mist: octagon: red/blue books now exploded by Atrus

This commit is contained in:
Vince Weaver 2020-07-12 23:46:31 -04:00
parent d1342dc7ab
commit 5a4fd6ccaf
2 changed files with 46 additions and 28 deletions

View File

@ -3,6 +3,8 @@ For release 1.0
+ LOADER
-- save game
-- sound loader (into language card?)
-- joystick support
-- ^T to toggle sound
+ SHIP -- split off of STONEY
@ -58,38 +60,26 @@ Done:
================================
TODO Maybe future:
main:
MIST:
+ some sort of switch animation on circuit breakers?
+ marker switches
+ ship raise/lower
+ look at catherine's letter from other side of path
+ allow opening/grabbing white page
+ Make clock puzzle more similar to actual game
octagon_room:
+ fireplace book
OCTAGON:
+ in tower could have extra window open/closed far backgrounds
+ turning when looking at hint loses the text mode
+ final puzzle in fireplace
+ line drawing on map isn't optimal
+ should hints be black on white text?
General:
+ Insert floppy #100 joke?
+ double link noise (once when leave, once when get there?)
+ adjust grab window on letter
+ add missing red book step
dentist office:
+ implement
ending:
+ all endings
+ Fireplace: 8x6 grid
MECHE age:
+ can poke around more stuff in their rooms
+ reduce size by using flipped-background attribute
+ reduce size by using flipped-background attribute(?)
SELENA age:
+ optional mockingboard sound for keyboard?
@ -104,11 +94,7 @@ SELENA age:
+ better colors
Channelwood:
+ Implement safe
+ Implement tree
+ Implement boiler
+ Implement water valves
+ Enable linking back to Myst
+ Windmill animation
+ Switch flip animation
+ Open faucet animation
@ -125,12 +111,10 @@ Stoneship age:
+ Implement compass rose light puzzle
+ Implement raising/lowering water
+ Implement telescope
+ Implement the half-letter
+ Hook up tunnels into compass room properly
Ending:
+ Turning
+ Allow looking at green book on shelf
+ Atrus at end -- hires?
+ Marker Switches (8):
VIEWER
+ Add alternate top-of-steps backgrouns if ship is up

View File

@ -382,10 +382,44 @@ update_game_over:
beq done_update
; update background for red
; update background for blue
ldy #LOCATION_WEST_BG
; update exit of red
; update exit of blue
lda #<temple_center_exploded_w_lzsa
sta location1,Y ; OCTAGON_TEMPLE_CENTER
lda #>temple_center_exploded_w_lzsa
sta location1+1,Y ; OCTAGON_TEMPLE_CENTER
lda #<in_fireplace_exploded_w_lzsa
sta location4,Y ; OCTAGON_IN_FIREPLACE
lda #>in_fireplace_exploded_w_lzsa
sta location4+1,Y ; OCTAGON_IN_FIREPLACE
lda #<red_book_shelf_exploded_lzsa
sta location2,Y ; OCTAGON_RED_BOOK_SHELF
lda #>red_book_shelf_exploded_lzsa
sta location2+1,Y ; OCTAGON_RED_BOOK_SHELF
; update background for blue
ldy #LOCATION_EAST_BG
lda #<temple_center_exploded_e_lzsa
sta location1,Y ; OCTAGON_TEMPLE_CENTER
lda #>temple_center_exploded_e_lzsa
sta location1+1,Y ; OCTAGON_TEMPLE_CENTER
lda #<blue_book_shelf_exploded_lzsa
sta location10,Y ; OCTAGON_BLUE_BOOKSHELF
lda #>blue_book_shelf_exploded_lzsa
sta location10+1,Y ; OCTAGON_BLUE_BOOKSHELF
; disable touching red book
; disable touching blue book
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location2,Y ; OCTAGON_RED_BOOK_SHELF
sta location10,Y ; OCTAGON_BLUE_BOOKSHELF
; clear red pages
lda #$ff