT;flgiuSPNTbLHt_GF{7LffyE%^)=1be<*5M+4w zi7SC2ks*(v=)V(#P)iQOqUH;NEgvoj7W`3KR>-2XtN@A&L3|(viGwjqA&U>t-9F4h Qzf2f~n1u9zq@EBH0N{~CP5=M^ literal 0 HcmV?d00001 diff --git a/roms/programs/Life [GV Samways, 1980].txt b/roms/programs/Life [GV Samways, 1980].txt new file mode 100644 index 0000000..8f40ce1 --- /dev/null +++ b/roms/programs/Life [GV Samways, 1980].txt @@ -0,0 +1,11 @@ +Life, by: G.V. Samways + +This is a display of cell growth, in accordance with the following rules: + 1. A cell is born if 3 cells are adjecent to an empty space. + 2. A cell lives if 2 or 3 cells are adjacent, and dies otherwise. + 3. All events take place simultaneously. + +To start the game, you make a pattern by entering the cell coordinates, first +the "Y"from 0-7 downwards, then the "X" from 0-F across. +F initialises the program, and the number of scans is entered plus one, so that 1 gives 0 scans +to F giving 14, and 0 giving 255. 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