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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_08.pzl
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Text File
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1996-01-29
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15KB
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454 lines
"LXWP"
TITLE=BLACK RHINO
BRITISH=YES
RATING=1
AUTHOR=Lee
AUTHCODE=-1
ID=2008
VOLUME=ANIMALS
PHOTO=1000
***
..C....P....
.HORN.CLANS.
..L..C.A....
C.O..HUNTING
AFRICA.T...O
L....R.S...L
F....G...MUD
..HIDE......
***
3 A rhino's ___ is made from the same stuff as your fingernails. ((tbs_cls1))
4 Rhinos don't live in herds, but they do hang out in ___. ((tbs_fac4))
7 Illegal ___ for its hide and horns is the rhino's biggest threat. ((tbs_Man02))
9 Before becoming endangered, rhinos were found throughout ___. ((tbs_map1))
10 A black rhino loves a good, messy roll in the ___ . ((tbs_scr1))
11 A rhino has tough, thick, wrinkled skin, sometimes called a ___. ((tbs_cls1))
***
1 Spelt in American! Black rhinos and white rhinos are the same ___. ((tbs_fnd1))
2 Rhinos eat ___. ((tbs_eat1))
5 Rhinos ___ at anything or anyone that doesn't smell "right"! ((tbs_uni1))
6 A baby rhinoceros is called a ___. ((tbs_sil1))
8 A pound of rhino horn sells illegally for more than the price of ___.((tbs_mainT))
***
;--- Settings
set Inherit=1
set subdir=08
set dll=$dew_08.dll
set tilesize=52
;--- Wave
wave2 w_ANIMAL_SND=$08a_snd1.wav
button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
;--- Video
quicktime q_mov1=rmovie,$08qtm1.MOV,0
button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
;quicktime q_mov2=rmovie,$08qtm2.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=VCLU01 ; Define the VueClue image here.
XREF BMP_GAMEBAR=GBAR01 ; 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
; 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
; Threats
; Main - Man
BITMAP BMP_MAINTPIC=5030 ; Threat Picture - Hunter 1
XREF BMP_MAIN_ANI=AMAN02 ; Threat Animation - Hunter 1
XREF BMP_MAINTILE=TMAN02
XREF tbU_mT=tbU_MAN02 ; Threat Tile
XREF tbD_mT=tbD_MAN02 ; Threat Tile
XREF tbs_mT=tbs_MAN02 ; Threat Tile
; 08 - Extra Framed Pictures
PICTURE p_PIC01=rfull,2001 ; Mom with young - Used sil1
PICTURE p_PIC02=rfull,2002 ; cowlike grazing - Used eat1
PICTURE p_PIC03=rfull,2003 ; Charging - uni1
;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_08.xew
include wave_08=$inc\wave_08.inc
;--- Scramble game
PICTURE p_scr1=rgame,BMP_SCR1
game _scramble=rgame,scramble.dll,BMP_SCR1,4
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,vtimeS4,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
PICTURE p_tic1a=rfull,1800
game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
showtext st_tic1=rtictxt,font25,v,tfc,x_tic1
screen s_tic1=rfull,(p_tic1,p_gamebar,vTimeT,_TicTacToe,st_xs_tic,b_Give)
screen s_tic2=rfull,(p_tic1a,st_tic1,b_Cont_c),w_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=rtopctr,font25,l,ds_yb,x_jig1
game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,5,4
screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ54,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
;--- Screen Definitions
;CONCENTRATION SCREENS
;--- Eat - Con REWIRED TO USE PIC02
showtext st_eat1=rpictext,mapfont,v,black,x_eat1
waveque wq_eat1=w_snap,w_eat1
screen s_eatcon=rfull,(p_pic02,st_xs_snap,st_eat1,b_Cont_c2),wq_eat1
;--- Hut - Con
showtext st_hab1=rcon,font22,v,black,x_hab1
screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
;--- Mov1 - Con
;showtext st_mov1=rcon,font22,v,white,x_mov1
screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
;--- Uni1 - Con REWIRED TO USE PIC03
rect rpictext6=39,315,538,120
showtext st_uni1=rpictext6,mapfont,v,black,x_uni1
waveque wq_uni1=w_snap,w_uni1
screen s_unicon1=rfull,(p_pic03,st_uni1,b_Cont_c2),wq_uni1
;--- Sil - Con REWIRED TO USE PIC01
showtext st_sil1=rpictext,mapfont,v,black,x_sil1
waveque wq_sil1=w_snap,w_sil1
screen s_silcon=rfull,(p_pic01,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
;DYKs & WOWs (New Fast Facts & Snapshots)
;NEW FORMATS
;FAC1
showtext st_fac1=rFactTxt,font22,v,black,x_fac1
waveque wq_fac1=w_fact,w_fac1
msgbox s_fac1=rfact,(p_fact1,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
;FAC2
showtext st_fac2=rFactTxt,font22,v,black,x_fac2
waveque wq_fac2=w_fact,w_fac2
msgbox s_fac2=rfact,(p_fact2,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
;FAC3
showtext st_fac3=rFactTxt,font22,v,black,x_fac3
waveque wq_fac3=w_fact,w_fac3
msgbox s_fac3=rfact,(p_fact3,st_fac3,st_facttitle1,b_Cont_f),wq_fac3
;FAC4
showtext st_fac4=rFactTxt,font22,v,black,x_fac4
waveque wq_fac4=w_fact,w_fac4
msgbox s_fac4=rfact,(p_fact2,st_fac4,st_facttitle1,b_Cont_f),wq_fac4
;ACTIVITY SCREENS
;--- The Maps (then & now)
PICTURE p_map1a=rfull,BMP_MAP1A
showtext st_map1a=rmaptext,mapfont,v,black,x_map1a
screen s_map1a=rfull,(p_map1a,st_map1a,bg_mapbuttsf),w_map1a
PICTURE p_map1b=rfull,BMP_MAP1B
showtext st_map1b=rmaptext,mapfont,v,black,x_map1b
screen s_map1b=rfull,(p_map1b,st_map1b,bg_mapbuttsl),w_map1b
group g_map1=s_map1a,s_map1b
;--- Sound
PICTURE p_sound=rfull,BMP_SND1
showtext st_snd1=rtopctr,font25,l,ds_yb,x_snd1
waveque wq_snd1=w_ANIMAL_SND,w_snd1
screen s_snd1=rfull,(p_sound,st_s