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es:haunted_burrow [2017/01/13 14:21] – creado jevicac
Línea 1: Línea 1:
 +====== HAUNTED BURROW ======
  
 +===== Ficha =====
 +{{:otros:Haunted Burrow_p1.jpg?690|}}
 +^ Autor | Phil Lawson       |
 +^ Computadora | Amstrad PCW 8256 / 8512 / 9512 |
 +^ Año | ????                              |
 +^ Género | Arcade                                |
 +^ Controles | Teclado                           |
 +^ Lenguajes | Inglés                           |
 +^ Estado | [[preservado|Preservado]] |
 +
 +===== Capturas =====
 +
 +{{:otros:Haunted_Burrow_screenshot01.png?220}} {{:otros:Haunted_Burrow_screenshot02.png?220}} {{:otros:Haunted_Burrow_screenshot03.png?220}} {{:otros:Haunted_Burrow_screenshot04.png?220}}
 +
 +===== Descripción =====
 +
 +Haunted Burrow es un juego divertido donde nuestro amigo Bunny el conejo tendrá que encontrar la salida del laberinto para pasar de nivel, tiene una buena calidad gráfica y un sencillo manejo. Nuestra misión es adentrarnos en las profundidades de un laberinto y recoger todos los huevos que podamos para incrementar nuestra puntuación y las llaves que se encuentran en cualquier parte del mismo. La única pega es que el tiempo vuela y no podremos parar porque se agota el tiempo de Bunny.
 +
 +Por el camino nos encontraremos una serie de objetos que nos ayudaran o nos harán la vida imposible. Entre los objetos encontraremos huevos: sumaran puntos y harán falta para completar la misión. Reloj: Hará que se incremente el tiempo que nos queda. Disco: Este actúa como puerta abierta, pero cuidado que una vez que pasemos por él se convertirá en una puerta cerrada, obstaculizando el regreso por donde llegamos a él. Llave: Esta hará que podamos cumplir la misión y salir del laberinto antes de que se agote el tiempo.
 +
 +===== Listado =====
 +
 +  * **__Listado - BUNNY.BAS__**
 +
 +<file>
 +10 REM       Haunted Burrow
 +20 REM       by Phil Lawson
 +30 REM (c) Computing with the Amstrad
 +40 REM --------------PCW-------------
 +50 MEMORY &HCF00
 +60 e$=CHR$(27):cls$=e$+"E"+e$+"H"
 +70 DEF FNat$(x,y)=e$+"Y"+CHR$(32+y)+CHR$(32+x)
 +80 GOSUB 1990:lev=1
 +90 WHILE -1
 +100 POKE time,60:CALL keyboard
 +110 PRINT cls$:CALL screen
 +120 PRINT FNat$(20,0);"Eggs collected"
 +130 PRINT FNat$(60,0);"Level"
 +140 PRINT FNat$(26,2);0
 +150 PRINT FNat$(61,2);lev
 +160 POKE posit,&HF9:POKE posit+1,&HD9
 +170 GOSUB 500:POKE &HD9F9,5
 +180 PRINT e$+"p"
 +190 PRINT FNat$(23,5);SPACE$(40)
 +200 FOR a=6 TO 23
 +210 PRINT FNat$(23,a);"  "
 +220 PRINT FNat$(61,a);"  ":NEXT
 +230 PRINT FNat$(23,24);SPACE$(40)
 +240 PRINT e$+"q":PRINT FNat$(12,26);CHR$(134)+STRING$(60,CHR$(138))+CHR$(140)
 +250 PRINT FNat$(12,27);CHR$(133);FNat$(73,27);CHR$(133)
 +260 PRINT FNat$(12,28);CHR$(131)+STRING$(60,CHR$(138))+CHR$(137)
 +270 PRINT e$+"p":PRINT FNat$(13,27);SPACE$(60):PRINT e$+"q"
 +280 PRINT FNat$(3,27);"T I M E"
 +290 GOSUB 1190:REM eggs,keys & clocks
 +300 CALL drawmap
 +310 POKE dead,0:POKE parameter3,255
 +320 POKE eggs,0:oldegg=0
 +330 WHILE PEEK(dead)<>255 AND PEEK(eggs)<>200:i$=""
 +340 WHILE i$="":i$=INKEY$
 +350 CALL timer:i$=UPPER$(i$+" "):WEND
 +360 POKE parameter1,ASC(i$)
 +370 IF oldegg<>PEEK(eggs) THEN oldegg=oldegg+1:PRINT FNat$(26,2);oldegg
 +380 CALL moverabbit:CALL timer
 +390 WEND
 +400 addr=PEEK(posit+1)*256+PEEK(posit)
 +410 IF PEEK(eggs)=200 THEN FOR a=1 TO 15:POKE addr,5:CALL drawmap:FOR b=1 TO 50:NEXT:POKE addr,8:CALL drawmap:FOR b=1 TO 50:NEXT:NEXT:lev=lev+1
 +420 PRINT e$+"p"
 +430 FOR a=6 TO 23:PRINT FNat$(23,a);SPACE$(38):NEXT
 +440 IF PEEK(eggs)=200 THEN a$="C O N G R A T U L A T I O N S":PRINT FNat$(27,12);a$
 +450 PRINT e$+"q":a$="Press spacebar to play"
 +460 PRINT FNat$(31,14);a$
 +470 WHILE INKEY$<>" ":WEND
 +480 CALL resetscreen
 +490 WEND
 +500 REM setup graphics characters
 +510 addr=&HE21C
 +520 FOR a=0 TO 63:POKE addr+a,0:REM path
 +530 POKE addr+a+64,170:NEXT:REM wall
 +540 RESTORE 570:FOR a=128 TO 575
 +550 READ b:POKE addr+a,b:NEXT:RETURN
 +560 REM data for egg character
 +570 DATA 0,0,0,1,3,6,13,15
 +580 DATA 0,15,117,235,85,171,85,255
 +590 DATA 0,240,222,171,213,170,213,255
 +600 DATA 0,0,0,128,192,224,112,240
 +610 DATA 14,13,6,3,1,0,0,0
 +620 DATA 171,85,171,85,235,117,15,0
 +630 DATA 170,213,170,213,171,222,240,0
 +640 DATA 176,112,224,192,128,0,0,0
 +650 REM data for closed door
 +660 DATA 0,3,3,3,3,3,3,3
 +670 DATA 0,255,255,170,213,170,213,170
 +680 DATA 0,255,255,170,213,170,213,170
 +690 DATA 0,192,192,192,192,192,192,192
 +700 DATA 3,3,3,3,3,3,3,0
 +710 DATA 191,160,160,191,213,255,255,0
 +720 DATA 253,5,5,253,85,255,255,0
 +730 DATA 192,192,192,192,192,192,192,0
 +740 REM data for key character
 +750 DATA 0,0,1,6,29,58,53,59
 +760 DATA 0,0,224,184,86,235,53,43
 +770 DATA 0,0,0,0,0,0,255,255
 +780 DATA 0,0,0,0,0,0,248,248
 +790 DATA 53,26,7,1,0,0,0,0
 +800 DATA 215,174,88,224,0,0,0,0
 +810 DATA 6,6,0,0,0,0,0,0
 +820 DATA 176,48,0,0,0,0,0,0
 +830 REM bunny right
 +840 DATA 0,0,0,0,0,0,0,7
 +850 DATA 0,0,0,0,0,0,255,0
 +860 DATA 0,0,7,24,96,199,25,2
 +870 DATA 0,224,16,28,234,50,204,112
 +880 DATA 24,32,116,50,15,0,0,0
 +890 DATA 112,32,128,64,183,152,0,0
 +900 DATA 7,4,8,112,128,0,0,0
 +910 DATA 128,0,0,0,0,0,0,0
 +920 REM data for clock character
 +930 DATA 0,1,6,24,48,96,96,96
 +940 DATA 0,255,0,1,1,1,1,1
 +950 DATA 0,255,0,128,128,128,128,128
 +960 DATA 0,192,48,24,12,6,6,6
 +970 DATA 96,96,96,48,12,3,0,0
 +980 DATA 6,24,96,0,0,0,255,0
 +990 DATA 0,0,0,0,0,0,255,0
 +1000 DATA 6,6,6,12,24,96,0,0
 +1010 REM data for open door
 +1020 DATA 0,3,3,3,3,3,3,3
 +1030 DATA 0,255,0,0,1,14,13,14
 +1040 DATA 0,255,7,58,213,170,93,230
 +1050 DATA 0,192,192,192,192,192,192,192
 +1060 DATA 3,3,3,3,3,3,3,0
 +1070 DATA 13,14,15,1,0,0,255,0
 +1080 DATA 133,230,93,234,58,7,255,0
 +1090 DATA 192,192,192,192,192,192,192,0
 +1100 REM bunny left
 +1110 DATA 0,7,8,56,87,76,51,14
 +1120 DATA 0,0,224,24,6,227,152,64
 +1130 DATA 0,0,0,0,0,0,255,0
 +1140 DATA 0,0,0,0,0,0,0,224
 +1150 DATA 1,0,0,0,0,0,0,0
 +1160 DATA 224,32,16,14,1,0,0,0
 +1170 DATA 14,4,1,2,237,25,0,0
 +1180 DATA 24,4,46,76,240,0,0,0
 +1190 REM set up eggs,doors & keys
 +1200 RESTORE 1340:FOR a=1 TO 12
 +1210 READ door$:door$="&H"+door$
 +1220 POKE VAL(door$),7:NEXT
 +1230 FOR a=1 TO 4
 +1240 READ key$:key$="&H"+key$
 +1250 POKE VAL(key$),4:NEXT
 +1260 FOR a=1 TO 12
 +1270 READ clock$:clock$="&H"+clock$
 +1280 POKE VAL(clock$),6:NEXT
 +1290 FOR a=1 TO 200
 +1300 x=INT(RND*4180)
 +1310 IF PEEK(&HD000+x)<>0 THEN 1300
 +1320 POKE &HD000+x,2:NEXT:RETURN
 +1330 REM data for doors
 +1340 DATA D398,D24D,D246
 +1350 DATA D376,D37D,D488
 +1360 DATA D735,DB66,DD7A
 +1370 DATA DF8C,E0BB,DF9E
 +1380 REM data for keys
 +1390 DATA D68E,D251,DF59,DC4B
 +1400 REM data for clocks
 +1410 DATA D1B2,D490,D4CB,D606
 +1420 DATA D83B,D8B6,D9C5,DC4B
 +1430 DATA DF02,DF16,E019,E0A4
 +1440 REM data for map
 +1450 DATA 3E0000000004220800,06C
 +1460 DATA 007FEFF4A77402EB0E,478
 +1470 DATA F7020114B73422A900,2C4
 +1480 DATA 413E7D17A1B5FA0800,36B
 +1490 DATA 7F1EE1B237B402A902,3C8
 +1500 DATA 43C28C227097BEA902,423
 +1510 DATA 407AB8E6E4C402A806,4B0
 +1520 DATA 4302A20CCE75FAE902,41B
 +1530 DATA 77FE8FF89F04020902,3AC
 +1540 DATA 0608F803BFF7EFE802,498
 +1550 DATA D0EB8DF60004020802,34E
 +1560 DATA 5FA80117FFF5FAFF0E,51A
 +1570 DATA 10ABBDD00095000002,2DF
 +1580 DATA 76AA051F00957FFF0A,361
 +1590 DATA 048AF5007E90200102,2B4
 +1600 DATA F5AE05EF40DFAFF906,564
 +1610 DATA 15ABDC085E10240100,237
 +1620 DATA 552A07FFC3D774050E,3A6
 +1630 DATA 557AF4000011144500,22D
 +1640 DATA 750A05EF7FF574E507,447
 +1650 DATA 45EBBD094024144500,2B3
 +1660 DATA 6D08017B5FAFC40502,2CA
 +1670 DATA 2D7BFF4140A07C8502,3CB
 +1680 DATA 8D0A005F7EAFC7BD0E,3B5
 +1690 DATA 2DEAEFD002A0100000,388
 +1700 DATA 2508281F7EBDFFFF0F,3BC
 +1710 DATA 757FFAC140A5002000,3B4
 +1720 DATA 2508825B5FA16FA30E,32A
 +1730 DATA 2DEAEFF1502F24380A,3DC
 +1740 DATA 890A080157A1E40A0A,28C
 +1750 DATA 39EB7BFF542F2EEA0A,443
 +1760 DATA 000940005701002A0A,0D5
 +1770 DATA 3F7DE7FFD1FFFFA202,615
 +1780 DATA 0C080C001C1104AE0A,109
 +1790 DATA EFCF79DDFFD7242C0A,544
 +1800 DATA 085803040013AEAE0A,1E0
 +1810 DATA 7B53FE76FDF020A30A,4FC
 +1820 DATA 435002228017FFA802,2F7
 +1830 DATA 5F5FFAFABFD0222B0A,498
 +1840 DATA 51400202841FAAE902,2CD
 +1850 DATA 557FFFDEF5F02A090A,4D3
 +1860 DATA 554200008515EAFD02,31A
 +1870 DATA 544ABF6CBD55080506,2EE
 +1880 DATA 13CABC4C85542FFF00,3EC
 +1890 DATA FBC881C0F454A00407,4F7
 +1900 DATA 090AFFFD85D7BDF504,521
 +1910 DATA 604BA0048510E01504,2DD
 +1920 DATA 3FEA2FF7EF77BDF506,56D
 +1930 DATA 024808100200801504,0FD
 +1940 DATA 4ADFC99FFFF6FDF505,67D
 +1950 DATA 6A104BD10712801504,248
 +1960 DATA 2AF77BD5D05FFDF506,598
 +1970 DATA 2A0000041FC0001100,11E
 +1980 DATA END,END
 +1990 REM set up machine code data
 +2000 l=1:addr=&HE641:RESTORE 2250
 +2010 READ a$,c$:WHILE a$<>"END"
 +2020 FOR a=1 TO 23 STEP 2
 +2030 POKE addr,VAL("&H"+MID$(a$,a,2))
 +2040 check=check+PEEK(addr):addr=addr+1
 +2050 NEXT
 +2060 IF check<>VAL("&H"+c$) THEN PRINT"Error in data line";l*10+2210:END
 +2070 check=0:READ a$,c$:l=l+1:WEND
 +2080 REM game variables
 +2090 screen=&HE641:map=&HD000
 +2100 fillmap=&HE66B:posit=&HE45C
 +2110 drawmap=&HE6B4:pathdata=&HE21C
 +2120 moverabbit=&HE70B:time=&HE461
 +2130 parameter1=&HE45E:parameter2=&HE45F
 +2140 keyboard=&HE7AE:timer=&HE7B8
 +2150 parameter3=&HE460:dead=&HE640
 +2160 eggs=&HE63F:resetscreen=&HE815
 +2170 REM poke map
 +2180 addr=&HE462:RESTORE 1440:READ a$,c$
 +2190 WHILE a$<>"END"
 +2200 FOR a=1 TO 17 STEP 2
 +2210 POKE addr,VAL("&H"+MID$(a$,a,2))
 +2220 addr=addr+1:NEXT:READ a$,c$:WEND
 +2230 CALL fillmap:RETURN
 +2240 REM machine code data
 +2250 DATA CD64E611982C2100B6016801,42D
 +2260 DATA 3E20F5D53E0873237223133D,3E9
 +2270 DATA 20F8D1EB09EBF13D20ECC9C1,78C
 +2280 DATA CD5AFCE900C92100D0011C12,4F5
 +2290 DATA 3601230B78B120F82134D1FD,4C9
 +2300 DATA 2162E406350E081608FD7E00,351
 +2310 DATA CB273600CB16231520F60DFD,461
 +2320 DATA 2320ECFD7E00878787871604,4E0
 +2330 DATA CB273600CB16231520F6FD23,477
 +2340 DATA 1108001910CFC9CD64E6E5D5,5AB
 +2350 DATA 2A5CE401CCFE09FD21D86A06,5A4
 +2360 DATA 090E09E56E26002929292929,266
 +2370 DATA 29111CE219C506207EFD7700,42E
 +2380 DATA 23FD2310F711B002FD190620,449
 +2390 DATA 7EFD770023FD2310F71130FD,57A
 +2400 DATA FD19C1E1230D20CB118004FD,565
 +2410 DATA 191143001910BED1E1C93A5E,467
 +2420 DATA E42A5CE4EB2A5CE4EBFE5828,70C
 +2430 DATA 13FE4D2817FE4B2818FE5AC0,53E
 +2440 DATA 01FFFF3E051218100101003E,2BC
 +2450 DATA 08121808014C00180301B4FF,256
 +2460 DATA 097EFE01C8FE03C8C5FE0628,608
 +2470 DATA 28FE04284EFE02CC7CE7C12A,5BA
 +2480 DATA 5CE4563A5FE4FE07280F3600,485
 +2490 DATA 09225CE47E72325FE4CDB4E6,637
 +2500 DATA C9360318EFCD84E73E3C3261,54E
 +2510 DATA E418D73A3FE63C323FE6C9CD,65B
 +2520 DATA 64E62188A516FF01E0017223,524
 +2530 DATA 0B78B120F93E013260E4C921,4EC
 +2540 DATA 00D0011C123E03EDB120AB2B,3D4
 +2550 DATA 03360718F6260A2E02CD5AFC,3D1
 +2560 DATA E000C9CD64E63A60E43D3260,60D
 +2570 DATA E4C03E083260E43A61E43D6F,58B
 +2580 DATA 26002929290188A5097ECB27,348
 +2590 DATA 0608772310FCA7C03A61E43D,4D7
 +2600 DATA 3261E43CC03EFF3240E6C9CD,69E
 +2610 DATA 64E62188A216AACD0AE801D0,5E5
 +2620 DATA 0009CD0AE801D00009CD0AE8,461
 +2630 DATA C901000272230B78B120F9C9,477
 +2640 DATA 2100D0011C127E3D28023600,23B
 +2650 DATA 0B2378B120F4C90000000000,334
 +2660 DATA END,END
 +</file>
 +
 +===== Controles =====
 +
 +        K = ARRIBA
 +        M = ABAJO
 +        X = DERECHA
 +        Z = IZQUIERDA
 +
 +===== Carga del programa =====
 +
 +  1.- Introducir el disco CP/M por la cara 2
 +  2.- Escribir BASIC y esperar a que cargue
 +  3.- Retirar el disco CP/M e introducir el disco que contiene el juego Haunted Burrow
 +  4.- Teclear run "Bunny" y pulsar la tecla "ENTER"
 +
 +===== Extras =====
 +
 +
 +===== Descarga =====
 +
 +  * {{:otros:Haunted Burrow (Basic).zip|Haunted Burrow }}(juego en formato dsk, comprimido con zip)
 +
 +===== Enlaces =====
es/haunted_burrow.txt · Última modificación: 2022/06/29 11:12 por jevicac