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Discovering Endangered Wildlife
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GSPCD296A.iso
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dew
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lso
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dew_05.pzl
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Text File
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1996-02-05
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19KB
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550 lines
"LXWP"
TITLE=EAGLE
BRITISH=YES
RATING=1
AUTHOR=Lee
AUTHCODE=-1
ID=2005
VOLUME=ANIMALS
PHOTO=1000
***
TWO..FISH...
U..SEA.C.E.W
R..A.R.R.A.A
KILL.M.EIGHT
E..M...A.L.E
Y.HOME.M.E.R
...N.....T..
....TALONS..
***
1 Adult eagles can soar at a height of ___ miles.((tbs_tic1))
2 ___ is the eagles favourite food.((tbs_eat1))
4 The bald eagle is related to the ___ or fish eagle.((tbs_jig1))
7 In 1940 the National Emblem Law made it illegal to ___ bald eagles.((tbs_law1))
8 A full-grown bald eagle has a wing span of six to ___ feet.((tbs_scl1))
9 Loss of its ___ to people and their houses is a big threat facing the eagle.((tbs_hds02))
10 Bald eagles use their ___ to snatch their prey and carry it off.((tbs_cls1))
***
1 Benjamin Franklin wanted the wild ___ to be the American national symbol.((tbs_uni1))
2 Eagles were killed because people thought they hurt their ___ animals.((tbs_man01))
3 The most common call of the bald eagle is the "___-call."((tbs_snd1))
4 Thousands of eagles get together in Alaska to fish for ___.((tbs_jig2))
5 Baby eagles are called ___.((tbs_fac1))
6 Bald eagles like to live near ___.((tbs_hab1))
***
;--- Settings
set Inherit=1
set subdir=05
set dll=$dew_05.dll
set tilesize=52
;--- Wave
wave2 w_ANIMAL_SND=$05a_snd1.wav ;Eagle Chitter Call
button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
;--- Video
quicktime q_mov1=rmovie,$05qtm1.MOV,0
button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
;quicktime q_mov2=rmovie,$05qtm2.MOV,0
;button b_mov2=rbtn_c,bvidup,bviddn,StartVideo
;-------- Tile bmp defs
VAR gbase=1010 ;Specify ID# for ##TILES.BMP
bitmap cursor=gbase,0,0,ts,ts
bitmap hilite=gbase,ts,0,ts,ts
bitmap plaindn=gbase,0,ts,ts,ts
bitmap plain=gbase,ts,ts,ts,ts
bitmap cwd=gbase,g3,ts,ts,ts ; Indicates Crossword words.
;
;Concentration Tile Bitmaps
; Downs
bitmap tbD_uni1=gbase,0,g3,ts,ts ;Uni1
bitmap tbD_uni2=gbase,ts,g3,ts,ts ;Uni2
bitmap tbD_sil1=gbase,g3,g3,ts,ts ;Silouette
;Ups
bitmap tbU_uni1=gbase,0,g4,ts,ts
bitmap tbU_uni2=gbase,ts,g4,ts,ts
bitmap tbU_sil1=gbase,g3,g4,ts,ts
;
;Small Tile Bitmaps - for vueclue display (smaller)
bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
;
;------------------
; tileset -- the cursor hilite & however many plain tiles you want
tileset junk=cursor,hilite,cwd ;CWD should stand out from plain - Lee
;==================
;--- Done-ness
PICTURE p_MainPhoto=rfull,1000
screen s_done1=rfull,(p_MainPhoto,b_cont_c)
group _done=s_done1 ; End of Crossword Game
;
;--- BITMAP ASSIGNMENT
; Look & Feel
XREF BMP_VCBMP=VCLU02 ; Define the VueClue image here.
XREF BMP_GAMEBAR=GBAR02 ; Assign common Gamebar
PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
; Game done stuff
text x_gamedone=Good job!
PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
; CloseUp
BITMAP BMP_CLS0=1201
BITMAP BMP_CLS1=1202
BITMAP BMP_CLS2=1203
BITMAP BMP_CLS3=1204
; JigSaw
BITMAP BMP_JIG1=1301
; Maps
BITMAP BMP_MAP1A=1401
BITMAP BMP_MAP1B=1402
BITMAP BMP_MAP1C=1403
; Scale Screens
;p_sclbkgd defined in GAME.DSS
BITMAP BMP_SCLAO=1500 ; Large
BITMAP BMP_SCLAU=1502 ; Button Up
BITMAP BMP_SCLAD=1504 ; Button Down
BITMAP BMP_SCLBO=1510 ; Medium
BITMAP BMP_SCLBU=1512 ; Button Up
BITMAP BMP_SCLBD=1514 ; Button Down
BITMAP BMP_SCLCO=1520 ; Small
BITMAP BMP_SCLCU=1522 ; Button Up
BITMAP BMP_SCLCD=1524 ; Button Down
; Scramble Picture
BITMAP BMP_SCR1=1601
; Sound Picture (if any)
BITMAP BMP_SND1=1700
; Tic-Tac-Toe (bitmaps)
BITMAP BMP_TIC1o=1802 ; Make sure player is the good guy!
BITMAP BMP_TIC1x=1801
;BOOKS
XREF BMP_BOK1=BOK01
;LAW1
XREF BMP_LAW1=LAW01
; Threats
; Main - Hab Des
BITMAP BMP_MAINTPIC=5030 ; Threat Picture - Hab Des 1
XREF BMP_MAIN_ANI=AHDS01 ; Threat Animation
XREF BMP_MAINTILE=THDS01
XREF tbU_mT=tbU_hds01 ; Threat Tile
XREF tbD_mT=tbD_hds01 ; Threat Tile
XREF tbs_mT=tbs_hds01 ; Threat Tile
; 2nd - Man
BITMAP BMP_2NDTPIC=5032 ; Threat Picture - Hunter 1
XREF BMP_2ND_ANI=AMAN01 ; Threat Animation
XREF BMP_2NDTILE=TMAN01
XREF tbU_2T=tbU_man01 ; Threat Tile
XREF tbD_2T=tbD_man01 ; Threat Tile
XREF tbs_2T=tbs_man01 ; Threat Tile
; 3rd - Crop Dusting
BITMAP BMP_3RDTPIC=5033 ; Threat Picture - Polution
XREF BMP_3RD_ANI=APOL02 ; Threat Animation - Pollution - Crop Dust
XREF BMP_3RDTILE=TPOL02
XREF tbU_3T=tbU_pol02 ; Threat Tile
XREF tbD_3T=tbD_pol02 ; Threat Tile
XREF tbs_3T=tbs_pol02 ; Threat Tile
; 05 - Extra Framed Pictures
PICTURE p_PIC01=rfull,2001 ; SNP1 - Eagle Head
PICTURE p_PIC02=rfull,2002 ; SNP2 - Eagle Head angled
PICTURE p_PIC03=rfull,2003 ; TIC1 - Adult on log
PICTURE p_PIC04=rfull,2004 ; UNI1 - V - Sitting
PICTURE p_PIC05=rfull,2005 ; COM1 - In Snow
; Puzzle Pics
BITMAP BMP_PUZ1=2501 ;Used-Jig2- Eagle on branch with snow
;VueClue definition
;--- VC_?? up to 10 actions. Drawn in order.
rect rVC1=0,0,52,48
rect rVC3=572,0,52,48
rect rVCrvw=52,0,52,48
screen s_rvw=rgame,null ; Redefined later in script
rect vc_01=104,0,416,48 ; this one's for the vc text
rect rVcbk=0,0,624,48 ; rect for vc background
picture vc_02=rVcbk,BMP_VCBMP ; the vc background
button vc_03=rVC1,bvctup,bvctdn,s_lhelp ; dir toggle
button vc_04=rVC3,bvcxup,bvcxdn,exit ; exit
rect vc_05=524,4,44,40 ; this one's for displaying tile bitmaps
button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw ; rvw hookup
;TEXT FILE =========================
include thetext=$xew\dew_05.xew
include wave_05=$inc\wave_05.inc
;--- Scramble game
PICTURE p_scr1=rgame,BMP_SCR1
game _scramble=rgame,scramble.dll,BMP_SCR1,3
showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS3,st_xs_scr,b_Give)
screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
group g_scr1=s_scr1,s_scr2,s_scr3
;--- TicTacToe REWIRED USES PIC03
game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
screen s_tic1=rfull,(p_tic1,p_gamebar,_TicTacToe,vtimeT,st_xs_tic,b_Give)
showtext st_tic1=rpictext,mapfont,v,black,x_tic1
waveque wq_tic1=w_snap,w_tic1
screen s_tic2=rfull,(p_pic03,st_tic1,b_Cont_c2),wq_tic1
group g_tic1=s_tic1,s_tic2
;--- WordFind
rect rGrid=70,65,300,300
rect rWl=460,120,200,400
showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
group g_fnd1=s_fnd1,s_fnd2
;--- Jigsaw
PICTURE p_jig1=rgame,BMP_JIG1
showtext st_jig1=rbotctr,font25,v,ds_yb,x_jig1
game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,4,3
screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
group g_jig1=s_jig0,s_jig1,s_jig2
;--- Jigsaw - 2
PICTURE p_jig2=rgame,BMP_PUZ1
showtext st_jig2=rbotctr,font25,v,ds_yb,x_jig2
game _jigsaw2=rgame,jigsaw.dll,p_jigbkgrnd,BMP_PUZ1,5,4
screen s_jig2_0=rfull,(p_jig2,p_gamebar,st_xs_study,tmr_jig)
screen s_jig2_1=rfull,(_jigsaw2,p_gamebar,vtimeJ54,st_xs_jig,b_Give),DisableBtnGame
screen s_jig2_2=rfull,(p_jig2,p_gamebar,st_jig2,b_Cont),w_jig2
group g_jig2=s_jig2_0,s_jig2_1,s_jig2_2
;--- Screen Definitions
;CONCENTRATION SCREENS
;--- Eat - Con
showtext st_eat1=rcon,font22,v,black,x_eat1
screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
;--- Hut - Con
showtext st_hab1=rcon,font22,v,black,x_hab1
screen s_hu