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Discovering Endangered Wildlife
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GSPCD296A.iso
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dew
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dew_19.pzl
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Text File
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1996-02-07
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15KB
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454 lines
"LXWP"
TITLE=KOMODO DRAGON
BRITISH=YES
RATING=1
AUTHOR=Lee
AUTHCODE=-1
ID=2019
VOLUME=ANIMALS
PHOTO=1000
***
..SALIVA....
M.I....RUN..
O.X.T..M...H
N..DRAGONS.O
I...E..R.W.M
TASTE...FIRE
O...S....M.S
R....CLAWS..
***
1 If a komodo bites you, you can get a bad infection from its ___.((tbs_fnd1))
4 Komodos can ___ up to 30 miles an hour.((tbs_uni2))
7 Komodo monitors are also called Komodo ___.((tbs_jig1))
9 Komodos ___ the air with their tongues.((tbs_hab1))
10 Komodos may have been the ___-breathing dragons of fairy tales.((tbs_uni1))
11 A Komodo has wickedly jagged teeth and very heavy ___.((tbs_cls1))
***
1 An estimated 5,000 Komodos live wild on ___ Indonesian islands.((tbs_map1))
2 Spelt in American! The Komodo has skin that fits its body like a suit of ___.((tbs_cls1))
3 The big lizard's official name is the Komodo Island ___.((tbs_scr1))
5 To stay safe from big Komodos, young Komodos go up ___.((tbs_sil1))
6 As people move to the islands, the Komodo's ___ have become smaller.((tbs_hds01))
8 A Komodo that ___ between islands might spread a contagious disease.((tbs_MainT))
***
;
;--- Settings
set Inherit=1
set subdir=19
set dll=$dew_19.dll
set tilesize=52
;--- Wave - NONE
;wave2 w_ANIMAL_SND=$19a_snd1.wav
;button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
;--- Video NONE
;quicktime q_mov1=rmovie,$19qtm1.MOV,0
;button b_mov1=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
; JigSaw
BITMAP BMP_JIG1=1301
; Maps
BITMAP BMP_MAP1A=1401
; 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 ;Cant contain clues, all same icon.
; Threats
; Main - Man
BITMAP BMP_MAINTPIC=5030 ; Threat Picture - Hunter 1
XREF BMP_MAIN_ANI=AHDS01 ; Threat Animation - Hunter 1
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
; 19 - Extra Framed Pictures
PICTURE p_PIC01=rfull,2001 ; HAB1 - In Grass
PICTURE p_PIC02=rfull,2002 ; SIL1 - Big & little
PICTURE p_PIC03=rfull,2003 ; UNI2 - Big guy on beach
;;BITMAP BMP_BKP1=3500 ; komodo - not used
;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_19.xew
include wave_19=$inc\wave_19.inc
;--- Scramble game
PICTURE p_scr1=rgame,BMP_SCR1
game _scramble=rgame,scramble.dll,BMP_SCR1,4
showtext st_scramble3=rbotctr,font20,v,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
;--- 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_JIG1,4,3
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
;--- 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 REWIRED TO USE PIC01
showtext st_hab1=rpictext,mapfont,v,black,x_hab1
waveque wq_hab1=w_snap,w_hab1
screen s_hutcon=rfull,(p_pic01,st_xs_snap,st_hab1,b_Cont_c2),wq_hab1
;--- Mov1 - Con
;showtext st_mov1=rcon,font22,l,white,x_mov1
;screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
;--- Uni1 - Book
PICTURE p_bok1=rfull,BMP_BOK1
rect rbokpg1=90,84,182,279
rect rbokpg2=343,84,187,280
rect rbok1pic=350,190,175,150
PICTURE p_bok1pic=rbok1pic,BMP_BKP1
showtext st_bok1=rbokpg1,font18,l,black,x_uni1
showtext st_bok1a=rbokpg2,font18,l,black,x_uni1a
screen s_unicon1=rfull,(p_bok1,p_bok1pic,st_bok1,st_bok1a,b_cont),w_uni1
;--- Uni2 - Con REWIRED TO USE PIC03
rect r19uni2text=39,354,532,75
showtext st_uni2=r19uni2text,mapfont,v,black,x_uni2
waveque wq_uni2=w_snap,w_uni2
screen s_unicon2=rfull,(p_pic03,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
;--- Sil - Con REWIRED TO USE PIC02
showtext st_sil1=rpictext,mapfont,v,black,x_sil1
waveque wq_sil1=w_snap,w_sil1
screen s_silcon=rfull,(p_pic02,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
;DYKs & WOWs (Now 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_fact1,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
;ACTIVITY SCREENS
;--- Scale Screen
rect rscaleAsk=30,30,390,144
rect rscaletext=50,175,320,235
rect rsclhow=76,106,300,50
PICTURE p_scale1=rscale,BMP_SCLAO
PICTURE p_scale2=rscale,BMP_SCLBO
PICTURE p_scale3=rscale,BMP_SCLCO
text x_sclhow=Choose your answer!
showtext st