------------------------------------------------------------------------------- ZX81 PROGRAM LIBRARY - DISK 1 INFO about the ZX81 programs (.P) suitable for XTricator & XTender Version 0.15 as of 93.04.05 Compilation & Descriptions (c) by Carlo Delhez, April 1992. The programs on this library disk as well as this text file are part of a registered copy of XTricator or XTender and may NOT be further distributed in any way! ------------------------------------------------------------------------------- 4-IN-ROW * 4 in a Row, author unknown, undated * brain game, in Basic * a two-player game in which each player must try to get four blocks of his colour in a straight line (horizontally, vertically or diagonally) * players take turns, no check on winner * exit any time by Break 8K-TOOLK * 8k ToolKit, compilation by Martin v.d. Zwan, undated * toolkit for 8-16k memory area, machine coded * after loading, the toolkit is automatically copied to the 8-16k memory area and the character set is changed to inverse lower case; next, a screen with the main addresses of the toolkit is shown; these are: # 8192-8703 : the inverse lower case character set - 9350 : a fastload utility (for tapes) * 10295,"addr" : disassembler (very fast!) * 10220,"addr" : character dump * 10260,"addr" : hex dump > "addr" is a 4-digit hex number - 11500/11575 : scroll screen up/down - 11527/11550 : scroll screen right/left - 11605 : invert screen * 11626 : print free memory # 11650-13697 : 4 other character sets, 512 bytes each (lower case, future, greek and symbols) - 13710 : use character set at address 8192 - 13762 : show 8k-ToolKit help page - 14570/14582 : store/show screen page 1 - 15389/15401 : store/show screen page 2 Note: # = data area - = use: RAND USR x e.g. RAND USR 13762 * = use: PRINT USR x e.g. PRINT USR 10295,"0000" * the disassembler/character dump/hex dump routines show one page; continue by pressing any key; fast continue by Shift; exit by Break * the new character set is kept until NEW or reset ADVENT-A * Adventure-A by Artic Computing, 1981 * text adventure, machine coded * adventure is located in mountainous surroundings * aim of the game is not clarified * over 100 words are recognised * no official exit (only reset) ADVENT-B * Adventure-B (`Inca Treasure') by Artic Computing, 1981 * text adventure, machine coded * your aim is to collect as much treasure as you can from the Inca Temple * over 100 words are recognised * don't restore or save a game! * no official exit (only reset) ADVENT-D * Adventure-D (`Espionage Island') by Artic Computing, undated * text adventure, machine coded * you are sent on a reconnaissance mission to observe an enemy island; the adventure starts in your plane as it is hit by enemy fire * don't restore or save a game! * no official exit (only reset) ANIMATE * Animate, author unknown, Sinclair Programs, undated * drawing and animation program, in Basic * the user can create 5 graphical drawings by using a simple plotting routine and subsequently show the drawings in an animation * exit any time by Break or Stop 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 1E00h) to be present at address 3E00h also * exit when name is requested by STOP BOMBER * Bomber by P. Hofstra, RAM, 1984 * flying/shooting game, in Basic * fly close above the targets and then drop bombs to destroy them; don't crash into the walls * display looks 3D, in fact the game is played as 2D * avoid any black wall, grey is OK * steering: instructed * exit any time by Break BOWLING * TS-Bowl, author unknown, TIMEX, undated * ball game, in Basic * you control the ball in a game of bowling * 10 frames per game, official scoring including strike * steering: instructed * exit any time by break BREAKOUT * BreakOut by Michael Orwin, 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 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 * large delays before game starts; wait patiently * exit any time using Break CBI * Coral Basic Interpreter version 7.0 by Carlo Delhez, Terminal Software, 1987 * extension of ZX81 Basic and editor, machine coded * type POKE 16388,8 \ POKE 16389,107 \ NEW before loading * when having started CBI with RAND USR 27400, useful commands to type are ERR MSGS ON \ NOSTALGIC OFF * pseudo screen editor, no tokens but full typing, space insensitive commandline interpreter * 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 or at error * exit by typing EXIT or NEW CBI-DEMO * Coral Basic Interpreter Demo by Carlo Delhez, 1987 * demonstrates some features of CBI, in Basic and machine code * load program only when CBI is active (otherwise error C) * demo is mainly intended for studying the new features of CBI, not as a serious toolbox CBI-KEY * Coral Basic Interpreter Key Repeat by Carlo Delhez, June 1990 * alters key repetition of CBI, in Basic * load program only when CBI is active (otherwise warning) * the normal keyrepeat of CBI may not function well on fast computers or on computers with dirty key switches; the code of CBI is changed for more reliable repetition * line 130 holds the start address of the CBI code, line 140 represents a delay factor (try 15 first, then change) * with altered key-repeat you cannot type quicker than the POKEd delay factor! CBI-REL * Coral Basic Interpreter Relocator by Carlo Delhez, undated * adapts code of CBI so that it can be moved to another address * first load CBI and then this relocator (CBI inactive!) * the relocated version can be SAVEd as a code file or be moved to the required address immediately; you must do this yourself CENTIPED * Centipede by Jeff C. Minter, LLamasoft, 1982 * space shooting game, machine coded * your base is being invaded by hostile segmented aliens; if shot in the middle, they break into two independent halves. You must shoot all segments before they land * 20 speed levels, up to 5 bases * steering: instructed * exit at the end of a game by Break CITYPATR * City Patrol by Don Priestley, Macronics, 1982 * shooting game, machine coded * destroy the aliens attacking the city but save the buildings * nice 3D scrolling effects, 3 levels * steering: instructed note: A = surrender, Space (and many others) = fire * exit after surrender using Break CLCKFREQ * Clockfrequency by Carlo Delhez, October 1991 * benchmark program 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) CRICKET * Martian Cricket by Michael Orwin, undated * evasive game, machine coded * in the game of cricket as played on Mars the bowler rolls explosive balls onto the pitch; you must cross the pitch as many times as possible before running into a ball * 9 speed levels (very slow thru very fast) * personal report after each game * steering: instructed * exit at instruction page by Break 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 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 DODGEMS * Dodgems by Michael Orwin, undated * evasive game, machine coded * you control a car on a 5-way racetrack and have to destroy the dots while looking out for the computer car(s) * 9 speed levels * steering: instructed * exit at title page by Break EB2 * Extended Basic Level 2 by Frits Beniest, 1983 * REM-based ZX81 Basic extension, machine coded * new commands are written in REM-lines preceeded by GOSUB 0 * example: 10 GOSUB 0 20 REM FIL;1,25,1,33,*, * see `EB2-DEMO' for a demonstration of most features 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 EDITOR * Editor, author unknown, undated * Disassembler, machine coded * after loading, the program is copied above RAMtop (address 29692); type CONT to get menu and choose 0 to 2 (plus Enter) or Shift-Space to exit * option 0: print code: disassembler; type start and end addresses in hex and type 0 for `no printer'; at the end of each disassembled page, type CONT to see next page * option 1: print data: hex dumper; use similarly to option 0 * option 2: write: poke values in memory; type numbers in hex, at most 4 bytes each time (8 nibbles); Shift-Space to return to Basic EGG * Egg, author unknown, ZX COMPUTING, undated * evasive game, combination of Basic and machine code * pick up the egg at the right and return it to your base while avoiding the invaders; you can't shoot * simple yet difficult and addictive * steering: 5 and 8 for left and right * exit any time using break ENGLAND * England, author unknown, undated * educational program on towns in England and Wales, in Basic * graphical display of the map * 3 modes: teach, choice and name-it * exit any time by Break ENTERPRS * Enterprise, author unknown, undated * graphical adventure, combination of Basic and machine code * you have landed your spaceship the Enterprise on Procyon. Half the crew suffers from the rare Ulcus Curis disease; its your mission to get the medicine Aquamarijn from the planets interior * many different tasks to be fulfilled * Dutch texts * steering: instructed * exit at title page by Break or during input by Stop EUROPE * Europe, author unknown, undated * educational program on European geography, in Basic * treats European countries and their capitals * 6 modes: teach, select and name country or capital * distinguishes East and West Germany and contains Russia * exit any time by Break EVENTS * Events, author unknown, undated * educational program on events in British history, in Basic * treats events in British history from 1066 to date * period divided in three sub-periods * 4 options: chronological teaching, random teaching, events game, dates game * exit any time by Break FARMER * Farmer by D. Fortune, C.C.S., February 1983 * text adventure, in Basic * in this simulation you are the manager of a commercial wheat farm and it is your duty to see that the farm is run to its greatest capacity * 5 levels (playing period 50 thru 75 weeks) * options include plant seeds, sell harvest, buy land, spray against insects, irrigation, purchase combine etc. * weekly status report * extensive instructions included * exit any time by Break or Stop FLIGHT * Flight Simulation by Psion Computers, 1982 * flight simulator, machine coded * choice between the full feature or only the final approach * wind effects can be on or off * steering: 5/6/7/8 : left/down/up/right O / P : power up/down D / F : flap control G : gear up/down V : present full view B : change reference destination M : show navigation chart * exit any time by break FORTH2 * ZX81 Fig Forth V1 by Artic Computing, 1983 * Fig Forth interpreter, machine coded * type `VLIST' to see the predefined set of functions * line editor supports only backspace for corrections * characters not available on the ZX81 (like `#' and `@') are represented by inverse characters (use Shifted keys) * only simple Forth programming is possible; storing and loading a `program screen' (or even the editor) is not supported by the emulator * exit by typing `BYE' 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 FUNGALDS * Fungaloids by Michael Orwin, 1982 * shooting game, machine coded * fungaloids are growing and when they reach the sky they produce deadly spores. You control a flyer and its your mission to destroy the fungaloids by dropping bombs * extensive instructions, variable speed level * steering: instructed * almost impossible to play, even at lowest speed level * exit at the end of a game using Break GALAXIAN * Galaxians by William J. Wray, Artic Computing, 1982 * space invaders game, machine coded * prevent an attack of an hostile group of galaxians by zapping them as they break out of formation and hurtle towards the earth * steering: 5/8 = left/right 0 = shoot (zap) * no official exit GALAXY * Galaxian Invaders by J. Steadman, 1982 * space invaders game, machine coded * 7 alien craft can fire at your laser base or crash into it; the base can withstand 7 hits before it is destroyed * variable speed, wildly moving aliens * steering: instructed * exit at title page by Stop 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 * program text in German * exit any time using Break 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 GRAFFITY * ZX81 Graffity 1989 by Carlo Delhez, February 1989 * painter-like game, machine coded * try to paint all the city walls but watch out for the cleaners, tourists, police and super-brush * 10 screens, 10 speed levels, large sprites, fast action * steering: A & D : left & right 9 & K : up & down * steering also user-definable (`change keys') * exit at main menu by pressing `Q' GRANDPRX * 3D Grand Prix by M.E.Wright, DK'Tronics, 1983 * three dimensional car racing game, machine coded * you are in the driving seat of a formula 1 racing car with a full perspective view of the track and the other cars * weather effects, mechanical failures and pit stops included * control of 6 gears, throttle, break and steering * bend-signs with maximum speed indication * 5 laps, difficulty adjusted to success rate * steering instructed * exit by blowing up your engine & then pressing Break GUNFIGHT * Gunfight by J. Steadman, 1982 * shooting game, machine coded * kill your enemy before he kills you * 1 or 2 players, 3 levels, 6 speeds, 6 shots per round * automatic demo mode * hide behind cactusses or moving coach * exit at title page by Break 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 INVADERS * Invaders by J. Steadman, 1982 * space invaders game, machine coded * destroy the space invaders but protect yourself against their attack with your deflector shield * variable speed, 3 lives, flying saucer * simple but realistic version of the original game * exit when speed is requested by STOP INVASION * Invasion Force by Simon Wadsworth, Artic Computing, 1982 * space shooting game, machine coded * you are the sole defender of the earth against a huge army of hostile aliens. Destroy their main ship with your laser base but beware of the aliens and their moving force field * two levels of play, personal high score * steering: instructed * small pause after loading * no official exit INVENT-1 * Inventions Volume 1, author unknown, undated * educational program on famous inventions, in Basic * competition in the form of a race with up to 4 players * 7 topics: what was invented by...?, what was this inventor like, identity parade, what do you know about it, which inventions and pot pourri * exit any time by Break INVENT-2 * Inventions Volume 2, author unknown, undated * educational program on famous inventions, in Basic * competition in the form of a race with up to 4 players * 7 topics: what was invented by...?, what was this inventor like, identity parade, what do you know about it, which inventions and pot pourri * exit any time by Break KRZYKONG * Krazy Kong by C.P.Cullen, Personal Software Services, undated * graphical adventure-like, machine coded * save the princess from Krazy Kong and collect the money but beware of the barrels and fireballs * bonus for clearing a screen * steering: 2 = left, 3 = right, Space = jump * no offical exit LA-PULGA * La Pulga by Paco Suarez, Indescomp, 1983 * 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 MAZOGS * Mazogs by Don Priestley, Bug Byte, 1981 * maze game, combination of Basic and machine code * find the treasure in the maze and return with it safely; play without mazogs, with mazogs or with maniac mobile mazogs; use swords to survive; prisoners will help you find your way * nicely animated large graphics, 3 levels, map can be seen * steering: instructed * exit any time by Break MC2 * MCoder-II by D.C. Threlfall, 1983 * ZX81 Basic compiler, machine coded * compiles existing ZX81 Basic programs into fast machinecode * almost all ZX81 commands are supported * no or limited support of floating point, arrays, strings, long variable names, own machine code etc. * fast 2-pass compiler, very fast code produced * a good alternative to an assembler, provided you develop the programs for compilation from scratch * cryptical compilation error messages * follow instructions given by the progam MC2-DEMO * Demonstration of MCoder-II by Carlo Delhez, January 1992 * a maze generating algorithm has been written as a Basic program and has been compiled using MCoder-II * first type `RUN' to see the original Basic program at work; when finished, it will display the number of seconds needed to complete the maze * then type `RAND USR 20500' to see the compiled version; you will find that it is about 100 times as fast! * note: the game `red ants' uses a similar algorithm but now written in machine code directly; this is about 10 times faster than the compiled version MICMOUSE * Micromouse goes De-Bugging by Ken Riley, M.C.Lothlorien, undated * high resolution game, machine coded * bugs are creeping into your program, stealing characters; retrieve and restore the characters before the system crashes * when all the boxes in the corners are empty, kill any bug holding a character by applying the squirt in the DK-box * steering: instructed * no official exit MISSILES * Gun Command by P.E. Canter, October 1981 * shooting game, in Basic * use one of your ten guns best able to hit the successive missiles flying over your radar screen, all at different heights * total of 20 missiles per game * the sooner the missile is hit, the larger your score * exit any time by Break MONARCHS * Monarchs, author unknown, undated * Educational program on monarchs of England and UK, in Basic * covers period 1066 to date * 5 modes: chronological teaching, random teaching, whose reign?, when did he rule? and indentity parade * exit any time by Break MONSTER * 3D Monster Maze by M.E.Evans, J.K.Greye Software, undated * three dimensional maze game, machine coded * find the exit of the lair, but watch out for Tyrannosaurus Rex, king of dinosaurs, who is hunting for you * fast 3D graphics, monster running stunningly towards you * steering: instructed (use List option, key K) * the mists of time will pass over you for about 4*(relative speed)*30 seconds; it's worthwile to be patient! * exit any time by Break NOWOTNIK * Nowotnik Puzzle by Dr. David P. Nowotnik, Phipps Associates, 1982 * puzzle, combination of Basic and machine code * a 2D board with 4 patterns is shuffled by the computer and it's your aim to return it to the original pattern * contains extensive tutor * control keys explained in tutor and displayed on-screen * press S and then V during a game to save it as `PUZZLE.P' * exit any time by break PANEL * ZX-Panel, author unknown, Your Computer, July 1984 * Handy and compact memory toolkit (3.5k), machine coded * When LOADed it puts itself at address 29126 above RAMtop and gives a NEW. The program 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 program .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. POSSESSD * Possessed, author unknown, SINCLAIR USER, undated * game of tact, machine coded * you are situated in a square room together with many robots attacking you; you fire bullets as you walk, so tactfully walk around the room to destroy the robots * simple but effective, Dutch text * exit at intro page (`any key...') by Break PUNCT1 * Punctuation Master Part 1 by Software for Excellence, 1982 * educational program on punctuation, in Basic * learn about punctuation rules, suited for grades 4 thru 12 * 5 modes: learn the rules of periods, question marks and commas, test practice and timed test * exit any time by Break PUNCT2 * Punctuation Master Part 2 by Software for Excellence, 1982 * educational program on punctuation, in Basic * learn about punctuation rules, suited for grades 4 thru 12 * 7 modes: learn the rules of quotation marks, commas in letters, semicolons, colons and parentheses, test practice and timed test * exit any time by Break PUZZLE * Nowotnik Puzzle by Dr. D.P. Nowotnik, Phipps Associates, 1982 * pre-shuffled version of `NOWOTNIK'; see there QUADRAT * Quadrat, author unknown, undated * Solves second order polynomes with rational coefficients, in 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 ROCKETMN * Rocketman by Cosmic Cockerel (Software Farm), undated * high resolution game, machine coded * collect the barrels with fuel until your tank is filled; then use the rocket to collect a bar of gold from across the lake; watch out for the air bubble! * press any key to start each new life * intelligent controls: you can do much with few keys * amusing title page * steering: instructed and redefinable * no official exit SCRAMBLE * Scramble by J. Steadman, 1982 * 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 SLOTMACH * Slotmachine by Michael Orwin, undated * 3-roll slot-machine, combined Basic and machine code * keeps track of stakes and winnings * options include `hold', `cancel' and `nudge' * nice graphics and animation * note that the bottom line is the winning line * exit any time by Break SNAKEBYT * Snake Bite by Frank Sierowski, 1982 * offensive/defensive game, machine coded * chase the snake and eat its tail and avoid it while it chases you * alternately offensive and defensive snake * playing screen with walls and anthills can be designed and stored by the user * extensive instructions, variable speed * steering: instructed * exit at end of game by STOP SORCISLE * Sorcerers Island by Psion, 1982 * text adventure, in Basic * you are located on the sorcerers island and it is your task to seek the treasure * surroundings include water, clear, rough, marsh and bush * difficult system of life-, treasure- and combat-points * exit any time by Break or Stop SPACECAV * Space-Cavern by G. de Ruiter, February 1984 * shooting game, combination of Basic and machine code * simple version of Scramble; fly your aircraft through the caverns which become increasingly narrow and bendy * personal high score, Dutch texts * steering: instructed * exit any time by Break SPACEMIN * Space Mining, author unknown, undated * space shooting game, machine coded * destroy the rocks growing downward from the sky before they reach ground level, but beware of the bombs dropped by the space ship * various speed levels, texts in Dutch * steering: instructed * exit at speed query by STOP STARTRL * Star Trail, author unknown, undated * text adventure, in Basic * your mission is to destroy hostile klingon battle cruisers in the galaxy before they attack your mothership * be patient before game starts; it needs far over 30 seconds! * exit any time by Break STATES * States, author unknown, undated * educational program on the states and capitals of the USA, in Basic * two selections: name state or name capital * 50 states per game * exit any time by Break or Stop STATS-1 * Statistics Volume 1, author unknown, undated * mathematical program on statistics, in Basic * calculates standard deviation and mean of a list of single observations or of (X,Y)-observations, least squares fit of slope and Y-intercept, trend * limited number of inputs; avoid negative numbers STATS-2 * Statistics Volume 2, author unknown, undated * mathematical program on statistics, in Basic * calculates chi-square value of a list of observed and expected frequencies (enter number of catagories first) * limited number of inputs; avoid negative numbers STATS-3 * Statistics Volume 3, author unknown, undated * mathematical program on statistics, in Basic * presents a poor graphical representation of a list of (X,Y)-observations * limited number of inputs; avoid negative numbers SULTNTWR * Sultans Tower, author unknown, SINCLAIR USER, undated * evasive game, machine coded * climb the floors of the Sultans Tower, avoiding the guards * includes ladders, ropes and slides; 3 levels * use `up' key to jump over guard or to climb ladder or rope * steering: instructed (note: 0 = hold/resume) * exit at title page by Break YAHTZEE * Yahtzee by Carlo Delhez, September 1983 * dice game, in 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 ZX81TIME * ZX81timer by Carlo Delhez, November 1991 * digital clock, machine coded * a sizable digital clock; accuracy of the clock depends on the accuracy of Frames emulation; the clock should `flash' at 1 Hz and should be as accurate as, say, 1 second/hour * source code of machine code included in line 2; can be seen with editor of ZX Assembler * initial time requested by program * exit while clock is running by pressing Break ------------------------------------------------------------------------------- <*** End of File ***>