Add instruction screen to Swine Meeper, create zipmin.com, fix input buffer bug with writeself
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314ee8b476
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BIN
assemble.com
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assemble.com
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dialer.com
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dialer.com
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dialtest.com
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dialtest.com
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dirtrect.com
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dirtrect.com
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3
rick.jrt
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rick.jrt
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@ -36,7 +36,7 @@ s" A simple textmode graphics demo advertising the game development collective\c
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defembed dirtrect.com
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s" assemble.com"
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s" I think this is an 8086 assembler, but I don't have any documentation for\it and it doesn't use a standard syntax. Some kind of Forth system?"
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s" This claims to be some kind of combination Forth system / 8086 assembler??\I don't know Forth and I don't have any documentation for it, and it\doesn't use a standard assembly syntax, so your guess is as good as mine."
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defembed assemble.com
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(
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@ -63,6 +63,7 @@ s" Maze Crazy 3D - Explore a fascinating maze filled with twists and turns\in 3
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nl 1+ next drop ;
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: select-file
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black bg! white fg!
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x" Type the number of a file, or Q to return to the menu: " inputch
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dup [ key q lit ] = if drop ' rick-menu return then
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[ key 1 lit ] - dup 0 >= over rick-filelist count < and if
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21
swine.jrt
21
swine.jrt
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@ -389,11 +389,22 @@ array title-text t", SWINE MEEPER"
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blue bg! yellow fg! clear
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17 3 textxy! title-text draw-spaced-text ;
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4 ' draw-title defmenu title-menu
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' start s" Start Game" 0 defitem
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' difficulty-menu s" Difficulty" 1 defitem
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' theme-menu s" Themes" 2 defitem
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' leave s" Quit" 3 defitem
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import embed.jrt
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array instructiontext { s" swine.txt" embed }
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: instructions
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lgray bg! blue fg! clear
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2 1 textxy!
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instructiontext dup embed-data swap @ for each
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i b@ dup 32 >= if draw-char else 10 = if 2 texty 1+ textxy! then then
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next wait-key drop ;
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5 ' draw-title defmenu title-menu
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' start s" Start Game" 0 defitem
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' instructions s" Instructions" 1 defitem
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' difficulty-menu s" Difficulty" 2 defitem
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' theme-menu s" Themes" 3 defitem
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' leave s" Quit" 4 defitem
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' main :chain textmode reseed! hidecursor title-menu textmode ;
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17
swine.txt
17
swine.txt
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@ -1,18 +1,15 @@
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S * W * I * N * E M * E * E * P * E * R
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Waddles, your trusty pig, is ready to go on the hunt for truffles! Leash him
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up and make your way through the grove. But be warned! Digging too close can
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cause damage to the truffles' mycelia, which can take years to recover from!
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HOW TO PLAY:
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Select a square with the arrow keys, and press the space bar or enter to dig.
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Waddles will tell you how many truffles are nearby by marking the square with
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a number. This is the number of neighbouring squares (including diagonals)
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that have truffles.
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HOW TO PLAY: Select a square with the arrow keys, and press the space bar or
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enter to dig. Waddles will tell you how many truffles are nearby by marking
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the square with a number. This is the number of neighbouring squares
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(including diagonals) that have truffles.
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If you select a square with no truffles nearby, the neighbouring squares will
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automatically be cleared out. If you select a square with a truffle, it's
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game over!
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If you select a square with no truffles nearby, the neighbouring squares
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will automatically be cleared out. If you select a square with a truffle,
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it's game over!
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You can use the "F" key to flag and unflag a square as containing a truffle
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without digging there. If you select a square that has already been dug up,
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BIN
tinyjort.com
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tinyjort.com
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@ -489,6 +489,8 @@ dbg" flow control words and misc."
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:t :init initscripts @ here initscripts ! , ] ;
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: :INIT [ t& initscripts lit ] dup @t swap target swap !t w>t ] compt ;
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:INIT 0 inptr @ b! ; ( ensure input buffer starts empty )
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:t doinit initscripts @
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[ target ] dup BZ_ [ patchpt ] dup cell + >r @ GOTO_ [ swap w>t ]
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[ patch!t ] drop ;
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BIN
zipmin.com
Executable file
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zipmin.com
Executable file
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zipoff.com
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zipoff.com
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@ -180,6 +180,8 @@ dbg" boot"
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MOV BP 0x00 #
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NEXT
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here s", zipstub.min" s" zipmin.com" writeenv
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} import common.jrt {
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T] init execute
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BIN
zipstub.min
Executable file
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zipstub.min
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BIN
zipstub.seg
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zipstub.seg
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