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Raw files for these HP 67 program listings ?
09-23-2016, 01:53 AM
Post: #81
RE: Raw files for these HP 67 program listings ?
Sorry for my absence, but I'm back. Is there something specific that you'd like me to work on or do you have this under control?
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09-23-2016, 03:11 AM
Post: #82
RE: Raw files for these HP 67 program listings ?
Sure! How much of a challenge are you seeking? :-)

Two suggestions:

1) The ST67 Star Trek program. Add a bit of alpha to label things and remove card reader requirements if possible.

and/or

2) The Spacewar A and B programs. Really needs to be one program file. Also add a tiny amount of alpha and remove card reader requirements.


Sorry... HHC 2016 put this on the back burner.
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09-23-2016, 04:30 PM
Post: #83
RE: Raw files for these HP 67 program listings ?
Happy to start off with Star Trek ST67 ... just want to make sure which one. The one you pointed to originally? http://rskey.org/gene/hpgene/67sttrk.htm
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09-23-2016, 05:07 PM
Post: #84
RE: Raw files for these HP 67 program listings ?
Yes, that's it. ty
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09-26-2016, 04:06 AM
Post: #85
RE: Raw files for these HP 67 program listings ?
So I'm a little unclear. If I "add a bit of alpha", even after reducing the byte count beforehand as much as possible, I'm still increasing the byte count from around 362 to around 436. I added alpha to show "DMG=" and "SHLDS=", and "POS=xx.xx", etc. Is that a good thing? Seems like it's changing it more to a 41 standard program, and there are many 41 StarTrek programs out there.
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09-26-2016, 03:32 PM
Post: #86
RE: Raw files for these HP 67 program listings ?
Yeah, I know it is a bit unclear. I'd like to preserve these games developed for the HP 67 but knowing they will run on an HP 41, I'd like to add just a bit of alpha to any values displayed just to make them more user friendly.

They don't operate quite the same as the HP 41 games and were important contributions to the art at the time.

I've tried to not duplicate games where there are similar ones already out there (that's why there are no bagels games for example). But, there are a couple of these (Star Trek and SpaceWar come to mind) that I thought should be included.

Yeah, it's messy. . . and it's somewhat arbitrary I admit.

:-)
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09-28-2016, 08:07 PM
Post: #87
RE: Raw files for these HP 67 program listings ?
Here is ST67 with a bit of Alpha added. It comes in at 431 bytes, and needs SIZE 013. It plays very similar to the original, with a couple of bugs fixed. The zip file contains ST67.RAW, ST67.txt and ST67_commented.txt.


Attached File(s)
.zip  ST67.zip (Size: 3.96 KB / Downloads: 9)
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09-28-2016, 08:10 PM
Post: #88
RE: Raw files for these HP 67 program listings ?
Thanks Robert. Awesome...and no, I'm not 13 years old. :-)
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09-28-2016, 09:00 PM
Post: #89
RE: Raw files for these HP 67 program listings ?
(09-28-2016 08:10 PM)Gene Wrote:  Thanks Robert. Awesome...and no, I'm not 13 years old. :-)
Smile

Shall I tackle Spacewar A & B, or have you already started them?
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09-28-2016, 09:18 PM
Post: #90
RE: Raw files for these HP 67 program listings ?
Please. Real life parent health issues have been hitting me hard the last month.
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10-05-2016, 06:00 PM
Post: #91
RE: Raw files for these HP 67 program listings ?
Sorry this took so long, but here is my first try at SpaceWar.

I combined SPW67A and SPW67B, removed card reader dependencies, added a little alpha. The SPW67A and SPW67B used to be 698 bytes combined (339+359). My combined version is 680 bytes. Still requires SIZE 026.

To combine, I had to move things around a little so the keys are now:
Code:
a       b       c       d        e
STATUS                  DOCK     START
SRSCAN  LRSCAN  PHASER  TORPEDO  MOVE
A       B       C       D        E

I tested it against the Example in the 67/97 Games Pac I manual, and it plays and feels similar to the 67/97 version, with and without the printer.

The zip file contains SPW67.RAW, SPW67.txt, and SPW67_commented.txt.


Attached File(s)
.zip  SPW67.zip (Size: 6.18 KB / Downloads: 3)
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10-18-2016, 06:33 PM
Post: #92
RE: Raw files for these HP 67 program listings ?
Ok, been a while. I think my personal concerns are back to a manageable state.

Where do we stand on the games? Perhaps a post that attaches the latest versions of the updated games would be good? I don't want to lose any momentum to getting these put into a .rom :-)
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10-18-2016, 06:47 PM
Post: #93
RE: Raw files for these HP 67 program listings ?
And these are the completed versions we have toward the 67 games rom!

How much rom room do these take? What's left that could fit into the rest of the 4K space (or 8K space if we are already over 4k) ?

SpaceWar
SW67

Code:
; Space War
; From 67/97 Games Pac 1
;  converted to 41C by ??
;    ported to 41C by Robert Meyer
;
;    Requires SIZE 026
;
; REGISTERS
; R00    TEMP (multi)
; R01    TEMP (multi)
; R02    TEMP LRSCAN, MOVE
; R03    TEMP Scan, MOVE
; R04    UNUSED
; R05    LBL 00 - how many Alglogs/bases detected?
; R06    Energy remaining (0-1000)
; R07    Torpedos remaining (0-3)
; R08    Days remaining (0-18)
; R09    Seed for random, then Alglogs remaining
; S10    SRSCAN S0
; S11    SRSCAN S1
; S12    SRSCAN S2
; S13    SRSCAN S3
; S14    SRSCAN S4
; S15    SRSCAN S5
; S16    SRSCAN S6
; S17    SRSCAN S7
; S18    SRSCAN S8
; S19    SRSCAN S9
; A20    Alglog 1 position QQ.SS
; B21    Alglog 2 position QQ.SS
; C22    Alglog 3 position QQ.SS
; D23    Base position QQ.SS
; E24    KH position QQ.SS
; I25    Indirect (multi use)

; ROUTINES
;    a            b            c            d            e
;    STATUS                                DOCK        START
;    SRSCAN        LRSCAN        PHASER        TORPEDO        MOVE
;    A            B            C            D            E
;
; LBL A        SRSCAN
; LBL B        LRSCAN
; LBL C        PHASER
; LBL D        TORPEDO
; LBL E        MOVE
; LBL a        STATUS
; LBL b
; LBL c
; LBL d        DOCK
; LBL e        START
;
; LBL 00    Forward: LBL B: check one quadrant, LBL 07: add .01 and try again, LBL 04/05/06 disp
; LBL 01    Test if Alglog will be hit by torpedo
; LBL 02    Test if Alglog hit by Phaser
; LBL 03    Scan one line
; LBL 04    OUT OF TORPEDOS
; LBL 05    OUT OF DAYS
; LBL 06    OUT OF ENERGY
; LBL 07    QyQx.SySx (QQ.SS) Test not occupied
; LBL 08    Test to see if position (X) is occupied
; LBL 09    Compute ship positions
; LBL 10    Local to A clearing registers
; LBL 11    Print SRSCAN registers (10-19)
; LBL 12    Test whether an object is in KH's quadrant (X=obj pos, Y=object)
; LBL 13    Finds angle and distance from KH to Alglog
; LBL 14    UNUSED
;
; FLAGS
; F00        Have we hit an AlgLog?
; F01        
; F02        Initialize - QQ.SS occupied?
; F03
;
; Positions are QyQx.SySx, where each digit is between 0-9 inclusive
; Moves are angle, distance with
;    angle 0 to +/- 180, 0 at East and +/- 180 at west
;    distance specified in terms of quadrants
;
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
LBL "SPW67"
;--------------------------------------------------------------------------------
LBL e        ; START
FIX 2
CLRG
X=0?        ; Seed is zero?
PI            ; YES - Use PI
STO 09        
20
STO 25
;--------------------------------------------------
LBL 09        ; Compute a ship positions using R25
RCL 09        ; RANDOM NUMBER GENERATOR
997            ; -
*            ; -
FRC            ; -
STO 09        ; -
 E4            ; take left 4 digits
*
INT
 E2            ; make QQ.SS
/
XEQ 08        ; test if occupied
FS?C 02        ; YES
GTO 09        ; Generate again
STO IND 25    ; save it
ISG 25        ; next position
CLX            ; NOP
RCL 25        
25
X#Y?        ; are we done
GTO 09        ; NO - do next
 E3
STO 06        ; Energy
3            ; YES - continue, 
STO 07        ; Save Torpedo count
STO 09        ; Number of Alglogs remaining
18            ; Save days remaining
STO 08        ;
FIX 2
RCL 24        ; display KH position (X)
RTN
;--------------------------------------------------
LBL 08        ; Test to see if position (X) is occupied
RCL 20        ; RCL Alglog 1
X=Y?        ; Same?
SF 02        ; YES - SF02
CLX            ; NO - disable stack lift
RCL 21        ; RCL Alglog 2
X=Y?        ; Same?
SF 02        ; YES - SF02
CLX            ; NO - disable stack lift
RCL 22        ; RCL Alglog 3
X=Y?        ; Same?
SF 02        ; YES - SF02
CLX            ; NO - disable stack lift
RCL 23        ; RCL Base
X=Y?        ; Same?
SF 02        ; YES - SF02
RDN            ; return position in X
RTN            ;
;--------------------------------------------------------------------------------
LBL B        ; LRSCAN - long range scan
4
FIX 8
999
/            ; gives 00400400 (for LRSCAN)
STO 02
ADV
RCL 24
INT
STO 00        ; Save KH QQ into R00
 E1
+
XEQ 03        ; scan one line (KH QQ + 10)
RCL 00
XEQ 03        ; scan one line (KH QQ)
RCL 00
 E1
-            
XEQ 03        ; scan one line ( KH QQ - 10)
RTN
;--------------------------------------------------
LBL 03        ; Scans one line (i.e. 3 quadrants)
RCL 02        ; 0.00400400 - mask (4's show separation)
STO 01
RDN
STO 03        ; QQ
ST+ 01        ; make R01 = QQ.00400400
1
-
XEQ 00        ; return XY (X=number AlgLogs, Y=number bases) in quadrant
 E3
/
ST+ 01        ; set XY into R01 (gives QQ.XY400400)
RCL 03        ; QQ
XEQ 00        ; return XY (X=number AlgLogs, Y=number bases) in quadrant
 E5
/
ST+ 01        ; set XY it R01 (gives QQ.xy4XY400)
RCL 03
1
+
XEQ 00        ; return XY (X=number AlgLogs, Y=number bases) in quadrant
 E8
/
ST+ 01        ; set XY into R01 (gives QQ.xy4xy4XY)
RCL 01        ;
VIEW X        ; display one line (3 quadrants)
PSE
RTN
;--------------------------------------------------
LBL 00        ; Checks one quadrant (X) for Alglogs or Base
0
STO 05        ; how many Alglogs detected
RDN
RCL 20
INT
X=Y?
ISG 05        ; ++R05
CLX            ; NOP
RCL 21
INT
X=Y?
ISG 05        ; ++R05
CLX            ; NOP
RCL 22
INT
X=Y?
ISG 05        ; ++R05
CLX            ; NOP
 E1            ; Move Alglogs into tens positon
ST* 05
RDN
RCL 23
INT
X=Y?
ISG 05        ; add in Base if found
CLX            ; NOP
RCL 05        ; Alglogs detected (times 10) + Base detected
RTN
;--------------------------------------------------------------------------------
LBL E        ; MOVE (X=distance, Y=angle)
P-R            ;                                                 X=xdiff, Y=ydiff
FIX 1
RND            ; Round xdiff to 1 decimal place
STO 00        ; [R00]=xdiff
X<>Y        ;                                                 X=ydiff, Y=xdiff
RND            ; Round ydiff to 1 decimal place
FIX 2        ;
RCL 24        ; KH position QyQx.SySx                            X=QyQx.SySx, Y=ydiff, Z=xdiff
 E1
/
STO 03        ; [R03]= Qy.QxSySx                                X=Qy.QxSySx, Y=ydiff, Z=xdiff
INT            ; Qy                                            X=Qy, Y=ydiff, Z=xdiff
RCL 24        ; KH position QyQx.SySx                            X=QyQx.SySx, Y=Qy, Z=ydiff, T=xdiff
 E1
*            ;                                                X=QxQySx.Sy, Y=Qx, Z=ydiff, T=ydiff
STO 02        ; [R02]=QyQxSy.Sx
INT            ; QyQxSy                                        X=QyQxSy, Y=Qy, Z=ydiff, T=ydiff
 E1
/            ; QyQx.Sy
FRC            ; 0.Sy                                            X=0.Sy, Y=Qy, Z=ydiff, T=ydiff
+            ; Qy.Sy                                            X=Qy.Sy, Y=ydiff, Z=ydiff, T=ydiff
+            ; Qy.Sy+ydiff                                    X=new Qy.Sy, Y=ydiff, Z=ydiff, T=ydiff
FRC            ; new Sy                                        X=new Sy
LASTX        ; new Qy.Sy                                        X=new Qy.Sy, Y=new Sy
INT            ; new Qy                                        X=new Qy, Y=new Sy
 E1            ;
*            ;                                                X=Qy0, Y=new Sy 
+            ; new Qy0.Sy                                    X=new Qy0.Sy0
RCL 02        ; QyQxSy.Sx                                        X=QyQxSy.Sx, Y=new Qy0.Sy0
FRC            ; 0.Sx                                            X=0.Sx, Y=new Qy0.Sy0
RCL 03        ; Qy.QxSySx
FRC            ; 0.QxSySx
 E1            ;
*            ; Qx.SySx
INT            ; Qx                                            X=Qx, Y=0.Sx, Z=new Qy0.Sy0
+            ; Qx.Sx                                            X=Qx.Sx, Y=new Qy0.Sy0
RCL 00        ; xdiff                                            X=xdiff, Y=Qx.Sx, Z=new Qy0.Sy0
+            ; Qx.Sx+xdiff                                    X=new Qx.Sx, Y=new Qy0.Sy0
INT            ; Qx                                            X=Qx, Y=new Qy0.Sy0
LASTX        ; new Qx.Sx                                        X=Qx.Sx, Y=Qx, Z=new Qy0.Sy0
FRC            ; 0.Sx                                            X=Sx, Y=Qx, Z=new Qy0.Sy0
 E1            ; 
/            ; 0.0Sx                                            X=0.0Sx, Y=Qx, Z=new Qy0.Sy0
+            ; new Qx.0Sx                                    X=new Qx.0Sx. Y=new Qy0.Sy0
;--------------------------------------------------------------------------------
LBL 07        ; X=Qx.0Sx, Y=Qy0.Sy0 Test not occupied
+            ; X=new QyQx.SySx
XEQ 08        ; Test if occupied
FS?C 02        ; YES: GTO 00 - increment sector and try again
GTO 00
STO 24        ; Save new KH position
1
ST- 08        ; subtract a day
RCL 08
X<0?        ; have we used all our days?
GTO 05        ; YES: display end
RCL 24        ; NO: return new KH position
RTN
;--------------------------------------------------------------------------------
LBL 00        ; Position occupied - add 0.1 and try again
.1            ; BUG: This could cause new position to go off grid! 
GTO 07
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
LBL A        ; SRSCAN - short range scan
FIX 9
ADV
;--------------------
19.009
STO 25
0
LBL 10        ; LOOP scan registers
STO IND 25    ; zero out R IND 25    
DSE 25
GTO 10        ; NEXT scan register
;--------------------
3
RCL 24
XEQ 12        ; Test whether an object is in KH's quadrant
4
RCL 20
XEQ 12        ; Test whether Alglog1 is in KH's quadrant
4
RCL 21
XEQ 12        ; Test whether Alglog2 is in KH's quadrant
4
RCL 22
XEQ 12        ; Test whether Alglog3 is in KH's quadrant
7
RCL 23
XEQ 12        ; Test whether a base is in KH's quadrant
;--------------------
19.009
STO 25
LBL 11        ; Print R19-R10
RCL IND 25
VIEW X
PSE
DSE 25
GTO 11
RTN
;------------------------------
LBL 12        ; Test whether an objectc is in KH's quadrant
ENTER        ; X=pos, Y= object (3=KH, 4=AlgLog, 7=base)
INT
RCL 24        ; KH Pos
INT
X#Y?        ; Are object and KH in same Q?
RTN            ; NO: return
RDN
RDN
FRC            ; object SS
 E1
*
INT
STO 25        ; which Sy for object
CLX
LASTX
FRC            ; 0.Sx
 E1
ST+ 25        ; since registers are 10-19, need to add 10 to sector to get register
*
CHS            ; Sx
10^X        ; put a 1 in the correct Sx position
*            ; multiply by object
ST+ IND 25    ; store + into the srscan for that Sy
RTN
;--------------------------------------------------------------------------------
LBL D        ; TORPEDO (can only hit one Alglog)
CF 00        ; Clear flag specifying a hit
STO 00        ; Save angle for firing
RCL 07        ; torpedos remaining
1
X>Y?        ; Do we have at least one left?
GTO 04        ; NO: out of torpedos 
-
STO 07        ; decrement torpedos by 1
19
STO 25        ; beginning value for indirect (increments first)
XEQ 01        ; Check Alglog 1
XEQ 01        ; Check Alglog 2
XEQ 01        ; Check Alglog 3
RCL 09        ; Number of Alglogs remaining
CF 00
RTN
;--------------------------------------------------
LBL 01        ; Test if Alglog will be hit by torpedo
ISG 25        ; which Alglog (20,21,22)
CLX            ; NOP
FS? 00        ; already hit one?
RTN            ; YES: return
RCL IND 25    ; Get Alglog position QQ.SS
INT
RCL 24        ; Get KH position QQ.SS
INT
X#Y?        ; are Alglog and KH in different quadrants?
RTN            ; YES: RETURN
XEQ 13        ; Find angle and distance from KH to Alglog
CLX            ; ignore the distance
RCL 00        ; user specified angle for firing torpedo
-
ABS            ; |angle diff|
1
X<=Y?        ; Is the angle > 1?
RTN            ; YES: return (no hit)
SF 00
CHS            ; -1
STO IND 25    ; STO -1 in Alglog position
ST+ 09        ; decrement Alglogs remaining
RTN
;--------------------------------------------------
LBL 13        ; Finds angle and distance from KH to Alglog
RCL IND 25    ; Get Alglog position QQ.SS
FRC            ; 0.SySx
 E1
*
STO 01        ; Sy.Sx
INT            ; Alglog Sy
RCL 24        ; Get KH position  QQ.SS
FRC            ; 0.SySx
 E1
*
INT            ; KH Sy
-            ; ydiff (sector)
RCL 01        ; Alglog Sy.Sx
FRC            ; Alglog 0.Sx
RCL 24        ; KH QQ.SS
 E1
*
FRC            ; KH 0.Sx
-            ; 0.xdiff (sector)
 E1
*            ; X=xdiff, Y=ydiff
R-P            ; X=distance, Y=angle
RTN
;--------------------------------------------------------------------------------
LBL C        ; PHASER (can hit multiple Alglogs)
STO 00        ; Store phaser energy
ST- 06        ; subtract from KH energy
19
STO 25        ; beginning value for indirect (incrments first)
XEQ 02        ; Check Alglog 1
XEQ 02        ; Check Alglog 2
XEQ 02        ; Check Alglog 3
RCL 09        ; Number of Alglogs remaining
RTN
;--------------------------------------------------------------------------------
LBL 02        ; Test if Alglog hit by phaser
RCL 06        ; Energy
X<0?        ; out of enegy?
GTO 06        ; YES: Ran out of energy! 
ISG 25        ; increment Alglog
CLX            ; NOP
RCL IND 25    ; Get Alglog Pos QQ.SS
INT            ; Alglog QQ
RCL 24        ; Get KH Pos QQ.SS
INT            ; KH QQ
X#Y?        ; are Alglog and KH in different quadrants?
RTN            ; YES: RETURN
 E2
ST- 06        ; NO: take another 100 energy (from Alglog phasers?)
XEQ 13        ; Finds angle and distance from KH to Alglog
X^2            ; square of distance
 E2            ; 
+            ; distance squared + 100
RCL 00        ; phaser energy
X<=Y?        ; is phaser energy < (distance squared + 100)?
RTN            ; YES: miss, so RETURN 
1
CHS
STO IND 25    ; set Alglog pos to -1
ST+ 09        ; decrement Alglogs remaining
RTN
;--------------------------------------------------------------------------------
LBL 04        ; Out of Torpedos
XEQ 00
>"TRPDO"
PROMPT
LBL 05        ; Ran out of days
XEQ 00
>"DAYS"
PROMPT
LBL 06        ; Ran out of energy
XEQ 00
>"ENRGY"
PROMPT
LBL 00
"OUT OF "
RTN
;--------------------------------------------------------------------------------
LBL d        ; DOCK
RCL 23        ; Get  Base Pos QQ.SS
INT            ; Base QQ
RCL 24        ; Get KH Pos QQ.SS
INT            ; KH QQ
X#Y?        ; are they in the same quadrant?
GTO a        ; NO: just display status    
RCL 23        ; Base QQ.SS
FRC            ; Base SS
 E1
*
STO 00        ; Base Sy.Sx
INT            ; Base Sy
RCL 24        ; KH QQ.SS
FRC            ; KH SS
 E1
*            ; 
STO 01        ; KH Sy.Sx
INT            ; KH Sy
-            ; ydiff
ABS            ; |ydiff|
2            ;
X<=Y?        ; are they withing +/- 1 y sector?
GTO a        ; NO: just display status
RCL 00        ; Base Sy.Sx
FRC            ; Base 0.Sx
 E1
*            ; Base Sx
RCL 01        ; KH Sy.Sx
FRC
 E1
*            ; KH Sx
-            ; xdiff
ABS            ; |xdiff|
2
X<=Y?        ; are they within +/- 1 x sector?
GTO a        ; NO: just display status
 E3            ; YES: Successful DOCK
STO 06        ; replenish energy to 1000
3
STO 07        ; replenish torpedos to 3
;fall through    to display status
;--------------------------------------------------------------------------------
LBL a        ; STATUS - Display old energy and torpedoes
FIX 0
CF 29
"D:"
ARCL 08
>" E:"
ARCL 06
>" T:"
ARCL 07
AVIEW
FIX 2
SF 29
RCL 24        ; leave KH position in X
RTN

StarTrek
ST67

Code:
; Star Trek
; From 67/97 contributors library (#3398D) by John Nelson, 
;  ported to 41C by Robert Meyer
;
;    Requires SIZE 013
;
; Ship values XX.YYZZZQQ where
;    XX.YY    = grid coordinates
;    ZZZ.QQQ    = cumulative damage
;
; REGISTERS
; R00 Sensor range (25)
; R01 Enemy 1 Ship
; R02 Enemy 2 Ship
; R03 Enemy 3 Ship
; R04 Enterprise Ship
; R05 Hit to sheild during attack
; R06 Enterprise Sheild Energy
; R07 Seed for random number generation
; R08 Enterprise Energy
; R09 Indirect (ship) pointer
; R10 100 Constant
; R11 TEMP    distance to attacking ship, or ships YY, or warp bearing
; R12 TEMP    warp amount, or phaser strength

;
; ROUTINES
; LBL A        START (generate ships, etc)
; LBL B        SCAN
; LBL C        WARP    (x=warp, y=bearing)
; LBL D        SHEILDS    (x=amount)
; LBL E        ATTACK (x=ship)
; LBL a        accumulate damage to enterprise
; LBL b        SHOW DAMAGE (x=ship)
; LBL c        REPAIR/DAMAGE (x=amount negative for repair), uses R09
; LBL d        Isolate cumulative damage ZZZ.QQQ value
; LBL e        SHIP DESTROYED (ship# in R09)
; LBL 00    END & DISPLAY - show Enterprise coords
; LBL 01    Use Energy (for warp uses F02, or for Shields)
; LBL 02    Get ships (R09) bearing (Y) and distance (X) from ent
; LBL 03    Sub for attack: reduce hit amount by sheild amt
; LBL 04    local to LBL 01
; LBL 05    local to LBL B
; LBL 06    local to LBL B
; LBL 07    Separate XX.YY into x=YY and y=XX
; LBL 08    RANDOM - return next random number
; LBL 09    local to A
; LBL 10    display damage
; LBL 11    Ship X is dead
;
;--------------------------------------------------
LBL "ST67"
LBL A        ; START: Set seed, and generate ships
FIX 02
STO 07        ; Store Seed
2 E4
STO 08        ; Set starting energy to 20000 units
E2
STO 10        ; Save 100 as constant (byte savings)
4
STO 09        ; start with Enterprise to generate positions
/
STO 00        ; sensor range (25) as a constant
0
STO 05        ; Set damage to zero
STO 06        ; Set shields to zero
LBL 09        ; LOOP: generate ship positions
XEQ 08        ; Get random number
RCL 10        
*
RND            ; requires fix 02 - otherwise, numbers are in damage position
STO IND 09    ; Store ship position
DSE 09        ;
GTO 09        ; NEXT ship
;--------------------------------------------------
LBL 00        ; END DISPLAY; show Enterprise coords
FIX 02
"POS="
ARCL 04
PROMPT
;--------------------------------------------------
LBL 08        ; Get next random number
RCL 07
ATAN
FRC
STO 07
RTN
;--------------------------------------------------
LBL B        ; SCAN:
3            ; Starting enemy ship
STO 09
LBL 06        ; LOOP: enemy ships
XEQ 02        ; get ships distance and bearing
X<0?        ; distance < 0
GTO 05        ; YES - ship is dead, so next ship
RCL 00        ; sensor range
X<=Y?        ; Is it within sensor range?
GTO 05        ; NO - next ship
RDN            ; YES
CLA
FIX 0
CF 29
ARCL 09        ; ship #
>": d"
ARCL X        ; distance
>" \0D"        ; angle sign
ARCL Y        ; bearing
AVIEW
PSE
PSE
FIX 2
SF 29
XEQ 08        ; Get random number (between 0 and 1)
LASTX        ; atan of that random number (between 0 and 45)
ST+ 05        ; random hit on enterprise for each in range ship
LBL 05
DSE 09
GTO 06        ; NEXT enemy ship
XEQ a        ; accumulate total damage to enterprise
GTO 00        ; Display Enterprise coords, STOP
;--------------------------------------------------
LBL 07        ; Separate XX.YY into XX and YY
INT
LASTX
FRC
RCL 10
*
INT
RTN
;--------------------------------------------------
LBL C        ; WARP: X=warp, Y=bearing
STO 12        ; requested warp
X<>Y
STO 11        ; bearing
8
RCL 10
RCL 04
XEQ d        ; Isolate ZZZ.QQQ cumulative damage
-
%            ; calc maximum warp (8*(100-Dmg))/100
RCL 12
X>Y?
X<>Y        ; use max warp
10
*            ; distance moved is 10 * warp
STO 12        ; save distance
X^2
XEQ 01        ; Use energy
RCL 11        ; bearing
RCL 12        ; distance
P-R            ; convert to rect delta
INT
ST+ 04        ; Add delta to XX
X<>Y
INT
RCL 10
/
ST+ 04        ; Add delta to YY
GTO 00        ; Display new Enterprise coords, STOP
;--------------------------------------------------
LBL 01        ; USE ENERGY (for warp or attack)
SF 02
;--------------------------------------------------
LBL D        ; SHIELDS: add X to sheilds, subtract from energy
RCL 08        ; get energy
X<>Y
X<=Y?        ; Are we out of energy?
GTO 04        ; NO
"ENERGY=0"
PROMPT        ; ALL DONE
LBL 04        ; We have enough energy, so use it
ST- 08        ; Reduce energy
FS?C 02        ; Are we warping or attacking?
RTN            ; YES, return
ST+ 06        ; NO, Add to sheilds
"SHLDS="
ARCL 06
PROMPT
;--------------------------------------------------
LBL E        ; ATTACK: X= ship #    
STO 09        ; Ship#
XEQ 02        ; Get ships bearing/dist from enterprise
X<0?        ;
GTO 11        ; Ship is already dead
STO 11        ; Save off distance
RCL 06        ; Get Enterprise Sheild amount
RCL 10        ; Constant 100
RCL IND 09    ; Ship value
XEQ d        ; Isolate cumulative damage (ship) ZZZ.QQQ
-            ; 100-cum damage
XEQ 08        ; get random number
*            ;
X>Y?        ; Is hit greater than enterprise shields?
XEQ 03        ; reduce energy by hit, and then reduce hit by shields
ST- 06        ; hit on Enterprise shields
STO 05        ; save hit on our shields for later (lbl a)
"SHLDS="
ARCL 06
AVIEW
PSE
PSE
"PWR?"
PROMPT
STO 12        ; save phaser strength to temp
RCL 00
2
/            ; half sensor range 
RCL 11        ; distance to ship
X>Y?        ; if distance greater than half sensor, stop
GTO 00        ; Display Enterprise coords, STOP
X^2            ; square of distance
RCL 12        ; phaser strength
*
XEQ 01        ; Use energy
XEQ 08        ; get random number
RCL 10        ; 100 constant
*
RCL 11        ; distance
SQRT
/
XEQ c        ; damage ship
XEQ a        ; damage enterprise
GTO 00        ; Display Enterprise coords, STOP
;--------------------------------------------------
LBL 03        ; Here, hit is > sheilds, so reduce hit by shields
XEQ 01        ; Reduce energy by hit amount
R^            ; x=shields, y=hit
-            ; reduce hit by shield amount (hit=hit-shields)
SF 03        ; indicate shields didn't hold (tested later in lbl a)
RTN
;--------------------------------------------------
LBL 02        ; Get ships (R09) bearing and distance from ent
RCL IND 09    ; enemy ship
X<0?        ; is ship dead
RTN            ; YES: return a negative distance
XEQ 07        ; Separate XX and YY
STO 11        ; save ships YY for later
RDN
RCL 04        ; enterprise coords
XEQ 07        ; separate XX and YY
RCL 11        ; Ships YY
X<>Y        ; 
-            ; gives YY diff
RDN            ; 
-            ; gives XX diff
RCL Z        ; x=YYdiff, y=XXdiff
X<>Y        ; x=XXdiff, y=YYdiff
R-P            ; Distance/Bearing between two ships
RTN
;--------------------------------------------------
LBL e        ; SHIP (R09) DESTROYED
RCL 09
CHS
STO IND 09
LBL 11
CLA
FIX 0
CF 29
ARCL 09
>": IS DEAD"
FIX 2
SF 29
PROMPT
;--------------------------------------------------
LBL b        ; DISPLAY CUMULATIVE DAMAGE: X = ship#
STO 09
RCL IND 09    ; Get XX.YYZZZQQQ
XEQ d
XEQ 10
RTN
;--------------------------------------------------
LBL d        ; Isolate cumulative damage value
RCL 10
*            
FRC            ; shift off coords
E3            
*            ; GET ZZZ.QQQ
RTN
;--------------------------------------------------
LBL a        ; HIT on enterprise
RCL 05        ; sheild hit
X=0?
RTN
ST- 05        ; zero out R05
4
STO 09        ; Select Enterprise for damage
FS?C 03        ; Did sheilds fail
1/X            ; yes, so multiply hit by 4
/            ; else divide by 4
;--------------------------------------------------
LBL c        ; (+)DAMAGE/(-)REPAIR: ship# in R09, X=amount
XEQ 10
PSE
PSE
RCL IND 09
XEQ d        ; Get cumulative damage
+
RCL 10        ; max damage (100)
X<=Y?        
GTO e        ; ship destroyed
RDN
E5
/
RCL IND 09
FIX 2
RND            ; Clear out old damage
+            ; add in new total
STO IND 09    ; save back to ship
RTN
;--------------------------------------------------
LBL 10        ; display damage ship (R09), x=damage
CLA
FIX 0
CF 29
ARCL 09
>": DMG="
SF 29
FIX 2
ARCL X
AVIEW

TicTacToe
TTT

Code:
 01 LBL "TTT"
 02 LBL A
 03 CLX
 04 STO 00
 05 STO 01
 06 SF 05
 07 SF 27
 08 2
 09 LBL 13
 10 STO 02
 11 1
 12 ST+ 00
 13 XEQ 10
 14 LBL C
 15  E6
 16 XEQ 11
 17  E3
 18 XEQ 11
 19 1
 20 XEQ 11
 21 ADV
 22 RCL 02
 23 RCL 01
 24 +
 25 FIX 09
 26 CLD
 27 STOP
 28 LBL B
 29 STO 02
 30 2
 31 XEQ 10
 32 FS?C 05
 33 GTO 12
 34 RCL 02
 35 XEQ 14
 36 X=Y?
 37 XEQ 14
 38 GTO 13
 39 LBL 12
 40 XEQ IND 02
 41 STO 03
 42 XEQ 14
 43 GTO 13
 44 LBL 14
 45 RCL 03
 46 FRC
 47 10
 48 *
 49 STO 03
 50 INT
 51 RTN
 52 LBL 10
 53 RCL 02
 54 10^X
 55 /
 56 ST+ 01
 57 RTN
 58 LBL 11
 59 FIX 03
 60 RCL 01
 61 *
 62 FRC
 63 RCL 00
 64 +
 65 CLD
 66 VIEW X
 67 PSE
 68 RTN
 69 LBL 01
 70 .5873649
 71 RTN
 72 LBL 03
 73 .5891467
 74 RTN
 75 LBL 04
 76 .13598
 77 RTN
 78 LBL 05
 79 .1374698
 80 RTN
 81 LBL 06
 82 .31578
 83 RTN
 84 LBL 07
 85 .13589
 86 RTN
 87 LBL 08
 88 .3175964
 89 RTN
 90 LBL 09
 91 .31587
 92 END

Artilery
Artilery

Code:
 01 LBL "ARTL"
 02 LBL a
 03 DEG
 04 FIX 02
 05 SF 27
 06 PI
 07 "SEED?"
 08 PROMPT
 09 STO 00
 10 500
 11 STO 08
 12 3
 13 STO 09
 14  E2
 15 STO 10
 16 CLST
 17 RTN
 18 LBL A
 19 ADV
 20 CLX
 21 STO 05
 22 5 E3
 23 ENTER
 24 XEQ 00
 25 +
 26 360
 27 XEQ 00
 28 STO 07
 29 R^
 30 P-R
 31 STO 01
 32 X<>Y
 33 STO 02
 34 45
 35 ST/ 07
 36 RCL 07
 37 FIX 00
 38 RND
 39 *
 40 RTN
 41 LBL C
 42 RCL 02
 43 RCL 01
 44 R-P
 45  E4
 46 /
 47 X<>Y
 48 360
 49 MOD
 50 FIX 00
 51 RND
 52 +
 53 FIX 04
 54 RTN
 55 LBL b
 56 STO 08
 57 RTN
 58 LBL c
 59 STO 09
 60 RTN
 61 LBL d
 62 STO 10
 63 RTN
 64 LBL E
 65 ISG 05
 66 DEG
 67 FIX 01
 68 "BRNG: "
 69 ARCL Y
 70 AVIEW
 71 PSE
 72 "ELEV: "
 73 ARCL X
 74 AVIEW
 75 PSE
 76 CLD
 77 ENTER
 78 +
 79 SIN
 80  E4
 81 *
 82 P-R
 83 STO 03
 84 X<>Y
 85 STO 04
 86 RCL 01
 87 XEQ 01
 88 STO 01
 89 RCL 02
 90 XEQ 01
 91 STO 02
 92 CHS
 93 RCL 04
 94 +
 95 RCL 03
 96 RCL 01
 97 -
 98 R-P
 99 STO 06
100 RCL 10
101 X<>Y
102 X>Y?
103 GTO 07
104 "*KILL*"
105 AVIEW
106 PSE
107 PSE
108 FIX 01
109 "DIST: "
110 ARCL X
111 AVIEW
112 ADV
113 RTN
114 LBL 01
115 RCL 08
116 XEQ 00
117 R^
118 SIGN
119 *
120 -
121 RTN
122 LBL 07
123 RDN
124 RDN
125 RCL 02
126 RCL 01
127 R-P
128 500
129 X>Y?
130 GTO 08
131 RDN
132 RDN
133 -
134 30
135 /
136 4
137 RCL 09
138 -
139 XEQ 09
140 LBL 05
141 12
142 MOD
143 FIX 00
144 RND
145 STO 07
146 RCL 06
147 .2
148 ENTER
149 4
150 RCL 09
151 -
152 *
153 *
154 X=0?
155 GTO 03
156 XEQ 09
157 RCL 10
158 LBL 03
159 X<=Y?
160 X<>Y
161  E4
162 /
163 FIX 03
164 RND
165 RCL 07
166 +
167 FIX 04
168 VIEW X
169 ADV
170 RTN
171 LBL 08
172 X<>Y
173 "TARGET CLOSE"
174 AVIEW
175 PSE
176 PSE
177 "+DESTROYED+"
178 AVIEW
179 ADV
180 RTN
181 LBL 09
182 -
183 LASTX
184 ENTER
185 +
186 XEQ 00
187 +
188 RTN
189 LBL 00
190 RCL 00
191 PI
192 +
193 X^2
194 FRC
195 STO 00
196 *
197 END

JiveTurkey
JT

Code:
 01 LBL "JT"
 02 FIX 00
 03 SF 27
 04 "JIVE TURKEY"
 05 PROMPT
 06 LBL A
 07 STO 03
 08 STO 00
 09 ST- 00
 10 RTN
 11 LBL B
 12 STO 02
 13 XEQ 01
 14 STO 01
 15 LBL D
 16 RCL 00
 17 RTN
 18 LBL C
 19 ISG 00
 20 ENTER
 21 RCL 01
 22 X=Y?
 23 GTO D
 24 -
 25 SIGN
 26 XEQ 01
 27 -
 28 SIGN
 29 *
 30 RTN
 31 LBL 01
 32 RCL 03
 33 RCL 02
 34 PI
 35 +
 36 X^2
 37 FRC
 38 STO 02
 39  E2
 40 *
 41 INT
 42 END

Lander
Lander

Code:
 01 LBL "ML"
 02 FIX 04
 03 SF 27
 04 "MOON LANDER"
 05 PROMPT
 06 LBL A
 07 500
 08 STO 01
 09 -50
 10 STO 02
 11 60
 12 STO 03
 13 LBL 09
 14 RCL 01
 15 1 E4
 16 /
 17 RCL 02
 18 ABS
 19 +
 20 RCL 02
 21 SIGN
 22 *
 23 FIX 04
 24 PSE
 25 PSE
 26 FIX 00
 27 RCL 03
 28 PSE
 29 3
 30 PSE
 31 2
 32 PSE
 33 1
 34 PSE
 35 0
 36 PSE
 37 LBL 05
 38 RCL 03
 39 X<>Y
 40 X>Y?
 41 GTO 02
 42 ST- 03
 43 2
 44 *
 45 5
 46 -
 47 STO 04
 48 2
 49 /
 50 RCL 01
 51 +
 52 RCL 02
 53 +
 54 RCL 04
 55 ST+ 02
 56 RDN
 57 STO 01
 58 INT
 59 X>0?
 60 GTO 09
 61 LBL 03
 62 FIX 00
 63 RCL 02
 64 LBL 04
 65 PSE
 66 GTO 04
 67 LBL 02
 68 RCL 03
 69 2.5
 70 -
 71 ST+ 01
 72 2
 73 *
 74 ST+ 02
 75 RCL 01
 76 10
 77 *
 78 RCL 02
 79 X^2
 80 +
 81 SQRT
 82 CHS
 83 GTO 04
 84 LBL B
 85 5
 86 ST- 03
 87 0
 88 GTO 05
 89 END

One Arm Bandit
OAB

Code:
 01 LBL "OB"
 02 SF 27
 03 FIX 02
 04 "BANDIT"
 05 PROMPT
 06 LBL E
 07 FIX 09
 08 RCL 00
 09 X=0?
 10 RTN
 11 FIX 00
 12 1
 13 ST- 00
 14 RCL 05
 15 FS?C 01
 16 GTO 04
 17 XEQ 02
 18 RCL 04
 19 X^2
 20 *
 21 LBL 04
 22 STO 05
 23 STO 03
 24 RCL 06
 25 FS?C 02
 26 GTO 05
 27 XEQ 02
 28 RCL 04
 29 *
 30 LBL 05
 31 STO 06
 32 ST+ 03
 33 RCL 07
 34 FC?C 03
 35 XEQ 02
 36 STO 07
 37 ST+ 03
 38 RCL 03
 39 FC?C 00
 40 RTN
 41 PSE
 42 RCL 04
 43 X^2
 44 /
 45 FRC
 46 .11
 47 /
 48 FRC
 49 X#0?
 50 GTO 09
 51 LASTX
 52 ST+ 00
 53 RCL 03
 54 111
 55 /
 56 FRC
 57 X#0?
 58 GTO 01
 59 LASTX
 60 ST+ 00
 61 GTO 01
 62 LBL 09
 63 RCL 03
 64 123
 65 /
 66 FRC
 67 X#0?
 68 GTO 01
 69 LASTX
 70 4
 71 *
 72 ST+ 00
 73 LBL 01
 74 RCL 00
 75 CHS
 76 RTN
 77 LBL A
 78 SF 00
 79 SF 01
 80 RTN
 81 LBL B
 82 SF 00
 83 SF 02
 84 RTN
 85 LBL c
 86 SF 01
 87 SF 02
 88 LBL C
 89 SF 00
 90 SF 03
 91 RTN
 92 LBL 02
 93 RCL 01
 94 PI
 95 +
 96 X^2
 97 FRC
 98 STO 01
 99 9
100 *
101 INT
102 1
103 +
104 RTN
105 LBL D
106 ST- 02
107 4
108 *
109 INT
110 ST+ 00
111 RCL 00
112 CHS
113 FIX 00
114 RTN
115 LBL d
116 RCL 00
117 4
118 /
119 RCL 02
120 +
121 FIX 02
122 RTN
123 LBL e
124 STO 01
125 10
126 STO 04
127 CLX
128 STO 00
129 STO 02
130 LBL b
131 CF 00
132 CF 01
133 CF 02
134 CF 03
135 END

Chess
Chess

Note: Line 244 below should be deleted before being put into a rom

Code:
 01 LBL "CH" 
 02 FIX 01 
 03 CF 02 
 04 SF 27 
 05 XEQ 14 
 06 "CHESS" 
 07 PROMPT 
 08 LBL A 
 09 FIX 01 
 10 0 
 11 STO 25 
 12 RCL 00 
 13 XEQ 02 
 14 RCL 01 
 15 XEQ 07 
 16 INT 
 17 6 
 18 X=Y? 
 19 GTO C 
 20 RCL 02 
 21 XEQ 07 
 22 FRC 
 23 RCL 24 
 24 X=Y? 
 25 GTO D 
 26 RCL 03 
 27 XEQ 02 
 28 26 
 29 X!=Y? 
 30 GTO 00 
 31 RCL 04 
 32 LBL 08 
 33 XEQ 02 
 34 RCL 05 
 35 LBL 09 
 36 CHS 
 37 FIX 09 
 38 ISG 25 
 39 ENTER 
 40 RCL 25 
 41  E7 
 42 / 
 43 - 
 44 RTN 
 45 LBL 00 
 46 XEQ 06 
 47 X!=Y? 
 48 GTO 00 
 49 RCL 06 
 50 XEQ 02 
 51 GTO 05 
 52 LBL 00 
 53 XEQ 06 
 54 X!=Y? 
 55 GTO 00 
 56 RCL 06 
 57 CHS 
 58 XEQ 02 
 59 56 
 60 X!=Y? 
 61 GTO 05 
 62 RCL 08 
 63 GTO 09 
 64 LBL 00 
 65 XEQ 06 
 66 X!=Y? 
 67 GTO 00 
 68 RCL 10 
 69 XEQ 02 
 70 LBL 04 
 71 RCL 04 
 72 GTO 09 
 73 LBL 00 
 74 RDN 
 75 15 
 76 X!=Y? 
 77 GTO 00 
 78 RCL 11 
 79 GTO 08 
 80 LBL 00 
 81 RCL 12 
 82 GTO 08 
 83 LBL D 
 84 RCL 13 
 85 XEQ 02 
 86 18 
 87 X!=Y? 
 88 GTO 00 
 89 RCL 09 
 90 CHS 
 91 GTO 03 
 92 LBL 00 
 93 XEQ 06 
 94 X!=Y? 
 95 GTO 00 
 96 RCL 15 
 97 GTO 03 
 98 LBL 00 
 99 XEQ 06 
100 X!=Y? 
101 GTO 04 
102 RCL 09 
103 XEQ 02 
104 28 
105 X!=Y? 
106 GTO 04 
107 RCL 02 
108 GTO 09 
109 LBL C 
110 RCL 04 
111 XEQ 07 
112 FRC 
113 RCL 24 
114 X=Y? 
115 GTO B 
116 RCL 03 
117 XEQ 02 
118 66 
119 X!=Y? 
120 GTO 00 
121 RCL 16 
122 XEQ 02 
123 LBL 05 
124 RCL 07 
125 GTO 09 
126 LBL 00 
127 XEQ 06 
128 X!=Y? 
129 GTO 00 
130 RCL 17 
131 GTO 08 
132 LBL 00 
133 RDN 
134 X>0? 
135 GTO 00 
136 RCL 19 
137 GTO 09 
138 LBL 00 
139 RCL 18 
140 GTO 08 
141 LBL B 
142 RCL 20 
143 XEQ 02 
144 68 
145 X!=Y? 
146 GTO 00 
147 RCL 21 
148 GTO 03 
149 LBL 00 
150 XEQ 06 
151 X!=Y? 
152 GTO 00 
153 RCL 22 
154 CHS 
155 XEQ 02 
156 68 
157 X=Y? 
158 GTO 05 
159 RCL 21 
160 GTO 09 
161 LBL 00 
162 RCL 21 
163 CHS 
164 LBL 03 
165 XEQ 02 
166 RCL 02 
167 GTO 09 
168 LBL 06 
169 RCL 23 
170 + 
171 RTN 
172 LBL 07 
173 XEQ 02 
174 RCL 23 
175 / 
176 RTN 
177 LBL 02 
178 X<0? 
179 SF 02 
180 ABS 
181 ISG 25 
182 ENTER 
183 RCL 25 
184 RCL 23 
185 / 
186 + 
187 FS?C 02 
188 CHS 
189 STOP 
190 RTN 
191 LBL 14 
192 164 
193 STO 00 
194 524 
195 STO 01 
196 527 
197 STO 02 
198 154 
199 STO 03 
200 557 
201 STO 04 
202 525 
203 STO 05 
204 3634 
205 STO 06 
206 537 
207 STO 07 
208 155 
209 STO 08 
210 336 
211 STO 09 
212 3525 
213 STO 10 
214 5527 
215 STO 11 
216 565 
217 STO 12 
218 325 
219 STO 13 
220 0 
221 STO 14 
222 346 
223 STO 15 
224 3534 
225 STO 16 
226 567 
227 STO 17 
228 5627 
229 STO 18 
230 353 
231 STO 19 
232 1523 
233 STO 20 
234 322 
235 STO 21 
236 334 
237 STO 22 
238 10 
239 STO 23 
240 .8 
241 STO 24 
242 0 
243 STO 25 
244 RTN 
245 END

BlackJack
BJack

Note: Line 231 below should be deleted before being put into a rom

Code:
 01 LBL "BJ" 
 02 CF 00 
 03 CF 01 
 04 CF 02 
 05 SF 27 
 06 FIX 00 
 07 "BLACKJACK" 
 08 PROMPT 
 09 LBL A 
 10 RCL 08 
 11 ABS 
 12 STO 08 
 13 9 
 14 STO 25 
 15 CF 00 
 16 CF 01 
 17 XEQ 00 
 18 ISG 25 
 19 ENTER 
 20 STO IND 25 
 21 STO 00 
 22 STO 02 
 23 FS?C 22 
 24 SF 00 
 25 XEQ 00 
 26 STO 04 
 27 STO 06 
 28 FS?C 02 
 29 SF 01 
 30 XEQ 00 
 31 ISG 25 
 32 ENTER 
 33 STO IND 25 
 34 STO 01 
 35 ST+ 02 
 36 FS?C 02 
 37 SF 00 
 38 XEQ 00 
 39 STO 05 
 40 ST+ 06 
 41 FS?C 02 
 42 SF 01 
 43 RCL 06 
 44 FS? 01 
 45 XEQ 07 
 46 STO 07 
 47 X=Y? 
 48 SF 02 
 49 FIX 00 
 50 RCL 00 
 51 PSE 
 52 RCL 01 
 53 PSE 
 54 RCL 02 
 55 VIEW X 
 56 PSE 
 57 PSE 
 58 PSE 
 59 CLD 
 60 RCL 04 
 61 CHS 
 62 FS?C 02 
 63 FS?C 02 
 64 RTN 
 65 PSE 
 66 GTO C 
 67 LBL 00 
 68 10 
 69 RCL 24 
 70 PI 
 71 - 
 72 X^2 
 73 FRC 
 74 STO 24 
 75 13 
 76 * 
 77 INT 
 78 X=0? 
 79 SF 02 
 80 1 
 81 + 
 82 X>Y? 
 83 RDN 
 84 RTN 
 85 LBL B 
 86 XEQ 00 
 87 ISG 25 
 88 ENTER 
 89 STO IND 25 
 90 STO 00 
 91 ST+ 02 
 92 FS?C 02 
 93 SF 00 
 94 21 
 95 RCL 02 
 96 X>Y? 
 97 GTO 02 
 98 FIX 00 
 99 RCL 00 
100 PSE 
101 LBL 01 
102 RCL 02 
103 VIEW X 
104 PSE 
105 PSE 
106 PSE 
107 CLD 
108 RTN 
109 LBL 02 
110 CHS 
111 STO 07 
112 RCL 00 
113 CHS 
114 STO 05 
115 GTO 05 
116 LBL C 
117 RCL 02 
118 FS? 00 
119 XEQ 07 
120 STO 03 
121 LBL 03 
122 RCL 06 
123 FS? 01 
124 XEQ 07 
125 STO 07 
126 17 
127 X<=Y? 
128 GTO 04 
129 RCL 05 
130 CHS 
131 PSE 
132 RCL 06 
133 CHS 
134 VIEW X 
135 PSE 
136 PSE 
137 PSE 
138 CLD 
139 XEQ 00 
140 FS?C 02 
141 SF 01 
142 STO 05 
143 RCL 06 
144 + 
145 STO 06 
146 STO 07 
147 22 
148 X<=Y? 
149 GTO 06 
150 GTO 03 
151 LBL 04 
152 RCL 07 
153 RCL 03 
154 X=Y? 
155 SF 02 
156 X>Y? 
157 GTO 06 
158 LBL 05 
159 RCL 08 
160 CHS 
161 STO 08 
162 LBL 06 
163 FIX 00 
164 RCL 05 
165 CHS 
166 PSE 
167 RCL 07 
168 CHS 
169 VIEW X 
170 PSE 
171 PSE 
172 PSE 
173 CLD 
174 FIX 02 
175 RCL 08 
176 FS?C 02 
177 CLX 
178 ST+ 09 
179 RTN 
180 LBL 07 
181 21 
182 X<>Y 
183 10 
184 + 
185 X<=Y? 
186 RTN 
187 LASTX 
188 - 
189 RTN 
190 LBL a 
191 FIX 00 
192 9 
193 X<> 25 
194 STO 23 
195 LBL 08 
196 RCL 23 
197 RCL 25 
198 X=Y? 
199 GTO 01 
200 ISG 25 
201 ENTER 
202 RCL IND 25 
203 PSE 
204 GTO 08 
205 LBL b 
206 PI 
207 + 
208 STO 24 
209 GTO b 
210 LBL d 
211 RCL 08 
212 ABS 
213 LBL D 
214 FIX 02 
215 RND 
216 LASTX 
217 X!=Y? 
218 GTO c 
219 X<0? 
220 GTO c 
221 X=0? 
222 GTO c 
223 STO 08 
224 RTN 
225 LBL e 
226 CLX 
227 STO 09 
228 LBL E 
229 FIX 02 
230 RCL 09 
231 RTN 
232 END
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10-18-2016, 11:39 PM
Post: #94
RE: Raw files for these HP 67 program listings ?
(10-18-2016 06:47 PM)Gene Wrote:  And these are the completed versions we have toward the 67 games rom!

How much rom room do these take? What's left that could fit into the rest of the 4K space (or 8K space if we are already over 4k) ?

Including the usual ROM overhead, they take up 2905 words, so there is plenty of space for more.

But the Black Jack contains 'GTO c', which does not exist. Such tricks does not seem to work in ROM. I think you need to replace it with something else that produces an error.

Håkan
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10-19-2016, 05:36 AM (This post was last modified: 10-19-2016 05:37 AM by Ángel Martin.)
Post: #95
RE: Raw files for these HP 67 program listings ?
(10-18-2016 11:39 PM)hth Wrote:  But the Black Jack contains 'GTO c', which does not exist. Such tricks does not seem to work in ROM. I think you need to replace it with something else that produces an error.

I fail to see a problem there, it'll work just fine as long as there's a LBL c - won't it? Or if what you're trying is to produce an error then omit the LBL c and that'll do it...

"To live or die by your own sword one must first learn to wield it aptly."
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10-19-2016, 06:08 AM
Post: #96
RE: Raw files for these HP 67 program listings ?
(10-19-2016 05:36 AM)Ángel Martin Wrote:  
(10-18-2016 11:39 PM)hth Wrote:  But the Black Jack contains 'GTO c', which does not exist. Such tricks does not seem to work in ROM. I think you need to replace it with something else that produces an error.

I fail to see a problem there, it'll work just fine as long as there's a LBL c - won't it? Or if what you're trying is to produce an error then omit the LBL c and that'll do it...

I was not clear. There are three GTO c in the program, but no matching LBL c.

The intention is (probably) to generate an error, but that does not seem to work if the program is in ROM. SF 99 might be a better choice (it is also 1 word shorter).

I tried to generate out 0 as (long) branch offset and it jumped to the next line. After looking at the source code of the HP-41, it seems to trust that the offset (for a long branch) is a properly compiled offset.

Håkan
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10-19-2016, 12:09 PM
Post: #97
RE: Raw files for these HP 67 program listings ?
The program's original intent was to generate an error with those GTO c instructions.

A replacement with anything that causes an error stop condition would be what it wants there per the original author's program.
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