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peasant: hook up hidden glen
This commit is contained in:
parent
9f245c317e
commit
f95efa1a13
@ -178,8 +178,10 @@ POINTS IMPLEMENTED: (in order of implementation)
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+ 3 (put baby in bucket)
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+ 2 (turn crank [baby in bucket])
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+ 2 (scare gary)
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+ 2 (get arrow)
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+ 3 (say haldo to dongolev)
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======
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40 points
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45 points
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deaths implemented
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@ -187,3 +189,5 @@ deaths implemented
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+1 Typing "die"
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+2 Cutting off arms, legs, and head
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+3 kick/punch/kill old gary
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+4 get arrow (while dongolev shooting)
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+5 walk on range (while dongolev shooting)
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@ -156,6 +156,10 @@ game_loop:
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lda MAP_LOCATION
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cmp #LOCATION_INSIDE_LADY
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beq inside_lady_cottage
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cmp #LOCATION_HIDDEN_GLEN
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beq inside_hidden_glen
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bne skip_level_specific
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inside_lady_cottage:
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@ -206,6 +210,47 @@ done_trinket_message:
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lda #LOCATION_OUTSIDE_LADY
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jsr update_map_location
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jmp skip_level_specific
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inside_hidden_glen:
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;=====================================
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; check if in line of Dongolev's arrow
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; first check if he's there
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lda GAME_STATE_0
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and #HALDO_TO_DONGOLEV
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bne skip_level_specific
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; check if in range
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lda PEASANT_Y
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cmp #$54
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bne skip_level_specific
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; oops we're getting shot
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ldx #<hidden_glen_walk_in_way_message
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ldy #>hidden_glen_walk_in_way_message
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jsr partial_message_step
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ldx #<hidden_glen_walk_in_way_message2
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ldy #>hidden_glen_walk_in_way_message2
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jsr partial_message_step
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ldx #<hidden_glen_walk_in_way_message3
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ldy #>hidden_glen_walk_in_way_message3
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jsr partial_message_step
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; this kills you
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lda #LOAD_GAME_OVER
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sta WHICH_LOAD
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lda #NEW_FROM_DISK
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sta LEVEL_OVER
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jmp skip_level_specific
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skip_level_specific:
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lda LEVEL_OVER
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@ -9,134 +9,316 @@
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;=======================
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hidden_glen_verb_table:
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.if 0
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.byte VERB_ENTER
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.word hay_bale_enter-1
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.byte VERB_SAY
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.word hidden_glen_say-1
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.byte VERB_TALK
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.word hidden_glen_talk-1
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.byte VERB_HALDO
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.word hidden_glen_haldo-1
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.byte VERB_GET
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.word hay_bale_get-1
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.word hidden_glen_get-1
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.byte VERB_CLIMB
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.word hidden_glen_climb-1
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.byte VERB_JUMP
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.word hay_bale_jump-1
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.byte VERB_HIDE
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.word hay_bale_hide-1
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.byte VERB_HUG
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.word hay_bale_hug-1
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.word hidden_glen_climb-1
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.byte VERB_LOOK
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.word hay_bale_look-1
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.byte VERB_STEAL
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.word hay_bale_steal-1
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.byte VERB_TAKE
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.word hay_bale_take-1
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.endif
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.word hidden_glen_look-1
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.byte 0
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.if 0
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;================
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; get
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;================
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hay_bale_get:
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hay_bale_steal:
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hay_bale_take:
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;=================
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; say
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;=================
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hidden_glen_say:
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; only say HALDO. Wastes noun slot
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lda CURRENT_NOUN
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cmp #NOUN_HAY
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beq hay_get_hay
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cmp #NOUN_HALDO
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beq hidden_glen_say_haldo
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; else "probably wish" message
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jmp parse_common_unknown
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jmp parse_common_get
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;=================
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; haldo
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;=================
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hay_get_hay:
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ldx #<hay_get_hay_message
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ldy #>hay_get_hay_message
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hidden_glen_haldo:
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lda CURRENT_NOUN
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cmp #NOUN_NONE
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beq hidden_glen_say_haldo
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jmp parse_common_unknown
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;=================
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; haldo
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hidden_glen_say_haldo:
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lda GAME_STATE_0
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and #HALDO_TO_DONGOLEV
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beq hidden_glen_say_haldo_dongolev_there
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hidden_glen_say_haldo_no_dongolev:
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ldx #<hidden_glen_say_haldo_no_dongolev_message
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ldy #>hidden_glen_say_haldo_no_dongolev_message
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jmp finish_parse_message
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hidden_glen_say_haldo_dongolev_there:
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; check if talked to mendelev first
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lda GAME_STATE_0
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and #TALKED_TO_MENDELEV
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beq hidden_glen_say_haldo_skip_mendelev
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hidden_glen_say_haldo_hooray:
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; add 3 points to score
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lda #3
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jsr score_points
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; set that we talked to him
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lda GAME_STATE_0
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ora #HALDO_TO_DONGOLEV
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sta GAME_STATE_0
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ldx #<hidden_glen_say_haldo_message
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ldy #>hidden_glen_say_haldo_message
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jmp finish_parse_message
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hidden_glen_say_haldo_skip_mendelev:
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ldx #<hidden_glen_say_haldo_skip_mendelev_message
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ldy #>hidden_glen_say_haldo_skip_mendelev_message
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jmp finish_parse_message
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;=================
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; look
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;=================
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hay_bale_look:
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hidden_glen_look:
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lda CURRENT_NOUN
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cmp #NOUN_HAY
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beq hay_look_at_hay
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cmp #NOUN_IN_HAY
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beq hay_look_in_hay
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cmp #NOUN_TREE
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beq hay_look_at_tree
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cmp #NOUN_BUSH
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beq hidden_glen_look_at_bushes
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cmp #NOUN_ARROW
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beq hidden_glen_look_at_arrow
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cmp #NOUN_FENCE
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beq hay_look_at_fence
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beq hidden_glen_look_at_fence
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cmp #NOUN_TREE
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beq hidden_glen_look_at_tree
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cmp #NOUN_ARCHER
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beq hidden_glen_look_at_archer
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cmp #NOUN_DONGOLEV
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beq hidden_glen_look_at_archer
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cmp #NOUN_NONE
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beq hay_look_at
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beq hidden_glen_look_at
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jmp parse_common_look
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hay_look_at:
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ldx #<hay_look_message
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ldy #>hay_look_message
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;=================
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; look
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hidden_glen_look_at:
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lda GAME_STATE_0
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and #HALDO_TO_DONGOLEV
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beq hidden_glen_look_at_dongolev_yes
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hidden_glen_look_at_dongolev_no:
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ldx #<hidden_glen_look_no_dongolev_message
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ldy #>hidden_glen_look_no_dongolev_message
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jmp finish_parse_message
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hay_look_at_hay:
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ldx #<hay_look_at_hay_message
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ldy #>hay_look_at_hay_message
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hidden_glen_look_at_dongolev_yes:
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ldx #<hidden_glen_look_message
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ldy #>hidden_glen_look_message
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jmp finish_parse_message
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hay_look_in_hay:
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ldx #<hay_look_in_hay_message
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ldy #>hay_look_in_hay_message
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;=============
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; look at archer
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hidden_glen_look_at_archer:
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lda GAME_STATE_0
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and #HALDO_TO_DONGOLEV
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beq hidden_glen_look_at_archer_dongolev_yes
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hidden_glen_look_at_archer_dongolev_no:
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jmp parse_common_look
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hidden_glen_look_at_archer_dongolev_yes:
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ldx #<hidden_glen_look_at_archer_message
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ldy #>hidden_glen_look_at_archer_message
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jmp finish_parse_message
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hay_look_at_tree:
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ldx #<hay_look_at_tree_message
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ldy #>hay_look_at_tree_message
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;=============
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; look at arrow
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hidden_glen_look_at_arrow:
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lda INVENTORY_1
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and #INV1_ARROW
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beq hidden_glen_look_at_arrow_arrow_no
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hidden_glen_look_at_arrow_arrow_yes:
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jmp parse_common_look
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hidden_glen_look_at_arrow_arrow_no:
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ldx #<hidden_glen_look_at_arrow_message
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ldy #>hidden_glen_look_at_arrow_message
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jmp finish_parse_message
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hay_look_at_fence:
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ldx #<hay_look_at_fence_message
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ldy #>hay_look_at_fence_message
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;===============
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; look at bushes
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hidden_glen_look_at_bushes:
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ldx #<hidden_glen_look_at_bushes_message
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ldy #>hidden_glen_look_at_bushes_message
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jmp finish_parse_message
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;===================
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; enter hay
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;===================
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hay_bale_enter:
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hay_bale_jump:
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hay_bale_hide:
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lda CURRENT_NOUN
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cmp #NOUN_HAY
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beq enter_hay
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jmp parse_common_unknown
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enter_hay:
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ldx #<hay_enter_hay_clean_message
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ldy #>hay_enter_hay_clean_message
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;==============
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; look at fence
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hidden_glen_look_at_fence:
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ldx #<hidden_glen_look_at_fence_message
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ldy #>hidden_glen_look_at_fence_message
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jmp finish_parse_message
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;===================
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; hug tree
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;===================
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;==============
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; look at tree
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hidden_glen_look_at_tree:
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ldx #<hidden_glen_look_at_tree_message
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ldy #>hidden_glen_look_at_tree_message
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jmp finish_parse_message
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hay_bale_hug:
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;=================
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; climb
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;=================
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hidden_glen_climb:
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lda CURRENT_NOUN
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cmp #NOUN_TREE
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beq hug_tree
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beq hidden_glen_climb_tree
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cmp #NOUN_FENCE
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beq hidden_glen_climb_fence
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jmp parse_common_unknown
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hug_tree:
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ldx #<hay_hug_tree_message
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ldy #>hay_hug_tree_message
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hidden_glen_climb_tree:
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ldx #<hidden_glen_climb_tree_message
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ldy #>hidden_glen_climb_tree_message
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jmp finish_parse_message
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hidden_glen_climb_fence:
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ldx #<hidden_glen_climb_fence_message
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ldy #>hidden_glen_climb_fence_message
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jmp finish_parse_message
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;=================
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; get
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;=================
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hidden_glen_get:
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lda CURRENT_NOUN
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cmp #NOUN_ARROW
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beq hidden_glen_get_arrow
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jmp parse_common_get
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hidden_glen_get_arrow:
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lda GAME_STATE_0
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and #HALDO_TO_DONGOLEV
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bne hidden_glen_get_arrow_dongolev_gone
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hidden_glen_get_arrow_dongolev_shooting:
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; walk on over
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ldx #<hidden_glen_active_range_message
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ldy #>hidden_glen_active_range_message
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jsr partial_message_step
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; this kills you
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lda #LOAD_GAME_OVER
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sta WHICH_LOAD
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lda #NEW_FROM_DISK
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sta LEVEL_OVER
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ldx #<hidden_glen_active_range_message2
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ldy #>hidden_glen_active_range_message2
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jsr partial_message_step
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ldx #<hidden_glen_active_range_message3
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ldy #>hidden_glen_active_range_message3
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jmp finish_parse_message
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hidden_glen_get_arrow_dongolev_gone:
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; see if already have arrow
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lda INVENTORY_1
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and #INV1_ARROW
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beq hidden_glen_yes_get_arrow
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; see if have arrow but it is gone
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lda INVENTORY_1_GONE
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and #INV1_ARROW
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bne hidden_glen_get_another
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hidden_glen_all_full_up:
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ldx #<hidden_glen_get_arrow_full_message
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ldy #>hidden_glen_get_arrow_full_message
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jmp finish_parse_message
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hidden_glen_get_another:
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ldx #<hidden_glen_get_arrow_another_message
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ldy #>hidden_glen_get_arrow_another_message
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jmp finish_parse_message
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hidden_glen_yes_get_arrow:
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; add 2 points to score
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lda #2
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jsr score_points
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; get arrow
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lda INVENTORY_1
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ora #INV1_ARROW
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sta INVENTORY_1
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ldx #<hidden_glen_get_arrow_message
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ldy #>hidden_glen_get_arrow_message
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jmp finish_parse_message
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;=================
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; talk
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;=================
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hidden_glen_talk:
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; only say HALDO. Wastes noun slot
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lda CURRENT_NOUN
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cmp #NOUN_ARCHER
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beq hidden_glen_talk_archer
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cmp #NOUN_DONGOLEV
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beq hidden_glen_talk_archer
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cmp #NOUN_NONE
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beq hidden_glen_talk_archer
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jmp parse_common_talk
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hidden_glen_talk_archer:
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lda GAME_STATE_0
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and #HALDO_TO_DONGOLEV
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beq hidden_glen_talk_archer_there
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jmp parse_common_talk
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hidden_glen_talk_archer_there:
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ldx #<hidden_glen_talk_archer_message
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ldy #>hidden_glen_talk_archer_message
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jmp finish_parse_message
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.endif
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;=======================
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@ -683,6 +683,7 @@ verb_lookup:
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.byte "RIDE",VERB_RIDE|$80
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.byte "RING",VERB_RING|$80
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.byte "SAVE",VERB_SAVE|$80
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.byte "SAY",VERB_SAY|$80
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.byte "SCARE",VERB_SCARE|$80
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.byte "SHOOT",VERB_SHOOT|$80
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.byte "SHOW",VERB_SHOW|$80
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@ -877,6 +878,7 @@ noun_lookup_again:
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.byte "DESK",NOUN_DESK|$80
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.byte "DINGHY",NOUN_DINGHY|$80
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.byte "DOING",NOUN_DOING_SPROINGS|$80
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.byte "DONGOLEV",NOUN_DONGOLEV|$80
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.byte "DOOR",NOUN_DOOR|$80
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.byte "DRAWER",NOUN_DRAWER|$80
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.byte "DRESSER",NOUN_DRESSER|$80
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@ -893,6 +895,7 @@ noun_lookup_again:
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.byte "GREEN",NOUN_GREEN|$80
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.byte "GROUND",NOUN_GROUND|$80
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.byte "GUY",NOUN_GUY|$80
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.byte "HALDO",NOUN_HALDO|$80
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.byte "IN HAY",NOUN_IN_HAY|$80
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.byte "HAY",NOUN_HAY|$80
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.byte "HOLE",NOUN_HOLE|$80
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@ -12,18 +12,23 @@
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.byte 0 ; MAP_X = $94
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.byte 1 ; MAP_Y = $95
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.byte LOCATION_HAY_BALE ; MAP_LOCATION = $96
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.byte $00 ; GAME_STATE_0 = $97
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.byte GARY_SCARED|TALKED_TO_MENDELEV
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; GAME_STATE_0 = $97
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.byte $00 ; GAME_STATE_1 = $98
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||||
.byte $00 ; GAME_STATE_2 = $99
|
||||
.byte TALKED_TO_KNIGHT
|
||||
; GAME_STATE_2 = $99
|
||||
.byte $00 ; NED_STATUS = $9A
|
||||
.byte $00 ; BUSH_STATUS = $9B
|
||||
.byte $00 ; KERREK_STATE = $9C
|
||||
.byte $00 ; ARROW_SCORE = $9D
|
||||
.byte $01 ; SCORE_HUNDREDS= $9E
|
||||
.byte $09 ; SCORE_TENSONES= $9F
|
||||
.byte $00 ; INVENTORY_1 = $A0
|
||||
.byte $00 ; SCORE_HUNDREDS= $9E
|
||||
.byte $20 ; SCORE_TENSONES= $9F
|
||||
.byte INV1_MONSTER_MASK|INV1_PEBBLES
|
||||
; INVENTORY_1 = $A0
|
||||
.byte $00 ; INVENTORY_2 = $A1
|
||||
.byte $00 ; INVENTORY_3 = $A2
|
||||
.byte $00 ; INVENTORY_1_GONE = $A3
|
||||
.byte INV3_SHIRT|INV3_MAP
|
||||
; INVENTORY_3 = $A2
|
||||
.byte INV1_PEBBLES
|
||||
; INVENTORY_1_GONE = $A3
|
||||
.byte $00 ; INVENTORY_2_GONE_= $A4
|
||||
.byte $00 ; INVENTORY_3_GONE = $A5
|
||||
|
29
games/peasant/saves/save1_01_start.s
Normal file
29
games/peasant/saves/save1_01_start.s
Normal file
@ -0,0 +1,29 @@
|
||||
; SAVE1 -- ??
|
||||
|
||||
.include "zp.inc"
|
||||
|
||||
; want to load this to address $90
|
||||
|
||||
;
|
||||
.byte LOAD_PEASANT2 ; WHICH_LOAD = $90
|
||||
.byte 10 ; PEASANT_X = $91
|
||||
.byte 100 ; PEASANT_Y = $92
|
||||
.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
|
||||
.byte 0 ; MAP_X = $94
|
||||
.byte 1 ; MAP_Y = $95
|
||||
.byte LOCATION_HAY_BALE ; MAP_LOCATION = $96
|
||||
.byte $00 ; GAME_STATE_0 = $97
|
||||
.byte $00 ; GAME_STATE_1 = $98
|
||||
.byte $00 ; GAME_STATE_2 = $99
|
||||
.byte $00 ; NED_STATUS = $9A
|
||||
.byte $00 ; BUSH_STATUS = $9B
|
||||
.byte $00 ; KERREK_STATE = $9C
|
||||
.byte $00 ; ARROW_SCORE = $9D
|
||||
.byte $01 ; SCORE_HUNDREDS= $9E
|
||||
.byte $09 ; SCORE_TENSONES= $9F
|
||||
.byte $00 ; INVENTORY_1 = $A0
|
||||
.byte $00 ; INVENTORY_2 = $A1
|
||||
.byte $00 ; INVENTORY_3 = $A2
|
||||
.byte $00 ; INVENTORY_1_GONE = $A3
|
||||
.byte $00 ; INVENTORY_2_GONE_= $A4
|
||||
.byte $00 ; INVENTORY_3_GONE = $A5
|
34
games/peasant/saves/save1_04_mask.s
Normal file
34
games/peasant/saves/save1_04_mask.s
Normal file
@ -0,0 +1,34 @@
|
||||
; SAVE1 -- ??
|
||||
|
||||
.include "zp.inc"
|
||||
|
||||
; want to load this to address $90
|
||||
|
||||
;
|
||||
.byte LOAD_PEASANT2 ; WHICH_LOAD = $90
|
||||
.byte 10 ; PEASANT_X = $91
|
||||
.byte 100 ; PEASANT_Y = $92
|
||||
.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
|
||||
.byte 0 ; MAP_X = $94
|
||||
.byte 1 ; MAP_Y = $95
|
||||
.byte LOCATION_HAY_BALE ; MAP_LOCATION = $96
|
||||
.byte GARY_SCARED
|
||||
; GAME_STATE_0 = $97
|
||||
.byte $00 ; GAME_STATE_1 = $98
|
||||
.byte TALKED_TO_KNIGHT
|
||||
; GAME_STATE_2 = $99
|
||||
.byte $00 ; NED_STATUS = $9A
|
||||
.byte $00 ; BUSH_STATUS = $9B
|
||||
.byte $00 ; KERREK_STATE = $9C
|
||||
.byte $00 ; ARROW_SCORE = $9D
|
||||
.byte $00 ; SCORE_HUNDREDS= $9E
|
||||
.byte $20 ; SCORE_TENSONES= $9F
|
||||
.byte INV1_MONSTER_MASK|INV1_PEBBLES
|
||||
; INVENTORY_1 = $A0
|
||||
.byte $00 ; INVENTORY_2 = $A1
|
||||
.byte INV3_SHIRT|INV3_MAP
|
||||
; INVENTORY_3 = $A2
|
||||
.byte INV1_PEBBLES
|
||||
; INVENTORY_1_GONE = $A3
|
||||
.byte $00 ; INVENTORY_2_GONE_= $A4
|
||||
.byte $00 ; INVENTORY_3_GONE = $A5
|
34
games/peasant/saves/save1_05_arrows.s
Normal file
34
games/peasant/saves/save1_05_arrows.s
Normal file
@ -0,0 +1,34 @@
|
||||
; SAVE1 -- ??
|
||||
|
||||
.include "zp.inc"
|
||||
|
||||
; want to load this to address $90
|
||||
|
||||
;
|
||||
.byte LOAD_PEASANT2 ; WHICH_LOAD = $90
|
||||
.byte 10 ; PEASANT_X = $91
|
||||
.byte 100 ; PEASANT_Y = $92
|
||||
.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
|
||||
.byte 0 ; MAP_X = $94
|
||||
.byte 1 ; MAP_Y = $95
|
||||
.byte LOCATION_HAY_BALE ; MAP_LOCATION = $96
|
||||
.byte GARY_SCARED|TALKED_TO_MENDELEV
|
||||
; GAME_STATE_0 = $97
|
||||
.byte $00 ; GAME_STATE_1 = $98
|
||||
.byte TALKED_TO_KNIGHT
|
||||
; GAME_STATE_2 = $99
|
||||
.byte $00 ; NED_STATUS = $9A
|
||||
.byte $00 ; BUSH_STATUS = $9B
|
||||
.byte $00 ; KERREK_STATE = $9C
|
||||
.byte $00 ; ARROW_SCORE = $9D
|
||||
.byte $00 ; SCORE_HUNDREDS= $9E
|
||||
.byte $20 ; SCORE_TENSONES= $9F
|
||||
.byte INV1_MONSTER_MASK|INV1_PEBBLES
|
||||
; INVENTORY_1 = $A0
|
||||
.byte $00 ; INVENTORY_2 = $A1
|
||||
.byte INV3_SHIRT|INV3_MAP
|
||||
; INVENTORY_3 = $A2
|
||||
.byte INV1_PEBBLES
|
||||
; INVENTORY_1_GONE = $A3
|
||||
.byte $00 ; INVENTORY_2_GONE_= $A4
|
||||
.byte $00 ; INVENTORY_3_GONE = $A5
|
@ -3,95 +3,140 @@
|
||||
;================
|
||||
|
||||
; (Walk in the path of Dongolev's arrows)
|
||||
.byte "Hopefully this guy will have some sense and not shoot you.",0
|
||||
hidden_glen_walk_in_way_message:
|
||||
.byte "Hopefully this guy will",13
|
||||
.byte "have some sense and not",13
|
||||
.byte "shoot you.",0
|
||||
; {Dongolev shoots you in the head}
|
||||
.byte "That guy has no sense. He shot you. Dumb, dumb, dumb. Nice one, William Tell. You dead. Thanks for playing.",0
|
||||
hidden_glen_walk_in_way_message2:
|
||||
.byte "That guy has no sense. He",13
|
||||
.byte "shot you.",0
|
||||
hidden_glen_walk_in_way_message3:
|
||||
.byte "Dumb, dumb, dumb. Nice one,",13
|
||||
.byte "William Tell. You dead.",13
|
||||
.byte "Thanks for playing.",0
|
||||
|
||||
; +3 points
|
||||
; + haldo
|
||||
.byte "the archer stops arching and turns to you. ",34,"My brother told you to tell me haldo? He must want to start the old business back up!",34,0
|
||||
; + haldo / say haldo
|
||||
hidden_glen_say_haldo_message:
|
||||
.byte "The archer stops arching",13
|
||||
.byte "and turns to you. ",34,"My",13
|
||||
.byte "brother told you to tell me",13
|
||||
.byte "haldo? He must want to",13
|
||||
.byte "start the old business back",13
|
||||
.byte "up!",34,0
|
||||
; he walks off
|
||||
|
||||
; + haldo (before talking to Mendelev)
|
||||
hidden_glen_say_haldo_skip_mendelev_message:
|
||||
.byte "What'd you read that in",13
|
||||
.byte "the PQ Stragedy Guide? Go",13
|
||||
.byte "talk to my brother first.",0
|
||||
|
||||
; + haldo (after Dongolev leaves)
|
||||
hidden_glen_say_haldo_no_dongolev_message:
|
||||
.byte 34,"Haldo?",34,". you call out...",13
|
||||
.byte 34,"Hadloooooo",34,0
|
||||
|
||||
; + look (with Dongolev)
|
||||
hidden_glen_look_message:
|
||||
.byte "Well, looky here! A hidden",13
|
||||
.byte "glen! You LOVE hidden",13
|
||||
.byte "glens. This one has some",13
|
||||
.byte "kinda archer in it.",0
|
||||
|
||||
; + look (w/o Dongolev)
|
||||
hidden_glen_look_no_dongolev_message:
|
||||
.byte "You're in a hidden glen.",13
|
||||
.byte "There's a tree with",13
|
||||
.byte "zillions of arrows in it.",0
|
||||
|
||||
; + look archer )when there)
|
||||
; + look archer (when there)
|
||||
hidden_glen_look_at_archer_message:
|
||||
.byte "He sure looks miffed at",13
|
||||
.byte "that tree. He's emptied 5",13
|
||||
.byte "good quivers' worth into",13
|
||||
.byte "that poor thing.",0
|
||||
|
||||
; + look arrow (before taken)
|
||||
hidden_glen_look_at_arrow_message:
|
||||
.byte "Somebody call a tree",13
|
||||
.byte "doctor. Them puppies are",13
|
||||
.byte "stuck in there like a, um,",13
|
||||
.byte "er ... stuck pig.",0
|
||||
|
||||
; + look bushes
|
||||
hidden_glen_look_at_bushes_message:
|
||||
.byte "There's some thick 'ol",13
|
||||
.byte "bushes up in this hidden",13
|
||||
.byte "glen.",0
|
||||
|
||||
; + look fence
|
||||
hidden_glen_look_at_fence_message:
|
||||
.byte "Wow! There's a hole in it",13
|
||||
.byte "on THIS side too!",0
|
||||
|
||||
; + look tree
|
||||
hidden_glen_look_at_tree_message:
|
||||
.byte "Dude, and then the elf,",13
|
||||
.byte "like, totally climbed up",13
|
||||
.byte "it. It was awesome!",0
|
||||
|
||||
; + climb tree
|
||||
hidden_glen_climb_tree_message:
|
||||
.byte "Naw, you'd probably figure",13
|
||||
.byte "out some way to kill",13
|
||||
.byte "yourself doing that.",0
|
||||
|
||||
; + climb/jump fence
|
||||
hidden_glen_climb_fence_message:
|
||||
.byte "Not going to dignify that",13
|
||||
.byte "with a response.",0
|
||||
|
||||
; + 2 points
|
||||
; + get arrow
|
||||
.byte "You pick out a really good one and yank it from the tree. Hooray! Now you have an arrow!",0
|
||||
hidden_glen_get_arrow_message:
|
||||
.byte "You pick out a really good",13
|
||||
.byte "one and yank it from the",13
|
||||
.byte "tree. Hooray! Now you have",13
|
||||
.byte "an arrow!",0
|
||||
|
||||
; + get arrow (Dogolev there) (Warning: As you can see, this kills you.)
|
||||
hidden_glen_active_range_message:
|
||||
.byte "Something tells me now's",13
|
||||
.byte "not a good time.",0
|
||||
; {you get the arrow anyway and Dongolev shoots you}
|
||||
; graphically, your head gets stuck to tree
|
||||
hidden_glen_active_range_message2:
|
||||
.byte "It wasn't a good time. Hey,",13
|
||||
.byte "my mom's making",13
|
||||
.byte "peasant-kabobs for dinner",13
|
||||
.byte "TOO!",0
|
||||
|
||||
hidden_glen_active_range_message3:
|
||||
.byte "Right. Anyway. You dead.",13
|
||||
.byte "Thanks for playing, and try",13
|
||||
.byte "not to die.",0
|
||||
|
||||
; + get arrow (After you get the arrow OR get arrow from after Kerrek)
|
||||
.byte "You're pretty much all set on the arrow front. They're kinda cool, though.",0
|
||||
hidden_glen_get_arrow_full_message:
|
||||
.byte "You're pretty much all set",13
|
||||
.byte "on the arrow front. They",13
|
||||
.byte "are kinda cool, though.",0
|
||||
|
||||
; + get arrow (after killing Kerrek)
|
||||
hidden_glen_get_arrow_another_message:
|
||||
.byte "You grab yet another arrow",13
|
||||
.byte "from the tree hoping to get",13
|
||||
.byte "some bonus points.",0
|
||||
|
||||
; + talk archer (NOT IN WIKI)
|
||||
hidden_glen_talk_archer_message:
|
||||
.byte "He refuses to speak with",13
|
||||
.byte "you. He just keeps firing",13
|
||||
.byte "arrows into that tree and",13
|
||||
.byte "grumbling, ",34,"stupid",13
|
||||
.byte "Mendelev. grumble mumble.",34,0
|
||||
|
||||
|
||||
;==========================
|
||||
; Inside Baby Lady Cottage
|
||||
|
@ -74,7 +74,8 @@ VERB_HUG = 72
|
||||
VERB_HIDE = 73
|
||||
VERB_MOVE = 74
|
||||
VERB_CUT = 75
|
||||
VERB_ALL_DONE = 76 ; not a verb, but indicating end, must be last
|
||||
VERB_SAY = 76
|
||||
VERB_ALL_DONE = 77 ; not a verb, but indicating end, must be last
|
||||
|
||||
NOUN_NONE = 0
|
||||
;
|
||||
@ -189,6 +190,7 @@ NOUN_CARPET = 108
|
||||
NOUN_BED = 109
|
||||
NOUN_MATTRESS = 110
|
||||
NOUN_PARCHMENT = 111
|
||||
|
||||
NOUN_DONGOLEV = 112
|
||||
NOUN_HALDO = 113
|
||||
;
|
||||
NOUN_UNKNOWN = 112
|
||||
NOUN_UNKNOWN = 114
|
||||
|
@ -120,8 +120,8 @@ MAP_LOCATION = $96
|
||||
GAME_STATE_0 = $97
|
||||
BABY_IN_WELL=$01
|
||||
BUCKET_DOWN_WELL=$02
|
||||
TALK_TO_MENDELEV=$04
|
||||
HALDO_TO_DONGELEV=$08
|
||||
TALKED_TO_MENDELEV=$04
|
||||
HALDO_TO_DONGOLEV=$08
|
||||
ARROW_BEATEN=$10
|
||||
GARY_SCARED=$20
|
||||
LADY_GONE=$40
|
||||
|
Loading…
Reference in New Issue
Block a user