add several Z4 and Z5 games
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@ -1,3 +1,74 @@
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New:
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* A Mind Forever Voyaging
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* Beyond Zork
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* Border Zone
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* Bureaucracy
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* Nord and Bert
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- Sherlock
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- Trinity
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New versions:
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- HGTTG
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- LGOP
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- Planetfall
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- Wishbringer
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- Zork I
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[info]
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SHERLOCK: THE RIDDLE
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OF THE CROWN JEWELS
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[description]
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[info]
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A MIND FOREVER
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VOYAGING
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1985 Sci-Fi
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Difficulty: ^^^^^&
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[description]
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Welcome to A Mind Forever Voyaging. In this story, you will be PRISM, the
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world's first sentient machine. Before you "boot up" your disk, make sure
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you read the short story in the first part of the booklet.
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The story begins in the world of 2031, a world on the brink of chaos. The
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economy of the United States of North America (USNA) has been stagnating for
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decades. Crackpot religions are springing up all over the place. Crime and
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urban decay are rampant. Schools have become violent, chaotic places
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ill-suited for educating children. Today's youth frequently use joybooths to
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"tune-out" the world, leading in the extreme case to joybooth suicide, where
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a psychological addict wastes away in his or her private nirvana.
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The global situation is even grimmer. The calcuttization of the Third World
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has almost reached its limit, causing extreme overpopulation and poverty.
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This has created a climate ripe for East Bloc adventurism, exploiting
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instability and fanning the numerous flash points around the globe. The
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superpower race to build an impenetrable missile defense has ended in a tie,
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with the foreseeable but unforseen result that an even more dangerous arms
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race has begun -- a race to build miniature nuclear weapons, some as small
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as a cigarette pack, and smuggle them into enemy cities -- a race which
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threatens to turn the USNA into a giant police state.
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Things are bad, and it appears that they can only get worse. So when Senator
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Richard Ryder, along with a small group of leaders from government,
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business, and the universities, announces the Plan for Renewed National
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Purpose, everyone is only too willing to embrace it.
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Only one thing stands between the Plan and its adoption: a test of its
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validity. That's why you have been "awakened" from your simulated life and
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had your true nature revealed to you several years ahead of schedule. You
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have been chosen to use your unique abilities to enter a simulation of the
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future, based on the tenents of the Plan, in order to check its
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effectiveness. The eyes of the world are on you.
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[versions]
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R79.851122.Z4=r79 / 851122
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R77.850814.Z4=r77 / 850814
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--
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[info]
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BALLYHOO
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@ -33,6 +104,128 @@ R97.851218.Z3=r97 / 851218
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--
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[info]
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BEYOND ZORK
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1987 Fantasy
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Difficulty: ^^^&&
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[description]
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Dark times have fallen upon the Southlands of Quendor. All the enchanters
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have disappeared without a trace. Monsters roam the countryside. And the
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taverns are filled with disturbing rumours and un-savory characters.
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A simple peasant like yourself knows better than to get involved in the
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affairs of wizards. But everyone you meet seems intent on testing your
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abilities to the utmost. You find yourself drawn into a web of fantasy and
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magic, solving puzzles, avoiding traps and fighting monsters. Your strength
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and power grow with every encounter, until the most fabulous treasure of all
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- the fabled Coconut of Quendor - lies within your grasp. If only you can
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survive long enough to claim it!
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Unlike other Infocom stories in which your character is "set" from the
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start, Beyond Zork lets you create your own character with six attributes:
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endurance, strength, dexterity, intelligence, compassion, and luck. Some
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situations in the story require dexterity, some require strength, some
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require intelligence, and so on; some situations require a combination of
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these attributes. You can choose your attributes yourself, or you can use a
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character already set up by the computer.
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You must fight monsters and solve puzzles to succeed in your quest. Since
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your success will often depend on your attributes, mindful players will try
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to improve their attributes as they venture onward.
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[versions]
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R57.871221.Z5=r57 / 871221
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R51.870923.Z5=r51 / 870923
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R49.870917.Z5=r49 / 870917
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R47.870915.Z5=r47 / 870915
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--
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[info]
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BORDER ZONE
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1987 Espionage
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Difficulty: ^^^^&
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[description]
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Washington and Moscow are the capitals of the Superpowers, but the Cold War
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is fought at the front: in Eastern Bloc countries like Frobnia and adjacent
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neutral countries like Litzenburg. In these countries, where all strangers
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are suspect and all actions observed, paranoia and vulnerability are
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inescapable. In these countries, innocent travelers get caught in the web of
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international espoinage. This is the setting for Border Zone.
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Border Zone consists of three chapters. In each chapter, you play a
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different character (an American businessman, a Western spy, and an Eastern
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spy) involved in unique puzzles and goals. The chapters take place at
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different times and at different locations. As a player, you will get the
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most satisfaction if you play the chapters in order.
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Border Zone has a built-in clock which drives the story forward. Unlike
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other Infocom stories, the clock in Border Zone continues to tick even while
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you stop to think. So if you find yourself in a dangerous situation, you
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can't just sit back and relax. Whether you type in a command or not,
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characters will move around, events will happen, and the story will proceed.
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[versions]
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R9.871008.Z5=r9 / 871008
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--
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[info]
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BUREAUCRACY
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1987 Comedy
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Difficulty: ^^^^&
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[description]
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Once upon a time (not very long ago), a man moved from one apartment in
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London to another. He dutifully notified everyone of his new address,
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including his bank; in fact, he went to the bank and filled out a change-
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of-address form himself. The man was very happy in his new apartment.
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Then, one day, the man tried to use a credit card but couldn't. He
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discovered that his bank had invalidated his credit card. Apparently, the
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bank had sent a new card to his old address.
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For weeks, the man tried to get the bank to acknowledge his change-of-
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address form. He talked to many bank officials, and filled out new forms,
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and tried to get a new credit card issued, but nothing worked. The man had
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no credit, and the bank behaved like, well, a bank.
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It's a sad story, one that gets replayed every day for millions of people
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worldwide. Of course, sometimes it's not a bank at fault: sometimes it's the
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postal service, or an insurance company, or the telephone company, or an
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airline, or the Government. But all of us, at one time or another, feel
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persecuted by a bureaucracy.
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You begin Bureaucracy in your new house. As per the letter in your package,
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you will fly to Paris (for business and pleasure) just as soon as you get
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some money to take you to the airport. That money should be in today's mail,
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so you should be off soon... unless, of course, there's some problem with
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the mail.
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Oh, by the way: The man in our story about the bank was Douglas Adams, the
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principal author of this game. The bank finally did send him a letter,
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apologizing for the inconvenience - but they sent it to his old address.
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[versions]
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R116.DEPROT.Z4=r116 / 870602 (deprotected)
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R86.DEPROT.Z4=r86 / 870212 (deprotected)
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R116.870602.Z4=r116 / 870602
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R86.870212.Z4=r86 / 870212
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--
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[info]
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CUTTHROATS
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--
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[info]
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NORD AND BERT
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1987 Comedy
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Difficulty: ^^^^^
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[description]
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Nord and Bert Couldn't Make Head or Tail of It is different from any other
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Infocom story you may have seen. Rather than being one long story, it's a
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collection of eight short stories, or scenarios. Each of the eight stories
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involves some sort of punning, wordplay, or verbal trickery.
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The people and items you meet in one scenario won't appear in another, and
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so each story is played independently of the others. However, to get into
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the scenario called Meet the Mayor, you need to know seven passwords. You
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get one password everytime you complete one of the other seven scenarios.
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You can play these other seven scenarios in any order.
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Nord and Bert also differs from other Infocom stories in that no mapping is
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needed, and you won't use compass directions to move from one place to
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another. Instead, the status line (at the top of your screen) will tell you
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what places you can go next.
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[versions]
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R19.870722.Z4=r19 / 870722
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--
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[info]
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PLANETFALL
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Binary file not shown.
BIN
res/pitchdark.po
BIN
res/pitchdark.po
Binary file not shown.
18
src/config.a
18
src/config.a
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;
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!zone {
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kNumberOfGames = 25
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kNumberOfGames = 29
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gCurrentGame
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!byte $FD ; set at runtime
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kTextRootDirectory
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!byte 5
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!raw "TEXT/"
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GAMES ; length of this array must = kNumberOfGames, there is no range checking
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!word .amfv
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!word .ballyhoo
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!word .beyondzork
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!word .borderzone
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!word .bureaucracy
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!word .cutthroats
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!word .deadline
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!word .enchanter
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!word .zorkiii
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; length-prefixed names of each subdirectory in game directory, 1 per game
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.amfv
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!byte 4
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!raw "AMFV"
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.ballyhoo
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!byte 8
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!raw "BALLYHOO"
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.beyondzork
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!byte 11
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!raw "BEYOND.ZORK"
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.borderzone
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!byte 11
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!raw "BORDER.ZONE"
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.bureaucracy
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!byte 11
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!raw "BUREAUCRACY"
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.cutthroats
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!byte 10
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!raw "CUTTHROATS"
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; - LoadGlobalPreferences
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!zone {
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kDefaultGame = 22 ; Zork I
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kDefaultGame = 22 ; Zork I -- TODO fix this after adding other games
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kPrefsRecord = $0800
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kPrefsLength = 1
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kPrefsCurrentGame = kPrefsRecord + 0
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