_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

CHIPWITS       D

FILE INFORMATION

FILENAME(S): CHIPWITS       D

FILE TYPE(S): SEQ

FILE SIZE: 7.9K

FIRST SEEN: 2025-11-30 18:12:27

APPEARS ON: 1 disk(s)

FILE HASH

c1d10a1f91a70cac7107b46d812704ec457ecd2d9f2c052f46dd3128737a612c

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DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
WAREZ DOCS 1 1 CHIPWITS       D SEQ Sailor, Ganheden 7 1 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00001B90: 20 D2 49 47 48 54 3A 20  D4 55 52 4E 20 52 49 47  | .IGHT: .URN RIG|
00001BA0: 48 54 0D 0D 20 20 20 20  20 C1 52 47 55 4D 45 4E  |HT..     .RGUMEN|
00001BB0: 54 53 20 46 4F 52 20 C9  4E 54 45 52 46 41 43 45  |TS FOR .NTERFACE|
00001BC0: 20 C3 41 52 44 3A 20 D4  48 45 20 4C 45 54 54 45  | .ARD: .HE LETTE|
00001BD0: 52 53 20 C1 2C C2 2C C3  2C C4 2C C5 2C C6 2E 20  |RS .,.,.,.,.,.. |
00001BE0: D4 48 45 53 45 20 41 52  45 20 54 48 45 0D 20 20  |.HESE ARE THE.  |
00001BF0: 20 20 20 41 4D 4F 55 4E  54 20 4F 46 20 52 4F 4F  |   AMOUNT OF ROO|
00001C00: 4D 20 59 4F 55 20 48 41  56 45 20 54 4F 20 57 4F  |M YOU HAVE TO WO|
00001C10: 52 4B 20 57 49 54 48 20  4F 4E 20 59 4F 55 52 20  |RK WITH ON YOUR |
00001C20: 50 52 4F 47 52 41 4D 2E  20 D9 4F 55 20 48 41 56  |PROGRAM. .OU HAV|
00001C30: 45 20 36 20 50 41 47 45  53 0D 20 20 20 20 20 4F  |E 6 PAGES.     O|
00001C40: 46 20 50 52 4F 47 52 41  4D 4D 49 4E 47 20 52 4F  |F PROGRAMMING RO|
00001C50: 4F 4D 20 4E 4F 54 20 43  4F 55 4E 54 49 4E 47 20  |OM NOT COUNTING |
00001C60: 54 48 45 20 4D 41 49 4E  20 50 41 47 45 2E 0D 0D  |THE MAIN PAGE...|
00001C70: 20 20 20 20 20 C1 52 47  55 4D 45 4E 53 20 46 4F  |     .RGUMENS FO|
00001C80: 52 20 C1 52 52 4F 57 20  41 42 4F 56 45 20 22 D8  |R .RROW ABOVE ".|
00001C90: 22 3A 20 D4 48 45 20 54  48 52 45 45 20 56 41 52  |": .HE THREE VAR|
00001CA0: 49 41 42 4C 45 20 53 54  41 43 4B 53 3A 20 D4 52  |IABLE STACKS: .R|
00001CB0: 41 49 4E 2C 20 22 3F 22  2C 20 41 4E 44 0D 20 20  |AIN, "?", AND.  |
00001CC0: 20 20 20 43 55 50 2E 20  D4 48 49 53 20 52 45 4D  |   CUP. .HIS REM|
00001CD0: 4F 56 45 53 20 54 48 45  20 4D 4F 53 54 20 52 45  |OVES THE MOST RE|
00001CE0: 43 45 4E 54 20 56 41 52  49 41 42 4C 45 2E 0D 0D  |CENT VARIABLE...|
00001CF0: 20 20 20 20 20 C1 52 47  55 4D 45 4E 54 53 20 46  |     .RGUMENTS F|
00001D00: 4F 52 20 54 48 45 20 43  4F 4D 4D 41 4E 44 53 20  |OR THE COMMANDS |
00001D10: 54 4F 20 44 4F 20 57 49  54 48 20 54 48 45 20 22  |TO DO WITH THE "|
00001D20: 43 55 50 22 3A 20 D4 48  45 52 45 20 41 52 45 20  |CUP": .HERE ARE |
00001D30: 43 55 50 53 20 46 49 4C  4C 45 44 0D 20 20 20 20  |CUPS FILLED.    |
00001D40: 20 54 4F 20 41 20 44 49  46 46 45 52 45 4E 54 20  | TO A DIFFERENT |
00001D50: 41 4D 4F 55 4E 54 2E 20  D4 48 49 53 20 49 53 20  |AMOUNT. .HIS IS |
00001D60: 55 53 45 44 20 46 4F 52  20 54 48 45 20 4E 55 4D  |USED FOR THE NUM|
00001D70: 42 45 52 53 2E 20 D4 48  45 20 4C 45 41 53 54 20  |BERS. .HE LEAST |
00001D80: 46 49 4C 4C 45 44 0D 20  20 20 20 20 43 55 50 20  |FILLED.     CUP |
00001D90: 4D 45 41 4E 53 20 31 20  41 4E 20 41 53 20 49 54  |MEANS 1 AN AS IT|
00001DA0: 20 47 45 54 53 20 46 49  4C 4C 45 44 20 4D 4F 52  | GETS FILLED MOR|
00001DB0: 45 20 54 48 45 20 4E 55  4D 42 45 52 53 20 49 4E  |E THE NUMBERS IN|
00001DC0: 43 52 45 41 53 45 53 2E  20 CF 52 20 54 48 45 0D  |CREASES. .R THE.|
00001DD0: 20 20 20 20 20 4E 55 4D  42 45 52 49 4E 47 20 43  |     NUMBERING C|
00001DE0: 41 4E 20 47 4F 20 54 48  45 20 4F 50 50 4F 53 49  |AN GO THE OPPOSI|
00001DF0: 54 45 20 57 41 59 2E 20  C9 54 20 49 53 20 4A 55  |TE WAY. .T IS JU|
00001E00: 53 54 20 41 20 4D 41 54  54 45 52 20 4F 46 0D 20  |ST A MATTER OF. |
00001E10: 20 20 20 20 49 4E 54 45  52 50 52 45 54 41 54 49  |    INTERPRETATI|
00001E20: 4F 4E 2E 0D 0D 20 20 20  20 20 C1 46 54 45 52 20  |ON...     .FTER |
00001E30: 59 4F 55 20 48 41 56 45  20 4D 41 44 45 20 41 20  |YOU HAVE MADE A |
00001E40: 52 4F 42 4F 54 2C 20 53  41 56 45 20 49 54 20 49  |ROBOT, SAVE IT I|
00001E50: 46 20 59 4F 55 20 4C 49  4B 45 2E 20 D4 48 45 4E  |F YOU LIKE. .HEN|
00001E60: 20 54 4F 20 45 4E 54 45  52 20 59 4F 55 52 0D 20  | TO ENTER YOUR. |
00001E70: 20 20 20 20 52 4F 42 4F  54 20 54 4F 20 48 49 53  |    ROBOT TO HIS|
00001E80: 20 4D 49 53 53 49 4F 4E  2C 20 47 4F 20 54 4F 20  | MISSION, GO TO |
00001E90: 54 48 45 20 CD 49 53 53  49 4F 4E 53 20 4D 45 4E  |THE .ISSIONS MEN|
00001EA0: 55 20 41 4E 44 20 53 45  4C 45 43 54 20 22 53 54  |U AND SELECT "ST|
00001EB0: 41 52 54 0D 20 20 20 20  20 4D 49 53 53 49 4F 4E  |ART.     MISSION|
00001EC0: 22 2C 20 41 4E 44 20 57  41 54 43 48 20 59 4F 55  |", AND WATCH YOU|
00001ED0: 52 20 52 4F 42 4F 54 20  57 4F 52 4B 2E 0D 0D 20  |R ROBOT WORK... |
00001EE0: 20 20 20 20 C9 46 20 59  4F 55 20 4E 45 45 44 20  |    .F YOU NEED |
00001EF0: 54 4F 20 44 45 2D 42 55  47 20 59 4F 55 52 20 52  |TO DE-BUG YOUR R|
00001F00: 4F 42 4F 54 2E 20 D3 45  4C 45 43 54 20 22 53 54  |OBOT. .ELECT "ST|
00001F10: 45 50 22 20 46 52 4F 4D  20 54 48 45 20 CF D0 D4  |EP" FROM THE ...|
00001F20: C9 CF CE 20 4D 45 4E 55  2E 0D 20 20 20 20 20 D4  |... MENU..     .|
00001F30: 48 49 53 20 57 49 4C 4C  20 4D 41 4B 45 20 59 4F  |HIS WILL MAKE YO|
00001F40: 55 52 20 52 4F 42 4F 54  20 50 52 45 46 4F 52 4D  |UR ROBOT PREFORM|
00001F50: 20 53 54 45 50 20 42 59  20 53 54 45 50 2E 20 D4  | STEP BY STEP. .|
00001F60: 48 45 20 4E 55 4D 42 45  52 20 49 4E 20 54 48 45  |HE NUMBER IN THE|
00001F70: 20 42 4F 54 54 4F 4D 0D  20 20 20 20 20 52 49 47  | BOTTOM.     RIG|
00001F80: 48 54 20 43 4F 52 4E 45  52 20 49 53 20 54 48 45  |HT CORNER IS THE|
00001F90: 20 42 4F 58 20 54 48 45  20 50 52 4F 47 52 41 4D  | BOX THE PROGRAM|
00001FA0: 20 49 53 20 4F 4E 2E 0D                           | IS ON..        |
     ***********************************
**************************************. 
                            DOCS BY : DO
C'S 'R' US.                             
     914 668-3664.     *****************
****************************************
****************..                      
              CHIPWITS..     CHIPWITS IS
 A GAME VERY MUCH LIKE ROBOT WAR. YOU PR
OGRAM YOU ROBOT TO.     COLLECT THE GOOD
 STUFF LIKE PIES, CUPS, OIL CANS, AND DI
SKS; AND YOU.     ALSO PROGRAM THE ROBOT
 TO DESTROY THE BAD STUFF LIKE THOSE BUG
S THAT.     SHOCK YOUR ROBOT, THE WEIRD 
LOOKING FACE. AND THE BOMB WHICH CAN NOT
 BE.     DESTROYED HAS TO BE AVOIDED... 
    1. FIRST YOU DRAG DOWN THE WAREHOUSE
 MENU AND YOU SELECT AN UNUSED SLOT,.   
  OR IF YOU WANT TO WRITE OVER A PREVIOU
S ROBOT SELECT AN ALREADY OCCUPIED.     
SLOT...     2. GOTO THE WORKSHOP MENU AN
D SELECT " ENTER". FROM HERE IS WHERE YO
U.     WILL BE PROGRAMMING YOUR ROBOT...
     PROGRAMMING YOUR ROBOT: THE PROGRAM
 ALWAYS STARTS OUT AT THE STOPLIGHT..   
  THE LITTLE POINTER ATTACHED TO THE LOW
ER RIGHT HAND BOX OF THE STOPLIGHT.     
IS THE DIRECTION FLOW OF THE PROGRAM. GO
TO TO THE BOX TO THE RIGHT OF.     THE S
TOPLIGHT AND PRESS THE BUTTON ( THIS IS 
HOW YOU MOVE THE CURSOR.     AROUND). YO
U THEN HAVE TO SELECT AN OPERATOR, WHICH
 IS A COMMAND TO THE.     ROBOT. BUT SOM
E COMMANDS REQUIRE AN ARGUMENT, LIKE THE
 EYE FOR EXAMPLE...     OPERATORS: START
ING FROM UPPER RIGHT WORKING DOWN AS HOW
 YOU WOULD READ.     A BOOK...     EYE: 
ALLOWS THE ROBOT TO SEE IN FRONT O F HIM
SELF. THE ROBOT CAN COVER.     ALL THE S
PACES IN FRONT OF HIM. (REQUIRES AN ARGU
MENT)..     HAND: ALLOWS THE ROBOT TO TO
UCH THE FLOOR IN FRONT OF HIM. THIS COMM
AND.     COVERS ONLY THE SPACE DIRECTLY 
IN FRONT OF HIM. (REQUIRES AN ARGUMENT).
.     NOSE: ALLOWS THE ROBOT TO "SNIFF" 
OUT WHAT IS IN THE ROOM. THIS COVERS.   
  THE ENTIRE ROOM. (REQUIRES AN ARGUMENT
)..     ????: I HAVE NO IDEA WHAT THIS W
AFFLE-LIKE SHAPE DOES...     LINKER: THI
S LOOKS LIKE RAILROAD TRACK. THIS IS LIK
E A CONNECTOR IT.     PERFORMS NO SPECIF
IC COMMAND. IT JUST CONNECTS FROM ONE BO
X TO ANOTHER.     IN CASE YOU RUN SHORT.
..     TRAIN?: I DON'T KNOW WHAT THIS IC
ON LOOKS LIKE BUT I KNOW WHAT IT DOES.. 
    IT IS THE MOVEMENT COMMAND FOR THE R
OBOT. (REQUIRES AN ARGUMENT)..     MUSIC
AL NOTE: THIS MAKES A NOISE, BUT I DON'T
 SEE THE USEFUL PURPOSE IN.     THIS COM
MAND ( REQUIRES AN ARGUMENT)..     "+": 
I DON'T KNOW WHAT THIS DOES. (REQUIRES N
O ARGUMENT)..     "-": ME DON'T KNOW THI
S ONE EITHER. (REQUIRES NO ARGUMENT)..  
   AN ARROW POINTING TO A TRAIN: THIS AS
SIGNS A VARIABLE TO THE MOVEMENT.     ME
MORY OF THE TRAIN. THIS COMMAND IS USED 
IF YOU WANT THE ROBOT TO DO.     SOMETHI
NG OVER THAT IT PREVIOUSLY DONE. THE ROB
OT ONLY HAS ENOUGH ROOM.     TO STORE 3 
VARIABLES. IF YOU ASSIGN NEW ONES, THE L
AST ONE IS CLEARED.     AND EVERYTHING I
S SHIFTED DOWN ONE. (REQUIRES AN ARGUMEN
T)..     AN ARROW POINTING TO A QUESTION
 MARK:THIS IS LIKE THE EARILER ONE EXCEP
T.     IT DOES NOT DEAL WITH DIRECTION O
F MOVEMENT. IT DEALS WITH THE OBJECTS.  
   IN THE GAME. I.E. PIES, DISKS, ETC (R
EQUIRES AN ARGUMENT)..     AN ARROW POIN
TING TO A CUP: THIS ASSIGN S A VARIABLE 
TO THE MEMORY OF.     THE ROBOT ALSO. BU
T IT IS A VALUE IN A SENSE. FOR EXAMPLE,
 IN APPLESOFT.     YOU MAY U SE THE COMM
AND "X=4" THEN LATER SAY "IF X=4 THEN ..
SO ON. ..".     YOU CAN DO THAT IN CHIPW
ITS. THIS COMMAND IS THE ASSINGING FUNCT
ION IN.     THIS PROCESS. THE "IF.. THEN
.." PART OF THE FUNCTION WILL BE MENTION
ED.     LATER. (REQUIRES AN A RUGMENT)..
     AN ARROW POINTING AWAY FROM "X": TH
IS I S A COMMAND TO THROW OUT THE.     M
OST RECENT ENTERED VARIABLE, ENTERED BY 
THE TOP THREE COMMAND. WHEN THE.     UPP
ER-MOST VARIABLE IS THROWN THE VARIABLES
 ARE ALL SHIFTED UP ONE..     (REQUIRES 
AN ARGUMENT)..     ELECTRIC GENERATOR: T
HIS IS THE DEFENSE MECHANISM IN THE ROBO
T. WHEN.     THIS COMMAND IS CALLED UPON
, A BOLT OF ELECTRICITY IS FIRED. THE.  
   ELECTRICITY GOES THE WAY THE ROBOT IS
 FACING. THIS COMMAND IS USED TO.     KI
LL THE DANGEROUS OBJECTS IN THE GAME. I.
E. THOSE BUGS AND THE FUNNY.     FACES. 
(REQUIRES NO ARGUMENT)..     THE TRAIN W
ITH AN "=" SIGN UNDER IT: THIS IS USED I
N CONJUNCTION WITH.     THE COMMAND THAT
 HAS AN ARROW POINTING TO A TRAIN. WHEN 
AN VARIABLE IS.     ASSIGNED WITH THAT C
OMMAND, THIS COMMAND ACTS LIKE THE "IF .
.=...THEN".     PART OF THE FUNCTION. (R
EQUIRES AN ARGUMENT)..     THE "?" WITH 
A "=" UNDER IT: THIS COMMAND IS LIKE THE
 PREVIOUS ONE. THIS.     COMMAND CHECKS 
TO SEE IF THE MOST RECENT VARIABLE EQUAL
S THE ONE YOU.     ASKED FOR. IF IT DOES
 THE VALUE IS (T)RUE AND IF IT DOES NOT 
THE VALUE.     IS (F)ALSE. (REQUIRES AN 
ARGUMENT)..     THE CUP WITH A "=" UNDER
 IT: SAME AS ABOVE, EXCEPT IT WORKS WITH
 A.     VALUE. (OR IN THIS CASE AN AMOUN
T) (REQUIRES AN AMOUNT)..     THE CUP WI
TH A "<" UNDER IT: SAME AS ABOVE, EXCEPT
 IT IS NOT EQUAL THAT.     IS BEING ASKE
D, IT IS LESS THAN. (REQUIRES AN AMOUNT)
..     A GRABBER: THIS IS THE HAND OF TH
E ROBOT. THIS IS HOW THE ROBOT PICKS.   
  THINGS UP TO BE EATEN. THE ROBOT GETS 
POINTS FOR THINGS EATEN. (REQUIRES.     
NO ARGUMENT)..     A BOOMERANG SHAPED OB
JECT: THIS SERVE RS AS THE COMMAND "RETU
RN" IT.     PERFORMS THE SAME FUNCTION A
S IN APPLESOFT. IT RETURNS THE PROGRAM F
ROM.     A SUB-ROUTINE. ( REQUIRES NO AR
GUMENT)..     A LOOPED ARROW: THIS COMMA
ND RESTARTS T HE PROGRAM. IN A SENSE IT 
MEANS.     "START OVER FROM THE STOPLIGH
T" (REQUIRES NO ARGUMENT)..     AN INTER
FACE CARD: THIS COMMAND ALLOWS YOU TO EX
PAND THE LENGTH OF THE.     PROGRAM. IT 
BRANCHES THE MAIN PROGRAM INTO SUB-ROUTI
NES. FOR EXAMPLE,.     YOU CAN HAVE A DI
FFERENT SUB-ROUTINE HANDLE ONE TASK, LIK
E MOVING,.     GRABBING THINGS, AND SO O
N. AND TO RETURN FROM THE SUB-ROUTINE YO
U USE.     THE BOOMER-RANG SHAPED THING.
 THE PROGRAM CONTINUES WITH THE BOX THAT
.     FOLLOWS THE DEPARTURE POINT OF THE
 MAIN PROGRAM. (REQUIRES AN ARGUMENT).. 
    A "T" CONNECTED TO A "F": THIS IS A 
RANDOMIZER. YOU DON'T WANT YOUR.     ROB
OT FOLLOWING ONE SET OF COMMANDS ALL THE
 TIME (ONE SET OF COMMANDS.     OFTEN LE
ADS TO A LOOP) YOU CAN USE THIS COMMAND 
AT THE BEGINNING OF YOUR.     PROGRAM. T
HERE IS A 50% CHANCE FOR (T)RUE AND 50% 
FOR (F)ALSE...     ARGUMENTS FOR EYE, HA
ND, NOSE, ARROW ABOVE "?", ARROW UNDER "
?":..     PIE: A PRIZE THAT IS WORTH A C
ERTAIN AMOUNT OF POINTS...     CUP: A PR
IZE, TO MY KNOWLEDGE HAS NO POINT VALUE.
..     DISK: A PRIZE WORTH POINTS..     
OIL CAN: WORTH POINTS FLOOR:.     THE GR
OUND "?": THE MOST RECENT VARIABLE ASSIG
NED TO THE "?" MEMORY...     BOMB: A DES
TRUCTIVE OBJECT THAT CAN NOT BE ELECTRIF
IED. IT MUST BE.     AVOIDED...     FUNN
Y FACE: THIS DESTRUCTIVE OBJECT CAN BE E
LECTRIFIED WITH THE ELECTRIC.     GENERA
TOR..     BUG: THIS BUG SHOCKS YOUR ROBO
T, AND THIS IS NOT GOOD FOR YOUR ROBOT..
     THIS BUG CAN ALSO BE DESTROYED BY E
LECTRICTY...     WALL: THIS IS THE WALL.
..     DOOR: THIS IS A DOOR...     ARGUM
ENTS FOR TRAIN, ARROW ABOVE TRAIN, ARROW
 UNDER TRAIN: THE ARROWS.     INDICATE W
HICH DIRECTION OF MOVEMENT. UP ARROW: MO
VE FOWARD DOWN ARROW:.     MOVE BACKWARD
 LEFT: TURN LEFT RIGHT: TURN RIGHT..    
 ARGUMENTS FOR INTERFACE CARD: THE LETTE
RS A,B,C,D,E,F. THESE ARE THE.     AMOUN
T OF ROOM YOU HAVE TO WORK WITH ON YOUR 
PROGRAM. YOU HAVE 6 PAGES.     OF PROGRA
MMING ROOM NOT COUNTING THE MAIN PAGE...
     ARGUMENS FOR ARROW ABOVE "X": THE T
HREE VARIABLE STACKS: TRAIN, "?", AND.  
   CUP. THIS REMOVES THE MOST RECENT VAR
IABLE...     ARGUMENTS FOR THE COMMANDS 
TO DO WITH THE "CUP": THERE ARE CUPS FIL
LED.     TO A DIFFERENT AMOUNT. THIS IS 
USED FOR THE NUMBERS. THE LEAST FILLED. 
    CUP MEANS 1 AN AS IT GETS FILLED MOR
E THE NUMBERS INCREASES. OR THE.     NUM
BERING CAN GO THE OPPOSITE WAY. IT IS JU
ST A MATTER OF.     INTERPRETATION...   
  AFTER YOU HAVE MADE A ROBOT, SAVE IT I
F YOU LIKE. THEN TO ENTER YOUR.     ROBO
T TO HIS MISSION, GO TO THE MISSIONS MEN
U AND SELECT "START.     MISSION", AND W
ATCH YOUR ROBOT WORK...     IF YOU NEED 
TO DE-BUG YOUR ROBOT. SELECT "STEP" FROM
 THE OPTION MENU..     THIS WILL MAKE YO
UR ROBOT PREFORM STEP BY STEP. THE NUMBE
R IN THE BOTTOM.     RIGHT CORNER IS THE
 BOX THE PROGRAM IS ON..
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