This chapter includes short instructions for most included 'homebrew' st2 files, in some cases more complete instructions can be found in the game folder. These instructions need 'Auto Arcade Key Definition' selected which is the default setting. For more details about arcade keys see chapter Auto and Arcade Key Definition.
Definitions below assume you are using a numeric keypad and have selected menu item 'Settings / Use Numeric Keypad'. If this option is not selected correct key is indicated in (). Note that for player B keys W, A, S, Z for directions and TAB for fire will work both with and without the 'Use Numeric Keypad' setting selected.
Freeware game developed by Paul Robson.
Keys definition:
5: start level
Arrow up: move
Arrow left: left
Arrow right: right
Space: fire
Freeware game developed by Paul Robson.
Keys definition:
5: Start level
Arrow keys: Move in 8 directions (pressing two arrow key simultaneously will move diagonal).
Space (and arrow key): Fire in walking direction
Developed by Lee Romanow.
To start press:
3: Novice
4: Standard
5: Advanced
6: Expert
To move up, left or right use the arrow keys.
This is a version of the Atari 2600 game "Combat" for 2 players designed by Paul Robson. This game has 256 different game types (well probably about 80 or so, some of them are duplicates).
Options include a tank or plane game, slow or fast missiles, short and long range missiles and various playing areas. And some weird mixes.
Keys for Player A:
Arrow left: left
Arrow right: right
Arrow up: Forward or speed up on plane variation
Arrow down: backward or speed down plane variation
Space: fire
Keys for Player B:
Numpad 4 (A): left
Numpad 6 (S): right
Numpad 8 (W): Forward or speed up on plane variation
Numpad 2 (Z): down: backward or speed down plane variation
Numpad 0 (TAB): fire
Starting:
The game will display G? in the middle of the screen. Enter the code of the game you want to play (using keys 0 to 9). After giving the game code press Numpad 0 (TAB) to start the game.
The winner is the first person to score 9 hits. Collision with everything is fatal.
A complete list of levels is shown below. Here is how to work out your level. Start with zero. Then.....
- add 128 for the plane game (otherwise tank game)
- add 64 for long range missiles (otherwise short range)
- add 32 for slow missiles (otherwise fast missiles)
- add 16 for a border around the screen
- add 8 for the tank defences
- add 4 for both the defences and the in game barriers
- add 2 for balloons
- add 1 for mines
Note, for the last four only the first named option will work; you cannot have balloons *and* mines (at the moment).
Here are the levels the game supports:
Game 0 : Tank :Short range Fast missiles.
Game 1 : Tank :Short range Fast missiles. Minefield.
Game 2 : Tank :Short range Fast missiles. Balloons.
Game 4 : Tank :Short range Fast missiles. Full Terrain.
Game 8 : Tank :Short range Fast missiles. Tank Bases.
Game 16 : Tank :Short range Fast missiles. Enclosed area.
Game 17 : Tank :Short range Fast missiles. Enclosed area. Minefield.
Game 18 : Tank :Short range Fast missiles. Enclosed area. Balloons.
Game 20 : Tank :Short range Fast missiles. Enclosed area. Full Terrain.
Game 24 : Tank :Short range Fast missiles. Enclosed area. Tank Bases.
Game 32 : Tank :Short range Slow missiles.
Game 33 : Tank :Short range Slow missiles. Minefield.
Game 34 : Tank :Short range Slow missiles. Balloons.
Game 36 : Tank :Short range Slow missiles. Full Terrain.
Game 40 : Tank :Short range Slow missiles. Tank Bases.
Game 48 : Tank :Short range Slow missiles. Enclosed area.
Game 49 : Tank :Short range Slow missiles. Enclosed area. Minefield.
Game 50 : Tank :Short range Slow missiles. Enclosed area. Balloons.
Game 52 : Tank :Short range Slow missiles. Enclosed area. Full Terrain.
Game 56 : Tank :Short range Slow missiles. Enclosed area. Tank Bases.
Game 64 : Tank :Long range Fast missiles.
Game 65 : Tank :Long range Fast missiles. Minefield.
Game 66 : Tank :Long range Fast missiles. Balloons.
Game 68 : Tank :Long range Fast missiles. Full Terrain.
Game 72 : Tank :Long range Fast missiles. Tank Bases.
Game 80 : Tank :Long range Fast missiles. Enclosed area.
Game 81 : Tank :Long range Fast missiles. Enclosed area. Minefield.
Game 82 : Tank :Long range Fast missiles. Enclosed area. Balloons.
Game 84 : Tank :Long range Fast missiles. Enclosed area. Full Terrain.
Game 88 : Tank :Long range Fast missiles. Enclosed area. Tank Bases.
Game 96 : Tank :Long range Slow missiles.
Game 97 : Tank :Long range Slow missiles. Minefield.
Game 98 : Tank :Long range Slow missiles. Balloons.
Game 100 : Tank :Long range Slow missiles. Full Terrain.
Game 104 : Tank :Long range Slow missiles. Tank Bases.
Game 112 : Tank :Long range Slow missiles. Enclosed area.
Game 113 : Tank :Long range Slow missiles. Enclosed area. Minefield.
Game 114 : Tank :Long range Slow missiles. Enclosed area. Balloons.
Game 116 : Tank :Long range Slow missiles. Enclosed area. Full Terrain.
Game 120 : Tank :Long range Slow missiles. Enclosed area. Tank Bases.
Game 128 : Plane :Short range Fast missiles.
Game 129 : Plane :Short range Fast missiles. Minefield.
Game 130 : Plane :Short range Fast missiles. Balloons.
Game 132 : Plane :Short range Fast missiles. Full Terrain.
Game 136 : Plane :Short range Fast missiles. Tank Bases.
Game 144 : Plane :Short range Fast missiles. Enclosed area.
Game 145 : Plane :Short range Fast missiles. Enclosed area. Minefield.
Game 146 : Plane :Short range Fast missiles. Enclosed area. Balloons.
Game 148 : Plane :Short range Fast missiles. Enclosed area. Full Terrain.
Game 152 : Plane :Short range Fast missiles. Enclosed area. Tank Bases.
Game 160 : Plane :Short range Slow missiles.
Game 161 : Plane :Short range Slow missiles. Minefield.
Game 162 : Plane :Short range Slow missiles. Balloons.
Game 164 : Plane :Short range Slow missiles. Full Terrain.
Game 168 : Plane :Short range Slow missiles. Tank Bases.
Game 176 : Plane :Short range Slow missiles. Enclosed area.
Game 177 : Plane :Short range Slow missiles. Enclosed area. Minefield.
Game 178 : Plane :Short range Slow missiles. Enclosed area. Balloons.
Game 180 : Plane :Short range Slow missiles. Enclosed area. Full Terrain.
Game 184 : Plane :Short range Slow missiles. Enclosed area. Tank Bases.
Game 192 : Plane :Long range Fast missiles.
Game 193 : Plane :Long range Fast missiles. Minefield.
Game 194 : Plane :Long range Fast missiles. Balloons.
Game 196 : Plane :Long range Fast missiles. Full Terrain.
Game 200 : Plane :Long range Fast missiles. Tank Bases.
Game 208 : Plane :Long range Fast missiles. Enclosed area.
Game 209 : Plane :Long range Fast missiles. Enclosed area. Minefield.
Game 210 : Plane :Long range Fast missiles. Enclosed area. Balloons.
Game 212 : Plane :Long range Fast missiles. Enclosed area. Full Terrain.
Game 216 : Plane :Long range Fast missiles. Enclosed area. Tank Bases.
Game 224 : Plane :Long range Slow missiles.
Game 225 : Plane :Long range Slow missiles. Minefield.
Game 226 : Plane :Long range Slow missiles. Balloons.
Game 228 : Plane :Long range Slow missiles. Full Terrain.
Game 232 : Plane :Long range Slow missiles. Tank Bases.
Game 240 : Plane :Long range Slow missiles. Enclosed area.
Game 241 : Plane :Long range Slow missiles. Enclosed area. Minefield.
Game 242 : Plane :Long range Slow missiles. Enclosed area. Balloons.
Game 244 : Plane :Long range Slow missiles. Enclosed area. Full Terrain.
Game 248 : Plane :Long range Slow missiles. Enclosed area. Tank Bases.
To start the 'Graphics Computer' (a DIY ROM cartridge to convert the RCA Studio II to a graphics Computer) select the CART file 'computer.st2' en start the Studio II.
For more information about this cartridge see the file 'StudioII.rar' on the yahoo RCA COSMAC VIP Group.
After start-up four modes may be selected (using keys 1 to 4), see chapters below.
When you have completed your entries in one mode and wish to switch to another mode, press numpad 0. DO NOT PRESS RESET. Pushing RESET will destroy part of the program you have just entered!
After numpad 0 has been released, you may select the next mode. Pressing numpad 0 also causes the control program to store most of the 1802 internal 16 bit registers in memory so they can be examined using the memory read mode. This is very useful when trying to debug a program.
All registers except R0, R1, R2 and R8 are stored in the RAM at addresses 09B3 to 09CF. The last digit of the address is the register number, if the third address digit is B, it's the lower order register address. For example, 09B5 contains the contents of 1802 register R5.0. While 09C5 contains the contents of register R5.1.
When key 1 is pressed, the Studio II waits for the starting address of the program you intend to load. You enter this address in hex notation. Using keys 0 to 9 for digits 0 to 9 and numpad 1 to 6 for A to F (A=numpad 1, B=numpad 2, C=numpad 3, D=numpad 4, E=numpad 5, F=numpad 6). The address will be displayed on the screen. The normal start address is 0800, and your program can normally extend from there to address 08FB. There is also RAM from address 0900 to 09FF: this RAM is normally bit mapped onto the display, but may be used for program storage if your program doesn't need a full display.
After you enter the four digit start address, you next enter the first byte of the program. Then continue to key in your code one byte after another, until you're done. You'll notice that the address display automatically increments itself as you enter each byte, and that each data byte is displayed as it is entered.
When key 2 is pressed, enter the address of the memory location you wish to examine. Pressing any key (0 to 9) will then display the byte stored at that location.
Continuing to press any key (0 to 9) will sequentially step through memory, displaying its contents and incrementing the address display at the same time.
The program that has just been loaded can be run by pressing key 3 and then entering the four digit start address of the program. The program will start running as soon as the last digit of the start address has been entered, and will use R9 as the program counter.
Suppose you have loaded a program and then want to add several bytes in the middle of it. Pressing key 4 and the entering a four digit start address will allow you to shift the entire program, beginning with this address, one location higher in memory. The shifting is done by pressing either key 8 or key 9. Press key 8 to shift page 8 (hex 800-8FB) or press 9 to shift page 9 (hex 900-9FF). Each key press will shift the entire program after the shift start address one location higher in memory.
This is an improved tennis game designed by Paul Robson for the RCA Studio II.
Keys for Player A:
Arrow up: up
Arrow down: down
Space: serve
Keys for Player B:
Numpad 8 (W): up
Numpad 2 (Z): down
Numpad 0 (TAB): serve
Start:
1: Hockey
2: Soccer (or doubles tennis)
3: Pong
4: Squash
then
8: Easy
9: Hard
Freeware game developed by Paul Robson based on the Atari 2600 classic.
Keys definition:
Arrow left: left
Arrow right: right
Space: start
Developed by Lee Romanow.
To start press:
0: Novice
1: Standard
2: Advanced
3: Expert
To move up your reflector press arrow left or right, for double speed press left/numpad 4 (A) or right/Numpad 6 (S) simultaneously. Once the game is over press space to play again.
Freeware game developed by Paul Robson.
Keys definition:
Arrow up: up
Arrow left: left
Arrow right: right
Arrow down: down
Space: start
The controls are very much directional in the way that Pacman was, i.e. it is used to change direction not to fix a direction.
It has most of the standard features of Pacman but none of the fancy bits either down to memory or video resolution or processor time. There are no bonus lives for reaching 10,000 points (or whatever). If you lose a life you have to start again with the whole maze filled in.
Conversion of the game written by Joseph Weisbecker, published in Byte magazine (1978)
Press 1 or TAB to start and space to fire a rocket. After 9 rockets press reset to play again.
Freeware game developed by Paul Robson.
Keys definition:
TAB, 6 or numpad 6: start level
Arrow up: up
Arrow down: down
Arrow left: break
Space: fire
At the start it displays G?. Press 2 for easy, 4 for medium, 6 for hard.
You will need to refuel periodically by shooting/bombing fuel dumps.
This is a "Space Invaders" game designed by Paul Robson for the RCA Studio II.
There are 4 rows of 8 invaders; and no mother-ship (due to screen space restrictions (invader rows) and memory restrictions (mother-ship).
Keys:
Arrow left: left
Arrow right: right
Space: fire
TAB: restart
Developed by Lee Romanow.