TODO:

make text every 9th row so descenders don't interfere?
Would throw out option of using part of page2 as more RAM

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
+ hook up game_over for "quit" and "copy"
+ better music for game over

+ consolidate the lookup info for message box sizes, as in the
	end only Y2 is changing

+ background priority mask not working when at far top of screen
+ Loading screen is slow when getting names
	Print "Loading" message while doing it?
  Or: move all save games to one sector (64 bytes each?)

+ After loading, no need to clear text before moving to next level

+ complete waterfall, including animation
+ update intro to walk closer to edges
+ fix issue where walking stops when you cross to screen w priority

+ re-do how off edge-of-screen works (have destination for all 4 co-ords?)
+ move drawing to PAGE1 and use PAGE2 for RAM?
	This would remove backing store when drawing text boxes?
+ add dictionary lookup for text for smaller size
+ optimize text box sizes
+ replace parse_input lookup with a giant jump table

Border special cases:
	+ Mountain pass walking to Inn
	+ Jhonka cave walking to Cottage



General:
- More frames in peasant sprites
- Hook up text parser
- When load game, stop walking
- Let disk 2 live in the 2nd drive?  
	LDA $C08A,X to select first drive
	LDA $C08B,X to select second drive
- Implement game over screen

Videlectrix Title:
- Can we make it faster?

Intro:
- Speaker music for title if no Mockingboard

Map:
- implement map

Peasantry:
- Gary
  + fly animation
  + hook up death
  + hook up mask stuff
  + hook up animation when you get kicked
  + hook up scare animation 
  + hook up random number picks scare message
  + hook up after-gary, fence hole and no horse
- Kerrek 1
- Well
- Yellow Tree
- Waterfall
  + Waterfall animation

- Haystack
  + Hook up dialog for mud
  + Hook up sprites for walking hay
- Puddle
  + Hook up responses when mud is wet
- Archery
  + Archer animations
  + Hook up minigame
  + Hook up getting points
  + Hook up dialog changes
  + Hook up stuff that happens after Dongolev is back
- River/Rock
  + River animation
- Mountain Pass
  + Knight animations
  + hook up/fix dialog when you have various items
  + be sure to fix the "talk knight" dialog for robe/fire etc
  + Block path unless you have all three items

- Jhonka
- Cottage
- West Lake
  + Water animations
- East Lake
  + Boat animations
  + Water animations
- Inn

- Ned Cottage
- Ned
- Kerrek2
  + See Kerrek1
- Lady Cottage
- Burnt trees

- animation for the boat
- animation of River
- animation of waterfall
- Hook up hidden glen, inside of cottages and inn
- Archery minigame

Tower:
- Tower level

Trogdor:
- All the rest
- Rest of Trogdor's speech
- Fix speech generation

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?


