peasant: hook up hidden glen

This commit is contained in:
Vince Weaver 2021-11-01 00:13:47 -04:00
parent 9f245c317e
commit f95efa1a13
11 changed files with 485 additions and 102 deletions

View File

@ -178,8 +178,10 @@ POINTS IMPLEMENTED: (in order of implementation)
+ 3 (put baby in bucket)
+ 2 (turn crank [baby in bucket])
+ 2 (scare gary)
+ 2 (get arrow)
+ 3 (say haldo to dongolev)
======
40 points
45 points
deaths implemented
@ -187,3 +189,5 @@ deaths implemented
+1 Typing "die"
+2 Cutting off arms, legs, and head
+3 kick/punch/kill old gary
+4 get arrow (while dongolev shooting)
+5 walk on range (while dongolev shooting)

View File

@ -156,6 +156,10 @@ game_loop:
lda MAP_LOCATION
cmp #LOCATION_INSIDE_LADY
beq inside_lady_cottage
cmp #LOCATION_HIDDEN_GLEN
beq inside_hidden_glen
bne skip_level_specific
inside_lady_cottage:
@ -206,6 +210,47 @@ done_trinket_message:
lda #LOCATION_OUTSIDE_LADY
jsr update_map_location
jmp skip_level_specific
inside_hidden_glen:
;=====================================
; check if in line of Dongolev's arrow
; first check if he's there
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
bne skip_level_specific
; check if in range
lda PEASANT_Y
cmp #$54
bne skip_level_specific
; oops we're getting shot
ldx #<hidden_glen_walk_in_way_message
ldy #>hidden_glen_walk_in_way_message
jsr partial_message_step
ldx #<hidden_glen_walk_in_way_message2
ldy #>hidden_glen_walk_in_way_message2
jsr partial_message_step
ldx #<hidden_glen_walk_in_way_message3
ldy #>hidden_glen_walk_in_way_message3
jsr partial_message_step
; this kills you
lda #LOAD_GAME_OVER
sta WHICH_LOAD
lda #NEW_FROM_DISK
sta LEVEL_OVER
jmp skip_level_specific
skip_level_specific:
lda LEVEL_OVER

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@ -9,134 +9,316 @@
;=======================
hidden_glen_verb_table:
.if 0
.byte VERB_ENTER
.word hay_bale_enter-1
.byte VERB_SAY
.word hidden_glen_say-1
.byte VERB_TALK
.word hidden_glen_talk-1
.byte VERB_HALDO
.word hidden_glen_haldo-1
.byte VERB_GET
.word hay_bale_get-1
.word hidden_glen_get-1
.byte VERB_CLIMB
.word hidden_glen_climb-1
.byte VERB_JUMP
.word hay_bale_jump-1
.byte VERB_HIDE
.word hay_bale_hide-1
.byte VERB_HUG
.word hay_bale_hug-1
.word hidden_glen_climb-1
.byte VERB_LOOK
.word hay_bale_look-1
.byte VERB_STEAL
.word hay_bale_steal-1
.byte VERB_TAKE
.word hay_bale_take-1
.endif
.word hidden_glen_look-1
.byte 0
.if 0
;================
; get
;================
hay_bale_get:
hay_bale_steal:
hay_bale_take:
;=================
; say
;=================
hidden_glen_say:
; only say HALDO. Wastes noun slot
lda CURRENT_NOUN
cmp #NOUN_HAY
beq hay_get_hay
cmp #NOUN_HALDO
beq hidden_glen_say_haldo
; else "probably wish" message
jmp parse_common_unknown
jmp parse_common_get
;=================
; haldo
;=================
hay_get_hay:
ldx #<hay_get_hay_message
ldy #>hay_get_hay_message
hidden_glen_haldo:
lda CURRENT_NOUN
cmp #NOUN_NONE
beq hidden_glen_say_haldo
jmp parse_common_unknown
;=================
; haldo
hidden_glen_say_haldo:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
beq hidden_glen_say_haldo_dongolev_there
hidden_glen_say_haldo_no_dongolev:
ldx #<hidden_glen_say_haldo_no_dongolev_message
ldy #>hidden_glen_say_haldo_no_dongolev_message
jmp finish_parse_message
hidden_glen_say_haldo_dongolev_there:
; check if talked to mendelev first
lda GAME_STATE_0
and #TALKED_TO_MENDELEV
beq hidden_glen_say_haldo_skip_mendelev
hidden_glen_say_haldo_hooray:
; add 3 points to score
lda #3
jsr score_points
; set that we talked to him
lda GAME_STATE_0
ora #HALDO_TO_DONGOLEV
sta GAME_STATE_0
ldx #<hidden_glen_say_haldo_message
ldy #>hidden_glen_say_haldo_message
jmp finish_parse_message
hidden_glen_say_haldo_skip_mendelev:
ldx #<hidden_glen_say_haldo_skip_mendelev_message
ldy #>hidden_glen_say_haldo_skip_mendelev_message
jmp finish_parse_message
;=================
; look
;=================
hay_bale_look:
hidden_glen_look:
lda CURRENT_NOUN
cmp #NOUN_HAY
beq hay_look_at_hay
cmp #NOUN_IN_HAY
beq hay_look_in_hay
cmp #NOUN_TREE
beq hay_look_at_tree
cmp #NOUN_BUSH
beq hidden_glen_look_at_bushes
cmp #NOUN_ARROW
beq hidden_glen_look_at_arrow
cmp #NOUN_FENCE
beq hay_look_at_fence
beq hidden_glen_look_at_fence
cmp #NOUN_TREE
beq hidden_glen_look_at_tree
cmp #NOUN_ARCHER
beq hidden_glen_look_at_archer
cmp #NOUN_DONGOLEV
beq hidden_glen_look_at_archer
cmp #NOUN_NONE
beq hay_look_at
beq hidden_glen_look_at
jmp parse_common_look
hay_look_at:
ldx #<hay_look_message
ldy #>hay_look_message
;=================
; look
hidden_glen_look_at:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
beq hidden_glen_look_at_dongolev_yes
hidden_glen_look_at_dongolev_no:
ldx #<hidden_glen_look_no_dongolev_message
ldy #>hidden_glen_look_no_dongolev_message
jmp finish_parse_message
hay_look_at_hay:
ldx #<hay_look_at_hay_message
ldy #>hay_look_at_hay_message
hidden_glen_look_at_dongolev_yes:
ldx #<hidden_glen_look_message
ldy #>hidden_glen_look_message
jmp finish_parse_message
hay_look_in_hay:
ldx #<hay_look_in_hay_message
ldy #>hay_look_in_hay_message
;=============
; look at archer
hidden_glen_look_at_archer:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
beq hidden_glen_look_at_archer_dongolev_yes
hidden_glen_look_at_archer_dongolev_no:
jmp parse_common_look
hidden_glen_look_at_archer_dongolev_yes:
ldx #<hidden_glen_look_at_archer_message
ldy #>hidden_glen_look_at_archer_message
jmp finish_parse_message
hay_look_at_tree:
ldx #<hay_look_at_tree_message
ldy #>hay_look_at_tree_message
;=============
; look at arrow
hidden_glen_look_at_arrow:
lda INVENTORY_1
and #INV1_ARROW
beq hidden_glen_look_at_arrow_arrow_no
hidden_glen_look_at_arrow_arrow_yes:
jmp parse_common_look
hidden_glen_look_at_arrow_arrow_no:
ldx #<hidden_glen_look_at_arrow_message
ldy #>hidden_glen_look_at_arrow_message
jmp finish_parse_message
hay_look_at_fence:
ldx #<hay_look_at_fence_message
ldy #>hay_look_at_fence_message
;===============
; look at bushes
hidden_glen_look_at_bushes:
ldx #<hidden_glen_look_at_bushes_message
ldy #>hidden_glen_look_at_bushes_message
jmp finish_parse_message
;===================
; enter hay
;===================
hay_bale_enter:
hay_bale_jump:
hay_bale_hide:
lda CURRENT_NOUN
cmp #NOUN_HAY
beq enter_hay
jmp parse_common_unknown
enter_hay:
ldx #<hay_enter_hay_clean_message
ldy #>hay_enter_hay_clean_message
;==============
; look at fence
hidden_glen_look_at_fence:
ldx #<hidden_glen_look_at_fence_message
ldy #>hidden_glen_look_at_fence_message
jmp finish_parse_message
;===================
; hug tree
;===================
;==============
; look at tree
hidden_glen_look_at_tree:
ldx #<hidden_glen_look_at_tree_message
ldy #>hidden_glen_look_at_tree_message
jmp finish_parse_message
hay_bale_hug:
;=================
; climb
;=================
hidden_glen_climb:
lda CURRENT_NOUN
cmp #NOUN_TREE
beq hug_tree
beq hidden_glen_climb_tree
cmp #NOUN_FENCE
beq hidden_glen_climb_fence
jmp parse_common_unknown
hug_tree:
ldx #<hay_hug_tree_message
ldy #>hay_hug_tree_message
hidden_glen_climb_tree:
ldx #<hidden_glen_climb_tree_message
ldy #>hidden_glen_climb_tree_message
jmp finish_parse_message
hidden_glen_climb_fence:
ldx #<hidden_glen_climb_fence_message
ldy #>hidden_glen_climb_fence_message
jmp finish_parse_message
;=================
; get
;=================
hidden_glen_get:
lda CURRENT_NOUN
cmp #NOUN_ARROW
beq hidden_glen_get_arrow
jmp parse_common_get
hidden_glen_get_arrow:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
bne hidden_glen_get_arrow_dongolev_gone
hidden_glen_get_arrow_dongolev_shooting:
; walk on over
ldx #<hidden_glen_active_range_message
ldy #>hidden_glen_active_range_message
jsr partial_message_step
; this kills you
lda #LOAD_GAME_OVER
sta WHICH_LOAD
lda #NEW_FROM_DISK
sta LEVEL_OVER
ldx #<hidden_glen_active_range_message2
ldy #>hidden_glen_active_range_message2
jsr partial_message_step
ldx #<hidden_glen_active_range_message3
ldy #>hidden_glen_active_range_message3
jmp finish_parse_message
hidden_glen_get_arrow_dongolev_gone:
; see if already have arrow
lda INVENTORY_1
and #INV1_ARROW
beq hidden_glen_yes_get_arrow
; see if have arrow but it is gone
lda INVENTORY_1_GONE
and #INV1_ARROW
bne hidden_glen_get_another
hidden_glen_all_full_up:
ldx #<hidden_glen_get_arrow_full_message
ldy #>hidden_glen_get_arrow_full_message
jmp finish_parse_message
hidden_glen_get_another:
ldx #<hidden_glen_get_arrow_another_message
ldy #>hidden_glen_get_arrow_another_message
jmp finish_parse_message
hidden_glen_yes_get_arrow:
; add 2 points to score
lda #2
jsr score_points
; get arrow
lda INVENTORY_1
ora #INV1_ARROW
sta INVENTORY_1
ldx #<hidden_glen_get_arrow_message
ldy #>hidden_glen_get_arrow_message
jmp finish_parse_message
;=================
; talk
;=================
hidden_glen_talk:
; only say HALDO. Wastes noun slot
lda CURRENT_NOUN
cmp #NOUN_ARCHER
beq hidden_glen_talk_archer
cmp #NOUN_DONGOLEV
beq hidden_glen_talk_archer
cmp #NOUN_NONE
beq hidden_glen_talk_archer
jmp parse_common_talk
hidden_glen_talk_archer:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
beq hidden_glen_talk_archer_there
jmp parse_common_talk
hidden_glen_talk_archer_there:
ldx #<hidden_glen_talk_archer_message
ldy #>hidden_glen_talk_archer_message
jmp finish_parse_message
.endif
;=======================

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@ -683,6 +683,7 @@ verb_lookup:
.byte "RIDE",VERB_RIDE|$80
.byte "RING",VERB_RING|$80
.byte "SAVE",VERB_SAVE|$80
.byte "SAY",VERB_SAY|$80
.byte "SCARE",VERB_SCARE|$80
.byte "SHOOT",VERB_SHOOT|$80
.byte "SHOW",VERB_SHOW|$80
@ -877,6 +878,7 @@ noun_lookup_again:
.byte "DESK",NOUN_DESK|$80
.byte "DINGHY",NOUN_DINGHY|$80
.byte "DOING",NOUN_DOING_SPROINGS|$80
.byte "DONGOLEV",NOUN_DONGOLEV|$80
.byte "DOOR",NOUN_DOOR|$80
.byte "DRAWER",NOUN_DRAWER|$80
.byte "DRESSER",NOUN_DRESSER|$80
@ -893,6 +895,7 @@ noun_lookup_again:
.byte "GREEN",NOUN_GREEN|$80
.byte "GROUND",NOUN_GROUND|$80
.byte "GUY",NOUN_GUY|$80
.byte "HALDO",NOUN_HALDO|$80
.byte "IN HAY",NOUN_IN_HAY|$80
.byte "HAY",NOUN_HAY|$80
.byte "HOLE",NOUN_HOLE|$80

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@ -12,18 +12,23 @@
.byte 0 ; MAP_X = $94
.byte 1 ; MAP_Y = $95
.byte LOCATION_HAY_BALE ; MAP_LOCATION = $96
.byte $00 ; GAME_STATE_0 = $97
.byte GARY_SCARED|TALKED_TO_MENDELEV
; GAME_STATE_0 = $97
.byte $00 ; GAME_STATE_1 = $98
.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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

View File

@ -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