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- INFO about the ZX81 programmes (.P) supplied with XTricator & XTender
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- Compilation & Descriptions (c) by Carlo Delhez, November 1991.
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- ASTRCONV * Astral Convoy by C. Panayi, Vortex Software, 1982
- * space/shooting game, machine coded
- * protect your space convoy by destroying the alien attack
- ships, while avoiding alien space mines
- * named player, pleasantly scrolling screen
- * steering: instructed
- * requires copy of ZX81 font table (address $1E00) to be
- present at address $3E00 also
- * exit when name is requested by STOP
-
- BREAKOUT * BreakOut, author unknown, undated
- * ball game, machine coded
- * bounce the ball back with your bat to destroy the bricks
- of the wall in front of you
- * variable speed, up to 9 balls, 2 skill levels
- * steering: instructed
- * exit when speed/balls/level is requested by STOP
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- BUGBURST * BugBurst by Hogroprog, undated
- * pacman-alike game, combined Basic & machine code
- * extinguish the flashing objects but watch out for the bugs
- dancing around you
- * interesting animation, 15 screens, demo mode
- * steering: instructed
- * many delays before game starts; wait patiently
- * exit any time using Break
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- CBI * Coral Basic Interpreter version 7.0 by Carlo Delhez, 1987
- * extension of ZX81 basic and editor, machine coded
- * type POKE 16388,8 \ POKE 16389,107 \ NEW before loading
- * when being started with RAND USR 27400, useful commands to
- type are NOSTALGIC OFF \ ERR MSGS ON
- * pseudo screen editor, no tokens but full typing
- * many new commands available, e.g. for structured loops,
- procedures, renumbering, indentation, graphics, debugging
- and machine code utilities; manual available on request
- * user-friendly syntax check returns cursor near error
- * exit by typing EXIT or NEW
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- CBI-DEMO * Coral Basic Interpreter Demo by Carlo Delhez, 1987
- * demonstrates some features of CBI, in Basic and machine code
- * load programme only when CBI is active (otherwise error C)
- * demo is mainly intended for studying the new features of
- CBI, not as a serious toolbox
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- CLCKFREQ * Clockfrequency by Carlo Delhez, October 1991
- * benchmark programme to determine effective processor speed
- * does some simple printing and plotting and counts the number
- of frames needed; this is compared to the original ZX81;
- the result gives a rather good indication of emulator speed
- * requires Frames to be emulated (OK on XTender, XTricator)
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- DEMOLITN * Demolition by Dr. David P. Nowotnik, Phipps Associates,
- January 1982
- * ball game, combined Basic & machine code
- * launch oscillating balls in order to destroy the bricks
- of a wall before it reaches the top of the screen
- * a simple yet original variation of breakout
- * steering: instructed
- * exit any time using Break
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- DISASS * Disassembler by Campbell Systems, undated
- * simple yet sufficient, combined Basic and machine code
- * decimal addresses, hexadecimal dump, decimal disassembly
- * generates non-standard Z80 mnemonics sometimes
- * instructions given in load screen
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- EB2-DEMO * Extended Basic Level 2 Demo by Frits Beniest, 1983
- * demonstration of REM-based ZX81 basic extension,
- combination of Basic and machine code
- * the use of Fill, In/Out, Read, Data, Cls, Draw/Undraw,
- Scroll, Circle and many more are shown
- * Dutch texts
- * exit any time using Break
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- FROGGER * Frogger by Cornsoft, undated
- * evasive game, machine coded
- * guide the frog through heavy traffic and over a river
- with floating tree trunks to his homes
- * 1 or 2 players, 5 skill levels, nice graphics
- * steering: A/Z = up/down
- N/M = left/right ; note: non-repetitive!
- * no official exit
-
- GASMODEL * Gasmodel by Ch. Zwirschke, March 1983
- * simulates kinetics of a gas, machine coded
- * using diffuse reflections and collisions, the kinetic
- behaviour of the molecules of a gas in a closed box
- is simulated
- * speed of the molecules can be varied
- * programme text in German
- * exit any time using Break
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- GAUNTLET * Gauntlet by Colourmatic Computing, 1982
- * shooting game (scramble), machine coded
- * move your ship through the caverns and try to destroy
- the enemy installations while avoiding their projectiles
- * 1 or 2 players, 6 phases, very smooth scrolling
- * steering: instructed
- * processor frequency independent operating speed
- * exit at one of the intro pages by Break
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- GUZZLERS * Guzzlers by DataBase, undated
- * pacman game, machine coded
- * eat the pills, but look out for the ghosts; you can eat the
- ghosts after having taken one of the special pills
- * up to 4 players, 3 choices for number of lives (Oh-Shits)
- * steering: instructed
- * ignore the message `please stop the tape' (small delay)
- * no official exit
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- KRZYKONG * Krazy Kong by C.P.Cullen, Personal Software Services, undated
- *
- * no offical exit
-
- LA-PULGA * La Pulga by Paco Suarez, Indescomp, undated
- * highly original jumping flea game, machine coded
- * a flea at ground-level has to reach the finish (`meta') at
- high altitude by jumping from obstacle to obstacle; the
- flea can only jump left or right at a 45 degree angle, but
- with variable speed
- * 5 courses, 3 levels of play, modification of course
- * steering: instructed
- * exit at the main menu by Break
-
- PANEL * ZX-Panel, author unknown, undated
- * Handy and compact memory toolkit (3.5k), machine coded
- * When LOADed it puts itself at address 29126 above RAMtop
- and gives a NEW. The programme is started by typing
- RAND USR 29126. You get a hex memory map around address 0.
- Using Enter and Arrow Up you can walk through memory,
- using Arrow Down you can walk through registerpairs. At the
- prompt you can type a hexadecimal number, which is poked
- at the current address. The number can be 1 or more bytes
- long. If the first character is a full stop (`.') you can
- pass a command. Available commands are:
-
- .0 = set new current address
- .1 = copy block of memory
- .2 = execute programme
- .3 = fill block of memory
- .4 = set breakpoint
- .5 = character dump (use e.g. keys 1, 2 and 5)
- .6 = exit panel
- .7 = alter current registerpair
-
- In all cases, type addresses with four hex digits and data
- with two hex digits.
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- QUADRAT * Quadrat, author unknown, undated
- * Solves second order polynomes with rational coefficients,
- Basic
- * Type the coeffients A, B and C of the polynome in the form
- (numerator)/(denominator); the solution(s) (if any) and the
- extremum are printed
- * text in German
-
- RED-ANTS * Red Ants by Carlo Delhez, August 1984
- * maze game, machine coded
- * walk through the giant ants nest, eating their eggs and
- meanwhile looking out not to get stung by an ant
- * vast maze, special steady-player screen scrolling
- * steering: instructed
- * exit during title page by Break
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- SCRAMBLE * Scramble, author unknown, undated
- * shooting game, machine coded
- * your ship can be moved in 8 directions through underground
- galleries in order to bomb and fire at the enemy
- installations and to avoid obstacles, missiles or flying
- bombs
- * 1 or 9 lives
- * steering: instructed
- * exit when the number of lives is requested by Break
-
- SCRMBL81 * Scramble-81, author unknown, undated
- * shooting game, machine coded
- * description same as `SCRAMBLE', see there
- * 3 lives, smooth graphics
- * steering: instructed
- * exit at instruction page by Break
-
- YAHTZEE * Yahtzee by Carlo Delhez, September 1983
- * dice game, Basic
- * fill your Yahtzee sheet by trying to throw the right
- combinations of dice; rules of Yahtzee not included
- * up to 20 players, Dutch text, sorted scores
- * exit any time using Break
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