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| # Draw a map window | |
| global MAPSIZE:number = 5; | |
| global ExitSymbols:list = { "\\" "|" "/" "-" "X" "-" "/" "|" "\\" }; | |
| macro draw (direction:number) at (x:number) (y:number) { | |
| var _x = x + (direction % 3); | |
| var _y = y + [floor (direction / 3)]; |
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| "RedditExample" by Blecki | |
| The bland enclosure is a room. "You are in a small, bland enclosure. The walls are pure white. There is naught but a small, white door and a dresser (also white). It's as if someone stopped describing the room halfway.." | |
| The dresser is a scenery supporter in the bland enclosure with description "This is really just a sketch of a dresser. Upon closer examination, the lines aren't even straight. It does, however, have a very nice drawer." | |
| The drawer is a closed openable container. The drawer is part of the dresser. The description is "The qualities that an item must have to be considered a drawer, that is, the ability to open, close, and contain small items, are exactly the qualities this drawer has." | |
| The vast expanse is a room. "This infinite expanse is so infinite that you go instantly insane." | |
| The small white door is a locked lockable door with description "This is a rather ordinary, rather white, little door.[if the small white door is locked] It seems to be locked, but there is |
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| Rule perform spawn when actor.TemplateName == "knight" { | |
| Let actor.Properties.Health = 1; | |
| } | |
| Rule abort die { # Prevent the die activity from being interrupted. | |
| If actor.TemplateName == "knight" { | |
| Return rule-fail; | |
| } | |
| Return rule-pass; |
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| { | |
| "player" : | |
| { | |
| "Type" : "AnimatedSprite", | |
| "Height" : 2, | |
| "Width" : 2, | |
| "RenderWidth" : 512, | |
| "Tilt" : 0.3, | |
| "Sprite" : "oscar/Oscar_Knight3a", | |
| "SpriterEntity" : "Knight", |
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| perform temporary_state state | |
| let actor.State = state | |
| wait 10 | |
| let actor.State = "idle" | |
| before follow_path | |
| let actor.State = "run" | |
| perform follow_path path | |
| foreach step in [path.QuantizePath 0.25] |
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| //Setup memory and registers | |
| byte[] MEM = new byte[0xFFFF]; | |
| byte A, B, C, D, E, H, L = 0; | |
| ushort IP, SP = 0; | |
| byte O = 0; | |
| uint CLOCK = 0; | |
| byte[] PORT = new byte[0xFF]; |
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| <<(nop | |
| (set @globals "instruction-table" (record)) | |
| (defun fittab ((arg string) (arg tab-size)) | |
| (if (> (strlen string) tab-size) | |
| (substr string 0 tab-size) | |
| (strcat string $(array (- tab-size (strlen string)) (" "))) | |
| ) | |
| ) |
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| Specification of the IN8 (inate) 8-bit CPU | |
| Registers | |
| { Named registers implemented by the IN8 CPU. | |
| A, B - Accumulator | |
| C, D, E - Scratch | |
| H, L - Scratch, and memory access | |
| IP - Special 16-bit instruction pointer | |
| SP - Special 16-bit stack pointer |
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| Version 1 of Generated Hyperlinks (for Glulx only) by Anthony Casteel begins here. | |
| "based on Basic Hyperlinks by Emily Short and Inline Hyperlinks by Erik Temple" | |
| Include Glulx Entry Points by Emily Short. | |
| Include Text Capture by Eric Eve. | |
| Section - Glulx Interaction | |
| When play begins: |
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| Version 1 of Generated Hyperlinks (for Glulx only) by Anthony Casteel begins here. | |
| "based on Basic Hyperlinks by Emily Short" | |
| Include Glulx Entry Points by Emily Short. | |
| Section - Glulx Interaction | |
| When play begins: | |
| start looking for hyperlinks. |