peasant: hook up inn responses

This commit is contained in:
Vince Weaver 2021-10-21 11:43:20 -04:00
parent d24902fcdb
commit be464038f7
6 changed files with 1004 additions and 16 deletions

View File

@ -264,8 +264,7 @@ PEASANT1: peasant1.o
peasant1.o: peasant1.s zp.inc inventory.inc \
parse_input.inc \
peasant1_actions.s \
DIALOG_PEASANT1.LZSA dialog_peasant1.inc \
peasant1_actions.s DIALOG_PEASANT1.LZSA dialog_peasant1.inc \
sprites/peasant_sprites.inc sprites/inventory_sprites.inc \
graphics_peasantry/graphics_peasant1.inc \
graphics_peasantry/priority_peasant1.inc \
@ -283,15 +282,14 @@ PEASANT2: peasant2.o
peasant2.o: peasant2.s zp.inc inventory.inc \
parse_input.inc \
peasant2_actions.s \
dialog_peasant2.inc DIALOG_PEASANT2.LZSA \
peasant2_actions.s DIALOG_PEASANT2.LZSA dialog_peasant2.inc \
graphics_peasantry/graphics_peasant2.inc sprites/peasant_sprites.inc \
graphics_peasantry/priority_peasant2.inc \
sprites/inventory_sprites.inc \
draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
hgr_1x28_sprite_mask.s hgr_1x5_sprite.s hgr_save_restore.s \
wait_a_bit.s draw_peasant.s hgr_text_box.s \
keyboard.s parse_input.s new_map_location.s \
keyboard.s new_map_location.s \
peasant_move.s score.s inventory.s loadsave_menu.s
ca65 -o peasant2.o peasant2.s -l peasant2.lst
@ -301,12 +299,14 @@ PEASANT3: peasant3.o
ld65 -o PEASANT3 peasant3.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
peasant3.o: peasant3.s zp.inc inventory.inc \
parse_input.inc \
peasant3_actions.s DIALOG_PEASANT3.LZSA dialog_peasant3.inc \
graphics_peasantry/graphics_peasant3.inc sprites/peasant_sprites.inc \
graphics_peasantry/priority_peasant3.inc \
draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
hgr_1x28_sprite_mask.s hgr_1x5_sprite.s hgr_save_restore.s \
wait_a_bit.s draw_peasant.s hgr_text_box.s \
keyboard.s parse_input.s new_map_location.s \
keyboard.s new_map_location.s \
peasant_move.s score.s
ca65 -o peasant3.o peasant3.s -l peasant3.lst
@ -316,12 +316,14 @@ PEASANT4: peasant4.o
ld65 -o PEASANT4 peasant4.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
peasant4.o: peasant4.s zp.inc inventory.inc \
parse_input.inc \
peasant4_actions.s DIALOG_PEASANT4.LZSA dialog_peasant4.inc \
graphics_peasantry/graphics_peasant4.inc sprites/peasant_sprites.inc \
graphics_peasantry/priority_peasant4.inc \
draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
hgr_1x28_sprite_mask.s hgr_1x5_sprite.s hgr_save_restore.s \
wait_a_bit.s draw_peasant.s hgr_text_box.s \
keyboard.s parse_input.s new_map_location.s \
keyboard.s new_map_location.s \
peasant_move.s score.s
ca65 -o peasant4.o peasant4.s -l peasant4.lst
@ -470,6 +472,10 @@ dialog_peasant3.o: dialog_peasant3.s text/peasant3.inc
###
dialog_peasant3.inc: generate_all_symbols dialog_peasant3
./generate_all_symbols -a 0xd000 dialog_peasant3.lst > dialog_peasant3.inc
####
DIALOG_PEASANT4.LZSA: dialog_peasant4
$(LZSA) -r -f2 dialog_peasant4 DIALOG_PEASANT4.LZSA
@ -481,6 +487,11 @@ dialog_peasant4.o: dialog_peasant4.s text/peasant4.inc
###
dialog_peasant4.inc: generate_all_symbols dialog_peasant4
./generate_all_symbols -a 0xd000 dialog_peasant4.lst > dialog_peasant4.inc
####
DIALOG_INSIDE.LZSA: dialog_inside
$(LZSA) -r -f2 dialog_inside DIALOG_INSIDE.LZSA

View File

@ -1,5 +1,9 @@
TODO:
optimizations:
+ always load CURERENT_NOUN into A before calling into parsing
routines
+ print warning message on 48k systems that we need at least 64k
+ more frames in animation for game_over

View File

@ -42,12 +42,11 @@ peasantry2:
jsr update_map_location
; update score
jsr update_score
;=============================
;=============================
; new screen location

View File

@ -2,7 +2,7 @@
; Peasantry Part 3 (third line of map)
; Jhonka, your cottage, w lake, e lake, inn
; Jhonka, your cottage, w lake, e lake, inn
WHICH_PEASANTRY = 2
@ -17,13 +17,25 @@ WHICH_PEASANTRY = 2
.include "inventory.inc"
.include "parse_input.inc"
peasant_quest:
peasantry3:
lda #0
sta GAME_OVER
sta FRAME
jsr hgr_make_tables
jsr hgr2
jsr hgr_make_tables ; necessary?
jsr hgr2 ; necessary?
; decompress dialog to $D000
lda #<peasant3_text_lzsa
sta getsrc_smc+1
lda #>peasant3_text_lzsa
sta getsrc_smc+2
lda #$D0
jsr decompress_lzsa2_fast
; update map location
@ -45,6 +57,23 @@ new_location:
lda #0
sta GAME_OVER
;==========================
; load updated verb table
; we are PEASANT3 so locations 10...14 map to 0...4
lda MAP_LOCATION
sec
sbc #10
tax
lda verb_tables_low,X
sta INL
lda verb_tables_hi,X
sta INH
jsr load_custom_verb_table
;=====================
; load bg
@ -214,3 +243,23 @@ map_priority_hi:
.byte >lake_w_priority_lzsa ; 12 -- lake west
.byte >lake_e_priority_lzsa ; 13 -- lake east
.byte >inn_priority_lzsa ; 14 -- inn
verb_tables_low:
.byte <inn_verb_table ; 10 -- jhonka
.byte <inn_verb_table ; 11 -- cottage
.byte <inn_verb_table ; 12 -- lake west
.byte <inn_verb_table ; 13 -- lake east
.byte <inn_verb_table ; 14 -- inn
verb_tables_hi:
.byte >inn_verb_table ; 10 -- jhonka
.byte >inn_verb_table ; 11 -- cottage
.byte >inn_verb_table ; 12 -- lake west
.byte >inn_verb_table ; 13 -- lake east
.byte >inn_verb_table ; 14 -- inn
peasant3_text_lzsa:
.incbin "DIALOG_PEASANT3.LZSA"
.include "peasant3_actions.s"

View File

@ -0,0 +1,916 @@
.include "tokens.inc"
;=======================
;=======================
;=======================
; Gary the Horse
;=======================
;=======================
;=======================
gary_verb_table:
.byte VERB_BREAK
.word gary_break-1
.byte VERB_CLIMB
.word gary_climb-1
.byte VERB_FEED
.word gary_feed-1
.byte VERB_GET
.word gary_get-1
.byte VERB_JUMP
.word gary_jump-1
.byte VERB_KICK
.word gary_kick-1
.byte VERB_KILL
.word gary_kill-1
.byte VERB_LOOK
.word gary_look-1
.byte VERB_PET
.word gary_pet-1
.byte VERB_PUNCH
.word gary_punch-1
.byte VERB_SIT
.word gary_sit-1
.byte VERB_RIDE
.word gary_ride-1
.byte VERB_SCARE
.word gary_scare-1
.byte VERB_TALK
.word gary_talk-1
.byte VERB_WEAR
.word gary_wear-1
.byte 0
;================
; break
;================
gary_sit:
gary_break:
lda CURRENT_NOUN
cmp #NOUN_STUMP
beq gary_sit_stump
jmp parse_common_unknown
gary_sit_stump:
jmp gary_look_at_stump
;================
; climb
;================
gary_jump:
gary_climb:
lda CURRENT_NOUN
cmp #NOUN_FENCE
beq gary_climb_fence
jmp parse_common_unknown
gary_climb_fence:
ldx #<gary_climb_fence_message
ldy #>gary_climb_fence_message
jmp finish_parse_message
;================
; feed
;================
gary_feed:
lda CURRENT_NOUN
cmp #NOUN_GARY
beq gary_feed_horse
cmp #NOUN_HORSE
beq gary_feed_horse
jmp parse_common_unknown
gary_feed_horse:
ldx #<gary_feed_horse_message
ldy #>gary_feed_horse_message
jmp finish_parse_message
;================
; get
;================
gary_get:
lda CURRENT_NOUN
cmp #NOUN_FLIES
beq gary_get_flies
; else "probably wish" message
jmp parse_common_get
gary_get_flies:
ldx #<gary_get_flies_message
ldy #>gary_get_flies_message
jmp finish_parse_message
;===================
; kick/kill/punch
;===================
gary_kick:
gary_kill:
gary_punch:
lda CURRENT_NOUN
cmp #NOUN_GARY
beq kick_gary
cmp #NOUN_HORSE
beq kick_gary
cmp #NOUN_FLIES
beq kick_flies
cmp #NOUN_STUMP
beq kick_stump
jmp parse_common_unknown
kick_gary:
; TODO: this kills you
ldx #<gary_kick_horse_message
ldy #>gary_kick_horse_message
jsr partial_message_step
ldx #<gary_kick_horse_message2
ldy #>gary_kick_horse_message2
jmp finish_parse_message
kick_flies:
ldx #<gary_kick_flies_message
ldy #>gary_kick_flies_message
jmp finish_parse_message
kick_stump:
ldx #<gary_kick_stump_message
ldy #>gary_kick_stump_message
jmp finish_parse_message
;=================
; look
;=================
gary_look:
lda CURRENT_NOUN
cmp #NOUN_FENCE
beq gary_look_at_fence
cmp #NOUN_FLIES
beq gary_look_at_flies
cmp #NOUN_GARY
beq gary_look_at_horse
cmp #NOUN_HORSE
beq gary_look_at_horse
cmp #NOUN_STUMP
beq gary_look_at_stump
cmp #NOUN_NONE
beq gary_look_at
jmp parse_common_look
gary_look_at:
ldx #<gary_look_message
ldy #>gary_look_message
jmp finish_parse_message
gary_look_at_fence:
ldx #<gary_look_fence_message
ldy #>gary_look_fence_message
jmp finish_parse_message
gary_look_at_flies:
ldx #<gary_look_flies_message
ldy #>gary_look_flies_message
jmp finish_parse_message
gary_look_at_gary:
gary_look_at_horse:
ldx #<gary_look_horse_message
ldy #>gary_look_horse_message
jmp finish_parse_message
gary_look_at_stump:
ldx #<gary_look_stump_message
ldy #>gary_look_stump_message
jmp finish_parse_message
;================
; pet
;================
gary_pet:
lda CURRENT_NOUN
cmp #NOUN_GARY
beq gary_pet_horse
cmp #NOUN_HORSE
beq gary_pet_horse
jmp parse_common_unknown
gary_pet_horse:
ldx #<gary_pet_horse_message
ldy #>gary_pet_horse_message
jmp finish_parse_message
;================
; ride
;================
gary_ride:
lda CURRENT_NOUN
cmp #NOUN_GARY
beq gary_ride_horse
cmp #NOUN_HORSE
beq gary_ride_horse
jmp parse_common_unknown
gary_ride_horse:
ldx #<gary_ride_horse_message
ldy #>gary_ride_horse_message
jmp finish_parse_message
;================
; scare
;================
gary_scare:
lda CURRENT_NOUN
cmp #NOUN_GARY
beq gary_scare_horse
cmp #NOUN_HORSE
beq gary_scare_horse
jmp parse_common_unknown
; FIXME: randomly pick from 3 choices
gary_scare_horse:
ldx #<gary_scare_horse_message1
ldy #>gary_scare_horse_message1
jmp finish_parse_message
;================
; talk
;================
gary_talk:
lda CURRENT_NOUN
cmp #NOUN_GARY
beq gary_talk_horse
cmp #NOUN_HORSE
beq gary_talk_horse
cmp #NOUN_STUMP
beq gary_look_at_stump
cmp #NOUN_NONE
beq gary_talk_horse
jmp parse_common_talk
gary_talk_horse:
ldx #<gary_talk_message
ldy #>gary_talk_message
jmp finish_parse_message
;===================
; wear mask
;===================
gary_wear:
lda CURRENT_NOUN
cmp #NOUN_MASK
beq wear_mask
jmp parse_common_unknown
wear_mask:
jmp parse_common_unknown
.if 0
;=======================
;=======================
;=======================
; Puddle
;=======================
;=======================
;=======================
puddle_verb_table:
.byte VERB_GET
.word puddle_get-1
.byte VERB_TAKE
.word puddle_take-1
.byte VERB_STEAL
.word puddle_steal-1
.byte VERB_LOOK
.word puddle_look-1
.byte 0
;================
; get
;================
puddle_get:
puddle_steal:
puddle_take:
lda CURRENT_NOUN
cmp #NOUN_ROCK
beq puddle_get_rock
cmp #NOUN_STONE
beq puddle_get_rock
; else "probably wish" message
jmp parse_common_get
puddle_get_rock:
ldx #<puddle_get_rock_message
ldy #>puddle_get_rock_message
jmp finish_parse_message
;=================
; look
;=================
puddle_look:
lda CURRENT_NOUN
cmp #NOUN_ROCK
beq puddle_look_at_rock
cmp #NOUN_STONE
beq puddle_look_at_rock
cmp #NOUN_MUD
beq puddle_look_at_mud
cmp #NOUN_PUDDLE
beq puddle_look_at_mud
cmp #NOUN_NONE
beq puddle_look_at
jmp parse_common_look
puddle_look_at:
ldx #<puddle_look_at_message
ldy #>puddle_look_at_message
jmp finish_parse_message
puddle_look_at_mud:
ldx #<puddle_look_mud_message
ldy #>puddle_look_mud_message
jmp finish_parse_message
puddle_look_at_rock:
ldx #<puddle_get_rock_message
ldy #>puddle_get_rock_message
jmp finish_parse_message
;=======================
;=======================
;=======================
; Archery
;=======================
;=======================
;=======================
archery_verb_table:
.byte VERB_ASK
.word archery_ask-1
.byte VERB_GET
.word archery_get-1
.byte VERB_GIVE
.word archery_give-1
.byte VERB_HALDO
.word archery_haldo-1
.byte VERB_LOOK
.word archery_look-1
.byte VERB_PLAY
.word archery_play-1
.byte VERB_STEAL
.word archery_steal-1
.byte VERB_TALK
.word archery_talk-1
.byte VERB_TAKE
.word archery_take-1
.byte 0
;================
; ask
;================
archery_ask:
; TODO
jmp parse_common_ask
;================
; get
;================
archery_get:
archery_steal:
archery_take:
lda CURRENT_NOUN
cmp #NOUN_TARGET
beq archery_get_target
cmp #NOUN_ARROW
beq archery_get_arrow
; else "probably wish" message
jmp parse_common_get
archery_get_target:
ldx #<archery_get_target_message
ldy #>archery_get_target_message
jmp finish_parse_message
archery_get_arrow:
ldx #<archery_get_arrow_message
ldy #>archery_get_arrow_message
jmp finish_parse_message
;================
; give
;================
archery_give:
; TODO
jmp parse_common_give
;================
; haldo
;================
archery_haldo:
; TODO
jmp parse_common_haldo
;=================
; look
;=================
archery_look:
lda CURRENT_NOUN
cmp #NOUN_DESK
beq archery_look_at_desk
cmp #NOUN_TARGET
beq archery_look_at_target
cmp #NOUN_ARCHER
beq archery_look_at_archer
cmp #NOUN_NONE
beq archery_look_at
jmp parse_common_look
archery_look_at:
ldx #<archery_look_message
ldy #>archery_look_message
jmp finish_parse_message
archery_look_at_archer:
ldx #<archery_look_at_archer_message
ldy #>archery_look_at_archer_message
jmp finish_parse_message
archery_look_at_target:
ldx #<archery_look_at_target_message
ldy #>archery_look_at_target_message
jmp finish_parse_message
archery_look_at_desk:
ldx #<archery_look_at_desk_message
ldy #>archery_look_at_desk_message
jmp finish_parse_message
;================
; play
;================
archery_play:
lda CURRENT_NOUN
cmp #NOUN_GAME
beq archery_play_game
jmp parse_common_unknown
archery_play_game:
ldx #<archery_play_game_message
ldy #>archery_play_game_message
jmp finish_parse_message
;================
; talk
;================
archery_talk:
; only talk if close
lda PEASANT_X
cmp #23
bcc archery_talk_too_far
; check Y too?
; probably less than $7D?
; actual game will walk you in if close
; will it work from beind?
lda CURRENT_NOUN
cmp #NOUN_MAN
beq archery_talk_mendelev
cmp #NOUN_GUY
beq archery_talk_mendelev
cmp #NOUN_DUDE
beq archery_talk_mendelev
cmp #NOUN_MENDELEV
beq archery_talk_mendelev
cmp #NOUN_ARCHER
beq archery_talk_mendelev
jmp parse_common_unknown
archery_talk_mendelev:
ldx #<archery_talk_mendelev_message
ldy #>archery_talk_mendelev_message
jsr partial_message_step
ldx #<archery_talk_mendelev2_message
ldy #>archery_talk_mendelev2_message
jsr partial_message_step
; add 1 point to score
; make noise
; but after the below somehow?
ldx #<archery_talk_mendelev3_message
ldy #>archery_talk_mendelev3_message
jmp finish_parse_message
archery_talk_too_far:
ldx #<archery_talk_far_message
ldy #>archery_talk_far_message
jmp finish_parse_message
;=======================
;=======================
;=======================
; River and Stone
;=======================
;=======================
;=======================
river_stone_verb_table:
.byte VERB_GET
.word river_stone_get-1
.byte VERB_LOOK
.word river_stone_look-1
.byte VERB_STEAL
.word river_stone_steal-1
.byte VERB_SWIM
.word river_stone_swim-1
.byte VERB_TAKE
.word river_stone_take-1
.byte 0
;================
; get
;================
river_stone_steal:
river_stone_take:
river_stone_get:
lda CURRENT_NOUN
cmp #NOUN_ROCK
beq river_get_rock
cmp #NOUN_STONE
beq river_get_rock
; else "probably wish" message
jmp parse_common_get
river_get_rock:
ldx #<river_get_rock_message
ldy #>river_get_rock_message
jmp finish_parse_message
;=================
; look
;=================
river_stone_look:
lda CURRENT_NOUN
cmp #NOUN_ROCK
beq river_look_at_rock
cmp #NOUN_STONE
beq river_look_at_rock
cmp #NOUN_WATER
beq river_look_at_water
cmp #NOUN_RIVER
beq river_look_at_water
cmp #NOUN_NONE
beq river_look_at
jmp parse_common_look
river_look_at:
ldx #<river_look_message
ldy #>river_look_message
jmp finish_parse_message
river_look_at_rock:
ldx #<river_look_at_rock_message
ldy #>river_look_at_rock_message
jmp finish_parse_message
river_look_at_water:
ldx #<river_look_at_water_message
ldy #>river_look_at_water_message
jmp finish_parse_message
;===================
; swim
;===================
river_stone_swim:
lda CURRENT_NOUN
cmp #NOUN_WATER
beq river_swim
cmp #NOUN_RIVER
beq river_swim
cmp #NOUN_ROCK
beq river_swim
cmp #NOUN_STONE
beq river_swim
jmp parse_common_unknown
river_swim:
ldx #<river_swim_message
ldy #>river_swim_message
jmp finish_parse_message
;=======================
;=======================
;=======================
; mountain pass
;=======================
;=======================
;=======================
mountain_pass_verb_table:
.byte VERB_ASK
.word mountain_pass_ask-1
.byte VERB_ATTACK
.word mountain_pass_attack-1
.byte VERB_BREAK
.word mountain_pass_break-1
.byte VERB_LOOK
.word mountain_pass_look-1
.byte VERB_TALK
.word mountain_pass_talk-1
.byte 0
;================
; ask
;================
mountain_pass_ask:
lda CURRENT_NOUN
cmp #NOUN_FIRE
beq ask_about_fire
cmp #NOUN_JHONKA
beq ask_about_jhonka
cmp #NOUN_KERREK
beq ask_about_kerrek
cmp #NOUN_NED
beq ask_about_ned
cmp #NOUN_ROBE
beq ask_about_robe
cmp #NOUN_SMELL
beq ask_about_smell
cmp #NOUN_TROGDOR
beq ask_about_trogdor
; else ask about unknown
ask_about_unknown:
ldx #<knight_ask_unknown_message
ldy #>knight_ask_unknown_message
jmp finish_parse_message
ask_about_fire:
ldx #<knight_ask_fire_message
ldy #>knight_ask_fire_message
jmp finish_parse_message
ask_about_jhonka:
ldx #<knight_ask_jhonka_message
ldy #>knight_ask_jhonka_message
jmp finish_parse_message
ask_about_kerrek:
ldx #<knight_ask_kerrek_message
ldy #>knight_ask_kerrek_message
jmp finish_parse_message
ask_about_ned:
ldx #<knight_ask_ned_message
ldy #>knight_ask_ned_message
jmp finish_parse_message
ask_about_robe:
ldx #<knight_ask_robe_message
ldy #>knight_ask_robe_message
jmp finish_parse_message
ask_about_smell:
ldx #<knight_ask_smell_message
ldy #>knight_ask_smell_message
jmp finish_parse_message
ask_about_trogdor:
ldx #<knight_ask_trogdor_message
ldy #>knight_ask_trogdor_message
jmp finish_parse_message
;================
; attack
;================
mountain_pass_break:
mountain_pass_attack:
lda CURRENT_NOUN
cmp #NOUN_SIGN
beq attack_sign
jmp parse_common_unknown
attack_sign:
ldx #<attack_sign_message
ldy #>attack_sign_message
jmp finish_parse_message
;=================
; look
;=================
mountain_pass_look:
lda CURRENT_NOUN
cmp #NOUN_KNIGHT
beq knight_look
cmp #NOUN_MAN
beq knight_look
cmp #NOUN_DUDE
beq knight_look
cmp #NOUN_GUY
beq knight_look
cmp #NOUN_SIGN
beq sign_look
cmp #NOUN_TROGDOR
beq trogdor_look
cmp #NOUN_NONE
beq pass_look
jmp parse_common_look
knight_look:
ldx #<knight_look_message
ldy #>knight_look_message
jmp finish_parse_message
pass_look:
ldx #<pass_look_message
ldy #>pass_look_message
jmp finish_parse_message
sign_look:
ldx #<sign_look_message
ldy #>sign_look_message
jmp finish_parse_message
trogdor_look:
ldx #<trogdor_look_message
ldy #>trogdor_look_message
jmp finish_parse_message
;===================
; talk
;===================
mountain_pass_talk:
lda CURRENT_NOUN
cmp #NOUN_KNIGHT
beq talk_to_knight
cmp #NOUN_GUY
beq talk_to_knight
cmp #NOUN_MAN
beq talk_to_knight
cmp #NOUN_DUDE
beq talk_to_knight
; else, no one
jmp parse_common_talk
talk_to_knight:
lda GAME_STATE_2
and #TALKED_TO_KNIGHT
bne knight_skip_text
; first time only
ldx #<talk_knight_first_message
ldy #>talk_knight_first_message
jsr partial_message_step
; first time only
ldx #<talk_knight_second_message
ldy #>talk_knight_second_message
jsr partial_message_step
knight_skip_text:
ldx #<talk_knight_third_message
ldy #>talk_knight_third_message
jsr partial_message_step
ldx #<talk_knight_stink_message
ldy #>talk_knight_stink_message
jsr partial_message_step
ldx #<talk_knight_dress_message
ldy #>talk_knight_dress_message
jsr partial_message_step
ldx #<talk_knight_fire_message
ldy #>talk_knight_fire_message
jsr partial_message_step
ldx #<talk_knight_fourth_message
ldy #>talk_knight_fourth_message
lda GAME_STATE_2
and #TALKED_TO_KNIGHT
bne knight_skip_text2
jsr partial_message_step
; first time only
ldx #<talk_knight_fifth_message
ldy #>talk_knight_fifth_message
lda GAME_STATE_2
ora #TALKED_TO_KNIGHT
sta GAME_STATE_2
knight_skip_text2:
jmp finish_parse_message
.endif
.include "dialog_peasant1.inc"

View File

@ -313,30 +313,36 @@
;===================
; + look
outside_inn_look_message:
.byte "There's a giant Inn here.",13
.byte "It takes up, like, the",13
.byte "entire screen.",13
.byte "entire screen.",0
; + look door
outside_inn_door_look_message:
.byte "Just a door. A door with a",13
.byte "note on it.",0
; + look inn
outside_inn_inn_look_message:
.byte "Looks okay from out here.",13
.byte "But do they have a free",13
.byte "breakfast buffet?",0
; + look sign
outside_inn_sign_look_message:
.byte "If you can't read that",13
.byte "sign, you need to quit",13
.byte "playing this game.",0
; + look window
outside_inn_window_look_message:
.byte "Check it out! There's an",13
.byte "INN in there.",0
; + look note
; + read note (before feed in lake)
outside_inn_note_look_message:
.byte "It says, ",34,"Gone Fishin",34," just",13
.byte "like that grog coozie your",13
.byte "cousin got you.",0
@ -346,16 +352,19 @@
.byte "You open the door and step",13
.byte "inside the inn.",0
; + open door (before old man)
; + open {none}/door (before old man)
outside_inn_door_open_locked_message:
.byte "It's locked fast!",0
; + knock (closed)
; + knock {none}/door (closed)
outside_inn_door_knock_locked_message:
.byte "No answer.",0
; + knock (open)
.byte "Just open it, man!",0
; + get note
outside_inn_note_get_message:
.byte "What is it with you and",13
.byte "notes?! No!! ",0