------------------------------------------------------------------------------- ZX81 PROGRAM LIBRARY - DISK 2 INFO about the ZX81 programs (.P) suitable for XTricator & XTender Version 0.30 as of 93.04.05 Compilation & Descriptions (c) by Carlo Delhez, September 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! ------------------------------------------------------------------------------- 3DESCAPE * 3D Escape, author unknown, undated * 3D maze game, in Basic * you are trapped in a maze, all you have to do is escape * program presents 3d view of the corridors * limited supply of oxygen available * steering: instructed * exit any time by break ANIMALS * Animals, author unknown, undated * classical artificial intelligence game, in Basic * the computer applies artificial intelligence to guess an animal and learns from the user when it fails to deduce the right animal * the A.I. data is stored dynamically in an ever increasing string, already containing information for 14 animals * answer the first two questions with 'N' and 'Y', respectively * exit any time by Stop AQUAMAR * Aquamarin, author unknown, 1984 * graphical adventure, combination of Basic and machine code * German version of Enterprise; see Library Disk #1 ASTEROID * Asteroid Storm, author unknown, undated * shooting and evasive game, in Basic * double feature: first destroy the asteroid and then fly safely through the underground caves * personal hall of fame * steering: 1st screen: 5/8/0 = left/right/fire 2nd screen: 6/7 = down/up * exit any time by Break AWARI * Awari by P.E. Canter, undated * ancient African game, in Basic * sow as many beans in your home pit by making intelligent moves with the beans in your six other pits * instructions included * exit any time by Break BARCHART * Staartgrafiek Plotter, author unknown, undated * barchart plotter, in Basic * up to 9 named data sets with monthly data can be entered and up to 3 of these may be shown simultaneously by way of barcharts * commands: C = Clear current plotscreen Ex = Enter dataset x (x=A,B,...,I) EM = Edit Maximum plot value ET = Edit chart Title H = show Help S = Save program with datasets etc. nx = plot dataset x (x=A...I) as chart n (n=1,2,3) * texts in Dutch * exit any time by Break or Stop BILLYJMP * Billy Jumper by Wolfgang Labus & Frank Beer, undated * original athletics game, machine coded * Billy has to run an obstacle race: avoid bumping into the front of hindrances on the ground but also take care for the bars at the ceiling * 10 speed levels (0=fastest!), texts in German * scores & penalties appear in the top line during the race * long pause after loading when code is poked in memory * steering: 1,2,3,4,5 for low up to high jumps * exit at title page by Break BIORHYTH * Biorhythmus, author unknown, undated * calculates personal biorhythm, in Basic * first type birthdate as "dd-mm-yy", then the current date in the same format (year assumed to be in 20th century) * program calculates your corporal, psychical and intellectual condition on a scale of -100 to 100 * also calculates the day of the current day * after calculation, enter "Y" for another current date or "N" for another birthdate * all texts in German * exit any time by inputting Stop COSMIC * Invaders by Ch. Zwerschke and M. Zwerschke, 1982 * space invader game, machine coded * destroy the aliens before they destroy you * 9 speed levels, German texts * steering: 5/8 = left/right 0 = fire * no official exit CRASH * Crash by Panayi & Canter, September 1981 * evasive and defensive game, in Basic * try to trap the growing computer snake while not bumping into it or into yourself * wrap-around screen makes this game more difficult * steering: unshifted cursor keys * exit any time by Break DAMPER * Damper by M.P. Crane, Quicksilva, December 1982 * painter game, machine coded * completely fill the tracks around the block in order to paint them grey, but watch out for the guards * smooth graphics, personal hi-score table * steering: instructed * exit any time by Break DEFFORCE * Defence Force by Greg Jarvis, undated * shooting game, in Basic * destroy the alien ships which attack your defensive shield as to kill you * 5 skill levels, nice effects for a game in Basic * steering: instructed * exit any time by Break DISASSEM * Disassembler by G. Merkel, October 1981 * Z80 disassembler, in Basic (!) * type start and end address in hex; then enter A for screen output or D for printer output, and wait... * the disassembly is stored in a string array; at the end of each dissembly screen, type a subscript number to select any part of the disassembly or 0 to quit * texts in German * exit any time by Break or Stop ESCAPE * Escape by DERF Software, undated * evasive game, in Basic * try to reach the exit (X) in the bottom of the screen while avoiding the block appearing randomly on the screen * exit may become unreachable during the game... * collect dollars for extra score * bonus for clearing screen and for collecting all dollars * texts in Dutch * exit any time by Break ESCAPE-2 * Escape-2, author unknown, undated * evasive game, in Basic * escape from the screen by avoiding the moving bar and jumping through the moving hole at the right time * steering: keys 5 through 8 * exit any time by Break FONTDEMO * Font Demo, author unknown, undated * alters ZX81 character font, machine coded * demonstrates how to use the 8-16k area for alternative fonts; a `bold' font is included as an example * press Break to keep font, NewLine to new ZX81 * use USR 16514 to select new font again when it disappears FORTYNIN * Forty Niner by Cosmic Cockerel, Software Farm, undated * high resolution game, machine coded * dig for the coals in the earth, but look out for the mice; awake the sleeping snakes to let them eat the mice * 5 skill levels, processor speed independent timing loops * steering: instructed & redefinable * no official exit FRED * Fred, author unknown, undated * evasive game, in Basic * Fred has to reach one of the teleports without being hit by the growing bars * growing speed of bars increases each level * steering: instructed * exit any time by Break FROGGIE * Froggie by Richard Braunton, 1983 * classical game of frogger, machine coded * let the frogs reach their home bases but watch out for the road with heavy traffic and the river * nice title page and exit page * steering: 5/6/7/8 = left/down/up/right F/S = freeze/start * exit at the end of a game by pressing N GALACTIC * Battlestar Galactica by Ch. Zwerschke, June 1982 * space shooting game, machine coded * how far can you invade the Ceylon empire to reach the central robots without hitting the caverns or being hit * 2 levels of play * press 0 or 9 in score-screen to start game * steering: instructed * exit any time by Break GALAXY * Galaxy Warrior by Artic Computing, 1981 * space shooting game, combination of Basic and machine code * free the galaxy from the Klingons * 10 speed levels, Klingons can be stationary or moving * first shoot the Klingons (K), then go to the exit (O); do not bump into a Klingon; walls and +'s are harmless * steering: instructed * exit any time by Break GEKKENHS * Gekkenhuis by S.S.S., 1984 * text adventure, in Basic * escape from the madhouse and try to reach your home by making the right choices at the right time * any wrong choice will bring you back to the starting point * varied and amusing locations, characters and texts * texts in Dutch * exit any time by Stop GLOOPER * Glooper by M.P. Crane, Quicksilva, undated * pacman game, machine coded * smooth and good-looking version of PacMan * 7 levels of play and personal hi-score table * steering: 6 / 7 = left / right 8 / 9 = up / down A = halt Enter = resume B/N/M = stop * exit any time by Break GRABEN * Graben by Thoralf Klatt, 1982 * game in Basic * dig for the ozzes of gold hidden underground, bring them to the bank, but watch out for various hazards * you mission is obstructed by granite rocks, collapsing mine galleries and galleries being filled up with water * texts in German * steering: G to start T / V = up / down F / G = left / right * exit any time by Break GULP-II * Gulp II by Campbell Systems, 1982 * the ultimate pacman-type game for the ZX81, machine coded * game offers a choice out of 15 mazes * 9 tempos, 9 grades, 2 key modes * includes extensive instructions and demo mode * exit demo-mode by pressing X and then any key of the menu * limited number of lasers to shoot the ghosts * exit by pressing Q at the main menu HANGMAN * Hangman, author unknown, undated * word game, in Basic * input single letters in order to guess the word * at most 9 mistakes are allowed before you `hang' * graphical illustration of the gallows * texts in German * 100 German words are stored in the array W$(100,10); these may be replaced by words of any other language * exit any time by break KALABRIA * Kalabriasz, author unknown, undated * card game, in Basic * graphical display of cards, trump card option * you will have to know the rules yourself as the program asks for your score instead of calculating it itself... * exit any time by Break KILLER * Killer by W. Stoopendaal & A. Sickler, undated * text adventure, in Basic * adventure is located in a house with 5 floors, a lot of rooms, objects and persons * commands include help, noord, oost, zuid, west, trap op, trap af, dood[t], pak, verbind etc. * texts in Dutch * exit any time by Break or Stop LANDSCAP * Landscape, author unknown, undated * shooting game (scramble), machine coded * move your aircraft over the landscape and try to destroy the enemy installations while avoiding their projectiles * 6 lives per game * steering: 7 / Y = up and down A / S = forward gun and bomb many more combinations possible * exit any time by Break LASERBAS * Laser Bases, author unknown, undated * game of tactics, in Basic * destroy the opponent's bases and shield your own * the computer and you each own 10 bases with 3 energy units; each base can fire another base (-3 units), shield (-1) or do nothing (-0) * an unshielded base is always destroyed when attacked * a shielded base is only destroyed if it is attacked twice * the computer reveals its moves before you enter them! * exit any time by Break LIFE * Life, author unknown, undated * a simulation of microscopic life, machine coded * following fixed rules for birth and death, the evolution of a community of microscopic organisms can be followed in time * the organisms live on a 16x16 walled grid (no wrap) * program counts generations and determines periodicity * texts in German * keys: W = repeat previous pattern Enter = start new random pattern M = create new pattern yourself (5/6/7/8/P/Enter) * exit any time by break MANUFACT * TS1000 Manufacturing Control System, author unknown, undated * manufacturing aid, in Basic * options of the main menu include add/delete part/dept/oper, list file, compute total/part costs, implode/explode part, save and quit * up to 150 parts may be defined * exit any time by Break MSTRMIND * Mastermind by Creative Computing, undated * brain game, in Basic * try to break the colour code with as few guesses as possible * the code is a sequence of 4 colours; each 'digit' of the code can be chosen out of the 6 colours Blue, Green, Orange, Purple, Red and Yellow; a colour may appear more than once in a code, yielding 1296 possible codes * guess a code by typing four letters (e.g. "BYOG") * black pegs: number of colours on the right position white pegs: number of colours on wrong positions * type "BOARD" to see all your previous moves or "QUIT to stop * a "master" should win in less than 8 guesses! MENS-EJN * Mens Erger Je Niet by Henc de Roo, Herosoft, 1983 * board game, in Basic * move your four pegs around the board to your home base but don't let the opponent capture your pegs * two-player version: you against ZX81 * all rules incorporated properly * really entertaining if you are stress-proof, know the rules and have some spare time * texts in Dutch * exit any time by Break MILLION * Millionaire by Creative Computing, 1982 * text adventure, in Basic * your life starts in 1982 and by making the right decisions during your life, you may get old and rich * claims IBM means `Incredibly Bad Machines' * exit any time by break MONEYGRB * Moneygrabber by J. Dave Rogers (Hogroprog), January 1984 * evasive game, combination of Basic and Machine Code * collect the money of the same type as the man is (pounds initially) while the screen scrolls upward * collecting wrong objects will decrease the score * steering: instructed (several options) * exit any time by Break MONITOR * Monitor & Disassembler by Ian Stamp, Crystal Computing, 1982 * very versatile monitor and disassembler, machine coded * after loading, type RAND USR 28416 to start * commands are issued by a single letter; commands include: - Assign = : set single/double register value; examples: Assign HL=400C, Assign B"=7F etc. - Break : set breakpoint - Copy ,, : copy data block - Disassemble : disassemble, exit by pressing space - Edit : edit memory; type hexnumber to change value, S and J to change address, Q to stop - Find ,, : find byte in given interval Find ,,"" : find text in given interval - Goto : execute program at - Insert : create free space of bytes inbetween last program line and display file (preceeded by FFh byte) - Jr , : calculate offset for a relative jump at address to address - Konvert : convert hex to dec and vice versa - Print : show character contents of memory block - Reg : show register contents (useful after Goto with Break) - Tabulate : show hex contents of memory block - Xit : enter to confirm - Zero , : fill memory block by spaces (00h) * numbers may be typed hexadecimal or decimal; decimal numbers must be preceeded by a pound sign (Shifted-Space) * many commands take useful defaults when no parameters are typed by the user MUSIC-ED * Music Educator, author unknown, undated * educational program on musical notes, in Basic * teaches the notes on the treble or G clef staff * subjects include appearance of notes A thru G, eight, quarter, half and whole notes, bar lines, time signature, beats in 4/4 meter * program also takes tests with intermediate results, final result and grade * notes are displayed graphically * exit any time by Break NGHTMARE * ZX Nightmare Park by J.D.S. Cranston, 1981 * graphical and text adventure in Basic * you must make your way through the park, but the shortest route may not be the best * all kinds of tests need to be passed before reaching the finish; failing any test ends the game * exit any time by Break or Stop NIGHTDRV * Nightdriver by Ch. Zwerschke, 1982 * car driving game, machine coded * keep your car in the middle of the road * very narrow and bendy road! * steering: Q..T : left Y..P : right * exit at the end of a game by break OLYMPIAD * Olympiade by Walther Messing, 1985 * olympics game, machine coded * you have to play six olympic sports: 100 meters, long jump, discus throwing, javelin throwing, 400 meters and hurdle race * nicely animated athletes, one or more named players * moving stands, texts in German * steering: all movements can be controlled by keys 5, 8 and 0 (depending on skill) * exit any time by Break OTHELLO * Othello by C. Panayi and P.E. Canter, September 1981 * brain game, in Basic * outflank your opponents pieces but don't get your own pieces be outflanked * instructions included * 8x8 board, 2 levels, nice layout * remains exciting up to last move * exit any time by Break PACMAN * Pacman by Philip Harwood, undated * the classical pacman game, machine coded * all the well known features of the original game included * smooth action graphics, 4 ghosts, power pills etc. * steering: instructed * no official exit PACMAZE1 * PacMaze 1, author unknown, undated * variation of the pacman game, combined Basic and machine code * try to clear the screen of dots while avoiding the ghosts * six mazes (named A thru F) available; these have to cleared one by one * ghosts move very quickly, making winning hardly possible * steering: instructed * exit any time by Break PACMAZE2 * PacMaze 2, author unknown, undated * variation of the pacman game, combined Basic and machine code * the same program as PACMAZE1, but configured for six other mazes (G thru L); please refer to PACMAZE1 for more info PAINTER * Painter, author unknown, undated * evasive game in Basic * try to paint the wall entirely grey while avoiding the borders, the obstacles and your own paint * texts in Dutch * steering: unshifted cursor keys * exit any time by Break PAIRS * Pairs by P. Rushton, 1982 * brain game in Basic * the computer and you take turns in turning over two cards with the goal of collecting equally valued pairs * simple yet warned to be addictive * use pen & paper to cheat * exit any time by Break PANZER * Panzerschlacht by H. Stamm, 1982 * tank shooting game, machine coded * two players each control a tank and have to hit the enemy tank as often as possible without bumping into any wall * game ends when a tank hits a wall, texts in German * steering: Z / B = rotate anti-clockwise X / N = rotate clockwise C / M = move forward V / . = fire * exit by driving a tank into a wall and pressing Break PONTOON * Pontoon by C. Panayi, August 1981 * card game in Basic * try to break the bank by getting as close to (but not exceeding) 21 with you cards * options include stick, twist and buy * exit any time by Break or Stop PRINCESS * Princess of Kraal by N. Streeter, undated * graphical and text adventure in Basic * find the Princess of Kraal while you wander through the multi-room multi-level building in which she is hidden * 300 (!) levels, 65535 mazes, 10 playing times * exit any time by Break RECTANGL * Rectangles, author unknown, undated * board game, in Basic * try to fill large portions of the 26x20 playing board with your stones by setting up corners * rules are a bit mystical and the articifical intelligence of the program is doubtable, despite its large size * exit any time by Break SCOTSMAN * 4472 Flying Scotsman, author unknown, undated * text adventure, in Basic * guide the train called `Flying Scotsman' safely from London Kings Cross to Edinburgh * total length 400 miles, 450 minutes with stop in Newcastle * you control the speed by adjusting the steam inlet from 1 through 8 or decelerating (-1) * general speed limit of 100 miles per hour, steam pressure limit of 220 pound force per square inch * special speed limit near main stations * screen shows route, speed, distance travelled, time taken, time according to schedule, angle of inclination etc. * all texts in Dutch * exit any time by Stop SIMDOS2 * SIMDOS/2 version 0.04 by Carlo Delhez, June 1992 * RAMdisk driver, machine coded * after loading, the program is copied to the 8-16k section, starting at address 14000; commands are issued as follows: PRINT USR 14000;"" * available commands are (separate them by ';') DEL:.: delete file DIR: show directory FORMAT::: format disk & show directory LB:: load basic program (.B) LC::: load code file (.C) LL:: merge basic lines (.L) LP:: load complete program (.P) LS:: load display file (.S) RUN:: load & run program (.P) SHOW: show help screen SB:: save basic program (.B) SC:::: save code block (.C) SL::<1st>:: save basic lines (.L) SP:: save complete program (.P) SS:: save screen (.S) * the commands SBO, SCO, SLO, SPO, SSO are the same as the ones without the 'O' but they will delete a file of the given name first (when it exists) and then save the data * examples: "FORMAT:32768:16384:" : format 16k disk at 32k "SS:TEST:;DIR:" : save screen, show directory "SC:ROM:0:8192:" : save ROM code "DEL:TEST.S:" : delete screen file * error messages: E : lines merged H : file already exists I : linenumber does not exist J : syntax error K : file not found L : format error M : out of memory (disk full) * type NEW after loading to clear ZX81 memory; the RAMdisk is preformatted for 32760 bytes at address 32768 SMAUGS * Smaugs Lair by N. Brooks, undated * shooting game in Basic * you are a gunner captain on a mission to destroy dragons castle with just 5 cannons and 12 cannonballs * beware... the sound of cannons wakes the dragon * variable power and angle, multi-screen graphical action * exit any time by Stop or Break SPACEINV * Space Invaders, author unknown, undated * classical space shooting game, machine coded * short but very fast very version of space invaders * due to high speed, hardly playable * steering: instructed * exit at the end of a game by Break STARFGHT * Starfighter by J.K. Greye, October 1981 * space shooting game, combination of Basic and Machine Code * you are fighting at the end of the universe; the enemy are trying to destroy your civilization; hit as many craft as you can before your energy runs out * replay after 20 hits * steering: 1 7 2 5 8 = all directions; 0 = fire 4 6 3 * exit any time by Break SWAMP * Perilous Swamp by Psion Computers, undated * text & graphical adventure in Basic * you are located in a swampy forest; find your way out, alive, with as much treasure as possible and try to save the beautiful princess being held by an evil wizard * only few verbs recognized * exit any time by Break TAI * Tai by B. Burdett, Personal Software Services, 1983 * space shooting game, machine coded * defend the planet Tai against imperial ivaders trying to reach the core of the planet until the republican battle fleet arrives * two stages; the second stage can be reached when enough fireballs and ghosts are shot in the first stage * well groomed graphics and animation * steering: instructed * no official exit TASWORD * Tasword by Tasman Software, 1982 * word processor, machine coded * one of the rare, quite useful wordprocessors for the ZX81; options include Centerline, Justify, Unjustify, Deleteline, Insertline, Top, Bottom, Wordwrap, Help, etc. * extensive tutor included as Tasword file * exit by pressing STOP (Shift-`A') and option `Z' TELEPHON * Telephone address book, author unknown, undated * telephone directory, in Basic * configured to hold up to 50 telephone numbers * with full 48k (RAMtop at 65535) up to 340 entries possible * main menu offers the options: search, make, alter or delete entries and save * 7 datafields hold title, initials, surname, address (up to 4 lines), additional info, telephone area and number * exit any time by Stop TENNIS * Tennis by Ch. Zwerschke, undated * classical computer tennis, machine coded * two-player game of tennis; bounce back the ball at your side by moving the bat up and down * game ends when a player has 10 points * 9 speed levels, texts in German * steering: 2 / Q = left bat up and down U / H = right bat up and down * exit when level is requested TENPIN * Ten Pin Bowling by Dr. D. Nowotnik, Phipps Associates, 1982 * simulation of ten pin bowling game in Basic * 1 or 2 players, 10 frames, up to 2 balls per frame * supports strike and spare * variable strength and position of delivery; increasing the strength decreases the accuracy * extensive instructions * exit any time by Break TEXTPRO * Text-Pro V4 by M.J.J. Pantus, 1984 * screen/text-editor, machine coded * simple to use text-editor (no graphics or word processing features) for 21x31 screenpage * options: edit, scroll, invert, print, help and clear$ * storage to and retrieval from tape (i.c. disk) or memory (up to 10 pages) * uses the `TP-SLAVE' file (also on this disk) * no official exit TFO * The Fast One by Campbell Systems, undated * database, machine coded * one of the few quite useful databases for the ZX81 * start by GOTO USR R * options include: define items, add/update/delete records, format report, select record/report, display/print * you will need a manual to understand the report format! * exit by selecting option "V" (Save) at the main menu and then inputting STOP TP-SLAVE * Text-Pro Slave by M.J.J Pantus, 1984 * slave file of `TEXTPRO' screen/text-editor; see there TRIANGLE * Triangles, author unknown, undated * mathematical program, in Basic * a triange may be defined by the lengths of its three sides, by its three angles and/or by its area; this program requests any 3 of these 7 variables and calculates the other 4 * error reported if input does not define a realistic triangle * option of units included * exit any time by Break or Stop VIER2 * Vier Gewinnt, 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, blocks are dropped as in the real game * current player indicated in top screen corner * program tests for a winner, texts in German * exit any time by Break WILDWEST * Wild West by Ch. Zwerschke, 1982 * western shooting game, machine coded * two players have a gunfight against each other * game ends when a player has scored 10 hits * steering: S/A/E = left player up/down/shoot J/H/I = right player up/down/shoot Shift-A = stop game * exit by pressing Shift-A followed by Break WORDMAST * Word Mastermind by C. Panayi and P. Canter, October 1981 * word game, in Basic * guess the five-letter word by using the mastermind-coding * more extensive instructions included * up 30 guesses allowed * quite difficult if you stick to the rule that only real English words are allowed as guesses * exit any time by Break or Stop WORDSCRM * Word Scramblings, author unknown, undated * word game, in Basic * unscramble the five words presented by the computer against the clock * extensive instructions included * exit any time by Break ZXAS0 * ZXAS `Code Loader' by Bug Byte Software, 1981 * assembler, machine coded * lowers RAMtop to 27648, copies the 5k of ZXAS code above it and then loads the file ZXAS1 which contains the BASIC part of the compiler * see ZXAS1 for more details ZXAS1 * ZXAS `Compiler' by Bug Byte Software, 1981 * assembler, machine coded * this part must loaded when the machine code of ZXAS is already present above RAMtop: see ZXAS0 * source can now be typed in REM lines 1 through 8999 * type RUN to compile the source * start source by a REM line containing a single '(' and end the source by a REM line containing a ')' * comment lines are started by an asterisk ('*') * up to 256 labels (:L0 through :L256) * all Z80 mnemonics available; use '.' instead of ',' * more instructions per line are to be separated by ';' ZXASDEMO * ZXAS Demo Source by Carlo Delhez, May 1992 * demonstration of ZXAS source listing * ZXAS0 must have been loaded previously * type `LIST' after loading to see source lines * demonstrates mnemonics, numbers, comments and labels * note: indented lay-out is not necessary and may be avoided for reasons of available memory (about 10k free) * assemble by typing `RUN' and entering (for example) 27000 * after assembly, type `RAND USR 27000' to execute code ZXASSEM * ZX-Assembler, original version by D.P.Aknai and M.Streeton, Artic Computing Ltd., 1982 * excellent assembler, machine coded * resides above RAMtop; must be lowered to 25684 before loading * invoke by RAND USR 3E4 * has its own editor; very fast assembly * the source code is stored in line 2, object code in line 1 * use of the improved ZXASSEM2 (see below) is advised! * most options can be quitted by pressing Q or Shift-Q * exit assembler by pressing Q twice at main prompt ZXASSEM2 * ZX-Assembler-2, revised version by Carlo Delhez, 1991 * rewritten version of the excellent Assembler, machine coded * this version resides in line 0; the source code is stored in line 2, the object code in line 1 * Type LET OC=USR 16516 then assemble your source and quit; on return, OC holds the start address of the object code * ORG directive is added; use COPY option after assembly * use ORG +16516 and remove line 0 to get proper `1 REM' code * more extensive manual available on request * most options can be quitted by pressing Q or Shift-Q * exit assembler by pressing Q twice at main prompt ZXASTERD * ZX Asteroids, author unknown, undated * space shooting game, machine coded * destroy the asteroids before they crash into you * asteroids fall apart into fragments which have to be cleared away too * steering: 7 = start (unshield) 2 = rotate anti-clockwise 4 = rotate clockwise 8 = start moving / change direction 0 = shoot * no official exit ZXCHESS2 * ZX-Chess-II by Artic Computing, 1981 * chess game against ZX81, machine coded * start by entering `GOTO 2' * Play and analyse option; 6 levels; play black or white * chess-men: K = King, Q = Queen, B = Bishop, N = kNight, R = Rook (castle), I = pawn * Play: - type move as e.g. B1C3 (enter) - O = review last moves - S = restart (e.g. to analyse) - T = time-out (?) - Z = cursor home (it's better to use backspace!) * Analyse: - A3WKXX puts white king at A3 - F8XXXX clears F8 - XXXXXX clears whole chess-board - QQQQQQ to quit analyse and start game * Load: don't use it! * hitting `Enter' halfway the editor distorts the screen; just use backspace to correct * no official exit ZXDB * ZX Disassembler/DeBugging program by Bug-Byte, 1981 * powerful machine programming utility, machine coded * can be used together with ZXAS(0/1) to test programs * type RUN to start ZXDB; main prompt is an asterisk (*) * hexadecimal values are requested by an = prompt * summary of commands (activated by a keypress): *A : view memory as characters; = start *B : breakpoint; = breakpoint address; = execution address when breakpoint is reached, registers and memory contents are displayed; use the following: - NewLine : perform single step - G : continue program normally - nnnnN : single-step next nnnn instructions - O : display mnemonics only - nnnnP : set breakpoint at nnnn - Q : return to main prompt - R : call subroutine, single step on return - nnnnT : single step if a double reg contains nnnn - nnnnW : set memory window at nnnn - Z : set register (e.g. A7F for A:=7F) *C : compare blocks; = start 1st; = end 1st; = start 2nd *D : disassemble program; = start *E : hex loader; = start address *F : fill memory; = value; = start; = end *G : execute program; = start address *M : move memory block; = start; = end; = destination *Q : quit, return to Basic *S : search memory for hex string; = hex; = start. Example: = 2D.2A.31.31.34. > looks for "HELLO" = CD.FF00.1F00. > masked compare: looks for a ROM call *V : view memory hexadecimal; = start *W : set height of display; = number of lines * most commands can be cancelled or quitted by Edit or Q * the disassembly presents a strange combination of Zilog Z80 and Intel 8080 mnemonics ZXSTDEMO * ZX Stuff Demo by H. Stamm and Ch. Zwerschke, undated * demonstration of ZX Stuff, combined Basic and machine code * demonstrates the use of the various ZX Stuff commands * texts in German * see 'ZX Stuff' for more information ZXSTUFF * ZX Stuff by H. Stamm and Ch. Zwerschke, undated * Basic programming tools, machine coded * adds 13 new commands to ZX81 Basic which can be accessed by combined POKEs and USR calls * commands include Fill, Reverse, Frame, Memory Usage, Screen Save and Load, Scroll up/down/left/right, Point & connect * code resides in line 1 * to use: delete all lines except 1 and add your own program <*** End of File ***>