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| 00000010 6f 72 20 44 61 6c 65 6b 73 0a 23 0a 23 20 46 6f |or Daleks.#.# Fo| 00000020 72 20 75 73 65 20 77 69 74 68 20 43 79 20 42 6f |r use with Cy Bo| 00000030 6f 6b 65 72 27 73 20 43 41 73 73 65 6d 62 6c 65 |oker's CAssemble| 00000040 72 5f 4d 65 73 73 61 67 65 20 53 57 49 27 73 0a |r_Message SWI's.| 00000050 0a 41 70 70 3a 09 25 32 30 0a 53 79 73 3a 09 25 |.App:.%20.Sys:.%| 00000060 32 35 36 0a 53 79 73 4e 3a 09 25 31 30 0a 52 65 |256.SysN:.%10.Re| 00000070 61 73 6f 6e 3a 09 25 32 35 36 0a 0a 44 45 46 41 |ason:.%256..DEFA| 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 | 000000a0 74 6f 20 74 68 65 20 64 65 66 61 75 6c 74 0a 4f |to the default.O| 000000b0 4b 3a 09 09 53 45 4c 45 43 54 20 74 6f 20 61 63 |K:..SELECT to ac| 000000c0 63 65 70 74 20 74 68 65 73 65 20 76 61 6c 75 65 |cept these value| 000000d0 73 0a 52 49 3a 09 09 4d 6f 76 65 20 74 68 65 20 |s.RI:..Move the | 000000e0 70 6f 69 6e 74 65 72 20 72 69 67 68 74 20 74 6f |pointer right to| 000000f0 0a 53 45 3a 09 09 43 6c 69 63 6b 20 53 45 4c 45 |.SE:..Click SELE| 00000100 43 54 20 74 6f 0a 0a 4c 45 30 3a 09 4d 65 73 73 |CT to..LE0:.Mess| 00000110 61 67 65 20 66 72 6f 6d 20 25 41 70 70 0a 4c 45 |age from %App.LE| 00000120 31 3a 09 41 20 73 79 73 74 65 6d 20 65 72 72 6f |1:.A system erro| 00000130 72 20 68 61 73 20 6f 63 63 75 72 65 64 3a 20 28 |r has occured: (| 00000140 25 53 79 73 4e 29 3a 20 25 52 65 61 73 6f 6e 3a |%SysN): %Reason:| 00000150 20 25 53 79 73 0a 4c 45 32 3a 09 54 6f 20 73 61 | %Sys.LE2:.To sa| 00000160 76 65 2c 20 64 72 61 67 20 74 68 65 20 66 69 6c |ve, drag the fil| 00000170 65 20 69 63 6f 6e 20 74 6f 20 61 20 64 69 72 65 |e icon to a dire| 00000180 63 74 6f 72 79 20 64 69 73 70 6c 61 79 2e 0a 4c |ctory display..L| 00000190 45 33 3a 09 43 6f 75 6c 64 6e 27 74 20 66 69 6e |E3:.Couldn't fin| 000001a0 64 20 60 25 52 65 61 73 6f 6e 27 20 77 69 6e 64 |d `%Reason' wind| 000001b0 6f 77 20 69 6e 20 54 65 6d 70 6c 61 74 65 73 0a |ow in Templates.| 000001c0 4c 45 34 3a 09 43 6f 75 6c 64 6e 27 74 20 6c 6f |LE4:.Couldn't lo| 000001d0 61 64 20 69 6e 20 25 52 65 61 73 6f 6e 20 66 69 |ad in %Reason fi| 000001e0 6c 65 3a 20 28 25 53 79 73 4e 29 3a 20 25 53 79 |le: (%SysN): %Sy| 000001f0 73 0a 4c 45 35 3a 09 25 41 70 70 20 72 65 71 75 |s.LE5:.%App requ| 00000200 69 72 65 73 20 61 20 6d 6f 72 65 20 72 65 63 65 |ires a more rece| 00000210 6e 74 20 76 65 72 73 69 6f 6e 20 6f 66 20 74 68 |nt version of th| 00000220 65 20 57 69 6e 64 6f 77 20 4d 61 6e 61 67 65 72 |e Window Manager| 00000230 0a 4c 45 36 3a 09 25 41 70 70 20 68 61 73 20 73 |.LE6:.%App has s| 00000240 75 66 66 65 72 65 64 20 61 6e 20 69 6d 70 72 6f |uffered an impro| 00000250 62 61 62 6c 65 20 65 72 72 6f 72 20 77 68 69 6c |bable error whil| 00000260 65 20 6c 6f 61 64 69 6e 67 20 74 68 69 73 20 66 |e loading this f| 00000270 69 6c 65 0a 4c 45 37 3a 09 25 41 70 70 20 68 61 |ile.LE7:.%App ha| 00000280 73 20 72 75 6e 20 6f 75 74 20 6f 66 20 6d 65 6d |s run out of mem| 00000290 6f 72 79 20 74 72 79 69 6e 67 20 74 6f 20 6c 6f |ory trying to lo| 000002a0 61 64 20 74 68 69 73 20 66 69 6c 65 0a 4c 45 38 |ad this file.LE8| 000002b0 3a 09 43 61 6e 27 74 20 74 72 61 6e 73 66 65 72 |:.Can't transfer| 000002c0 20 66 69 6c 65 20 28 75 73 65 20 2a 53 65 74 20 | file (use *Set | 000002d0 57 69 6d 70 24 53 63 72 61 70 20 3c 66 69 6c 65 |Wimp$Scrap <file| 000002e0 6e 61 6d 65 3e 29 0a 4c 45 39 3a 09 55 6e 65 78 |name>).LE9:.Unex| 000002f0 70 65 63 74 65 64 20 52 41 4d 5f 46 65 74 63 68 |pected RAM_Fetch| 00000300 20 6d 65 73 73 61 67 65 20 72 65 63 65 69 76 65 | message receive| 00000310 64 0a 4c 45 31 30 3a 09 55 6e 65 78 70 65 63 74 |d.LE10:.Unexpect| 00000320 65 64 20 44 61 74 61 53 61 76 65 41 63 6b 20 6d |ed DataSaveAck m| 00000330 65 73 73 61 67 65 20 72 65 63 65 69 76 65 64 0a |essage received.| 00000340 4c 45 31 31 3a 09 44 61 74 61 20 74 72 61 6e 73 |LE11:.Data trans| 00000350 66 65 72 20 66 61 69 6c 65 64 3a 20 52 65 63 65 |fer failed: Rece| 00000360 69 76 65 72 20 64 69 65 64 0a 4c 45 31 32 3a 09 |iver died.LE12:.| 00000370 60 25 52 65 61 73 6f 6e 27 20 69 73 20 6e 6f 74 |`%Reason' is not| 00000380 20 61 20 72 65 63 6f 67 6e 69 7a 65 64 20 66 69 | a recognized fi| 00000390 6c 65 20 74 79 70 65 2e 20 20 41 72 65 20 79 6f |le type. Are yo| 000003a0 75 20 73 75 72 65 20 79 6f 75 20 77 61 6e 74 20 |u sure you want | 000003b0 74 6f 20 6c 6f 61 64 20 69 74 3f 0a 4c 45 31 33 |to load it?.LE13| 000003c0 3a 09 31 20 66 69 6c 65 20 65 64 69 74 65 64 20 |:.1 file edited | 000003d0 62 75 74 20 6e 6f 74 20 73 61 76 65 64 20 69 6e |but not saved in| 000003e0 20 25 41 70 70 3a 20 61 72 65 20 79 6f 75 20 73 | %App: are you s| 000003f0 75 72 65 20 79 6f 75 20 77 61 6e 74 20 74 6f 20 |ure you want to | 00000400 51 75 69 74 3f 0a 4c 45 31 34 3a 09 25 52 65 61 |Quit?.LE14:.%Rea| 00000410 73 6f 6e 20 66 69 6c 65 73 20 65 64 69 74 65 64 |son files edited| 00000420 20 62 75 74 20 6e 6f 74 20 73 61 76 65 64 20 69 | but not saved i| 00000430 6e 20 25 41 70 70 3a 20 61 72 65 20 79 6f 75 20 |n %App: are you | 00000440 73 75 72 65 20 79 6f 75 20 77 61 6e 74 20 74 6f |sure you want to| 00000450 20 51 75 69 74 3f 0a 4c 45 31 35 3a 09 44 61 74 | Quit?.LE15:.Dat| 00000460 61 20 74 72 61 6e 73 66 65 72 20 66 61 69 6c 65 |a transfer faile| 00000470 64 3a 20 53 65 6e 64 65 72 20 64 69 65 64 0a 4c |d: Sender died.L| 00000480 45 31 36 3a 09 25 41 70 70 20 68 61 73 20 72 75 |E16:.%App has ru| 00000490 6e 20 6f 75 74 20 6f 66 20 6d 65 6d 6f 72 79 0a |n out of memory.| 000004a0 0a 4d 30 3a 09 44 61 6c 65 6b 73 0a 4d 31 3a 09 |.M0:.Daleks.M1:.| 000004b0 49 6e 66 6f 0a 4d 32 3a 09 48 69 67 68 20 73 63 |Info.M2:.High sc| 000004c0 6f 72 65 73 2e 2e 2e 0a 4d 33 3a 09 56 69 65 77 |ores....M3:.View| 000004d0 0a 4d 34 3a 09 4e 65 77 20 67 61 6d 65 0a 4d 35 |.M4:.New game.M5| 000004e0 3a 09 4d 69 73 63 0a 4d 36 3a 09 51 75 69 74 0a |:.Misc.M6:.Quit.| 000004f0 0a 4d 32 30 3a 09 42 6f 61 72 64 20 73 69 7a 65 |.M20:.Board size| 00000500 0a 0a 4d 34 30 3a 09 4d 69 73 63 65 6c 6c 61 6e |..M40:.Miscellan| 00000510 65 61 0a 4d 34 31 3a 09 53 61 76 65 20 63 68 6f |ea.M41:.Save cho| 00000520 69 63 65 73 0a 4d 34 32 3a 09 4c 6f 61 64 20 63 |ices.M42:.Load c| 00000530 68 6f 69 63 65 73 0a 4d 34 33 3a 09 4d 65 72 67 |hoices.M43:.Merg| 00000540 65 20 76 32 20 73 63 6f 72 65 73 0a 0a 4d 31 30 |e v2 scores..M10| 00000550 30 3a 09 44 61 6c 65 6b 73 0a 4d 31 30 31 3a 09 |0:.Daleks.M101:.| 00000560 54 65 6c 65 70 6f 72 74 20 20 20 20 54 0a 4d 31 |Teleport T.M1| 00000570 30 32 3a 09 53 6f 6e 69 63 20 62 6f 6f 6d 20 20 |02:.Sonic boom | 00000580 53 0a 4d 31 30 33 3a 09 4c 61 73 74 20 73 74 61 |S.M103:.Last sta| 00000590 6e 64 20 20 4c 0a 4d 31 30 34 3a 09 44 65 6d 6f |nd L.M104:.Demo| 000005a0 20 6d 6f 64 65 20 20 20 44 0a 4d 31 30 35 3a 09 | mode D.M105:.| 000005b0 48 69 67 68 6c 69 67 68 74 20 20 20 48 0a 4d 31 |Highlight H.M1| 000005c0 30 36 3a 09 43 65 6e 74 72 65 20 20 20 20 20 20 |06:.Centre | 000005d0 43 0a 4d 31 30 37 3a 09 56 69 65 77 0a 4d 31 30 |C.M107:.View.M10| 000005e0 38 3a 09 4e 65 77 20 67 61 6d 65 0a 0a 4d 31 32 |8:.New game..M12| 000005f0 30 3a 09 48 69 67 68 6c 69 67 68 74 0a 4d 31 32 |0:.Highlight.M12| 00000600 31 3a 09 52 61 74 65 73 0a 4d 31 32 32 3a 09 41 |1:.Rates.M122:.A| 00000610 75 74 6f 6d 61 74 69 63 20 20 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00002590 6d 75 6c 74 69 2d 74 61 73 6b 69 6e 67 20 6f 66 |multi-tasking of| 000025a0 20 74 68 65 20 67 61 6d 65 2e 0a 48 4d 44 37 3a | the game..HMD7:| 000025b0 09 25 52 49 20 73 65 74 20 75 70 20 6e 65 77 20 |.%RI set up new | 000025c0 67 61 6d 65 20 70 61 72 61 6d 65 74 65 72 73 2e |game parameters.| 000025d0 0a 0a 45 30 3a 09 54 68 69 73 20 61 70 70 6c 69 |..E0:.This appli| 000025e0 63 61 74 69 6f 6e 20 64 69 73 70 6c 61 79 73 20 |cation displays | 000025f0 68 65 6c 70 66 75 6c 20 6d 65 73 73 61 67 65 73 |helpful messages| 00002600 20 69 66 20 48 65 6c 70 2c 20 6f 6e 20 74 68 65 | if Help, on the| 00002610 20 61 70 70 6c 69 63 61 74 69 6f 6e 73 20 64 69 | applications di| 00002620 73 63 2c 20 69 73 20 61 63 74 69 76 65 0a 45 31 |sc, is active.E1| 00002630 3a 09 54 68 65 72 65 20 69 73 20 6e 6f 74 20 65 |:.There is not e| 00002640 6e 6f 75 67 68 20 6d 65 6d 6f 72 79 20 74 6f 20 |nough memory to | 00002650 63 72 65 61 74 65 20 61 20 6e 65 77 20 67 61 6d |create a new gam| 00002660 65 0a 45 32 3a 09 59 6f 75 20 68 61 76 65 20 74 |e.E2:.You have t| 00002670 6f 20 65 6e 74 65 72 20 79 6f 75 72 20 6e 61 6d |o enter your nam| 00002680 65 20 62 65 66 6f 72 65 20 79 6f 75 20 63 61 6e |e before you can| 00002690 20 70 6c 61 79 0a 45 33 3a 09 45 72 72 6f 72 20 | play.E3:.Error | 000026a0 63 72 65 61 74 69 6e 67 20 64 6f 63 75 6d 65 6e |creating documen| 000026b0 74 20 77 69 6e 64 6f 77 73 3a 20 44 65 6c 65 74 |t windows: Delet| 000026c0 65 20 73 6f 6d 65 20 6f 74 68 65 72 73 20 61 6e |e some others an| 000026d0 64 20 74 72 79 20 61 67 61 69 6e 0a 45 34 3a 09 |d try again.E4:.| 000026e0 53 63 6f 72 65 73 20 66 69 6c 65 20 69 73 20 63 |Scores file is c| 000026f0 6f 72 72 75 70 74 2c 20 69 74 20 77 69 6c 6c 20 |orrupt, it will | 00002700 62 65 20 6f 76 65 72 77 72 69 74 74 65 6e 20 77 |be overwritten w| 00002710 68 65 6e 20 79 6f 75 20 6e 65 78 74 20 63 6f 6d |hen you next com| 00002720 70 6c 65 74 65 20 61 20 67 61 6d 65 0a 45 35 3a |plete a game.E5:| 00002730 09 54 68 65 72 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A| 00002750 72 65 20 79 6f 75 20 73 75 72 65 20 79 6f 75 20 |re you sure you | 00002760 77 61 6e 74 20 74 6f 20 51 55 49 54 20 3f 0a 45 |want to QUIT ?.E| 00002770 36 3a 09 54 68 65 72 65 20 69 73 20 61 20 67 61 |6:.There is a ga| 00002780 6d 65 20 69 6e 20 70 72 6f 67 72 65 73 73 2e 20 |me in progress. | 00002790 20 41 72 65 20 79 6f 75 20 73 75 72 65 20 79 6f | Are you sure yo| 000027a0 75 20 77 61 6e 74 20 74 6f 20 61 62 61 6e 64 6f |u want to abando| 000027b0 6e 20 69 74 20 3f 0a 45 37 3a 09 54 68 65 20 53 |n it ?.E7:.The S| 000027c0 70 72 69 74 65 73 20 66 69 6c 65 20 69 73 20 63 |prites file is c| 000027d0 6f 72 72 75 70 74 65 64 2c 20 67 6f 74 20 74 6f |orrupted, got to| 000027e0 20 61 62 6f 72 74 2e 20 20 42 79 65 2e 0a 45 38 | abort. Bye..E8| 000027f0 3a 09 57 68 61 74 20 68 61 76 65 20 79 6f 75 20 |:.What have you | 00002800 64 6f 6e 65 20 77 69 74 68 20 6d 79 20 53 70 72 |done with my Spr| 00002810 69 74 65 73 20 66 69 6c 65 20 3f 20 20 42 79 65 |ites file ? Bye| 00002820 2e 0a 45 39 3a 09 54 68 65 72 65 20 69 73 6e 27 |..E9:.There isn'| 00002830 74 20 65 6e 6f 75 67 68 20 6d 65 6d 6f 72 79 20 |t enough memory | 00002840 74 6f 20 63 72 65 61 74 65 20 74 68 65 20 62 6f |to create the bo| 00002850 61 72 64 20 73 70 72 69 74 65 73 2e 20 20 43 68 |ard sprites. 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