dos33fsprogs/games/peasant/TODO

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New:
~~~~
use updated speaker_beeps.s from music/redbook_sound
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
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TODO:
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General:
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~~~~~~~~
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+ fix the rectangle code to be proper (see hgr_hlin)
+ wait for screen refresh on IIe/IIc/IIgs
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+ 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
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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
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Text parsing:
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~~~~~~~~~~~~~
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+ always load CURERENT_NOUN into A before calling into parsing
routines
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Each time enter room:
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~~~~~~~~~~~~~~~~~~~~~
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+ Have kerrek decay more
+ Check for night being over
+ Check for rain being done
+ Update map visited location
+ Blow away haystack if applicable
Title:
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~~~~~~
+ print warning message on 48k systems that we need at least 64k
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(done, but should we stop them from continuing?)
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+ Better electric duet music?
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Intro:
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~~~~~~
+ Use walkto interface?
+ Let message 2 last longer
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Map:
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~~~~
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+ Blot out areas you haven't been to
+ Draw current location on map
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Game Over:
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~~~~~~~~~~
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+ more frames in animation for game_over
+ better music for game over
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Loading Screen:
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~~~~~~~~~~~~~~~
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+ Move all save games into one sector
+ After loading, no need to clear text before moving to next level
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+ After loading, clear xadd/yadd so not walking
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Peasant1:
~~~~~~~~~
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- Gary
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+ fly animation
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+ hook up mask stuff
+ hook up animation when you get kicked
+ hook up scare animation
+ hook up after-gary, fence hole and no horse
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+ update x-coords when walk off screen (fence)
+ setup priority wall depending on if fence broken (lo-res box?)
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- Kerrek 1
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+ allow kerrek to hit from left (instead of just right)
+ make sure kerrek hit animation doesn't go off screen
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+ Implement dead kerrek
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+ Animate kerrek (more frames)
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+ Animate shooting kerrek
+ Sound effect when kerrek appears
+ Animate getting belt
+ Implement rain
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- Well
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+ Walk to
+ Animate lowering bucket
+ Animate getting mask
+ Animate baby in well
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- Yellow Tree
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+ adjust enter/leaving x/y co-ordinates?
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- Waterfall
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Peasant2:
~~~~~~~~~
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- Haystack
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+ Animate jumping into haystack
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+ Hook up sprites for walking hay
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+ adjust enter leave x/y (mostly near fence)
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- Puddle
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+ Alternate version with wet mud
+ Animation for falling into mud
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- Archery
+ Archer animations
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+ Hook up minigame
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+ fix where we can get stuck on top of targets at archery range
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- River/Rock
+ Better/bigger River animation
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- Mountain Pass
+ Knight animations
+ Block path unless you have all three items
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Peasant3:
~~~~~~~~~
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- Jhonka
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+ Animate Jhonka
+ Take note off door once Kerrek dead
+ Draw riches when applicable
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+ x/y when entering screen (along fence)
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- Cottage
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+ Fix y-coords when walking to Jhonka
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- West Lake
+ Better/bigger water animation
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+ Make pebbles go away once you pick them up
+ Animate "throw baby" sequence
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- East Lake
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+ Animate Boat
+ Better/bigger water animation
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+ Animate whole fish-feeding sequence
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- Inn
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+ Take note off door once old man is inside
+ Animate taking pot off head
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Peasant4:
~~~~~~~~~
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- Ned Cottage
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+ Animate deploying baby
+ Make door open once baby deployed
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+ enter x/y (mostly near fence)
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- Ned
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+ Animate Ned
+ Can you walk behind him?
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- Kerrek2
+ See Kerrek1
- Lady Cottage outside
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+ Walk to bushes as search them
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- Burnt trees
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+ Animate flame at night
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Inside:
~~~~~~~
- Lady Cottage inside
+ walk-to-shelf when get feed
+ Rocking animation (both her there and not)
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- Jhonka Cave Inside
+ Animate opening drawer
- Hidden Glen
+ Animate Dongolev
+ Animate Dongolev shooting
+ Walk to tree to get arrows
Inside Inn:
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+ 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:
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+ 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
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Trogdor:
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~~~~~~~~
+ Walk to
+ Animate fire death
+ Animate throwing sword
+ Animate Trogdor standing up
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Ending:
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~~~~~~~
+ Smoother baby animation? Use page-flipping?
+ Modify sprite routine to auto-shift colors so we can have more
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of an arc on baby trajectory?