It inspired the creation of a huge community of enthusiasts, some of whom founded their own businesses producing software and hardware for the ZX Many went on to play a major role in the British computer industry in later years. The ZX81's commercial success made Sinclair Research one of Britain's leading computer manufacturers and earned a fortune and an eventual knighthood for the company's founder, Sir Clive Sinclair.
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This version has been adapted to work with the ZONX sound interface and also the more common hi-resolution display interfaces which are mapped to h in RAM. The aim of the game is to destroy the asteroids surrounding your space ship by blasting them into smaller and smaller pieces before they hit you. Avalanche by Revival Studios re-released August An arcade game featuring AY Sound whereby gems are falling down from the top of the screen. Match the symbol which appears on your gun, with the symbol on the appropriate gem and blast away!
As you blast the speed increases, unless you can shoot down combinations of gems! Has built in ZXpand Joystick support. Not the easiest of programming languages with such a small number of commands.
The ZX81 implementation uses instead of [ ]. This version of the program is written in assembly language on the ZX81 and uses 16 bit cells. You can use the? A single-step trace and dump mode can be entered with?? The BASIC program also shows how you can use self-linking machine code structures on the ZX81 which make it possible to run the machine code program in the last REM line whilst adding lines in front of it.
Boulder Logic by Bob Smith released January This is a fast scrolling game where you have to make your way through cornish mines in search of the one special diamond to be used in your lucky girlfriend's engagement ring. Beware falling boulders as you dig to gather enough diamonds to unlock the exit on each level 32 levels in total and beware the various dangers which lurk in the mines.
Download 16K Version. Cannon War by Andre This is an excellent arcade game - you have to move closer to the enemy cannons to destroy them with your cannon before one of their cannon balls gets past you. There are two versions included - Version 1 uses the keys 5, 6, 7, 8 to move and 0 to fire, or version 2 using keys 1, A, I, P and 0 zero.
Cartoons by kmurta released Apr WRX This program shows a demonstration of hi-resolution cartoon characters on screen. Chopper Drop by Philip Lord This is an excellent arcade game for the 16K ZX81 - you have to fly your helicopter on a mission to destroy enemy tanks with your bombs, before they shoot you down.
The bombs takes account of inertia, so if your helicopter is moving when you fire, the bomb will continue along the same trajectory or you can of course hover for pinpoint accuracy. Beware the unidentified flyer which will drop bombs on your head! There are two versions included - Version 1 uses the keys Q, A, O, P to move and M to fire, or version 2 using keys 5, 6, 7, 8 and 0 zero. Download Version 1 Download Version 2. Clock by kmurta released Mar This program shows the use of ZX81 video routines to display a mulitasking digital clock in the top right hand corner of the screen.
The demonstration program shows the digital clock in the upper right corner of the screen whilst a square traverses the screen from one side to another. The adventure is set in a magical world and you must seek out the priceless carved gem of the title. Eerie castles, stalking murderers and enraged animals will dog your tracks and the atmosphere is enhanced by effective descriptions and an attention to detail.
Download The Crystal Frog. Dan's Revenge by Steven McDonald HRG This is a good game which requires particularly good timing as you have to get past the monsters to collect the gems in the maze.
A former commercial game, this has been made freeware Download Dan's Revenge. The Dancing Demon will respond on screen to various music files - you can create and edit your music from inside the program. You need a sound generator compatible with ZONX to hear the music. It draws some graphics on the screen and then prints it.
You will see the graphic being drawn on the screen and whilst the program runs, you can press a hotkey to switch between the graphic bank s and the text screen, or make a printer copy of the graphics as they are drawn.
The 64K version will then provide an animated view of the graphics - as per the picture here. Domin8tr1s by Bob Smith This game is a cross between Tetris and Dominoes, whereby instead of shapes falling down, you have numbers falling, which you have to match up numbers in order to clear rows from the grid before it reaches the top.
Down by Revival Studios re-released October An arcade game featuring AY Sound where your village is under attack and burning - your only means of escape is by heading underground. Drop down from platform to platform, whilst picking up items to collect points. Written to use only 8K of memory, this contains interesting puzzles and plenty of fight scenes! This version was developed specifically for use on emulators such as EightyOne and needs a hi-resolution display interfaces mapped to h in RAM, with the compiler being loaded to H.
The project reached an alpha development stage where the compiler provided better performance than the Artic version of Forth, but development halted as the author moved on to develop MS-Forth v2. The version here, although it is an alpha version, is quite functional, but surely full of bugs and has incomplete definitions. This version has been adapted to work with hi-resolution display interfaces which are mapped to h in RAM. The aim of the game is to shoot down the invading aliens before they destroy you.
They are demo programs to show the capabilities of the ZX Printer although printing is rather slow. There are two versions included - a standard version and a second enhanced version which supports UDGs at 8K screenshot shows the enhanced version.
Invaders by QuickSilva alternative Hi-Res version released Sep by kmurta UDG This is the classic Space Invaders arcade game for the Sinclair ZX81, originally published by QuickSilva - it could work with the QuickSilva sound interface and hi-resolution graphics interfaces to provide you with an enhanced game.
The aim of the game is to shoot down the invading aliens before they reach the earth. Kong by Paul Farrow - updated May For those of you who have never played Kong, this is a platform game, where you have to move up a series of platforms and ladders to save the beautiful maiden being held by King Kong.
You are hampered by the barrels which Kong rolls down the screen at you to try and knock you off the platforms.. Laby by bock This is a lbyrinth game where you have to move around collecting the flashing crystals and avoiding the deadly ghosts. It has a interesting feature in that every now and then, the labyrinth is plunged into darkness - there is a lamp which you can collect to light up your surrounding area.
Laby v2 has now been released, which adds the ability to shoot ghosts with darts, immobolising them for a short while.
It also now has 9 levels. Not as easy as it looks - written in C. To call the machine-code routine. From address to to create the display and move itself above RAMtop. Your favourite machine-code loader or this one.
To explain the logic of above, assume you have entered the machine code in Rems 1 and 4. Delete all Basic lines except 1 to 4 inclusive. This copies Rem 4 above RAMtop and it is therefore protected when the next commands are typed in. Delete line 4, then type Clear. This removes all the stored variable making available the maximum possible RAM space for our program. Line 3 Rand UsrX actually calls the driver routine.
The machine-code program loaded above RAMtop will execute. The first section creates a display file on the board and pieces, the second section loads into address - Sinclair variable Nxtlin, the address of the next program line to be executed - this is the actual start of Rem 1, that is, address The program then jumps to the Save routine in ROM; this will Save the display just produced and then auto-run at line 1.
The whole of the above most be done in fast mode, or else the Save routine will not be executed. Now for a brief description of the function of each of the machine-code segments: Kybd is a routine which sets up machine control of the keyboard such that only the eight key codes from code 29 and the eight key codes from code 38 are acceptable entries.
Any other. In the last part of this series, David Horne creates a new game by making enough space for a playing routine. Figure 1. Basic program listing. Figure 2. Machine-code listing. The subroutine TKP just scans the keyboard waiting for an appropriate key to be depressed. The alpha- numeric entry is then translated to a board address. STR: this routine takes the board address and determines whether the contents are: different from the current mover colour; empty; the board surround or the same colour as the current mover.
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