Dialog issues:
				Uncompressed	LZSA
	DIALOG_PEASANT1		7394		4002
	DIALOG_PEASANT2		6857		3943
	DIALOG_PEASANT3		5809		3411
	DIALOG_PEASANT4		6900		3851
	DIALOG_CLIFF		4768		2825
	DIALOG_INSIDE		10832		5741


Inventory:
	3CEE - 4a5f	= D71 = 3441 bytes
Common parser:
	4ac - 11af	= D03	3331 bytes
	4c2 - 156e	= 10ac  4268 bytes


peasant3 18554	-> 22442

peasant2	18302
		18043 (decompress fast moved)
		15899 (much of hgr code moved to qload)
		16653 (work on load/save support)
		17191 (more work on priorities)
		19326 (include common text)
		19577 -- at release 0.75
		19944 -- after all priorities added
		20050 -- parse lookup table
		20493 -- more parse code (release 0.76)
		16995 -- move inventory to language card
		17122 -- add all verbs in (+), optimize text box drawing (-)
		17918 -- text parsing nearing completion
		18208 -- mountain pass parsing working
		18780 -- most dialog hooked up
		17394 -- move loadsave to qload.inc
		17100 -- move parse_input high and move p2 strings back in
		17368 -- use lookup table for next room (and other changes)
		17780 -- size as of the switch to dictionary word lookup
		18012 -- hook up more of archery
		18120 -- finish hooking up archery
		17941 -- after most of text hooked up (more code was moved to qload)
		17929 -- after redoing so background is always in PAGE1
		18132 -- add in river animation code
		18181 -- forgot the "climb fence" message
		17497 -- use ZX02 compression instead of LZSA


partial save, can we fit in 4k?
	102 lines			; inventory was 115?
	only 2-38	36 => 113 lines


sprite routines:
	14x14 sprite mask -> for drawing baby in ending
	1x5 sprite -> intro, lake bubbles
	1x8 sprite -> draw font
	2x16 sprite -> inventory
	7x28 sprite -> unused
	7x28 sprite mask -> draw peasant
	hgr_sprite -> generic

Notes
~~~~~
Some people would like actual S.A.M. support like the original game,
but that takes 9kB!  Is there room in TROGDOR for that?


Memory Map
~~~~~~~~~~

; notes -- VID_LOGO loads title at $9000 - $AFFF

$00	Zero Page
$01	Stack
$02	Disk Lookup
$03	Disk Lookup, IRQ vectors
$04-$07 Text/GR page 1 (priority map)
$08-$0B Text/GR page 2.  $08=boot, $09-$0A = qboot stage2
$0B-$1F QLOAD disk routines and HGR drawing routines (5120 bytes)
$20-$3F HGR Page 1
$40-$5f HGR Page 2
$60-$AF Programs	(we limit to 20k, 20480 bytes, $50 pages)
$B0-$??
$B8-$BB Hi-res lookup tables
$BC     temp area for load/save files
$BD-$BE temp area when saving game
$BF	verb table
$C0-$CF	I/O

Language card (high 16k)

$D0-$ED (bank1) per-levelstrings	
$D0-$DF (bank2) inventory		(3122 bytes)
$EE-$FF common parser code  (4.5k = 4608 bytes [4332 currently])

Disk1 Map (disk has 35 tracks, each 4k in size)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
T	  0 = Qboot
T	  1 = QLOAD	 5286 bytes	21S = 1T5S
T	  3 = MUSIC	 4045 bytes	16S = 1T0S
T	  4 = VID_LOGO	 7574 bytes	30S = 1T14S
T	  6 = TITLE      8950 bytes	35S = 2T3S
T	  9 = INTRO	13467 bytes	52S = 3T4S
T	 14 = INVENTORY  3121 bytes     13S = 0T13S
T	 15 = PEASANT1  17007 bytes	67S = 4T3S	; 80 is max
T	 20 = PEASANT2  17941 bytes	71S = 4T7S	; 79 = 20224
T        25 = PEASANT3  18154 bytes	71S = 4T7S
T	 30 = PEASANT4	15806 bytes	62S = 3T14S

Disk2 Map (disk has 35 tracks, each 4k in size)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
T	  0 = WBOOT
T	  1 = COPY_CHECK 2942 bytes	12S = 0T12S
T         3 = GAME_OVER	 2111 bytes	 9S = 0T9S
T	  4 = MAP        2703 bytes     11S = 0T11S
T         6 = ARCHERY	 2112 bytes     11S = 0T11S
T         9 = INSIDE	14178 bytes     56s = 3T8S
T        14 = INN	 6906 bytes     27S = 1T11S
T	 19 = TROGDOR	11468 bytes     45S = 2T13S	
T        24 = ENDING	17619 bytes	69S = 4T5S
T	 29 = CLIFF     13024 bytes     51S = 3T3S


238, to 280 (6)
50 to 135 (85)   6*85=510

280x192
 *4
1120x768

Our capture: 300x142 roughly
		292x142 to center it

Odd is Orange
Even is blue

	EO EO EO EO EO		if draw black at odd, nothing
blue	10 10 10 10 10		if draw black at even, two-wide(?) black



10 10 10 10 10 blue
01 01 01 01 01 orange

EO EO
10 01	blue->orange has black gap

01 10	orange->blue has white gap



10 10 01 01 = blue



6|----c>>>-----------c------c-------|
5|-aaa----aaab>>>aaa---a-b-a---------|



46, XRUN=2

46/7= 6R4 			; RUN of 0=1 wide, run of 1=2 wide

start at 4, end at 5
						
start at 4 (left) = $F0	1111 0000
end at 5 (Right) = $BF	1011 1111
			=========
			x011 0000
OR them!!!!

left_masks:
        .byte $FF,$FE,$FC,$F8, $F0,$E0,$C0

right_masks:
        .byte $81,$83,$87, $8F,$9F,$BF,$FF



POINTS IMPLEMENTED: (in order of implementation)
+ 10 (Talk Trogdor)
+  1 (talk to archer)
+  1 (talked to archer after trinket/mask)
+  2 (move rock)
+  1 (get pebbles)
+  1 (get feed)
+  5 (give riches)
+  5 (give baby) [inn]
+  3 (get room)
+  2 (feed fish)
+  2 (put pebbles in bucket)
+  3 (put baby in bucket)
+  2 (turn crank [baby in bucket])
+  2 (scare gary)
+  2 (get arrow)
+  3 (say haldo to dongolev)
+  3 (jump in hay)
+  2 (fall in mud puddle)
+  2 (give trinket to brothers)
+  2 (get super trinket)
+  3 (win archery game)
+ 10 (get belt)
+  5 (kill kerrek)
+  7 (talk to knight once have belt, robe, and on fire)
+  7 (get riches from jhonka)
+  5 (throw baby)
+  5 (deploy baby)
+  1 (close drawer)
+ 10 (get robe)
+  3 (wear robe)
+  2 (get grease)
+ 10 (catch on fire)
+  7 (throw sword at trogdor)
======
 129 points


deaths/endings implemented
==================
+1	Typing "die"
+2	Beating the game
+3	Cutting off arms, legs, and head
+4	kick/punch/kill Old Gary
+5	get arrow (while Dongolev shooting)
+6	walk on range (while Dongolev shooting)
+7	walk too close to Kerrek
+8	say "yes" when Jhonka asks if you stole riches



v0.84 sizes:	lzsa	 zx02
=============	======	 =====
QLOAD		 5239	 5122
MUSIC		 4045	 4045
VID_LOGO	 7678	 7370
TITLE		 8950	 8466
INTRO		13583	12871
PARSE_INPUT      3510	 3249
INVENTORY	 3122    3122
PEASANT1	19150	18208
PEASANT2	18254	17497
PEASANT3	18880	17927
PEASANT4	17610	16701

COPY_CHECK	 2942	 2834
GAME_OVER	 2113	 2074
MAP		 2703	 2556
ARCHERY		 2112	 2016
INSIDE		14157	13460
INN		 9342	 8938
TROGDOR		15657	14774
ENDING		17642	17038
CLIFF		13418	12648

