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Warrior2.fs
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######################################################
##
## Forth Warrior 2:
##
## An educational game about programming in Forth,
## solving puzzles and poking things with swords.
##
## John Earnest
##
######################################################
# known things that can crash/lock up the system:
# - a bad value on the rstack during return
# - overwriting chunks of the core dictionary
:include <Print.fs>
:include <String.fs>
:include <Parse.fs>
:const stack-size 200
:array data-stack stack-size 0
:array data-padding 10 0
:array return-stack stack-size 0
:array return-padding 10 0
:array grid 1271 0
:array sprites 1024 0
:array game-grid 1271 0
:array game-sprites 1024 0
:var play
:proto console-emit
: terminal ( -- )
false play !
' console-emit ' emit revector
grid GP !
sprites SP !
;
:var restart-vector
:ref par :ref pptr
:ref ret :ref rptr
:ref brk :ref bptr
:ref mode
: abort ( str -- )
terminal
typeln
par pptr !
ret rptr !
brk bptr !
0 mode !
data-stack DP !
return-stack RP !
restart-vector @ exec
halt
;
: kbrk ( -- )
KB @ 3 = if "BREAK" abort then
;
: min 2dup > if swap then drop ; ( a b -- min )
: max 2dup < if swap then drop ; ( a b -- max )
:include "MakoForth.fs"
######################################################
##
## Status Line:
##
######################################################
:include <Grid.fs>
:array emit-buff 80 0
:var emit-ptr
: emit, emit-ptr @ ! emit-ptr inc ; ( n -- )
: game-cr ( -- )
0 emit,
# fill with clear color
0 29 tile-grid@ 40 0 fill
0 29 emit-buff grid-type
emit-buff emit-ptr !
# wait for key press?
89 for sync next
0 29 tile-grid@ 40 192 fill
;
: game-emit ( char -- )
dup 10 = if
drop game-cr
else
dup 0 < over 128 > or if drop 94 then
emit,
emit-ptr @ emit-buff - 39 > if game-cr then
then
;
: game ( -- )
true play !
emit-buff emit-ptr !
' game-emit ' emit revector
game-grid GP !
game-sprites SP !
;
######################################################
##
## Game State and Resources:
##
######################################################
:include <Sprites.fs>
:const player-sprite 200
:const verb-sprite 201
:image sprite-tiles "liz.png" 16 16
:image grid-tiles "text.png" 8 8
:image floor-tiles "floor.png" 8 8
:const N 0
:const E 1
:const S 2
:const W 3
: check-dir ( dir -- dir )
dup 0 < over 4 > or if
terminal
. "invalid direction!" abort
then
dup E = if player-sprite face-left then
dup W = if player-sprite face-right then
;
:var single # test on just one level?
:var fast # display animations in 'fast mode'?
:var actions
:var cycles
:var kills
:var health
:var level
:var gems
:var gkeys
:include "Levels.fs"
: init-game ( level -- )
dup level-count >= if "invalid level!" abort then
level !
0 actions !
0 cycles !
0 kills !
5 health !
0 gems !
0 gkeys !
;
######################################################
##
## Entities:
##
######################################################
:const max-ent 16
: valid? ( id -- )
sprite@ @
;
: ent-free ( id -- )
0 swap sprite@ !
;
: ent-alloc ( -- id )
0 loop
dup valid? -if exit then
1 + dup max-ent >
until drop
"Entity limit exceeded!" abort
;
: ent-for ( proc -- )
0 loop
dup valid? if
2dup >r >r swap exec r> r>
then
1 + dup max-ent >
until 2drop
;
######################################################
##
## Board Management:
##
######################################################
:array board-buff 20 0
:array board 300 0
:data rel -20 1 20 -1
: relative rel + @ + ; ( index dir -- index' )
: board-pos 20 * + board + ; ( x y -- index )
: boardtx board - 20 mod 2 * ; ( index -- tilex )
: boardty board - 20 / 2 * ; ( index -- tiley )
: boardx boardtx 8 * ; ( index -- px )
: boardy boardty 8 * ; ( index -- py )
: ent-pos ( id -- index )
dup px 16 /
swap py 16 /
board-pos
;
: set-pos ( pos id -- )
>r
dup boardx i px!
boardy i py!
rdrop
;
: player-pos ( -- index )
player-sprite ent-pos
;
: ent-at ( index -- id? flag )
-1 swap
{
>r dup i ent-pos = if
swap drop i swap
then
rdrop
} ent-for drop
dup -1 = if drop false else true then
;
: slime? tile dup 10 = swap 11 = or ; ( id -- flag )
: key? tile 15 = ; ( id -- flag )
: gem? tile 16 = ; ( id -- flag )
: at-pos ( index -- kind )
dup ent-at if
dup slime? if drop SLIME exit then
dup key? if drop KEY exit then
dup gem? if drop GEM exit then
drop
then
@
;
: verb! ( tile index -- )
>r 16x16 swap
i boardx
r> boardy
verb-sprite >sprite
;
: draw-block ( a b c d index -- )
>r
288 + i boardtx 1 + i boardty 1 + tile-grid@ !
288 + i boardtx i boardty 1 + tile-grid@ !
288 + i boardtx 1 + i boardty tile-grid@ !
288 + i boardtx i boardty tile-grid@ !
rdrop
;
: paint-wall ( index -- )
dup N relative @ WALL = if
dup N relative >r
RN @ 4 mod
RN @ 4 mod
RN @ 4 mod 16 +
RN @ 4 mod 16 +
r> draw-block
then
drop
;
: draw-tile ( index -- )
# handle entity spawners:
dup @ KEY = if
>r
16x16 15 i boardx i boardy ent-alloc >sprite
r>
FLOOR over !
then
dup @ GEM = if
>r
16x16 16 i boardx i boardy ent-alloc >sprite
r>
FLOOR over !
then
dup @ SLIME = if
>r
16x16 10 RN @ 2 mod + i boardx i boardy ent-alloc >sprite
r>
FLOOR over !
then
# handle static geometry:
dup @ WALL = if
>r 4 4 4 4 r> draw-block
exit
then
dup @ STAIRS = if
dup paint-wall
>r 12 13 28 29 r> draw-block
exit
then
dup @ SPIKES = if
dup paint-wall
>r 32 33 48 49 r> draw-block
exit
then
dup @ FLOOR = if
dup paint-wall
>r
3 for
RN @ 4 mod 8 +
RN @ 2 mod 16 * +
next
r> draw-block
exit
then
dup @ START = if
>r
16x16 0
i boardx
i boardy
player-sprite >sprite
0 0 50 51 i N relative draw-block
36 37 52 53 i draw-block
FLOOR r> !
exit
then
dup @ DOOR = if
>r
0 1 22 23 i N relative draw-block
14 15 30 31 r> draw-block
exit
then
"invalid level data!" abort
;
######################################################
##
## Endgame cutscenes:
##
######################################################
: sec 29 for sync next ; ( -- )
: stepE 16 player-sprite +px player-sprite face-left ; ( -- )
: stepW -16 player-sprite +px player-sprite face-right ; ( -- )
: endgame-1 ( -- )
42 43 58 59 11 7 board-pos draw-block # closed chest
sec
17 player-sprite tile!
"AHA! Treasure at last!" typeln
0 player-sprite tile!
sec stepE
sec stepE
sec 2 player-sprite tile!
"What was all that junk about a curse?" typeln
sec sec
17 player-sprite tile!
"Oh, whatever. I'm sure it's-" typeln
sec
44 45 60 61 11 7 board-pos draw-block # open chest
12 player-sprite tile!
"Blaugh!" typeln
1 for
18 player-sprite tile!
14 for sync next
19 player-sprite tile!
14 for sync next
next
sec sec
"Er..." typeln
sec sec sec sec
"I guess that explains all the slimes..." typeln
sec sec sec sec sec sec
;
: endgame-2 ( -- )
42 43 58 59 11 7 board-pos draw-block # closed chest
sec
17 player-sprite tile!
"Freakin' finally! The treasure room!" typeln
0 player-sprite tile!
sec stepE
sec stepE
sec sec 2 player-sprite tile!
sec sec
44 45 60 61 11 7 board-pos draw-block # open chest
0 player-sprite tile!
sec sec
"...Hunh?" typeln
sec sec
"'GOOD JOB! I AM ERROR'" typeln
sec sec
4 player-sprite tile!
"YOU'VE GOTTA BE KIDDING ME!" typeln
sec sec
;
: endgame-3 ( -- )
40 41 56 57 11 7 board-pos draw-block # no chest
16x16 13 176 112 verb-sprite >sprite
sec sec 14 verb-sprite tile! sec
"At last! My savior!" typeln
sec sec 2 player-sprite tile! sec
"Hunh?" typeln
0 player-sprite tile!
13 verb-sprite tile!
sec sec 14 verb-sprite tile! sec
"A maiden fair, here to rescue me" typeln
"from this dreadful dungeon!" typeln
sec sec 2 player-sprite tile! sec
"Er..." typeln
sec sec sec sec
"Sorry, mario- your princess" typeln
"is in another castle." typeln
sec sec 0 player-sprite tile! sec
"I don't date dudes dumb enough" typeln
"to get trapped in dungeons." typeln
"I'm outta here." typeln
sec stepW sec sec
player-sprite hide
13 verb-sprite tile!
sec sec sec sec sec sec
"...oh. Well then." typeln
sec sec sec sec
;
:data endgames
endgame-1
endgame-2
endgame-3
: endgame ( -- )
GP @ GS @
max-ent for i ent-free next
endroom GP ! 0 GS !
16x16 0 128 112 player-sprite >sprite
RN @ 3 mod endgames + @ exec
verb-sprite hide
player-sprite hide
GS ! GP !
;
: init-endgame ( -- )
-endroom endroom - 1 - for
i endroom + dup @ 288 + swap !
next
;
######################################################
##
## Core Game Logic:
##
######################################################
: draw-hud ( -- )
ascii @ dup 96 + 96 + ascii !
1 1 "LEVEL 0" grid-type
8 1 level @ draw-number
1 28 level @ level-names + @ grid-type
ascii !
4 for
4 i - health @ < if 7 else 6 then 288 +
38 i - 1 tile-grid@ !
next
10 for
i gkeys @ < if 38 else 4 then
288 + 32 i - 1 tile-grid@ !
next
;
: copy-level ( -- )
' ent-free ent-for
level @ levels + @ board 300 >move
299 for
299 i - board + draw-tile
next
;
: game-over ( str -- )
terminal
typeln cr
"level : " type level @ . cr
"cycles : " type cycles @ . cr
"actions : " type actions @ . cr
"gems : " type gems @ . cr
"kills : " type kills @ . cr
cr
"complete." abort
;
: delay ( -- )
fast @ if 2 else 20 then
for sync next
;
: move-or-attack ( id -- )
3 for
dup ent-pos i relative player-pos = if
12 player-pos verb!
4 player-sprite tile!
delay
health dec draw-hud
verb-sprite hide
health @ 1 < if
player-sprite hide
60 for sync next
"Melted by a slime!" game-over
then
delay
0 player-sprite tile!
rdrop drop exit
then
next
dup ent-pos RN @ 4 mod relative
dup at-pos FLOOR = if
swap set-pos
else
2drop
then
;
: game-step ( -- )
draw-hud actions inc
{
dup slime? if
>r
i tile 10 = if
i move-or-attack
11 i tile!
else
10 i tile!
then
r>
then drop
} ent-for
player-pos at-pos STAIRS = if
delay
single @ if "Test Successful." game-over then
level inc
level @ level-count >= if endgame "Victory!" game-over then
copy-level draw-hud
then
delay
;
: pithy-saying ( -- )
17 player-sprite tile!
RN @ 3 mod
#XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
dup 0 = if
"'It's dangerous to go alone...'" typeln
2 player-sprite tile!
"Hmph, what does that old geezer know." typeln
0 player-sprite tile!
drop exit
then
dup 1 = if
"Heeere's Lizzy!" typeln
0 player-sprite tile!
drop exit
then
dup 2 = if
"Sweet- ancient ruins!" typeln
"Just like it said in the brochures!" typeln
drop exit
then
"Fame and riches, here I come!" typeln
0 player-sprite tile!
drop
;
: start-game ( level -- )
name> dict-find swap
game
init-game
copy-level
59 for sync next
single @ -if pithy-saying then
draw-hud
interpret
"Program ended." game-over
;
: init-game-vocab ( -- )
": var create 0 , does> ;" run
": const create , does> @ ;" run
": = xor if 0 else -1 then ;" run
": exec >r ;" run
"0 const N" run
"1 const E" run
"2 const S" run
"3 const W" run
"0 const FLOOR" run
"1 const WALL" run
"2 const STAIRS" run
"3 const DOOR" run
"4 const KEY" run
"5 const GEM" run
"6 const SLIME" run
"7 const SPIKES" run
{ play @ if health @ else 5 then PUSH finish } "health" primitive ( -- n )
{ play @ if level @ else 0 then PUSH finish } "level" primitive ( -- n )
{ play @ if gems @ else 0 then PUSH finish } "gems" primitive ( -- n )
{ play @ if gkeys @ else 0 then PUSH finish } "keys" primitive ( -- n )
{ play @ if game-step then finish } "wait" primitive ( -- )
{
play @ -if 0 PUSH finish exit then
3 player-sprite tile!
delay
0 {
dup slime? if
9 over ent-pos N relative verb!
delay
swap 1 + swap
then drop
} ent-for PUSH
0 player-sprite tile!
verb-sprite hide
delay actions inc
finish
} "listen" primitive ( -- n )
{
play @ -if POP drop finish exit then
POP check-dir >r
player-pos i relative at-pos
dup SLIME = if
player-pos r> relative player-sprite set-pos
20 for sync next
4 player-sprite tile!
20 for sync next
12 player-sprite tile!
60 for sync next
player-sprite hide
60 for sync next
"Stepped on a slime and dissolved!" game-over
then
dup dup FLOOR = over SPIKES = or swap STAIRS = or -if
4 player-sprite tile!
delay
0 player-sprite tile!
delay
terminal
"Unable to walk " type
i N = if "north" type then
i E = if "east" type then
i S = if "south" type then
i W = if "west" type then
"!" game-over
then
player-pos r> relative player-sprite set-pos
SPIKES = if
health dec
draw-hud
4 player-sprite tile!
delay
0 player-sprite tile!
health @ 1 < if
"Impaled on spikes! Yeouch!" game-over
then
then
delay
game-step finish
} "walk" primitive ( dir -- )
{
play @ -if POP drop finish exit then
POP check-dir >r
3 player-sprite tile!
5 player-pos i relative verb!
delay
verb-sprite hide
player-pos i relative ent-at if
dup slime? if
12 over tile!
delay
dup ent-free
kills inc
then drop
then
r> drop
0 player-sprite tile!
game-step finish
} "attack" primitive ( dir -- )
{
play @ -if POP drop finish exit then
POP check-dir >r
player-pos i relative at-pos
dup KEY = swap GEM = or -if
"Nothing to pick up!" game-over
then
player-pos r> relative ent-at drop
dup key? if
gkeys @ 1 + 10 min gkeys !
else
health @ 1 + 5 min health !
gems inc
then
16x16 over tile
player-sprite px
player-sprite py 14 -
verb-sprite >sprite
ent-free
1 player-sprite tile!
3 for
5 for sync next
-1 verb-sprite +py
next
delay
0 player-sprite tile!
verb-sprite hide
game-step finish
} "take" primitive ( dir -- )
{
play @ -if POP drop finish exit then
POP check-dir >r
player-pos i relative at-pos DOOR = -if
"No door to open!" game-over
then
gkeys @ 1 < if
"Can't open a door without a key!" game-over
then
gkeys dec
3 player-sprite tile!
7 player-pos i relative verb!
delay
0 player-sprite tile!
verb-sprite hide
FLOOR player-pos i relative !
11 11 11 11 player-pos i relative draw-block
0 1 20 20 player-pos i relative N relative draw-block
rdrop
game-step finish
} "open" primitive ( dir -- )
{
play @ -if POP drop 0 PUSH finish exit then
POP check-dir >r
2 player-sprite tile!
6 player-pos i relative verb!
delay
0 player-sprite tile!
verb-sprite hide
delay
player-pos r> relative at-pos PUSH
actions inc
finish
} "look" primitive ( dir -- kind )
{ false single ! 0 start-game finish } "begin" primitive ( -- )
{ true single ! POP start-game finish } "test" primitive ( level -- )
{ true fast ! finish } "fast" primitive ( -- )
{ false fast ! finish } "slow" primitive ( -- )
{
eof? if "warrior.fs" else name> then
dup XA !
x-open-read XS !
XA @ -1 = if
"Couldn't find '" type type "'!" abort
else
drop
then
{ XO @ } ' read revector clear-q trim
loop eof? if break then token again
"OK!" abort
} "load" immediate ( -- )
;
######################################################
##
## Terminal and Editor:
##
######################################################
:const cursor-s 129
:var used
:var cursor
:var cx
:var lines
:data cc -32
:array input 41 0
: plain-text -32 cc ! ;
: code-text 64 cc ! ;
: console-newline
lines inc
lines @ 28 > if
0 lines !
64 ascii !
0 29 "[More...]" grid-type
loop keys key-a and kbrk sync until
loop keys key-a and kbrk sync while
loop KB @ -1 = until
0 29 " " grid-type
then
0 cx !
27 for
0 28 i - tile-grid@
0 27 i - tile-grid@
40 >move
next
0 28 tile-grid@ 40 0 fill
sync
;
: console-emit ( char -- )
dup 10 = if
console-newline
drop exit
else
# capture ludicrous characters
# and turn 'em into happy little boxes.
dup 0 < over 128 > or if drop 94 then
cc @ + cx @ 28 tile-grid@ !
cx inc cx @ 39 >
if console-newline then
then
;
: input-clear ( -- )
input 41 0 fill
0 cursor !
0 used !
;
: refresh-grid ( -- )
28 for
39 for
i j tile-grid@ dup @
grid-z not and 27 j - lines @ <= if
grid-z or
then
swap !
next
next
39 for
i used @ >= if 0 else i input + @ 32 - then
96 + i 29 tile-grid@ !
next
8x8
grid-tiles sprite-tiles - 64 / 191 +
cursor @ 8 * 232 cursor-s >sprite
;
: open-def ( str -- flag )
>read trim ": " starts? -if false exit then
loop
eof? if true exit then
# ignore comments and strings?
";" match? if false exit then
skip
again
;
:proto edit
:array glue-buffer 80 0
: splice-and-edit ( str -- str' )
dup glue-buffer over size >move
size glue-buffer +
10 over ! 1 +
10 over ! 1 +
";" @ over ! 1 +
0 swap !
glue-buffer
edit
;
: readline ( string? flag -- str )
input-clear
if
dup size used !
input over size >move
then
cursor-s show
loop
loop
KB @ dup -1 = if drop break then
dup 3 = if
drop
cursor-s hide
input-clear
"BREAK" abort
then
dup 10 = if
# return
drop input
mode @ -if cr then
dup open-def if splice-and-edit then
code-text dup typeln plain-text
0 lines !
cursor-s hide
exit
else
dup 8 = if
drop
# backspace
cursor @ 0 > if
cursor @ input + dup 1 -
used @ cursor @ - 1 + <move
cursor dec@ used dec@
then
else
# insert
used @ 40 >= if drop else
cursor @ input + dup dup 1 +
used @ cursor @ - >move !
cursor inc@ used inc@
then
then
then
again
keys key-rt and if cursor @ 1 + used @ min cursor ! sync sync then
keys key-lf and if cursor @ 1 - 0 max cursor ! sync sync then
refresh-grid
sync sync
again
;
:include "Editor.fs"
######################################################
##
## Title Screen
##
######################################################
:image title-tiles "titleTiles.png" 8 8
:data title-grid
0 1 2 2 2 2 2 2 2 2 2 2 3 4 5 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 6 7 8 2 2
0 9 2 10 11 2 2 2 2 2 2 3 12 13 14 5 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 15 16 0 0 17 18
19 2 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 2 2 2 2 2 46 47 48 0 0 49 50
0 2 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 2 2 2 2 77 78 0 79 80 81 82 83
0 84 85 86 87 0 0 88 89 90 91 92 93 94 95 64 65 96 97 98 2 73 68 2 73 99 100 101 2 2 2 2 102 103 0 104 83 83 83 83
0 105 0 0 0 0 0 88 106 107 108 92 109 110 111 64 65 112 113 2 2 73 68 2 73 114 115 76 2 2 2 2 2 116 0 117 118 83 83 83
119 120 121 0 0 0 0 122 123 124 2 125 126 127 128 129 130 131 132 133 2 134 135 2 134 135 136 137 138 139 140 2 2 141 0 142 83 83 83 83
143 144 145 146 147 148 149 0 150 151 152 2 153 154 155 2 156 157 158 159 160 161 162 163 164 165 166 167 168 169 169 170 171 172 0 142 83 83 83 83
0 173 50 174 0 0 0 0 175 176 177 2 2 178 2 2 179 180 181 182 183 184 185 186 187 188 189 190 2 2 2 191 192 193 194 195 83 83 83 83
83 83 83 196 197 198 0 0 199 2 2 2 2 2 2 2 2 200 201 202 203 204 2 2 2 2 2 2 2 2 2 2 2 205 0 206 83 83 83 83
83 83 83 207 83 208 0 0 209 2 2 2 2 2 2 2 210 211 212 213 214 215 216 217 2 2 2 2 218 219 2 2 220 221 0 222 83 83 83 83
83 83 83 83 83 83 83 83 223 224 225 226 227 2 2 2 228 229 230 231 232 233 234 235 2 2 2 236 237 238 2 239 240 241 0 242 83 83 83 83
83 83 83 83 83 83 83 243 244 245 2 246 247 248 249 250 251 252 253 254 255 256 257 258 2 2 259 246 0 238 2 2 2 260 0 242 83 83 83 83
83 83 83 83 83 83 83 261 262 263 2 246 0 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 0 279 280 281 282 2 283 284 83 83 83 83
83 83 83 83 83 83 285 286 287 288 289 290 0 291 2 292 293 294 295 296 297 298 299 300 301 302 303 0 304 81 81 81 305 306 307 83 83 83 83 308
83 83 83 83 83 309 310 311 2 2 2 312 0 313 314 315 316 317 318 319 320 321 322 323 2 324 325 0 326 327 83 83 83 83 328 329 330 331 332 333
83 83 83 83 83 334 52 335 336 2 337 338 0 339 340 2 2 341 342 343 344 345 346 347 2 2 348 349 0 0 83 83 350 351 352 353 353 353 354 355
83 83 83 83 83 356 52 141 357 2 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 2 373 374 0 0 375 83 83 83 83 83 83 83 376 377
83 83 83 83 83 356 52 378 199 2 379 380 381 382 383 384 384 385 386 387 388 389 390 391 392 2 393 394 395 396 397 83 83 83 83 83 83 398 399 400
83 83 83 83 83 356 401 402 199 2 403 0 0 0 238 404 405 406 407 408 409 410 411 412 413 414 415 416 417 417 418 83 83 83 83 83 83 419 400 400
83 83 83 83 83 420 0 421 422 423 424 0 0 0 425 426 427 428 429 430 431 432 433 434 435 436 437 438 0 0 0 439 83 83 83 83 440 400 400 400
83 83 83 83 441 442 443 0 0 0 0 0 0 0 444 445 446 447 448 449 450 448 451 1 2 452 238 0 0 0 0 453 454 455 456 457 458 400 459 460
83 83 83 83 461 462 462 463 464 0 0 0 0 0 465 2 2 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 400 400 400 481 482 483 484 485
83 83 83 83 486 0 0 0 0 0 0 0 487 488 2 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 400 504 400 505 506 507 508 509 510 511
83 83 83 83 512 0 0 0 0 0 0 513 514 2 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 400 400 535 536 537 538
539 83 83 540 0 0 0 0 0 0 0 541 542 2 543 544 545 546 400 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 400 400 400 400 400 400
562 563 564 565 0 0 0 0 0 0 0 0 566 2 2 2 567 568 569 570 571 572 573 574 575 576 400 400 400 400 400 400 400 400 400 400 400 400 400 400
577 577 577 578 579 580 581 0 0 0 0 582 583 584 437 2 585 586 587 588 589 590 591 592 593 594 595 596 400 400 400 400 400 400 400 597 598 599 400 400
600 600 600 600 601 602 603 604 0 605 606 607 608 606 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 400 400 459 624 625 626 627 628 629 630 631
83 83 83 83 632 0 0 0 0 633 634 83 83 83 83 83 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658
:array title-padding 41 0
: intro ( -- )