mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-02-24 11:29:18 +00:00
this makes text much nicer and avoids descender squish in theory messes up some stuff and could possibly run out of room
203 lines
4.7 KiB
Plaintext
203 lines
4.7 KiB
Plaintext
QUESTIONS FOR VIDELECTRIX:
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
+ What are the odds of Kerrek appearing each time you enter?
|
|
It seems like if you enter from a screen and he's not there then
|
|
he'll never appear from that direction unless you enter from
|
|
a different direction
|
|
+ Notes for the sound effects
|
|
-- Kerrek one is off
|
|
-- Various trogdor ones might use some help too
|
|
|
|
|
|
TODO:
|
|
|
|
General:
|
|
~~~~~~~~
|
|
+ wait for screen refresh on IIe/IIc/IIgs
|
|
+ make text every 9th row so descenders don't interfere?
|
|
+ background priority mask not working when at far top of screen
|
|
+ fix issue where walking stops when you cross to screen w priority
|
|
(most visible, mountain pass to river)
|
|
+ More frames in peasant sprites
|
|
+ Let disk 2 live in the 2nd drive?
|
|
LDA $C08A,X to select first drive
|
|
LDA $C08B,X to select second drive
|
|
|
|
|
|
Peasant sprites:
|
|
~~~~~~~~~~~~~~~~
|
|
+ Need some generic way of handling this/location in RAM to hold this?
|
|
+ Wearing robe
|
|
+ Wearing robe and on fire
|
|
+ Wearing haystack
|
|
+ Muddy
|
|
|
|
Text parsing:
|
|
~~~~~~~~~~~~~
|
|
+ always load CURERENT_NOUN into A before calling into parsing
|
|
routines
|
|
|
|
Each time enter room:
|
|
~~~~~~~~~~~~~~~~~~~~~
|
|
+ Have kerrek decay more
|
|
+ Check for night being over
|
|
+ Check for rain being done
|
|
+ Update map visited location
|
|
+ Blow away haystack if applicable
|
|
|
|
Title:
|
|
~~~~~~
|
|
+ print warning message on 48k systems that we need at least 64k
|
|
(done, but should we stop them from continuing?)
|
|
+ Better electric duet music?
|
|
|
|
Intro:
|
|
~~~~~~
|
|
+ Use walkto interface?
|
|
+ Let message 2 last longer
|
|
|
|
Map:
|
|
~~~~
|
|
+ Blot out areas you haven't been to
|
|
+ Draw current location on map
|
|
|
|
Game Over:
|
|
~~~~~~~~~~
|
|
+ more frames in animation for game_over
|
|
+ better music for game over
|
|
|
|
Loading Screen:
|
|
~~~~~~~~~~~~~~~
|
|
+ Move all save games into one sector
|
|
+ After loading, no need to clear text before moving to next level
|
|
+ After loading, clear xadd/yadd so not walking
|
|
|
|
|
|
Peasant1:
|
|
~~~~~~~~~
|
|
|
|
- Gary
|
|
+ fly animation
|
|
+ hook up mask stuff
|
|
+ hook up animation when you get kicked
|
|
+ hook up scare animation
|
|
+ hook up after-gary, fence hole and no horse
|
|
+ update x-coords when walk off screen (fence)
|
|
+ setup priority wall depending on if fence broken (lo-res box?)
|
|
- Kerrek 1
|
|
+ Implement kerrek
|
|
+ Implement dead kerrek
|
|
+ Animate kerrek
|
|
+ Animate shooting kerrek
|
|
+ Sound effect when kerrek appears
|
|
+ Animate getting belt
|
|
+ Implement rain
|
|
- Well
|
|
+ Walk to
|
|
+ Animate lowering bucket
|
|
+ Animate getting mask
|
|
+ Animate baby in well
|
|
- Yellow Tree
|
|
+ adjust enter/leaving x/y co-ordinates?
|
|
- Waterfall
|
|
|
|
Peasant2:
|
|
~~~~~~~~~
|
|
|
|
- Haystack
|
|
+ Animate jumping into haystack
|
|
+ Hook up sprites for walking hay
|
|
+ adjust enter leave x/y (mostly near fence)
|
|
- Puddle
|
|
+ Alternate version with wet mud
|
|
+ Animation for falling into mud
|
|
- Archery
|
|
+ Archer animations
|
|
+ Hook up minigame
|
|
+ fix where we can get stuck on top of targets at archery range
|
|
- River/Rock
|
|
+ Better/bigger River animation
|
|
- Mountain Pass
|
|
+ Knight animations
|
|
+ Block path unless you have all three items
|
|
|
|
Peasant3:
|
|
~~~~~~~~~
|
|
- Jhonka
|
|
+ Animate Jhonka
|
|
+ Take note off door once Kerrek dead
|
|
+ Draw riches when applicable
|
|
+ x/y when entering screen (along fence)
|
|
- Cottage
|
|
+ Fix y-coords when walking to Jhonka
|
|
- West Lake
|
|
+ Better/bigger water animation
|
|
+ Make pebbles go away once you pick them up
|
|
+ Animate "throw baby" sequence
|
|
- East Lake
|
|
+ Animate Boat
|
|
+ Better/bigger water animation
|
|
+ Animate whole fish-feeding sequence
|
|
- Inn
|
|
+ Take note off door once old man is inside
|
|
+ Animate taking pot off head
|
|
|
|
Peasant4:
|
|
~~~~~~~~~
|
|
- Ned Cottage
|
|
+ Animate deploying baby
|
|
+ Make door open once baby deployed
|
|
+ enter x/y (mostly near fence)
|
|
- Ned
|
|
+ Animate Ned
|
|
+ Can you walk behind him?
|
|
- Kerrek2
|
|
+ See Kerrek1
|
|
- Lady Cottage outside
|
|
+ Walk to bushes as search them
|
|
- Burnt trees
|
|
+ Animate flame at night
|
|
|
|
Inside:
|
|
~~~~~~~
|
|
- Lady Cottage inside
|
|
+ walk-to-shelf when get feed
|
|
+ Rocking animation (both her there and not)
|
|
- Jhonka Cave Inside
|
|
+ Animate opening drawer
|
|
- Hidden Glen
|
|
+ Animate Dongolev
|
|
+ Animate Dongolev shooting
|
|
+ Walk to tree to get arrows
|
|
|
|
Inside Inn:
|
|
~~~~~~~~~~~
|
|
+ Walk funny when pot on head
|
|
+ Animate innkeeper (day)
|
|
+ Animate pot falling on head
|
|
+ Animate getting room (sleeping in bed, waking up)
|
|
+ Animate night falling
|
|
|
|
Cliff:
|
|
~~~~~~
|
|
+ Hook up points/message for arriving at cliff
|
|
+ Cliff minigame
|
|
+ Animate lightning
|
|
+ Fix the priority/entry points for the various entrances
|
|
+ Hook up dialog with keepers
|
|
+ Animate keepers
|
|
+ Animate the three deaths
|
|
|
|
Trogdor:
|
|
~~~~~~~~
|
|
+ Walk to
|
|
+ Animate fire death
|
|
+ Animate throwing sword
|
|
+ Animate Trogdor standing up
|
|
|
|
Ending:
|
|
~~~~~~~
|
|
+ Smoother baby animation? Use page-flipping?
|
|
+ Modify sprite routine to auto-shift colors so we can have more
|
|
of an arc on baby trajectory?
|