Adventureland
Pirate Adventure
Mission Impossible
Voodoo Castle
The Count
Strange Odyssey
Mystery Fun House
Pyramid of Doom
Ghost Town
Savage Island, Part I
Savage Island, Part II
The Golden Voyage
Thanks :)
acadiel wrote in message
<395dc177-74c9-4dc9...@q30g2000yqd.googlegroups.com>...
You can find the .dat files (datafiles) here:
http://www.ifarchive.org/indexes/if-archiveXscott-adams.html
They can be played with the ScottFree interpreter, usuable for a lot of
systems ... but CP/M or Z80? Not sure!
Bye, Katzy.
If an original Zork II or Zork III can't use the data files, may be John
Elliott's ZXZVM ( http://www.seasip.demon.co.uk/ZX/zxzvm.html ) can be
used, source is available. These adventures were Z-Code based and can be
run with any Z-Machine.
You have to use the Z-Code data files from
http://www.ifarchive.org/indexes/if-archiveXscott-adamsXgamesXzcode.html
Regards
Peter
The Scott Adams adventures were not Z-Code.
-uso.
I did find the Z-Machine files (V5) here:
http://www.ifarchive.org/indexes/if-archiveXscott-adamsXgamesXzcode.html
ZXZVM suports these V5 Z-Machine files, however, it didn't work. Said
something about "This program requires an Amstrac PCW" when run. Did
the same thing under Z80MU...
I'm gradually getting there...still looking or suggestions though :)
Thanks!
I recall having several of them for CP/M in the early 80's. Let me see
if they are still in my catalog. Scott Adams released them to public
domain, right? If so I'll send them to the UCA should they turn up.
Amardeep
I recall having several of them for CP/M in the early 80's. Let me see
Amardeep S Chana wrote in message ...
His website (www.msadams.com) says:
The Scott Adams original text Adventure games
are still copyrighted by Scott Adams
and are not Public Domain.
They may be downloaded and enjoyed though.
What is UCA?
Bye, Katzy.
I'd love to have the ones that he released that came on the 8" disk
with the CP/M interpreter. That would work well on quite a few
systems, no translation needed.
- acadiel
Correct. It uses the PCW's banked memory to load the whole story file, and
if you want it to run on another CP/M system you'll have to port the
PCW-specific bits.
--
John Elliott
Thinks: This is what a nice clean life leads to. Hmm, why did I ever lead one?
-- Bluebottle, in the Goon Show
If somebody just want to run ZXZVM on a modern PC, this would be easily
possible by using an Amstrad PCW emulator.
Because you provided also the source code, it would be (easily, too)
possible to port it to an other CP/M 3.0 system (with banked memory).
But I am not sure why banked memory is necessary - the memory
usage/consumption is so extreme that banked memory is "mandatory" ?
Z-machine storyfiles can require up to 64k of RAM to hold their local
variables. Since I originally wrote ZXZVM for a non-CP/M computer that had
64k of banked memory, I just decided to give all storyfiles 64k and done
with it. Obviously, 64k + ZXZVM + CP/M doesn't fit into 64k.
Hi Katzy,
I was just too lazy to type 'Unofficial Commercial CP/M Archive'. By
the way, I found my CP/M adventure disks and it turns out my memory was
flawed. They are the Infocom programs not the Scott Adams. The
confusion arose because I had them for the TRS-80.
Regards,
Amardeep
Amardeep S Chana wrote in message ...
Thanks for the explanation ...;) Spoken about the TRS-80 you can add the Scott
Adams ones to your collection, I think. Take a look at the TRS. zip file
here:
http://ifarchive.org/indexes/if-archiveXgamesXtrs80.html
Seems inclusive an emulator.
Bye, Katzy.
> Z-machine storyfiles can require up to 64k of RAM to hold their local
> variables. Since I originally wrote ZXZVM for a non-CP/M computer that had
> 64k of banked memory, I just decided to give all storyfiles 64k and done
> with it. Obviously, 64k + ZXZVM + CP/M doesn't fit into 64k.
John,
What kind of memory overhead is needed for ZXZVM? The files I'm
looking at are Z5 Scott Adams files. Most are 24K, and Adventureland
is the only large one; 42K.
Since I'm not a coder (never was, always a sysadmin), what would it
take to compile ZXZVM for a 64K CP/M 2.2 system, with the knowledge
that the files need to be below xy size in order to work with the
custom compilation? I could very easily test it under Z80EMU, or even
on the Epson PX-8, as these both are pretty equivalent systems memory-
wise/version-wise.
Thanks :)
The PCW version is about 18k of code, some of which could be removed
because it consists of optional bitmap fonts. However, if you chck out the
memory map at <http://www.seasip.info/ZX/zxzvmport.html>, you'll see that it
makes very inefficient use of the TPA; basically, memory from 2000h-6FFFh is
unused save for 128 bytes at 4000h. This could be improved by assembling
the interpreter module to run at 2000h rather than 7000h.
: Since I'm not a coder (never was, always a sysadmin), what would it
: take to compile ZXZVM for a 64K CP/M 2.2 system, with the knowledge
: that the files need to be below xy size in order to work with the
: custom compilation? I could very easily test it under Z80EMU, or even
: on the Epson PX-8, as these both are pretty equivalent systems memory-
: wise/version-wise.
Not easy, as you'd need to remove all the PCW-specific bits from the PCW
I/O module.
Thanks! Lots of goodies in that archive.
Thanks.
I have the original Infocom CP/M 2.2 interpreter that can playback
Z-Machine *.z3 file. I have 25 Infocom adventures running on my
MicroBee and ubee512 Microbee Windows emulator. Is that whay your
looking for?
I'd love one that can playback .z5 files in CP/M 2.2 also.
If someone can somehow port ZXZVM to straight CP/M, that would do the
trick.
--
David Griffith
davidmy...@acm.org <--- Put my last name where it belongs
>> I'd love one that can playback .z5 files in CP/M 2.2 also.
>
> If someone can somehow port ZXZVM to straight CP/M, that would do the
> trick.
side note, there's much more codebase from where to start, and we have
now available many CP/M C compilers available:
http://www.ifarchive.org/indexes/if-archiveXinfocomXinterpreters.html
for sure, the earliest 'terp (early '90s vintage) should be the least
problematic (the main problem I suspect is implementing a working status
line w/o redrawing the entire screen)
> http://www.ifarchive.org/indexes/if-archiveXinfocomXinterpreters.html
Thanks for reminding me. I'll have to see what happens with Dumb Frotz.
One of the big things that needs to be tackled is how to swap zcode in
and out of limited memory. Frotz just assumes it can suck the whole
zcode file into memory. I'm pretty sure the other terps operate
similarly.
Except possibly ITF. Pretty sure that banks. And the C64 Z5 interp could
handle limited RAM better than the other interps which required 128K.
-uso.
That'll work. I need to see if I can find the Scott Adams adventures
in .z3 format now. :-)
I had a friend who had them on an 8" floppy (the actual Scott Adams
distribution and interpreter for CP/M), and moved him to his Amiga
under an emulator, but he hasn't been able to find them.
Thanks!
Doing a google search for starcross.17-821021.z3 might find a few :)
cm
cm
on this type of info, you surely will be really delighted of "The Inform
fact sheet" ;)
> http://www.ifarchive.org/indexes/if-archiveXinfocomXinfo.html
Of course, I have pointed to the archive directory, because of all these
sundry & nifty items to be added to your inventory in this location ;)
obviously I recommend a >take all ;) :D
Best regards from Italy.
dott. Piergiorgio.