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GAMEPAC1 User`s Manual - Sol-20

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1. INCHR DB CALL FIRST BYTE OF CALL INSTRUCTION INADD DW INPUT INPUT ROUTINE ADDRESS RZ NO INPUT lt EXIT RESTART CODE CHECK gt RTEST CPI ESC ESCAPE KEY JZ EXIT CPI DEL DELETE KEY JZ START START PROGRAM OVER RET a CHARACTER IN REG A lt PROGRAM EXIT JUMP gt EXIT DB JMP EXADD DW FORMS PROGRAM EXIT ADDRESS lt STANDARD INPUT ROUTINE gt THIS ROUTINE IS USED IF THE CALLING PROGRAM IS NOT SOLOS OR CUTER THE DAV MASK AND PORTS MAY BF CHANGED AS REQUIRED FOR ANY INPUT VALUES IF INPUT STATUS IS ACTIVE LOW INSERT THE CMA 2FH INSTRUCTION AT THE NOP ADDRESS 001EH BELOW ZERO FLAG IS SET IF NO INPUT RCV D Z ZERO FLAG IS RESET IF INPUT IS RCV D NZ CHARACTER IS RETURNED IN REG A REGISTERS MODIFIED A STAT EQU 0 STATUS PORT DATA EQU 1 DATA PORT DAV EQU 40H DATA AVAILABLE MASK ACTIVE HIGH PARITY EQU 7FH PARITY MASK FORMS EQU 0E060H EXIT ADDRESS INPUT IN STAT STATUS PORT O NOP F INSERT CMA 2FH HERE FOR ACTIVE LOW STATUS ANT DAV DATA AVAILABLE MASK 40H RZ i NO INPUT INDATA IN DATA DATA PORT 1 ANI PARITY STRIP PARITY RET WITH CHARACTER IN REG A KAXKXKXKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKXKKKKKKXk kk lt INITIALIZE INPUT ADDRESS SOLOS CUTER gt THIS CODE CAN GO ANYWHERE IT IS USED ONLY ONCE A
2. TO 0071 RETURN TO THE ALS8 ADDRESS 0E060H 0072 0073 IF YOU ARE USING THE STANDARD INPUT ROUTINE 0074 AND WISH TO INSERT YOUR OWN EXIT ADDRESS 0075 DO SO AT EXADD ADDRESS 001AH 001BH 0076 LSB MSB 0077 SEE EXIT ROUTINE BELOW 0078 0079 0080 TYPING DEL WILL RESTART THE MAIN PROGRAM 0081 AT ITS STARTING ADDRESS 0082 0083 A JUMP ADDRESS TO THE ACTUAL PROGRAM 0084 IS INSERTED AT IJMP AT THE COMPLETION 0085 OF THIS INPUT INITILIAZION 0086 THIS ALLOWS RESTARTING THE GAME FROM 0087 LOCATION ZERO 00 0088 0089 0090 0091 0092 KAXKXKXKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKXk kk 0093 0094 0095 0096 lt INPUT ROUTINE EQUATES gt 0097 0098 DEL EQU 7FH DELETE KEY CODE 0099 ES EQU 1BH ESCAPE KEY CODE 0100 JME EQU 0C3H JUMP INSTRUCTION CODE 0101 CALL EQU OCDH CALL INSTRUCTION CODE 0102 RETRN EQU 4 SOLOS CUTER RETURN LOW ADDRESS 0103 NOE EQU 0 SOLOS FIRST BYTE 0104 MOVAA EQU 7FH CUTER FIRST BYTE 0105 LDA EQU O3AH SOLOS CUTER INPUT FIRST BYTE 0106 LOWIN EQU 1FH SOLOS CUTER INPUT LOW ADDRESS 0107 0108 0109 0110 XE 0 PROGRAM EXECUTE ADDRESS 0111 ORG 0 ASSEMBLER ORIGINATE ADDRESS OTIZ 0113 0114 0115 lt INITIALIZE INPUT ADDRESS gt 0116 OLA IJMP INIT2 INITIALIZE INPUT ON PASS 1 0118 0119 0 AFTER THE INITIALIZATION PASS IJMP THE 0120 STARTING ADDRESS OF THE PROGRAM TO BE RUN 0121 0122 0123 INIT DB JMP
3. alterations misuse negligence or accident or any unit which may have had the name altered defaced or removed GAMEPAC 1 Table of Contents Es INTRODUCTION semenotussnarias ondaa etapa edo adi 1 I GAMEPAC 1 INPUT ROUTINES ooccccononnncccccncncccnnnnnnncncnnnnncnnnnnnnnnncccnnnncnnnnnannnnnos 3 Ill TARGET TARG As NUS da 8 o A E 8 C Game Start and Action Speed cccconccccccccccccccccnnanannncnnnncnnnannnns 9 D Aiming and Flight DirectiON oooooooocccccn ncconncananaccnnnnncnonanana nono 9 E Demonstration Mode sico airada 9 E SOUNA ee e E E E E R 9 G Game TIM vita lc 10 Aa e a 10 IL Other COMM ANAS toto 10 J Exit trom TARGET program caribe 10 IV LIFE LIFE A Genetic RUI acti S 11 B Operating Instructions siii 12 C Pattern Storage ici ad 13 D Generation Speed iii is 13 V PATTERN PTRN A Loading PATTERN from CUTS Tape eessen 14 VI ZING ZING As ZING Operati Mcr irens o amn a Ait ava 15 B Paddle Operation is s cicdseteccesdiesihedeeteives s 15 C GameStart tots dt tdi an aak 16 D Sol Parallel Port Switches ooooooooocccccncccccononcccncnnnnncnanannnnnnnos 16 ES Pals ya a 18 APPENDIX A SOLOS CUTER Interface cooooooooccccncccncccononacnnononnninananos 19 ca Copyright 1977 Processor Technology Corporation Manual No 727007 I INTRODUCTION GAMEPAC 1 is a collection of four games designed to run on a Sol or other 8080 based computer with a Processor Technology VDM 1 Video Displ
4. can grow without limit 2 There should be initial patterns that apparently do grow without limit 3 There should be simple initial patterns that grow and change for a considerable period of time before coming to an end in one of three possible ways a fading away completely no life b becoming stable no change in pattern or population c apattern oscillates in an endless cycle of two or more periods Think of each cell as being a square of a checkerboard A cell may be either empty shown as a space no on the screen and in the following examples or living shown as an both on the screen and in the examples In the following examples a indicates an empty cell which is becoming a living cell 11 1977 Software Technology Corporation IV LIFE cont SURVIVALS Each live cell with TWO or THREE live neighbors will survive for the next generation These cells e x x all survive DEATHS Each cell with FOUR or MORE live neighbors will die from over population x x This cell dies 4 neighbors Each cell with ONE or NO live neighbors will die from isolation Both of these cells die from isolation each having only one neighbor BIRTHS Each empty cell with EXACTLY THREE live neighbors is a birth cell and a new live cell will appear at the next generation birth three neighbors Note Births and deaths occur simultaneously Don t count a new cell until next generation
5. file itself A segment is from 1 to 256 bytes In this example this segment is 256 bytes E File Segment One CRC This is the CRC character for the preceding segment in this example the preceding 256 bytes F File Segment Last This is the last segment of the file In this example this is 44 bytes Therefore the length of this file is 256 44 300 bytes G File Segment Last CRC This is the CRC character for the preceding segment in this example the preceding 44 bytes H Interfile GAP This is a gap between files and is typically a clear carrier for about five seconds CRC Computation The CRC character is computed for each segment or header The following code performs the CRC computation assuming Register A is the character just written to tape and Register C is the final CRC Register C should be set to zero prior to writing the first character of a segment After writing the last character of a segment and executing this code Register C is the CRC character for this segment An 8080 Subroutine to do CRC Computation DOCRC EQU SUB MOV XRA CMA SUB MOV C A RET A NEXT character and C CRC aaa D Q 24
6. positioned conveniently for play Refer to the Sol manual for the parallel port pin out information and see the schematic Figure 1 for the correct hook up of the switches If you wish to use external switches with a computer other than a Sol construct the switch bank s as shown and connect to a parallel port using the lines indicated On parallel ports other than the Sol 5 volts must be obtained to power the switches Notice that this is obtained from pin 3 on the Sol J2 connector Vi ZING cont 5V PINS J2 PIE O PIDO PIN 2 J2 GND II PID PID2 PID 3 PID 4 PIO 5 PID 6 ANAAAR BARRER PID 7 SPDT Switch Figure 1 1977 Software Technology Corporation VI ZING cont 18 E Patches The GAMEPAC 1 programs use the SOLOS CUTER or standard input routine and determine if the computer running the program is a Sol using SOLOS some other computer using CUTER or something else The information below will allow you to modify the program for different combinations such as using external sense switches with the Sol running SOLOS or some other computer running CUTER and using an external switch bank If the computer is a Sol the parallel port FD is used for the switch bank input If the computer is not a Sol running SOLOS the sense switch port FF is used To change this input port first run the program to initialize the input routines then stop the computer and make the patches needed then
7. DARD INPUT ROUTINE 0049 IS USED WITH THE FOLLOWING VALUES 0050 OObA 0052 STATUS PORT 0 0055 DATA PORT 1 0054 DAV MASK 40H DATA AVAILABLE 0055 0056 0057 0058 THERE IS ROOM TO ADD A CMA INSTRUCTION 0059 TO COMPLEMENT THE INPUT STATUS WORD FOR 0060 ACTIVE LOW STATUS 0061 SEE THE STANDARD INPUT ROUTINE BELOW FOR 0062 ACTUAL VALUE ADDRESS INFORMATION 0063 0064 TYPING ESC escape WILL EXIT THE MAIN 0065 PROGRAM IF SOLOS CUTER HAS CALLED A 0066 JUMP BACK TO SOLOS CUTER RETRN xx04H 0067 WILL BE MADE THIS JUMP RETURNS TO THE Il GAMEPAC 1 INPUT ROUTINES cont 0000 0000 0001 0003 0006 0009 007 001 00C 00C 0004 0000 007F 003A 001F U uw wm C3 27 00 CD CA C9 OA 00 03 00 0068 SOLOS CUTER MONITOR AND ISSUES A PROMPT 0069 OTHERWISE THE DEFAULT RETURN JUMP ADDRESS 0070 WILL BE TAKEN IT IS INITIALLY SET
8. Enter at this point to return control from an executing program Byte access file open Byte access file close Byte access read one byte Byte access write one byte Read an entire file into memory Write an entire fil from memory Standard character output routine This must be an LDA pointing to the byte containing the current system output pseudo port value Character output to pseudo port specified in register A Standard character input routine This mus con pse t be an LDA pointing to the byte taining the current system input udo port value Character input to pseudo port specified in register A The most often used routines are RETRN SOUT and SINP Other entry points may or may not be used 21 Appendix A cont JUMP TABLE INPUT ENTRY POINTS INP Th sy in po INP Th in in po is properly fl Ze re address xx1F is entry point will stem input pseudo port struction int proceeds by executing A address xx22 is entry point is used to input udo port udo port Beca t character routine formation from any pse dicates the desired ps int is a combination s ta ag will be set set register A to This must be an After loading register A INP tus get the user s responsibility to interpret When a character is not available Wh
9. GAMEPAC 1 USER S MANUAL PROCESSOR TECHNOLOGY CORPORATION 7100 Johnson Industrial Drive Pleasanton CA 94566 Copyright 1977 Processor Technology Corporation Manual No 727007 IMPORTANT NOTICE This copyrighted software product is distributed on an individual sale basis for the personal use of the original purchaser only No license is granted herein to copy duplicate sell or otherwise distribute to any other person firm or entity This software product is copyrighted and all rights are reserved all forms of the program are copyrighted by Processor Technology Corporation THREE MONTH LIMITED WARRANTY Processor Technology Corporation warrants this software product to be free from defects in material and workmanship for a period of three months from the date originally purchased This warranty is made in lieu of any other warranty expressed or implied and is limited to repair or replacement at the option of Processor Technology Corporation transportation and handling charges excluded To obtain service under the terms of this warranty the defective part must be returned along with a copy of the original bill of sale to Processor Technology Corporation within the warranty period The warranty herein extends only to the original purchaser and is not assignable or transferable and shall not apply to any software product which has been repaired by anyone other than Processor Technology Corporation or which may have been subject to
10. Generation 1 Generation 2 birth had three neighbors x ok ox x ox x death only one neighbor x B Operating Instructions In this version of LIFE you have a choice of either a flat world or a round world display FLAT WORLD Cells on the edge of the display do not have neighbors past the edge and any births that occur there immediately fall off and are not counted In computing the count of neighbors cells past the edge are considered empty This is similar to a petri dish ROUND WORLD Presented here as a flat surface projection cells on the edge of the display have neighbors at the opposite edge of the display top bottom left right If a pattern is moving off the edge of the display it will continue at the opposite side 12 IV LIFE cont The round world representation is more representative of our Earth and it usually yields more interesting pattern activity C Pattern Storage A pattern may be stored and recalled from seven memory pattern registers When the question is asked type the appropriate register number 1 7 to recall a previous pattern The pattern stored in that register will be copied to the screen The pattern may then be activated by typing a speed key 1 9 and 0 or modified by the edit functions and then run When the question is asked type the register number 1 7 in which to save an initial or modified pattern The pattern will be saved after the numeric spee
11. ND MAY BE OVERLAYED AFTER THE INPUT IS INITIALIZED NOTE TO FORCE STANDARD INPUT ROUTINE Il GAMEPAC 1 INPUT ROUTINES cont 0027 23 0028 7E 0029 FE C3 002B C2 4A 002E 2B 002E 7E 0030 FE 00 0032 CA 3A 0035 FE 7F 0037 C2 4A 003A 2E 1F 003C 7E 003D FE 3A 003E C2 4A 0042 22 0B 0045 2E 04 0047 22 1A 004A 21 00 004D 22 01 0050 E9 CALL 00CD DATA 0001 DAV 0040 DEL 007F EORMS E060 ESC 001B EXADD 001A EXIT 0019 IDONE 004A IJMP 0001 INADD 000B INCHR 000A INDAT 0022 INIT 0000 INIT2 0027 INPUT 001C INWAI 0003 JMP 00C3 LDA 003A LOWIN 001F MOVAA 007E NOP 0000 PARIT OO7F RETRN 0004 RTEST 000E SETUP 003A STAT 0000 00 00 00 00 00 00 00 00 138 191 189 148 157 146 0235 147 0214 0241 0229 130 oo0oo0o0o 124 139 131 123 0226 0224 0220 0217 0192 0234 DOODO 0218 0184 0221 0227 0156 0213 EXEC IDONE INIT2 INX H CHECK SECOND BYTE JMP MOV A M CPI JMP JMP INSTRUCTION JNZ IDONE NO MATCH USE STANDARD INPUT DCX H MOV A M CHECK FIRST BYTE CPI NOP CHECK IF SOLOS ZERO JZ SETUP YES C
12. OLOS CUTER STANDARD INPUT ROUTINE 0011 0012 THE ROUTINE SOURCE CODE ASSEMBLY IS SHOWN 0013 BELOW AS IT APPEARS IN ALL GAMEPAC 1 GAMES 0014 0015 HE START VALUE IN EACH PROGRAM WILL BE 0016 HE STARTING ADDRESS OF THE ACTUAL GAME 0017 AND WILL BE UNDEFINED IN THE LISTING BELOW 0018 0019 0020 0021 KKKKK KARA AAA AAA AAA AAA AAA ARA AAA AA AAA AAA AAA AAA AAA AAA 0022 0023 lt SOLOS CUTER AND STANDARD INPUT ROUTINES gt x 0024 0025 VERSION 2 4 APRIL 1 1977 S DOMPIER es 0026 0027 GED FET GED FETE IE DEFER RITES TES TESTER EAR ERITREA ERE kkk kkkt kk kkk ERR ERR ARE 0028 0029 0030 THIS PROGRAM MAY USE ONE OF THREE POSSIBLE 0031 INPUT ROUTINES ON ENTRY TO THIS INITIALIZING 0032 ROUTINE THE FIRST TWO BYTES POINTED TO BY 0033 REGISTERS HL ARE CHECKED TO DETERMINE IF 0034 HE EXECUTING PROGRAM IS SOLOS OR CUTER 0035 0036 WHEN A PROGRAM IS CALLED BY THE XEQ OR EXEC 0037 COMMAND FROM SOLOS CUTER REG HL IS SET TO THE 0038 FIRST ADDRESS OF SOLOS CUTER THE FIRST TWO 0039 BYTES OF SOLOS 00 C3 THE FIRST TWO BYTES 0040 OF CUTER 7F C3 IF THE DATA IN THE FIRST TWO 0041 BYTE POINTED TO BE REG HL MATCHES AND THE LDA 0042 INSTRUCTION 3AH AT SOLOS CUTER ADDRESS xx1FH 0041 ALSO MATCHES THE INPUT ROUTINE ADDRESS OF 0044 SOLOS CUTER IS INSERTED AT INADD WHICH IS THE 0045 INPUT ROUTINE CALL ADDRESS 0046 0047 0048 IF NO MATCH IS MADE A STAN
13. PI MOVAA CHECK IF CUTER 7FH JNZ IDONE NOPE USE STANDARD SETUP MVI L LOWIN SET SOLOS CUTER INPUT gt ADDR MOV A M CHECK FOR 3AH CPI LDA SOLOS CUTER INPUT FIRST BYTE JNZ IDONE NOPE USE STANDARD SHLD INADD SET INPUT ROUTINE ADDRESS X SET SOLOS CUTER RETURN ADDRESS 023 MVI 1 RETRN SOLOS CUTER RETURN xx04 SHLD EXADD INSERT INTO EXIT ROUTINE SET PROGRAM ADDRESS AT IJMP IDONE XI H START INSERT PROGRAM START ADDRESS SHLD IJMP SET UP PROGRAM RESTART AT ZERO PCHL GOTO PROGRAM lt END OF INPUT INITIALIAZION ROUTINE gt KEK KKK KKK KKK KKK KK KKK KKK KKK KKK KKK KKK KKK KKK KKK KKEKKK 1977 Software Technology Corporation Il TARGET TARG Version 2 4 January 7 1977 S Dompier TARGET is an animated Sol VDM game with sound A Mission A movable photon missile is aimed and fired in an attempt to stop unmanned runaway robot spaceships There are several types of spaceships containing dangerous cargoes of pesticides DNA experiments artificial flavorings TV commercials and so on They should be stopped before they reach a civilized area of the universe and endanger the populace Remote control of the missiles in flight is achieved by aiming the launching tube The ships and their contents are generated by random logic and follow no pattern If two ships should collide the flight log as well as the most dangerous cargo on board are jettisoned as a mass seekin
14. START JUMP 0124 IJMP DW INIT2 PASS 1 INIT2 PASS 2 START OLAS 0126 OLA AR 0128 lt WAIT FOR KEYBOARD INPUT gt 0129 0130 INWAIT CALL INCHR CHECK IF INPUT 0131 JZ INWAIT FOR INPUT 0132 RET WITH CHARACTER IN REG A 0133 0134 0135 0136 lt INPUT ROUTINE CALL gt 0137 1977 Software Technology Corporation Il GAMEPAC 1 INPUT ROUTINES cont 000A 000B 000D CD TC C8 000E 00 1B 0010 0013 0015 0018 0019 001A 0000 001C 0011 E QAHAN w pH ye C3 60 19 00 TE 00 00 FO 0001 0040 007E E060 DB 00 001E 0021 0022 0024 0026 C8 DB E6 C9 00 40 01 TF U OOS AIS IS AIS SIS GW RPOODMDANDAIUBWNHEFR OW oo Wh 49000900101 0 00 OY Y ds OY OV OY OY WNRO OV OV OY ANOS SAD OO RHO0wO0 090 II YU Y Y O0wW 0 30014 0N 00 Eb 00 CO CO CO NOB WN 00 00 00 N WO 00 ROw WO NO O NOOO OY UOTHs WN o J o0o00o00o0000000000000000000 0000000000000 OOOO OGOOGO Ko 00 NRRRRRRRP RAP RA oo A A o A A o AA A o RA A AA A A A A A A o A A o AA AA AA AA AAA AA No Ko 0201 0202 0203 0204 0205 0206 0207
15. aiming and in flight direction are controlled by pressing the key to aim left and the key to aim right The keytop has a lt and the keytop has a gt There are five aiming positions left left center center right center and right The missiles are launched by typing any letter key or depressing the space bar This keyboard arrangement is the easiest to use As soon as the first missile has left the launching tube another missile may be launched The directions of missiles already launched will be altered by the aiming position of the launching tube The left and right aiming command keys may be changed if your keyboard layout makes the standard keys undesirable Place the ASCI code 7 bits MSB parity should be 0 for the keys to be used as follows Left key Address 0600H Currently 2CH 060DH Right key Address 0607H Currently 2EH 061CH E Demonstration DEMO Mode A demonstration self run mode may be initiated by typing D at the start of the game The D takes the place of a speed key 1 9 to start the game The game will run itself until stopped by typing the DEL key All aiming launching and speed controls are enabled during the demo mode allowing for manual operation as the system helps the operator along F Sound TARGET is equipped with sound effects Place any AM radio near the computer and run the demo mode Adjust the radio dial and the radio itself in relation to the computer unt
16. ations in the appendix describe the format of the tape so that a user written routine may be used to read the games into memory from tape To load a game from the GAMEPAC 1 tape rewind the tape set the tape counter to zero and advance the tape to just ahead of the counter indication number for the game to be loaded Make sure the tone and volume are adjusted correctly and the necessary cables are connected 1977 Software Technology Corporation I INTRODUCTION cont The following examples show the SOLOS CUTER commands used to load and execute the games XEQ name cr Where XEQ is aSOLOS CUTER command which causes the next or named program to be read from tape into memory name is the name of the program to be loaded name is optional and the next program on the tape will be loaded if it is not used cr This is the carriage return key The game which is a program will be loaded into memory and run at location zero It will then display any necessary instructions on the screen For example XEQ TARG to play TARGET XEQ LIFE to play LIFE XEQ PTRN to play PATTERN XEQ ZING to play ZING GET name cr may also he used to load the tape After the program loads and the prompt character reappears on the screen type EX Ocr to execute the program If you have any trouble loading the tape refer to the cassette operating procedures in the Sol manual or the CUTS manual Il GAMEPAC 1 INPUT ROUTINES All of the games use
17. ay Module GAMEPAC 1 is distributed on cassette requiring a hardware cassette interface such as the Processor Technology CUTS circuit board to read the programs into memory for execution Although these programs are designed to interface with either SOLOS CUTER CONSOL or other user written surrogate standard input routines are also provided All input to the games is via either the SOLOS CUTER jump table refer to the interface specification in the appendix or the standard input routines provided All output from the games is to the screen either the Sol display or the VDM 1 A Hardware Requirements for All of the Games 1 All of the games require no more than 4K of RAM from location zero through OFFFH 2 All games are entered or re entered at location zero 3 All games require either the Sol display circuitry or a Processor Technology VDM 1 circuit board The display scroll port must be either OFEH or OC8H 4 The character generator chip number 6574 is suggested 5 The video display switches should be set as follows 1 2 3 4 5 6 Sol off off off on off on VDM 1 off on on on on off B CUTS Cassette Tape Information The games of GAMEPAC 1 are recorded using the Processor Technology CUTS Kansas City standard recording format The tape is loaded using a Sol with SOLOS or CONSOL personality module or a computer running under CUTER and a CUTS Computer Users Tape Standard audio cassette board The SOLOS CUTER interface specific
18. d key is typed Note If you type DEL to start over before the pattern has been run no register storage will occur There are seven preset patterns in register storage When the LIFE program is first loaded from tape get and run these patterns in both the round and flat world modes This provides familiarity as well as examples of some of the possible LIFE activities D Generation Speed The time between each generation may be controlled by typing a speed key 1 9 and 0 1 is the fastest and 9 is the slowest Typing 0 zero will stop the generation activity to allow extended study of a pattern The pattern may then be SINGLE STEPPED by typing the space bar Typing a speed key will resume automatic generations Typing the DEL key will restart the LIFE program Typing the ESC key will exit from the program 13 1977 Software Technology Corporation V PATTERN PTRN PATTERN is a pattern generating program for use with the Sol computer or a computer with a VDM 1 Video Display Module The patterns are generated in a kaleidoscopic format using a horizontal and a vertical value as the initial input data The pattern may be selected from a possible list of 256 different patterns Each combination of vertical and horizontal values will produce a unique pattern There is also an automatic pattern mode which generates a sequence of some of the more interesting patterns The initial soeed of PATTERN change is selected by ty
19. decimal 15 1977 Software Technology Corporation Vi 16 ZING cont C Game Start The switch settings at the start of the game are used to determine two modes of play If the left player s 8 switch is on when the game starts hexadecimal row numbering will be displayed at the sides of the screen If the right player s 1 switch is on at the beginning the game will run continuously until stopped by pushing the DEL key to restart the game If the right player s 1 switch is off at the start the game will declare a winner when either player scores 21 points The game may then be restarted by pushing the DEL key SWITCH A15 up Display hex numbering on screen side SWITCH A15 down No numbers SWITCH A8 up Continuous game No stop at 21 SWITCH A8 down Winner at 21 The momentum of the game increases each time both players have returned all five balls with no misses Run and restart game at location zero Type DEL to restart game anytime Type ESC to exit from the program D Sol Parallel Port Switches A bank of eight switches or two bank s of four switches one bank for each player are required to play ZING These switches are connected to the parallel port at the rear of the Sol connector J2M Use SPDT type switches without a middle off position Connect the switches using a DB 25 connector to mate with the parallel port connector J2 on the Sol Provide enough connecting wire so that the switches may be
20. en a character is available described one charact use the current LDA this entry below ter or status On entry register A this entry it re turn flags the zero the ro flag will be reset and the character will be turned in the A register As an example 7 th following code will wait for a character to be entered LOOP CALL SINP get status or the character JZ LOOP status says character not available yet character is in register A JUMP TABLE OUTPUT ENTRY POI NTS 22 SOUT address xx19 This entry point will set system output pseudo port instruction register A to This must be an After loading register A the current LDA this entry point proceeds by executing AOUT described below tput the character in the the value in the PSW and register A AOUT address xx1C This entry point is used to ou B register to the pseudo port specified by the A register On return are undefined All other registers are as they were on entry A user written output routine AOUT may buffer or delay the o su pported device surrogate utput as required for the Appendix A cont The fourth aspect of the SOLOS CUTER interface is the format in which the data is recorded on tape When data is written to tape it is referred to logically as a file Each file has its own header w
21. g ion parachute which must be considered the most dangerous hazard of all Author s note The game player may relate to the ships and missiles of TARGET as objects personally imagined by him The above scenario is provided for those with an aversion to the destructive type games who may otherwise mistake the robot spaceships as earthly in origin Aggression still being a common human trait in 1977 is better exercised with a zero sum game than spent on the physical real world Besides it s fun B Scoring HITS BIG CARGO SHIPS 100 points SMALL amp fast SCOUT SHIPS 200 points PARACHUTES 600 points if you can hit them Chain reaction multiple hits score extra MISSES ANY SHIP ESCAPING OFF SCREEN 20 points MISSILE MISSES or wasted by hitting explosion 30 points Ill TARGET cont Occasionally an explosion will blow out the engines or destroy part of another nearby ship or parachute leaving parts of it floating in space This space debris will remain until it is hit by a missile or by another ship the crash resulting in the generation of a parachute A missile hitting the debris will score C Game Start and Action Speed After the instructions are displayed on the screen the game is started by typing one of the numeric keys 1 9 This also determines the speed of play The number keys may be used at any time to change the action speed with 1 designating the fastest action D Aiming and Flight Direction Missile
22. hich describes the file On cassette tape each header is followed by the file itself The file itself is written to tape in segments of 1 to 256 bytes Each segment is immediately followed by a Cyclic Redundancy Check character the CRC The following is the general format of one file on cassette tape t File A The File Preamble Header t t A Preamble Preceding every file header is a special preamble This is a series of at least ten nulls zeroes followed by a one 01 hex This special sequence and only this sequence indicates a probable file header follows B File Header This is the 16 byte file header The layout of a file header is NAME ASC ABCDE A 5 character file name DB 0 Should always be zero TYPE DB B 80H File type character If bit 7 1 this is a non executable data file SIZE DW LENGTH Number of bytes in file ADDR DW FROM Address file is to be read into or written from XEQ DW EXEC Execution beginning address DS 3 Space not currently used C File Header CRC This is the CRC character for the file header If when reading a file header the CRC character is not correct then the file header is to be ignored A search would then be made for a new preambl A above 23 Appendix A cont D File Segment First This is the first segment of the
23. il a good sound is found Small ships big ships parachutes 1977 Software Technology Corporation III TARGET cont and especially explosions should all be distinctive For the best sound from a Sol place the radio next to the center of the left side G Game Time During play Time will flash and a countdown will appear at the top of the screen when eight seconds of play time remain If the score is 4000 or greater extra time goes into effect and 20 extra seconds of play time are provided When the game is over TIME 0 the instructions will be displayed on the screen and the score information will remain until a new game is started by typing one of the speed keys 1 9 If the current score is greater than the previous high score it will become the NEW HIGH SCORE The high score may be cleared by typing R before starting a new game H Extra Time The thousands digit in the score is used to determine whether extra time is to be initiated This value may be altered to any digit 1 9 by placing the ASCII value of the desired digit at location DO2H in memory For example if 2000 is to be used as the minimum score to earn extra time place 32Hex at location DO2H in memory Other Commands If the DEL delete 7FH is typed at any time the game will restart There are two commands which are not displayed on the screen One is a super slow speed activated by typing shift 5 To resume normal speeds ty
24. nd a schematic are provided in the following pages If the computer is other than a Sol a switch bank may be constructed incorporating a parallel port however the normal mode of play will use the front panel sense switches A ZING Operation Two paddles move up and down the screen sides and return any ball that hits them Balls are generated at random from the center of the screen and up to five balls may be in play at any one time If all five balls have been returned the balls will move faster The balls will gain momentum each time all five balls are returned until a maximum speed is attained As soon as any ball is missed the initial slower speed is restored B Paddle Operation The left four sense switches control the left paddle and the right four switches control the right paddle The paddles are positioned up or down according to the binary setting of each player s four switches LEFT PADDLE RIGHT PADDLE DATA LINE D7 D6 D5 D4 D3 D2 Di DO SWITCH A15 A14 A13 A12 A11 A10 AQ A8 ROW 8 4 2 1 a 8 4 2 1 Row above specifies the row at which the Paddle is located The row is selected by the binary value of all four switches The top row 0 is accessed by turning all four switches off Row 1 would require a switch setting of 0001 Row 3 would have both the one switch and the two switch on giving a total value of three 0011 and so on counting in binary until the last row 15 has all four switches turned on 1111 or F hexa
25. pe any numeric key The other command is a continuous run mode which is activated by typing Control C 03H either before or during the game action The game will then run continuously until stopped by typing the DEL key J Exit from TARGET program An exit from TARGET is provided by typing ESC 1BH ALT on some keyboards See the standard SOLOS CUTER input routine for complete information 10 IV LIFE LIFE version 2 3 January 7 1977 S Dompier The game of LIFE was originally described in SCIENTIFIC AMERICAN magazine October 1970 in an article by Martin Gardner The game was originated by John Conway of Cambridge University England The computerized version of LIFE can be found on many computer systems in many cases with Teletype print routines This version using the Sol computer s video display capabilities or the VDM 1 Video Display Module with other computers allows initial patterns to be composed directly on screen and instant visualization of each generation as it is created In addition patterns may be stored and recalled from seven memory pattern registers The generation speed may be controlled from the console A Genetic Rules Cells organisms ducks people plants etc reproduce exist or die according to certain genetic laws Conway derived the genetic law of the game of LIFE from the following criteria 1 There should be no initial patterns for which there is a simple proof that the population
26. ping any key This key also starts the program The binary value of the key used to start the pattern is used as a timer the lower the value the faster the rate of change The ASCII bias 30H is removed from the speed key used and the resulting value is decremented by 1 Therefore the fastest speed would be selected by typing the number 1 The space bar produces a very slow rate of change The number keys 1 9 produce a good range of speeds with the number 9 being quite slow The program may be restarted by typing the DEL key or by restarting the program at location zero Typing the ESC key will exit from the PATTERN program A Loading PATTERN from CUTS Tape Set the GAMEPAC 1 tape so that PTRN is the next program on the tape and read the tape using the XEQ command i e XEQ PTRN or just XEQ PATTERN will then load and run printing instructions on the screen The hexadecimal value of the numbers typed for the pattern data is represented as an eight bit word on the screen and is a good way to become familiar with the hex numbering system 0 1 2 3 4 5 6 7 8 9 A B C D E F 14 VI ZING ZING Written by Terry L Todd May 1976 Revised by Steven Dompier June 3 1976 Revised for SOLOS CUTER STANDARD July 5 1977 ZING is a ping pong type game played using a Processor Technology VDM 1 Video Display Module or a Sol computer When using ZING with a Sol a switch bank must be constructed in order to play the game Details a
27. put Serial output 2 Parallel input Parallel output 3 User defined input User defined output These pseudo ports allow device independent I O Provided that device dependent character sequences are not used an I O request to pseudo port 0 appears to the requesting program to be the same as a request to pseudo port 1 2 or 3 What this means is that although four pseudo ports are defined in the interfac specifications a user written surrogate would not need to decode pseudo ports 19 1977 Software Technology Corporation Appendix A cont The second aspect of the SOLOS CUTER interface is the defined register usage Each of the system entry points has specific register requirements which will be discussed later Whenever a program is executed via SOLOS COTTER the stack pointer the stack and registers HL are defined as follows but should be The Stack Pointer register SP is valid and offers a useable stack The size of this si ack is not specified a few calls The adequate for at least executed program is expected to establish its own stack however some stack should be available 2 The stack itself should be established such that a A REV i executin b The loca contain This inf nstruction can be used as an exit by the g program tions at Stack Pointer 1 and 2 in memory the address of the executed program itself ormation can be accessed b
28. restart ZING at location zero The new port address will then be used The switch bank input port used is loaded from address 0027H Change this byte if necessary APPENDIX A SOLOS CUTER Interface Specifications The SOLOS CUTER interface is based on 1 A predefined set of pseudo I O ports allowing software compatibility and providing an easy means of supporting any I O device 2 A well defined set of register usage conventions 3 A system jump table of entry points 4 A defined tape format including headers and CRC characters Both SOLOS and CUTER observe and support these specifications such that any program written using this interface will function except for specific device dependencies under the control of either SOLOS or CUTER A part of the interface specifications also allows a user written SOLOS CUTER surrogate Such a surrogate when properly written will allow a program written for SOLOS CUTER to function with the surrogate The first aspect of the interface is that of the pseudo ports The basic SOLOS CUTER interface allows the support of four pseudo I O ports 0 3 These pseudo ports are logical ports providing a reference for the program only System input keyboard and output display are directed via these pseudo ports The STANDARD definition for pseudo ports is Pseudo Port Input Output 0 Keyboard VDM Display 1 Serial in
29. the same standard input routines from location 0 26 The first time a game is executed this input routine will be initialized A description of this input routine and the initialization procedures follow If the games are used with either SOLOS CUTER CONSOL or a compatible surrogate no modification will be necessary A standard input routine will be selected automatically in the event that none of the above routines are used An assembly listing of the standard input and initialization routines is on the following pages 1977 Software Technology Corporation Il GAMEPAC 1 INPUT ROUTINES cont 0001 0002 KKKKK KA KKK KKK KKK KKK KKK RARA AAA AAA AAA AAA AA AAA AAA AAA A 0003 0004 lt GAMEPAC 1 INPUT ROUTINES gt 0005 x 0006 FOE KEITH TRE FE KK KK ER RIKER EKER EEE KR AREA ERA RRA AR 0007 0008 0009 ALL OF THE GAMEPAC 1 PROGRAMS USE THE 0010 S
30. y machine code similar to EXI H 1 A constant minus one DAD SP HL SP 1 now MOV A M A our own high address Code such as this can be used to allow a routine to be mad self relocating to a 256 byte boundary 3 Registers HL contain the address of the SOLOS CUTER Jump table Because this jump table may be located at any 256 byte boundary in memory register L will be zero Register H can then be used to alter the executing program accordingly an indication As noted later the jump table also provides whether the program is executing on a Sol or other computer The third aspect of the SOLOS CUTER interface is the jump table By making all system requests via this jump table an executed program can be made compatible between SOLOS CUTER or other properly written surrogate The jump table is described on the following page A more complete description is contained in the SOLOS CUTER User s Manual 20 Appendix A cont SOLOS CUTER JUMP TABLE Address Label Length xx00 START 1 xx01 NIT 3 xx04 RETRN 3 xx07 FOPEN 3 xx0A FCLOS 3 xx0D RDBYT 3 xx10 WRBYT 3 xx13 RDBLK 3 xx16 WRBLK 3 xx19 SOUT 3 xx1cC AOUT 3 xx1F SINP 3 xx22 AINP 3 Brief Description This byte allows power on reset for SOLOS on It is 00 hex on a Sol 7F hex other than a Sol This is a JMP to the power on reset

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