KARATEKA FOR THE APPLE-1 WITH UNCLE BERNIE'S GEN2 COLOUR GRAPHICS CARD
=====================================================================

All paths below are relative to this folder (C:\POM1-Windows-v1.9.7).
The game and its tapes are in the Karateka1 folder.


WHAT THE APPLE-1 NEEDS
----------------------

- The GEN2 card (its 48K of RAM at $0000-$BFFF and its hi-res pages)
- 4K of RAM at $E000-$EFFF (the motherboard's second bank, standard)
- The ACI. The levels come off cassette: an Apple-1 with a GEN2 has 52K and
  the game needs all 48K of the card at once, so the six level files (41K)
  cannot stay in memory. Every storage card other than the ACI (CFFA1,
  microSD, Juke-Box, CodeTank) overlaps the GEN2's RAM.

This is POM1's preset "Uncle Bernie's Apple-1 with GEN2 HGR Color (April 2026)".


PLAYING IN POM1
---------------

The short way: start POM1 from the command line, in this folder. It comes up
on the right preset with the game loaded and running, so you can skip steps
1 and 2:

    POM1.exe --preset 11 --load "E000:Karateka1\karateka.txt"

1. Start POM1.exe and choose the preset above from the Presets menu.

2. File > Load Memory, pick Karateka1\karateka.txt. It loads and starts by
   itself. The Apple-1 screen shows the keys; the game plays on the GEN2
   screen.

3. Press Space to start a game. The Apple-1 screen then asks for a tape:

       TAPE NEEDED: KARATEKA.A
       INSERT IT AND PRESS PLAY

   Open File > Cassette Deck, use its Load Tape button, choose
   Karateka1\karateka-a.aci, and press PLAY on the deck. (Loading a tape does
   not press PLAY by itself.) When it says LOADED the game carries on. The
   next tape it asks for is karateka-2.aci, then 3, 4 and 5, as you reach
   each part of the fortress.

   When you die the game waits for a key. On the first level a key restarts
   the fight with no tape. Further in, a key restarts the game from the
   beginning, so it asks for karateka-2.aci again. With no key it goes back
   to the title, which needs karateka-1.aci.

   A tape takes about 50 seconds (the fortress picture 30), which is what a
   real ACI takes. CPU > Max shortens the wait; set it back to x1 afterwards,
   or the game runs flat out. The wrong tape is reported
   (WRONG TAPE: KARATEKA.3) and a bad read asks you to play it again: every
   tape carries its name and a checksum.

KEYS
----

The Apple-1 keyboard has no arrow keys. Use the Apple II's own codes or the
two extra keys this port adds:

    Ctrl-H or ,     left
    Ctrl-U or .     right
    Q A Z           punch high / middle / low
    W S X           kick high / middle / low
    B               bow
    Space           stop (and start the game)
    Esc             pause
    Ctrl-S          sound on/off

The game starts in keyboard mode, and J (joystick mode) is ignored: an
Apple-1 has no game port.


ON A REAL APPLE-1
-----------------

The Karateka1\wav and Karateka1\aiff folders hold the same tapes as audio,
for a real ACI or for tools that take Uncle Bernie's ACIace-style AIFF.
POM1 loads both too, but .aci is the exact form.

1. Load the program from karateka-main.wav (4 minutes). In the Woz Monitor:

       C100R
       0400.BFFFR          (play the tape)
       5000R

   5000R moves the runtime up to $E000 and starts. Or send karateka.txt to
   the Woz Monitor through a serial card, which runs it with E000R.

2. Play the level tapes when the game asks for them, as above.

The ACI tapes are ordinary ACI records, made by running Woz's own write
routine from the ACI ROM. A level tape can also be read by hand, for
example 3FFF.5EA6R for karateka-2 (id byte, file, two checksum bytes).

On real hardware the Apple-1 loses 4 of every 65 cycles to DRAM refresh, so
the game runs about 6% slower than on an Apple II. POM1 models this.
