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[Merge] lp:~hangman8086-devs/hangman8086/competition-mode into lp:hangman8086

 

Fabien LOISON (FLOZz) has proposed merging lp:~hangman8086-devs/hangman8086/competition-mode into lp:hangman8086.

Requested reviews:
  Hangman 8086 Developers (hangman8086-devs)

For more details, see:
https://code.launchpad.net/~hangman8086-devs/hangman8086/competition-mode/+merge/65092
-- 
https://code.launchpad.net/~hangman8086-devs/hangman8086/competition-mode/+merge/65092
Your team Hangman 8086 Developers is requested to review the proposed merge of lp:~hangman8086-devs/hangman8086/competition-mode into lp:hangman8086.
=== modified file 'Makefile'
--- Makefile	2011-05-26 14:19:39 +0000
+++ Makefile	2011-06-18 14:28:29 +0000
@@ -20,6 +20,7 @@
 	cd buildenv/ && ./makeenv.sh
 
 debug:
+	mkdir -p ./buildenv/MyBuild/
 	rm -f ./buildenv/MyBuild/*
 	cp *.asm *.res ./buildenv/MyBuild/
 	mv ./buildenv/MyBuild/main.asm ./buildenv/MyBuild/00main.asm

=== modified file 'asciiart.res'
--- asciiart.res	2011-05-26 14:19:39 +0000
+++ asciiart.res	2011-06-18 14:28:29 +0000
@@ -52,6 +52,19 @@
 
 
 
+;============================================================ Header Logo ====
+gameover db "   _____                         ____                  $"
+         db "  / ____|                       / __ \                 $"
+         db " | |  __  __ _ _ __ ___   ___  | |  | |__   _____ _ __ $"
+         db " | | |_ |/ _` | '_ ` _ \ / _ \ | |  | |\ \ / / _ \ '__|$"
+         db " | |__| | (_| | | | | | |  __/ | |__| | \ V /  __/ |   $"
+         db "  \_____|\__,_|_| |_| |_|\___|  \____/   \_/ \___|_|   $"
+
+gameover_len    equ 56
+gameover_height equ  6
+
+
+
 ;========================================================= Startup Screen ====
 startup_scr db "  ____  _____ ____ _____ _____    _    __  __  $"
             db " | __ )| ____/ ___|_   _| ____|  / \  |  \/  | $"

=== modified file 'game.asm'
--- game.asm	2011-05-29 15:04:29 +0000
+++ game.asm	2011-06-18 14:28:29 +0000
@@ -52,6 +52,8 @@
 GAME_STATUS_WIN   equ 1
 GAME_STATUS_ABORT equ 2
 
+SCORE  dw 0
+PLAYER dw "UNNAMED "
 
 
 ;============================================================ _play(WORD) ====
@@ -59,6 +61,7 @@
 
 ;; Usage:
 ;; mov WORD, offset <word>
+;; mov PLAYER, offset <playername>
 ;; call _play
 
 ;; Function args:
@@ -87,9 +90,9 @@
 play_main_loop:
     call _clear_working
     call _print_gword
-
     call _print_tried_letters
     call _print_gibbet
+    call _print_score
 
     ;Check if the play win
     ;For checking we search underscores in play_gword... It is not very
@@ -474,6 +477,75 @@
 
 
 
+;========================================================= _print_score() ====
+;; Print the score in competition mode).
+
+;; Usage:
+;; call _print_tried_letters
+
+
+_print_score:
+
+;Backup registers
+push ax
+push bx
+push cx
+push dx
+
+;Check if we are in competition mode
+cmp MODE, MODE_COMPETITION
+jnz prn_score_end
+
+;Set the scorebar
+mov ah, 0x07
+mov al, 0         ; Clear
+mov bh, COLOR_SCORE
+mov ch, header_height + 1  ;y1
+mov cl, 0                  ;x1
+mov dh, header_height + 1  ;y2
+mov dl, COLS               ;x2
+int 0x10
+
+;Paste the player name
+mov MEMCPY_SRC, offset PLAYER
+mov MEMCPY_DEST, offset prn_score_str
+add MEMCPY_DEST, 2
+mov MEMCPY_LEN, 8
+call _memcpy
+
+;Convert the score into string and paste it
+mov ax, SCORE
+mov I2S_INT, ax
+call _inttostr
+mov MEMCPY_SRC, offset I2S_STR
+add MEMCPY_DEST, 11
+mov MEMCPY_LEN, 4
+call _memcpy
+
+;Print the string
+mov POS_X, 0
+mov POS_Y, header_height + 1
+call _move_cursor
+mov ah, 0x09
+mov dx, offset prn_score_str
+int 0x21
+
+prn_score_end:
+
+;Restore registers
+pop dx
+pop cx
+pop bx
+pop ax
+
+ret
+
+
+;Data
+prn_score_str db " ",0xC0,"12345678",0xD9," ",0xC0,"1234",0xD9,"$"
+
+
+
 ;========================================================== _game_anima() ====
 ;; Displays an animation when the player loose or win.
 

=== modified file 'main.asm'
--- main.asm	2011-05-29 12:22:53 +0000
+++ main.asm	2011-06-18 14:28:29 +0000
@@ -53,6 +53,8 @@
 COLOR_HEADER equ 00101111b  ;Color of the Header an help area
 COLOR_ACTIVE equ 00001111b  ;Color of the Menu/Game/Animation area
 COLOR_CURSOR equ 00000010b  ;Color of the menu cursor
+COLOR_FIELD  equ 00101111b  ;Color of the input fields
+COLOR_SCORE  equ 00000010b  ;Color of the score bar
 
 
 
@@ -65,6 +67,7 @@
 include "game.asm"     ;Contains the game functions.
 include "singlepl.asm" ;Contains the single player mode.
 include "options.asm"  ;Contains the options menu.
+include "modesel.asm"  ;Contains the mode selection menu.
 
 ;RESOURCE
 include "asciiart.res" ;Contains the ASCII art of the game.

=== modified file 'mainfunc.asm'
--- mainfunc.asm	2011-06-14 15:39:14 +0000
+++ mainfunc.asm	2011-06-18 14:28:29 +0000
@@ -37,7 +37,7 @@
 ;;
 ;; Index:
 ;;     _draw_ui()                  -- Draws the user interface on the screen.
-;;     _clear_working              -- Clears the working part of the screen.
+;;     _clear_working()            -- Clears the working part of the screen.
 ;;     _print_header()             -- Prints the HANGMAN logo on the screen.
 ;;     _print_help(HELP_STR)       -- Prints the help message on the bottom of
 ;;                                    the screen.
@@ -51,6 +51,10 @@
 ;;             MEMCPY_LEN)
 ;;     _strlen(STRLEN_STR)         -- Counts the number of bytes that composes
 ;;                                    a string.
+;;     _inttostr(I2S_INT)          -- Convert integers into strings.
+;;     _input_field(IF_MSG,        -- Display an input field.
+;;                  IF_MAXLEN,
+;;                  IF_EWD)
 ;;
 
 
@@ -283,7 +287,7 @@
 ;; call _input_letter
 
 ;; Returns:
-LETTER db 0 ;An upper case letter
+LETTER db 0 ;An upper case letter (or KB_ESC, KB_BKSP, KB_ENTER).
 
 
 _input_letter:
@@ -473,6 +477,7 @@
 ret
 
 
+<<<<<<< TREE
 ;Args:
 I2S_INT db 0 ;The number to convert
 
@@ -497,3 +502,234 @@
 
 ret
 
+=======
+
+;===================================================== _inttostr(I2S_INT) ====
+;; Convert integers into strings.
+
+;; Usage:
+;; mov I2S_INT, <int>
+;; call _inttostr
+
+;; Args:
+I2S_INT dw 0 ;The integer to convert
+
+;; Return:
+I2S_STR dw "0000" ;The result string
+
+
+_inttostr:
+
+;Backup registers
+push ax
+push bx
+push cx
+push dx
+
+;"Split" the number
+mov ax, I2S_INT
+mov bx, 10
+mov cx, 4
+i2s_split_loop:
+mov dx, 0
+div bx
+push dx
+dec cx
+cmp cx, 0
+jnz i2s_split_loop
+
+;Convert in string
+mov bx, offset I2S_STR
+mov cx, 4
+i2s_str_loop:
+pop ax
+add ax, '0'
+mov [bx], al
+inc bx
+dec cx
+cmp cx, 0
+jnz i2s_str_loop
+
+;Restore registers
+pop dx
+pop cx
+pop bx
+pop ax
+
+ret
+
+
+
+;================================ _input_field(IF_MSG, IF_MAXLEN, IF_EWD) ====
+;; Display an input field.
+
+;; Usage:
+;; mov IF_MSG, offset <src>
+;; mov IF_MAXLEN, <len>
+;; mov IF_EWD, <0/1>
+;; call _input_field
+
+;; Function args:
+IF_MSG      dw 0  ; The message address (must end with '$')
+IF_MAXLEN   db 0  ; The maximum len of the input (max = 30)
+IF_EWD      db 0  ; End with $ ? (0 = False, 1 = True)
+
+;; Returns:
+IF_WORD     db "-------------------------------" ; The input word
+
+
+_input_field:
+
+;Backup registers
+push ax
+push bx
+push cx
+push dx
+
+;Clear the screen (draw the UI)
+call _draw_ui
+mov  HELP_STR, offset if_help
+call _print_help
+
+;Fill IF_WORD with spaces or $
+mov cl, 31
+mov bx, offset IF_WORD
+if_fill_word_loop:
+    cmp IF_EWD, 1 ; ' ' or '$' ?
+    je  if_fill_word_dollard
+    mov [bx], ' '
+    jmp if_fill_word_dollard_end
+    if_fill_word_dollard:
+    mov [bx], '$'
+    if_fill_word_dollard_end:
+    inc bx
+    dec cl
+    cmp cl, 0
+    jne if_fill_word_loop
+
+;Display the message
+    ;Center the message
+    mov ax, IF_MSG
+    mov STRLEN_STR, ax
+    call _strlen
+    mov ah, 0
+    mov al, STRLEN_LEN
+    mov bl, 2
+    div bl
+    mov ah, COLS / 2
+    sub ah, al
+    mov POS_X, ah
+    mov POS_Y, header_height
+    add POS_Y, 5
+    call _move_cursor
+    ;Print the message
+    mov ah, 0x09
+    mov dx, IF_MSG
+    int 0x21
+
+;Display the field
+    ;Center the field
+    mov ah, 0
+    mov al, IF_MAXLEN
+    mov bl, 2
+    div bl
+    mov ah, COLS / 2
+    sub ah, al
+    mov POS_X, ah
+    add POS_Y, 2
+    call _move_cursor
+    ;print the field
+    mov ah, 0x07
+    mov al, 0            ; Clear
+    mov bh, COLOR_FIELD  ; Color
+    mov ch, POS_Y        ; x1
+    mov cl, POS_X        ; x1
+    mov dh, POS_Y        ; y2
+    mov dl, POS_X        ; x2
+    add dl, IF_MAXLEN    ; ~~
+    inc dl               ; ~~
+    int 0x10
+
+mov if_wlen, 0
+
+;Intput field main loop
+if_loop:
+    call _input_letter
+    cmp LETTER, KB_ENTER ; Validate
+    je  if_loop_end
+    cmp LETTER, KB_ESC  ; skip esc
+    je  if_loop
+    cmp LETTER, KB_BKSP  ; Remove last letter
+    je  if_loop_bksp
+
+    ;Add the letter if the buffer is not full
+    mov ah, IF_MAXLEN
+    cmp if_wlen, ah
+    je  if_loop
+
+    ;buff
+    mov bx, offset IF_WORD
+    mov ah, 0
+    mov al, if_wlen
+    add bx, ax
+    mov al, LETTER
+    mov [bx], al
+    inc if_wlen
+
+    ;disp
+    inc POS_X
+    call _move_cursor
+    mov ah, 0x06
+    mov dl, LETTER
+    int 0x21
+
+    jmp if_loop
+
+    if_loop_bksp:
+    cmp if_wlen, 0 ;empty
+    je  if_loop
+
+    ;buff
+    mov bx, offset IF_WORD
+    mov ah, 0
+    mov al, if_wlen
+    add bx, ax
+    dec bx
+    cmp IF_EWD, 1
+    je  if_loop_ewd
+    mov [bx], ' '
+    jmp if_loop_ewdend
+    if_loop_ewd:
+    mov [bx], '$'
+    if_loop_ewdend:
+    dec if_wlen
+
+    ;disp
+    call _move_cursor
+    mov ah, 0x06
+    mov dl, ' '
+    int 0x21
+    dec POS_X
+
+    jmp if_loop
+
+    if_loop_end:
+
+;Restore registers
+pop dx
+pop cx
+pop bx
+pop ax
+
+ret
+
+
+;Var
+if_wlen db 0
+
+;Help
+if_help  db 0xDA,"A-Z",0xBF," Try a letter   ",0xDA,"Enter",0xBF," Validate"
+         db "                                         $"
+
+
+>>>>>>> MERGE-SOURCE

=== added file 'modesel.asm'
--- modesel.asm	1970-01-01 00:00:00 +0000
+++ modesel.asm	2011-06-18 14:28:29 +0000
@@ -0,0 +1,235 @@
+;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+;;      __   __  _______  __    _  _______  __   __  _______  __    _       ;;
+;;     |  | |  ||   _   ||  |  | ||       ||  |_|  ||   _   ||  |  | |      ;;
+;;     |  |_|  ||  |_|  ||   |_| ||    ___||       ||  |_|  ||   |_| |      ;;
+;;     |       ||       ||       ||   | __ |       ||       ||       |      ;;
+;;     |       ||       ||  _    ||   ||  ||       ||       ||  _    |      ;;
+;;     |   _   ||   _   || | |   ||   |_| || ||_|| ||   _   || | |   |      ;;
+;;     |__| |__||__| |__||_|  |__||_______||_|   |_||__| |__||_|  |__|      ;;
+;;                                                                          ;;
+;;                                                                          ;;
+;;  HANGMAN - An implementation of the Hang Man game in assembly (Emu8086)  ;;
+;;                                                                          ;;
+;;  Copyright (C) 2011  Fabien LOISON                                       ;;
+;;  Copyright (C) 2011  Mathilde BOUTIGNY                                   ;;
+;;  Copyright (C) 2011  Vincent PEYROUSE                                    ;;
+;;  Copyright (C) 2011  Germain CARRÉ                                       ;;
+;;  Copyright (C) 2011  Matthis FRENAY                                      ;;
+;;                                                                          ;;
+;;  HangMan is free software: you can redistribute it and/or modify         ;;
+;;  it under the terms of the GNU General Public License as published by    ;;
+;;  the Free Software Foundation, either version 3 of the License, or       ;;
+;;  (at your mode) any later version.                                     ;;
+;;                                                                          ;;
+;;  This program is distributed in the hope that it will be useful,         ;;
+;;  but WITHOUT ANY WARRANTY; without even the implied warranty of          ;;
+;;  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the           ;;
+;;  GNU General Public License for more details.                            ;;
+;;                                                                          ;;
+;;  You should have received a copy of the GNU General Public License       ;;
+;;  along with this program.  If not, see <http://www.gnu.org/licenses/>.   ;;
+;;                                                                          ;;
+;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+
+
+;;
+;; Contains the mode selection menu.
+;;
+;; Index:
+;;     _mode_menu()       -- Displays the mode selection menu.
+;;     _draw_mode_menu()  -- (Re)draws the mode selection menu on the screen.
+;;
+
+
+
+MODE              db 0
+MODE_PRACTICE    equ 0
+MODE_COMPETITION equ 1
+
+
+
+;=========================================================== _mode_menu() ====
+;; Displays the mode selection menu.
+
+;; Using:
+;; call _mode_menu
+
+
+_mode_menu:
+
+;Flush the input buffer
+mov ah, 0x0C
+mov al, 0
+int 0x21
+
+;Set the variables to theire default
+mov MODE, MODE_PRACTICE
+mov mode_menu_selected, MODE_MENU_PRACTICE
+
+;Draw the UI
+call _draw_ui
+
+;Print the help message
+mov HELP_STR, offset mode_menu_help
+call _print_help
+jmp mode_menu_refresh
+
+mode_menu_snd:
+    mov SOUND, offset SND_MENU_CH_ITEM
+    call _draw_mode_menu
+    call _play_sound
+    jmp mode_menu_loop
+
+mode_menu_refresh:
+    call _draw_mode_menu
+
+mode_menu_loop:
+    ;Wait for input
+    mov ah, 0x00
+    int 0x16
+
+    cmp al, ' '          ;Space
+    jz  mode_menu_validate
+    cmp al, 0x0D         ;Enter
+    jz  mode_menu_validate
+    cmp ah, 0x50         ;Down arrow
+    jz  mode_menu_movedown
+    cmp ah, 0x48         ;Up arrow
+    jz  mode_menu_moveup
+    cmp ax, 0x011B       ;Escape
+    jz  mode_menu_backtomain
+
+    ;Not a valid input
+    jmp mode_menu_loop
+
+    ;Move down
+    mode_menu_movedown:
+        inc mode_menu_selected
+
+        cmp mode_menu_selected, mode_menu_items_numb
+        jnz mode_menu_snd
+
+        mov mode_menu_selected, 0
+        jmp mode_menu_snd
+
+    ;Move up
+    mode_menu_moveup:
+        dec mode_menu_selected
+
+        cmp mode_menu_selected, -1
+        jnz mode_menu_snd
+
+        mov mode_menu_selected, mode_menu_items_numb
+        dec mode_menu_selected
+        jmp mode_menu_snd
+
+    ;Validate
+    mode_menu_validate:
+        mov SOUND, offset SND_MENU_VALID
+        call _play_sound
+
+        ;Practice
+        cmp mode_menu_selected, MODE_MENU_PRACTICE
+        jnz mode_menu_practice_end
+        mov MODE, MODE_PRACTICE
+        jmp mode_menu_end
+        mode_menu_practice_end:
+
+        ;Competition
+        cmp mode_menu_selected, MODE_MENU_COMPETITION
+        jnz mode_menu_competition_end
+        mov MODE, MODE_COMPETITION
+        jmp mode_menu_end
+        mode_menu_competition_end:
+
+        ;Back
+        cmp mode_menu_selected, MODE_MENU_BACK
+        jnz mode_menu_back_end
+        jmp mode_menu_backtomain
+        mode_menu_back_end:
+
+        jmp mode_menu_refresh
+
+mode_menu_backtomain:
+mov MODE, -1
+
+mode_menu_end:
+
+ret
+
+
+
+;====================================================== _draw_mode_menu() ====
+;; (Re)draws the mdoe selection menu on the screen.
+
+;; Using:
+;; call _draw_mode_menu
+
+
+_draw_mode_menu:
+
+;Center the menu
+mov pos_x, (COLS-mode_menu_items_len)/2
+mov pos_y, header_height
+add pos_y, 4
+
+;Prepare the print
+mov ah, 0x09
+mov dx, offset mode_menu_items
+
+mov cx, mode_menu_items_numb
+
+;Draw items
+draw_mode_menu_loop:
+    call _move_cursor
+    int 0x21
+    add pos_y, 2
+    add dx, mode_menu_items_len
+    dec cx
+    cmp cx, 0
+    jne draw_mode_menu_loop
+
+
+;Display the cursor on the selected item
+mov pos_y, header_height
+add pos_y, 4
+mov ah, 0x00
+mov al, mode_menu_selected
+mov bl, 2
+mul bl
+add pos_y, al
+
+call _move_cursor
+
+mov ah, 0x09
+mov al, 0x10
+mov bh, 0
+mov bl, COLOR_CURSOR ; color
+mov cx, 1
+int 0x10
+
+ret
+
+
+
+;============================ Vars for _mode_menu() and _draw_mode_menu() ====
+mode_menu_selected db 0  ;The selected item of the menu
+
+
+
+;=========================== Datas for _mode_menu() and _draw_mode_menu() ====
+mode_menu_help  db 0xDA,0x18,0x19,0xBF," Navigate   ",0xDA,"Enter",0xBF
+                db " Validate                                    ",0xDA
+                db "Esc",0xBF, " Quit$"
+
+mode_menu_items db "  Practice     $"
+                db "  Competition  $"
+                db "  Back         $"
+mode_menu_items_len  equ 16
+mode_menu_items_numb equ 3
+
+MODE_MENU_PRACTICE      equ 0
+MODE_MENU_COMPETITION   equ 1
+MODE_MENU_BACK          equ 2
+
+

=== modified file 'playsnd.asm'
--- playsnd.asm	2011-05-26 14:19:39 +0000
+++ playsnd.asm	2011-06-18 14:28:29 +0000
@@ -36,12 +36,12 @@
 ;; Contains the function for playing sounds.
 ;;
 ;; Index:
-;;     _play_sound() -- Plays a sound.
+;;     _play_sound(SOUND) -- Plays a sound.
 ;;
 
 
 
-;========================================================== _play_sound() ====
+;===================================================== _play_sound(SOUND) ====
 ;; Plays a sound.
 
 ;; Usage:

=== modified file 'singlepl.asm'
--- singlepl.asm	2011-05-31 13:03:40 +0000
+++ singlepl.asm	2011-06-18 14:28:29 +0000
@@ -56,6 +56,29 @@
 push cx
 push dx
 
+;Get the mode
+call _mode_menu
+
+;Back to the main menu if necessary
+cmp MODE, -1
+je  sp_end
+
+;Ask the players name if the competition mode is selected
+cmp MODE, MODE_COMPETITION
+jne sp_plname_end
+mov IF_MSG, offset sp_msg_plname
+mov IF_MAXLEN, 8
+mov IF_EWD, 0
+call _input_field
+mov MEMCPY_SRC, offset IF_WORD
+mov MEMCPY_DEST, offset PLAYER
+mov MEMCPY_LEN, 8
+call _memcpy
+;Set the score to 0
+mov SCORE, 0
+sp_plname_end:
+nop
+
 sp_start:
 ;Get a random word from the dict
     ;"Random" number
@@ -89,9 +112,30 @@
 call _play
 
 ;Check the game status
-cmp GAME_STATUS, GAME_STATUS_ABORT
+cmp GAME_STATUS, GAME_STATUS_ABORT ;Abort ?
 je  sp_end
-jmp sp_start
+
+cmp GAME_STATUS, GAME_STATUS_WIN ; Win && competition ?
+jnz sp_win_end
+cmp MODE, MODE_COMPETITION
+jnz sp_start
+
+mov ah, 0
+mov al, play_lives
+cmp OPTION_GIBBET, OPTION_GIBBET_OFF
+jnz sp_gibbet_end
+add ax, 6 ;bonus
+sp_gibbet_end:
+add SCORE, ax
+
+sp_win_end:
+
+cmp GAME_STATUS, GAME_STATUS_LOOSE ; Loose && competition ?
+jnz sp_start
+cmp MODE, MODE_COMPETITION
+jnz sp_start
+
+call _sp_gameover
 
 sp_end:
 
@@ -104,3 +148,64 @@
 ret
 
 
+;Datas
+sp_msg_plname db "Please enter your name:$"
+
+
+
+;========================================================= _sp_gameover() ====
+;; Prints the game over screen
+
+;; Usage:
+;; call _sp_gameover
+
+
+_sp_gameover:
+
+call _draw_ui
+
+mov POS_X, (COLS-gameover_len)/2
+mov POS_Y, header_height + 3
+
+mov ah, 0x09
+mov dx, offset gameover
+
+sp_gameover_loop:
+    call _move_cursor
+    int 0x21
+    inc POS_Y
+    add dx, gameover_len
+    cmp POS_Y, gameover_height + header_height + 3
+    jne sp_gameover_loop
+
+add POS_Y, 2
+mov POS_X, (COLS-sp_go_score_len)/2
+call _move_cursor
+
+mov ax, SCORE
+mov I2S_INT, ax
+call _inttostr
+
+mov MEMCPY_SRC, offset I2S_STR
+mov MEMCPY_DEST, offset sp_go_score
+add MEMCPY_DEST, 15
+mov MEMCPY_LEN, 4
+call _memcpy
+
+mov ah, 0x09
+mov dx, offset sp_go_score
+int 0x21
+
+;wait
+mov ah, 0x86
+mov cx, 64
+int 0x15
+
+ret
+
+
+;datas
+sp_go_score      db "Your score is: 1234$"
+sp_go_score_len equ 20
+
+

=== modified file 'sounds.res'
--- sounds.res	2011-06-14 15:39:14 +0000
+++ sounds.res	2011-06-18 14:28:29 +0000
@@ -33,7 +33,7 @@
 
 
 ;;
-;; Contains the sounds.
+;; Contains the sounds ressources.
 ;;
 
 

=== modified file 'words.res'
--- words.res	2011-06-07 15:36:09 +0000
+++ words.res	2011-06-18 14:28:29 +0000
@@ -33,7 +33,7 @@
 
 
 ;;
-;; Contains the word list for the single player mode.
+;; Contains the word lists for the single player mode.
 ;;
 
 


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