Home » Archimedes archive » Acorn Computing » 1994 07 subscription disc.adf » 9407s » PD/!Daleks3/Messages/Default

PD/!Daleks3/Messages/Default

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Acorn Computing » 1994 07 subscription disc.adf » 9407s
Filename: PD/!Daleks3/Messages/Default
Read OK:
File size: 2AC9 bytes
Load address: 0000
Exec address: 0000
File contents
# Message file for Daleks
#
# For use with Cy Booker's CAssembler_Message SWI's

App:	%20
Sys:	%256
SysN:	%10
Reason:	%256

DEFAULT:	SELECT to reset all values to the default
OK:		SELECT to accept these values
RI:		Move the pointer right to
SE:		Click SELECT to

LE0:	Message from %App
LE1:	A system error has occured: (%SysN): %Reason: %Sys
LE2:	To save, drag the file icon to a directory display.
LE3:	Couldn't find `%Reason' window in Templates
LE4:	Couldn't load in %Reason file: (%SysN): %Sys
LE5:	%App requires a more recent version of the Window Manager
LE6:	%App has suffered an improbable error while loading this file
LE7:	%App has run out of memory trying to load this file
LE8:	Can't transfer file (use *Set Wimp$Scrap <filename>)
LE9:	Unexpected RAM_Fetch message received
LE10:	Unexpected DataSaveAck message received
LE11:	Data transfer failed: Receiver died
LE12:	`%Reason' is not a recognized file type.  Are you sure you want to load it?
LE13:	1 file edited but not saved in %App: are you sure you want to Quit?
LE14:	%Reason files edited but not saved in %App: are you sure you want to Quit?
LE15:	Data transfer failed: Sender died
LE16:	%App has run out of memory

M0:	Daleks
M1:	Info
M2:	High scores...
M3:	View
M4:	New game
M5:	Misc
M6:	Quit

M20:	Board size

M40:	Miscellanea
M41:	Save choices
M42:	Load choices
M43:	Merge v2 scores

M100:	Daleks
M101:	Teleport    T
M102:	Sonic boom  S
M103:	Last stand  L
M104:	Demo mode   D
M105:	Highlight   H
M106:	Centre      C
M107:	View
M108:	New game

M120:	Highlight
M121:	Rates
M122:	Automatic  ^H
M123:	Arrow
M124:	Circle
M125:	Arc
M126:	Segment
M127:	Arrows
M128:	Square
M129:	Square 2
M130:	Spiral

M140:	Centre
M141:	Rate
M142:	Auto-Move     ^C
M143:	Auto-Sheet    ^S
M144:	Auto-Teleport ^T
M145:	Push-Scroll   ^P

M160:	Board
M161:	Grid        G
M162:	Arrows      A
M163:	Background
M164:	Sprites
M165:	Scale
M166:	Scores...
M167:	Multitask  ^M

M180:	Grid
M181:	None
M182:	Corner dot
M183:	Centre dot
M184:	Triple dot
M185:	Cross hair
M186:	Square hair
M187:	Colour

M500:	Colour
M501:	0
M502:	1
M503:	2
M504:	3
M505:	4
M506:	5
M507:	6
M508:	7
M509:	8
M510:	9
M511:	10
M512:	11
M513:	12
M514:	13
M515:	14
M516:	15
M517:	RGB

M1000:	Daleks
M1001:	Open
M1002:	Remove

M1100:	Board size
M1101:	(%d x %d) %d.%d.%d %d:%d:%d

M1200:	Board size
M1201:	(%d x %d) %d.%d.%d %d:%d:%d

Demo:	Are you sure you want to enter Demo mode?  Cancel to abort, OK to enter Demonstration.
Off:	Off
On:	On

HIconBar:	This is the %App icon|MClick SELECT to play (unpause) a game

HProgInfo:	Yep, this application provides help messages

HEnterName:	Enter name to start a new game of Daleks.|MThe name can still be changed in the middle of a game by altering the version in the status pane

HStatus:	This is the pane associated with the Daleks game board
HStatus0:	The name of the current player|MThis can be changed at any time
HStatus2:	The current sheet, starting from one
HStatus4:	The number of sonic booms the player has available.|MA value of one means that the player is on their last sonic boom
HStatus5:	%SE toggle probability calculation after each move
HStatus6:	The probability that you will die if you teleport now.|MLow values implies more likely (1.0 means definitely will die)
HStatus8:	The players' current score|MScore 10 points for every dalek that dies|MScores only added at the end of a successfull move
HStatus_:	This shows the status of the current state of play.|MThe pane is scrolled so that the score is always visible

HBoard:		This is the Daleks board.|MSELECT around the player to move one cell in that direction|MADJUST to sonic/teleport/restart|MThe title bar shows the current game parameters

HGameP:	This dialogue box changes parameters for a game of Daleks
HGameP_:	Altering any of these means you go onto a different score table
HGameP0:	Alter the number of daleks used|MI.e. the difficulty curve of a game
HGameP4:	The maximum number of daleks on one sheet
HGameP8:	The number of daleks on the first level (7)
HGameP12:	The number of extra daleks added at the start of each level (10)
HGameP14:	Alter the sonic boom allocation|MThese are (effectively) the number of "lives" a player has
HGameP18:	The maximum number of sonic booms the player is allowed (1)
HGameP22:	The number of sonic booms allocated on the first level (1)
HGameP26:	The number of extra sonic booms given to the player at the start of each level (1)
HGameP28:	Alter the dimensions of the board
HGameP32:	The width of the board, in cells (40)
HGameP36:	The height of the board, in cells (23)
HGameP38:	%DEFAULT
HGameP39:	%OK|MIf a game is in progress, then this will be abandoned

HViewP:	This dialogue box changes parameters for the appearance of the Daleks board
HViewP0:	A sprite family is a set of sprites defined in the Sprites file|MBy editing this you can add your own sprites
HViewP4:	This selects a sprite family
HViewP6:	The EXTRA pixels used to separate the graphics between cells
HViewP10:	The horizontal pixel gap between cells (2)
HViewP14:	The vertical pixel gap between cells (1)
HViewP16:	Frames of animation|MThe number of 'tween steps used to animate the movement of daleks from one cell to another
HViewP18:	Automatically select the minimum number of frames of animation that gives smoothe movement|MThis is the best option
HViewP19:	Use the user-defined number of frames of animation (to the right)
HViewP20:	Automatically select the maximum number of frames of animation that gives smoothe movement|MThis gives "pixel perfect" movement, but can be a bit slow
HViewP22:	The number of frames of animation|MLarge numbers slow the game down|MA value of one (1) gives no animation
HViewP24:	%DEFAULT
HViewP25:	%OK

HCentre:	This dialogue box sets the speed of the window centreing
HCentre2:	The rate to use|MHigh values give slow movement|MLow values give fast movement (1 gives "instant" centreing)
HCentre4:	%DEFAULT
HCentre5:	%OK

HArrow:	This dialogue box changes the arrow used to highlight the player
HArrow2:	The width of the arrow head, expressed as a percentage
HArrow6:	The width of the shaft, expressed as a percentage
HArrow10:	The height of the shaft, expressed as a percentage
HArrow14:	The angle of rotation of the picture below, in HRADs|MOne HRAD = 2*PI/16 radians = 22.5 degrees
HArrow16:	This is what the arrow looks like
HArrow17:	%DEFAULT
HArrow18:	%OK

HMagnifier:	This dialogue box changes the scale of the sprites
HMagnifier_:	Large magnifications = Large memory overhead|M(Already scaled to compensate for screen mode aspect ratio.  Scaling is over and above THIS)
HMagnifier3:	X multiplier
HMagnifier5:	X divisor
HMagnifier11:	Y multiplier
HMagnifier13:	Y divisor
HMagnifier16:	%DEFAULT
HMagnifier17:	%OK

HHighlight:	This dbox changes the appearance of a highlight
HHighlight2:	The number of steps, or frames of animation (30)
HHighlight6:	The delay until the "eraser" starts (10)|MA small value only leaves a few lines on-screen at once
HHighlight8:	%DEFAULT
HHighlight9:	%OK

HHighScore:	This window is a Daleks high score table
HHighScore_:	The title bar shows what game is refered to|MClick ADJUST to start a game with these parameters
HHighScore0:	This is the position
HHighScore1:	This is the players' name
HHighScore2:	This is the level that the player died on
HHighScore3:	This is the players' score, the number of daleks successfully exterminated

HMI0:	%RI get information abouth this version of Daleks.
HMI1:	%SE show the high score window(s).
HMI2:	Disabled in this version
HMI3:	%HMI2
HMI4:	%RI access various miscellaneous operations.
HMI4_0:	%SE save your current choices.
HMI4_1:	%SE load the most recently saved choices.
HMI4_2:	%SE merge in the high score table generated by version 2.xx of Daleks.  See the Help file for more information.
HMI5:	%SE quit Daleks.

HMH0:	%RI view a high score table.
HMH0_:	%SE open (close) the high score table.
HMH1:	%RI delete a high score table.
HMH1_:	%SE delete (irrevocably) a high score table.

HMD0:	%SE teleport.|MThis moves you to a new place on the board.
HMD1:	%SE sonic boom.|MThis kills all daleks next to your player.
HMD2:	%SE do a last stand.|MStand still until all daleks have perished, or you are dead.
HMD3:	%SE enter demonstration mode.
HMD4:	%SE highlight the players' position.|M%RI set up various highlighting parameters.
HMD4_0:	%RI set the number of frames of animation.
HMD4_1:	%SE force a highlight at the start of each sheet.
HMD4_2:	Disabled
HMD4_3:	%SE use this type of highlight.
HMD4_4:	%HMD4_3
HMD4_5:	%HMD4_3
HMD4_6:	Disabled
HMD4_7:	%HMD4_3
HMD4_8:	%HMD4_3
HMD4_9:	%HMD4_3
HMD5:	%SE center the board about the player.|M%RI set up various centering parameter.
HMD5_0:	%RI set the speed of centering.
HMD5_1:	%SE force centering after every player move.
HMD5_2:	%SE center the board around the player at the start of each level.
HMD5_3:	%SE force centering after teleporting.
HMD5_4:	%SE center as player gets near window edges.
HMD6:	%RI set up various view parameters.
HMD6_0:	%SE toggle the appearance of the grid.|M%RI set up the grid parameters.
HMD6_0_0:	%SE disable the grid.
HMD6_0_1:	%SE use this grid type.
HMD6_0_2:	%HMD6_0_1
HMD6_0_3:	%HMD6_0_1
HMD6_0_4:	%HMD6_0_1
HMD6_0_5:	%HMD6_0_1
HMD6_0_6:	%RI select the grid colour.
HMD6_0_6_:	%SE set the desired colour for the grid.
HMD6_1:	%SE toggle direction arrows around the player.
HMD6_2:	%RI select the background colour.
HMD6_2_:	%SE set the desired colour for the background.
HMD6_3:	%RI set up parameters for the appearance of the sprites.
HMD6_4:	%RI set up the zoom factors of the board.
HMD6_5:	%SE display the current high score table (if any).
HMD6_6:	%SE toggle multi-tasking of the game.
HMD7:	%RI set up new game parameters.

E0:	This application displays helpful messages if Help, on the applications disc, is active
E1:	There is not enough memory to create a new game
E2:	You have to enter your name before you can play
E3:	Error creating document windows: Delete some others and try again
E4:	Scores file is corrupt, it will be overwritten when you next complete a game
E5:	There is a game in progress.  Are you sure you want to QUIT ?
E6:	There is a game in progress.  Are you sure you want to abandon it ?
E7:	The Sprites file is corrupted, got to abort.  Bye.
E8:	What have you done with my Sprites file ?  Bye.
E9:	There isn't enough memory to create the board sprites.  Change mode or sprite family, or release more memory.
E10:	Can't find Daleks v2

| These are used to show the types of games
| If you don't every change the game parameters, just the board size, ignore
| The order is:
|     board width
|     board height
|     # daleks at start
|     # more daleks per level
|     maximum # daleks
|     # sonic booms initially
|     # increment for soinic booms per level
|     maximum # sonic booms

HighScore:	Daleks high-score (%d x %d) %d.%d.%d %d:%d:%d
Board:	Daleks board (%d x %d) %d.%d.%d %d:%d:%d

IB0:	Enter name
IB1:	Playing
IB2:	Game over
IB3:	Idle
IB4:	Paused

None:	None
00000000  23 20 4d 65 73 73 61 67  65 20 66 69 6c 65 20 66  |# Message file f|
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00000080  55 4c 54 3a 09 53 45 4c  45 43 54 20 74 6f 20 72  |ULT:.SELECT to r|
00000090  65 73 65 74 20 61 6c 6c  20 76 61 6c 75 65 73 20  |eset all values |
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00002ac9