mist: nibel: start hooking up the achenar's weird shack
@ -473,7 +473,13 @@ NIBEL_BLUE_PATH_2P25 = 19
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NIBEL_BLUE_PATH_2P5 = 20
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NIBEL_BLUE_PATH_2P75 = 21
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NIBEL_BLUE_HOUSE_DOOR = 22
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NIBEL_BLUE_HOUSE_DOOR_OPEN = 23
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NIBEL_BLUE_HOUSE_DOOR_OPEN= 23
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NIBEL_SHACK_OUTSIDE = 24
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NIBEL_SHACK_HALLWAY = 25
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NIBEL_SHACK_EXIT = 26
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NIBEL_SHACK_CENTER = 27
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NIBEL_SHACK_ENTRANCE = 28
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NIBEL_SHACK_ENTRANCE_OPEN= 29
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DENTIST_OUTSIDE = 0
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DENTIST_OUTSIDE_OPEN = 1
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@ -26,7 +26,9 @@ nibel_graphics.inc: \
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red_door_e.lzsa red_door_closed_w.lzsa red_door_open_w.lzsa \
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red_room_table_s.lzsa red_room_table_open_s.lzsa \
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red_room_bed_w.lzsa red_room_bed_open_w.lzsa \
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right_letter.lzsa
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right_letter.lzsa \
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shack_outside_n.lzsa shack_outside_s.lzsa \
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shack_hallway_n.lzsa shack_hallway_s.lzsa
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echo "elevator2_open_top_lzsa: .incbin \"elevator2_open_top.lzsa\"" > nibel_graphics.inc
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echo "elevator2_closed_top_lzsa: .incbin \"elevator2_closed_top.lzsa\"" >> nibel_graphics.inc
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echo "outside_elevator2_e_lzsa: .incbin \"outside_elevator2_e.lzsa\"" >> nibel_graphics.inc
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@ -69,6 +71,10 @@ nibel_graphics.inc: \
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echo "red_room_bed_w_lzsa: .incbin \"red_room_bed_w.lzsa\"" >> nibel_graphics.inc
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echo "red_room_bed_open_w_lzsa: .incbin \"red_room_bed_open_w.lzsa\"" >> nibel_graphics.inc
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echo "right_letter_lzsa: .incbin \"right_letter.lzsa\"" >> nibel_graphics.inc
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echo "shack_outside_n_lzsa: .incbin \"shack_outside_n.lzsa\"" >> nibel_graphics.inc
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echo "shack_outside_s_lzsa: .incbin \"shack_outside_s.lzsa\"" >> nibel_graphics.inc
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echo "shack_hallway_n_lzsa: .incbin \"shack_hallway_n.lzsa\"" >> nibel_graphics.inc
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echo "shack_hallway_s_lzsa: .incbin \"shack_hallway_s.lzsa\"" >> nibel_graphics.inc
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Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
BIN
mist/graphics_nibel/shack_hallway_n.png
Normal file
After Width: | Height: | Size: 903 B |
BIN
mist/graphics_nibel/shack_hallway_s.png
Normal file
After Width: | Height: | Size: 912 B |
BIN
mist/graphics_nibel/shack_outside_n.png
Normal file
After Width: | Height: | Size: 1022 B |
BIN
mist/graphics_nibel/shack_outside_s.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
@ -9,6 +9,8 @@ locations:
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.word location12,location13,location14,location15
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.word location16,location17,location18,location19
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.word location20,location21,location22,location23
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.word location24,location25,location26,location27
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.word location28,location29
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; NIBEL_IN_ELEV2_TOP_CLOSED -- inside elevator2 at top, door closed
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location0:
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@ -140,7 +142,10 @@ location6:
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte $ff
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.byte DIRECTION_N ; special exit
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.byte 23,35 ; special x
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.byte 6,42 ; special y
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.word goto_shack_outside-1 ; special function
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; NIBEL_BLUE_ROOM -- blue house
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location7:
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@ -411,7 +416,10 @@ location21:
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte $ff
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.byte DIRECTION_S ; special exit
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.byte 5,16 ; special x
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.byte 6,42 ; special y
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.word goto_shack_outside-1 ; special function
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; NIBEL_BLUE_HOUSE_DOOR -- door outside blue house
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location22:
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@ -430,7 +438,7 @@ location22:
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.byte BG_NORTH|BG_SOUTH
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.byte $ff
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; NIBEL_BLUE_PATH_2P75 -- blue house door, open
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; NIBEL_BLUE_HOUSE_DOOR_OPEN -- blue house door, open
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location23:
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.byte NIBEL_BLUE_PATH3 ; north exit
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.byte NIBEL_BLUE_ROOM ; south exit
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@ -445,9 +453,110 @@ location23:
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte $ff ; special function
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; NIBEL_SHACK_OUTSIDE -- outside the weird shack
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location24:
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.byte NIBEL_SHACK_HALLWAY ; north exit
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.byte NIBEL_BLUE_PATH3 ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte DIRECTION_N ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte $ff ; east exit_dir
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.byte $ff ; west exit_dir
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.word shack_outside_n_lzsa ; north bg
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.word shack_outside_s_lzsa ; south bg
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte DIRECTION_S ; special exit
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.byte 23,35 ; special x
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.byte 6,42 ; special y
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.word goto_wall-1 ; special function
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; NIBEL_SHACK_HALLWAY -- outside the weird shack, in the hallway
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location25:
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.byte NIBEL_SHACK_EXIT ; north exit
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.byte NIBEL_SHACK_OUTSIDE ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte DIRECTION_N ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte $ff ; east exit_dir
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.byte $ff ; west exit_dir
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.word shack_hallway_n_lzsa ; north bg
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.word shack_hallway_s_lzsa ; south bg
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte $ff
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; NIBEL_SHACK_EXIT -- exit of the weird shack
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location26:
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.byte NIBEL_SHACK_CENTER ; north exit
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.byte NIBEL_SHACK_HALLWAY ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte DIRECTION_N ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte $ff ; east exit_dir
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.byte $ff ; west exit_dir
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.word shack_hallway_n_lzsa ; north bg
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.word shack_hallway_s_lzsa ; south bg
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte $ff
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; NIBEL_SHACK_CENTER -- center of the weird shack
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location27:
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.byte NIBEL_SHACK_ENTRANCE ; north exit
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.byte NIBEL_SHACK_EXIT ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte DIRECTION_N ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte $ff ; east exit_dir
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.byte $ff ; west exit_dir
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.word shack_hallway_n_lzsa ; north bg
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.word shack_hallway_s_lzsa ; south bg
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte $ff
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; NIBEL_SHACK_ENTRANCE -- entranceway of the weird shack
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location28:
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.byte NIBEL_SHACK_ENTRANCE_OPEN ; north exit
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.byte NIBEL_SHACK_CENTER ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte DIRECTION_N ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte $ff ; east exit_dir
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.byte $ff ; west exit_dir
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.word shack_hallway_n_lzsa ; north bg
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.word shack_hallway_s_lzsa ; south bg
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte $ff
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; NIBEL_SHACK_ENTRANCE_OPEN -- entranceway of the weird shack, door open
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location29:
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.byte NIBEL_BLUE_PATH_2P25 ; north exit
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.byte NIBEL_SHACK_CENTER ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte DIRECTION_N ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte $ff ; east exit_dir
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.byte $ff ; west exit_dir
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.word shack_hallway_n_lzsa ; north bg
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.word shack_hallway_s_lzsa ; south bg
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte $ff
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@ -1,20 +1,39 @@
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goto_shack_outside:
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lda #NIBEL_SHACK_OUTSIDE
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sta LOCATION
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lda #DIRECTION_N
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sta DIRECTION
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jmp change_location
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goto_wall:
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lda #NIBEL_BLUE_PATH_2P75
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sta LOCATION
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lda #DIRECTION_N
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sta DIRECTION
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jmp change_location
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;=============================
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;=============================
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; elevator2 handle pulled
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;=============================
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;=============================
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; FIXME: check for water power
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; FIXME: animate
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elevator2_handle:
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; click speaker
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bit SPEAKER
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; check for water power
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; check for water power?
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||||
; in theory can't get here unless there is water power
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; so assume it is still active
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lda #ARBOR_INSIDE_ELEV2_CLOSED
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sta LOCATION
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