Kerr-Mudd, John
2023-12-02 20:49:16 UTC
Dos game in <256 bytes
Code based on James David Chapmans' BD3, not that much of it remains.
Move man with csr keys, eat all jewels to open exit, don't let boulders
(or jewels) drop on your head! Shoving boulders sideways (if space beyond)
implemented. Space bar to restart level. No butterflys or timer or anything
cleverer!
Uses int 21 for STDIN file read of cavern map, int 16 for kbd input.
Usage: BD<Cave.map
-> d 100 l100
16AD:0100 40 CD 10 B7-B8 53 07 0E-1F B4 3F 31-DB B9 1A 04 @....S....?1....
16AD:0110 BA F9 01 CD-21 91 E3 46-06 1F 31 FF-31 ED 89 D6 ....!..F..1.1...
16AD:0120 52 B9 E8 03-2E AC 2C 20-72 FA 98 D0-E0 93 2E 8B R....., r.......
16AD:0130 87 EB 01 3C-02 75 02 89-FA 3C 04 75-01 45 3C 58 ...<.u...<.u.E<X
16AD:0140 75 04 89 3E-D2 07 AB E2-DB 89 D7 5A-B4 01 CD 16 u..>.......Z....
16AD:0150 75 FA B4 00-CD 16 3C 20-74 C0 3C 1B-75 01 C3 88 u.....< t.<.u...
16AD:0160 E0 C6 05 20-BB 50 00 A8-01 74 02 B3-02 3C 4C 77 ... .P...t...<Lw
16AD:0170 02 F7 DB 8B-01 3D 58 2E-74 8D 3C 4F-75 12 F6 C3 .....=X.t.<Ou...
16AD:0180 02 74 22 53-D1 E3 80 39-20 75 02 89-01 5B 74 13 .t"S...9 u...[t.
16AD:0190 A8 40 75 11-3C 04 75 0B-4D 75 08 8B-36 D2 07 46 ***@u.<.u.Mu..6..F
16AD:01A0 C6 04 2E 01-DF C7 05 02-0E 31 F6 B9-E8 03 AD A8 .........1......
16AD:01B0 04 74 33 BB-FE FF 38 44-4E 75 07 4B-4B 80 38 20 .t3...8DNu.KK.8
16AD:01C0 75 1F 80 78-50 20 75 19-C6 44 FE 20-89 40 50 80 u..xP u..D. ***@P.
16AD:01D0 B8 A0 00 02-75 D3 C6 40-50 20 C6 80-A1 00 0C 8C ***@P ......
16AD:01E0 DF 83 C3 04-74 D7 E2 C6-E9 61 FF 20-07 B0 06 DB ....t....a. ....
16AD:01F0 01 4F 07 04-02 02 0E 58-4E 00 00 00-00 00 00 00 .O.....XN.......
-> q
Single Level example, can have more
Cave.map:
""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""
"!!!!!! !!$!# !!!!!#!#!!!!!!! !!!!#!!!!"
"!#%#!!!!!! !!!!!!!!!#$!!#!!!! !!!!! !!"
"!!!!!!!!!! !!#!!!!!#!#!!#!!!!!!!!#!!!!"
"#!##!!!!!!!!!#!!!!!!#!!#!!!!#!!!#!!!!!"
"#! #!!!!!!!!! #!!#!!!!!!!!#!!!!!!#!##!"
"!!! !!!!!!!!!!!#!!!!!#! #!!!!!!!!#!##!"
"""""""""""""""""""""""""""""""!!!#!!#!"
"! !!!#!!$! !!#!#!!!!!!!!!$!#!$!!!!!! !"
"!!$!!!!!#!!!!! !!!!!!!## #!!!#!!!!#!!!"
"!!!#!!#!#!!!!!!!!!!!!!# !#!!!#!!!!!!!!"
"!!#!!!!#!!!!!!!!###!!!!!!!#!! !$!!!!#!"
"!$!! !!#! !!!!!#!#$!!$!!!!#!!!#!!$! !"
"! #!!!!!!!!!!!!!# #!!#!!!!!!!!!$!!!!!#"
"!!!!!!!!"""""""""""""""""""""""""""""""
" #!!!!!!!!!#!!!$!!!!#!!!!!#!!!#!!!!!!!"
" #!!!!!!!!! #!!#!!!!!!!!#!!!!!!#!##!!&"
"! !!#!!!!!!!!#!!!!!#! !!!!$!!!#!##!!!"
"!!!!#$!!#!!!!!!!!#!!!!!!!!#$!!!!!!#!!!"
"!!!!!!#! !!#!##!!!!!!!!!!!#$!!!!!! !!#"
"!$!!!! !!!!! !!!!!!!!!!!!!!#!!!!#!!!#!"
""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""
Code based on James David Chapmans' BD3, not that much of it remains.
Move man with csr keys, eat all jewels to open exit, don't let boulders
(or jewels) drop on your head! Shoving boulders sideways (if space beyond)
implemented. Space bar to restart level. No butterflys or timer or anything
cleverer!
Uses int 21 for STDIN file read of cavern map, int 16 for kbd input.
Usage: BD<Cave.map
-> d 100 l100
16AD:0100 40 CD 10 B7-B8 53 07 0E-1F B4 3F 31-DB B9 1A 04 @....S....?1....
16AD:0110 BA F9 01 CD-21 91 E3 46-06 1F 31 FF-31 ED 89 D6 ....!..F..1.1...
16AD:0120 52 B9 E8 03-2E AC 2C 20-72 FA 98 D0-E0 93 2E 8B R....., r.......
16AD:0130 87 EB 01 3C-02 75 02 89-FA 3C 04 75-01 45 3C 58 ...<.u...<.u.E<X
16AD:0140 75 04 89 3E-D2 07 AB E2-DB 89 D7 5A-B4 01 CD 16 u..>.......Z....
16AD:0150 75 FA B4 00-CD 16 3C 20-74 C0 3C 1B-75 01 C3 88 u.....< t.<.u...
16AD:0160 E0 C6 05 20-BB 50 00 A8-01 74 02 B3-02 3C 4C 77 ... .P...t...<Lw
16AD:0170 02 F7 DB 8B-01 3D 58 2E-74 8D 3C 4F-75 12 F6 C3 .....=X.t.<Ou...
16AD:0180 02 74 22 53-D1 E3 80 39-20 75 02 89-01 5B 74 13 .t"S...9 u...[t.
16AD:0190 A8 40 75 11-3C 04 75 0B-4D 75 08 8B-36 D2 07 46 ***@u.<.u.Mu..6..F
16AD:01A0 C6 04 2E 01-DF C7 05 02-0E 31 F6 B9-E8 03 AD A8 .........1......
16AD:01B0 04 74 33 BB-FE FF 38 44-4E 75 07 4B-4B 80 38 20 .t3...8DNu.KK.8
16AD:01C0 75 1F 80 78-50 20 75 19-C6 44 FE 20-89 40 50 80 u..xP u..D. ***@P.
16AD:01D0 B8 A0 00 02-75 D3 C6 40-50 20 C6 80-A1 00 0C 8C ***@P ......
16AD:01E0 DF 83 C3 04-74 D7 E2 C6-E9 61 FF 20-07 B0 06 DB ....t....a. ....
16AD:01F0 01 4F 07 04-02 02 0E 58-4E 00 00 00-00 00 00 00 .O.....XN.......
-> q
Single Level example, can have more
Cave.map:
""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""
"!!!!!! !!$!# !!!!!#!#!!!!!!! !!!!#!!!!"
"!#%#!!!!!! !!!!!!!!!#$!!#!!!! !!!!! !!"
"!!!!!!!!!! !!#!!!!!#!#!!#!!!!!!!!#!!!!"
"#!##!!!!!!!!!#!!!!!!#!!#!!!!#!!!#!!!!!"
"#! #!!!!!!!!! #!!#!!!!!!!!#!!!!!!#!##!"
"!!! !!!!!!!!!!!#!!!!!#! #!!!!!!!!#!##!"
"""""""""""""""""""""""""""""""!!!#!!#!"
"! !!!#!!$! !!#!#!!!!!!!!!$!#!$!!!!!! !"
"!!$!!!!!#!!!!! !!!!!!!## #!!!#!!!!#!!!"
"!!!#!!#!#!!!!!!!!!!!!!# !#!!!#!!!!!!!!"
"!!#!!!!#!!!!!!!!###!!!!!!!#!! !$!!!!#!"
"!$!! !!#! !!!!!#!#$!!$!!!!#!!!#!!$! !"
"! #!!!!!!!!!!!!!# #!!#!!!!!!!!!$!!!!!#"
"!!!!!!!!"""""""""""""""""""""""""""""""
" #!!!!!!!!!#!!!$!!!!#!!!!!#!!!#!!!!!!!"
" #!!!!!!!!! #!!#!!!!!!!!#!!!!!!#!##!!&"
"! !!#!!!!!!!!#!!!!!#! !!!!$!!!#!##!!!"
"!!!!#$!!#!!!!!!!!#!!!!!!!!#$!!!!!!#!!!"
"!!!!!!#! !!#!##!!!!!!!!!!!#$!!!!!! !!#"
"!$!!!! !!!!! !!!!!!!!!!!!!!#!!!!#!!!#!"
""""""""""""""""""""""""""""""""""""""""
""""""""""""""""""""""""""""""""""""""""
--
Bah, and indeed Humbug.
Bah, and indeed Humbug.