dos33fsprogs/games/peasant/inventory.s

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.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
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;=====================
; show inventory
;=====================
show_inventory:
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lda #0
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sta INVENTORY_Y
;=================
; save bg
lda #20
sta BOX_Y1
lda #135
sta BOX_Y2
jsr hgr_partial_save
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;====================
; draw text box
draw_inv_box:
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lda #0
sta BOX_X1H
lda #14
sta BOX_X1L
lda #20
sta BOX_Y1
lda #1
sta BOX_X2H
lda #5 ; ?
sta BOX_X2L
lda #135
sta BOX_Y2
jsr draw_box
;===================
; draw main text
draw_inv_text:
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lda #<inventory_message
sta OUTL
lda #>inventory_message
sta OUTH
jsr disp_put_string
lda #<press_esc_message
sta OUTL
lda #>press_esc_message
sta OUTH
jsr disp_put_string
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;===============
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; draw text
;===============
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lda #28
sta CURSOR_Y
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ldy #0 ; row
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inv_reset_mask:
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lda #1 ; start at low item
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sta INVENTORY_MASK
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draw_inv_loop:
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cpy #9 ; if <9, left column >=9, right
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bcs right_column ; bge
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left_column:
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lda #4 ; left column is #4
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bne done_column ; bra
right_column:
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lda #23 ; right column is #23
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done_column:
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sta CURSOR_X
tya
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pha ; save Y
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jsr have_item_y ; check if have item
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beq questionmarks
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we_have_item:
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clc
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lda item_offsets,Y
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adc #<item_strings
sta OUTL
lda #0
adc #>item_strings
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jmp print_item
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questionmarks:
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lda #<unknown_string
sta OUTL
lda #>unknown_string
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print_item:
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sta OUTH
jsr disp_one_line
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lda CURSOR_Y ; incrememnt cursor location
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clc
adc #8
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cmp #100
bne inv_cursory_good
lda #28
inv_cursory_good:
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sta CURSOR_Y
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asl INVENTORY_MASK
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pla
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tay
iny
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tya
and #$7
beq inv_reset_mask
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cpy #18
bne draw_inv_loop
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;=================
; draw strikeouts
;=================
draw_strikeouts:
ldy #0
draw_strikeouts_loop:
tya
pha
jsr lost_item_y
pla
tay
bcs draw_strikeouts_continue
; actually strike it out
tya
pha
lda #$7f
sta overwrite_char_smc+1
lda invert_smc1+1
eor #$7f
sta invert_smc1+1
jsr overwrite_entry
lda invert_smc1+1
eor #$7f
sta invert_smc1+1
lda #$20
sta overwrite_char_smc+1
pla
tay
draw_strikeouts_continue:
iny
cpy #18
bne draw_strikeouts_loop
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;=======================
; draw initial highlight
;=======================
ldy INVENTORY_Y
jsr overwrite_entry
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;===========================
; handle inventory keypress
;===========================
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handle_inv_keypress:
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;================
; draw item
jsr draw_inv_sprite
lda KEYPRESS
bpl handle_inv_keypress ; no keypress
bit KEYRESET ; clear keyboard strobe
pha
;=================
; erase old
ldy INVENTORY_Y
jsr overwrite_entry
pla
and #$5F ; clear top bit, make uppercase
cmp #27
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beq urgh_done ; ESCAPE
cmp #$7f
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bne inv_check_down ; DELETE
urgh_done:
jmp done_inv_keypress
inv_check_down:
cmp #$0A
beq inv_handle_down
cmp #'S'
bne inv_check_up
inv_handle_down:
ldx INVENTORY_Y
cpx #8
beq inv_down_wrap
cpx #17
beq inv_down_wrap
inx
jmp inv_down_done
inv_down_wrap:
txa
sec
sbc #8
tax
inv_down_done:
stx INVENTORY_Y
jmp inv_done_moving
inv_check_up:
cmp #$0B
beq inv_handle_up
cmp #'W'
bne inv_check_left_right
inv_handle_up:
ldx INVENTORY_Y
beq inv_up_wrap
cpx #9
beq inv_up_wrap
dex
jmp inv_up_done
inv_up_wrap:
txa
clc
adc #8
tax
inv_up_done:
stx INVENTORY_Y
jmp inv_done_moving
inv_check_left_right:
cmp #$15
beq inv_handle_left_right
cmp #'D'
beq inv_handle_left_right
cmp #$08
beq inv_handle_left_right
cmp #'A'
bne inv_check_return
inv_handle_left_right:
lda INVENTORY_Y
clc
adc #9
cmp #18
bcc inv_lr_good
sec
sbc #18
inv_lr_good:
sta INVENTORY_Y
jmp inv_done_moving
inv_check_return:
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jsr have_item
beq inv_done_moving
jsr show_item
jmp draw_inv_box
inv_done_moving:
;================
; draw new
ldy INVENTORY_Y
jsr overwrite_entry
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;================
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; repeat
jmp handle_inv_keypress
done_inv_keypress:
rts
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;==================
; have_item
;==================
; do we have Inventory Y
; ZERO if no
; not zero if yes
have_item:
ldy INVENTORY_Y
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have_item_y:
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tya ; move to A
and #$7 ; mask off to bottom 2?
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tax
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lda masks,X ; load in mask
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sta INVENTORY_MASK
tya
lsr
lsr
lsr ; Y/8
tax
lda INVENTORY_1,X
and INVENTORY_MASK
rts
;==================
; lost_item
;==================
; do we no longer have Inventory Y
; CC if no
; CS if yes
lost_item:
ldy INVENTORY_Y
lost_item_y:
tya
and #$7
tax
lda masks,X
sta INVENTORY_MASK
tya
lsr
lsr
lsr ; Y/8
tax
lda INVENTORY_1_GONE,X
and INVENTORY_MASK
beq really_gone
clc
rts
really_gone:
sec
rts
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;=======================
; draw inventory sprite
;=======================
draw_inv_sprite:
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jsr have_item
bne do_draw_inv_sprite
no_draw_inv_sprite:
lda #<no_sprite
sta INL
lda #>no_sprite
jmp done_draw_inv_sprite
do_draw_inv_sprite:
lda inv_sprite_table_low,Y
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sta INL
lda inv_sprite_table_high,Y
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done_draw_inv_sprite:
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sta INH
lda #18
sta CURSOR_X
lda #88
sta CURSOR_Y
jsr hgr_draw_sprite_2x16
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rts
;====================
;====================
; show item
;====================
;====================
show_item:
lda #0
sta BOX_X1H
lda #14
sta BOX_X1L
lda #20
sta BOX_Y1
lda #1
sta BOX_X2H
lda #5 ; ?
sta BOX_X2L
lda #135
sta BOX_Y2
jsr draw_box
lda #<item_message
sta OUTL
lda #>item_message
sta OUTH
jsr disp_put_string
lda #<press_esc_message
sta OUTL
lda #>press_esc_message
sta OUTH
jsr disp_put_string
ldy INVENTORY_Y
lda descriptions_low,Y
sta OUTL
lda descriptions_high,Y
sta OUTH
lda #4
sta CURSOR_X
lda #32
sta CURSOR_Y
jsr disp_put_string_cursor
;==========================
; print no longer message
jsr lost_item
bcs skip_no_longer
lda #<no_longer_message
sta OUTL
lda #>no_longer_message
sta OUTH
jsr disp_put_string
skip_no_longer:
;=======================
; display sprite
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jsr draw_inv_sprite
handle_item_keypress:
lda KEYPRESS
bpl handle_item_keypress ; no keypress
bit KEYRESET ; clear keyboard strobe
rts
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;======================
; text
;======================
;
; Note, greyed out could maybe print ---- for strikethrough
; printed after description
no_longer_message:
.byte 4,86,"You no longer has this item.",0
item_message:
.byte 5,106,"Hit RETURN to go back to list",0
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; first is only printed if have in inventory, though still can
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inventory_message:
.byte 6,106,"Press RETURN for description",0
press_esc_message:
.byte 6,115,"Press ESC or DELETE to exit",0
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;====================
; Inventory Strings
;====================
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unknown_string:
.byte "???",0
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item_offsets:
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.byte (item_arrow-item_strings)
.byte (item_baby-item_strings)
.byte (item_kerrek_belt-item_strings)
.byte (item_chicken_feed-item_strings)
.byte (item_funbow-item_strings)
.byte (item_monster_mask-item_strings)
.byte (item_pebbles-item_strings)
.byte (item_pills-item_strings)
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.byte (item_riches-item_strings)
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.byte (item_robe-item_strings)
.byte (item_soda-item_strings)
.byte (item_meatball_sub-item_strings)
.byte (item_super_trinket-item_strings)
.byte (item_troghelmet-item_strings)
.byte (item_trogshield-item_strings)
.byte (item_trogsword-item_strings)
.byte (item_impossible-item_strings)
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.byte (item_shirt-item_strings)
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item_string_lens:
.byte 5 ; arrow
.byte 4 ; baby
.byte 11 ; kerrek belt
.byte 12 ; chicken feed
.byte 18 ; SuprTime FunBow TM
.byte 14 ; monster maskus
.byte 7 ; pebbles
.byte 5 ; pills
.byte 6 ; riches
.byte 4 ; robe
.byte 4 ; soda
.byte 12 ; meatball sub
.byte 13 ; super trinket
.byte 10 ; TrogHelmet
.byte 10 ; TrogShield
.byte 9 ; TrogSword
.byte 3 ; ???
.byte 5 ; shirt
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item_strings:
item_arrow:
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.byte "arrow",0
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item_baby:
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.byte "baby",0
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item_kerrek_belt:
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.byte "kerrek belt",0
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item_chicken_feed:
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.byte "chicken feed",0
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item_funbow:
.byte "SuprTime FunBow TM",0 ; should be Super, makes column too wide
item_monster_mask:
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.byte "monster maskus",0
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item_pebbles:
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.byte "pebbles",0
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item_pills:
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.byte "pills",0
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item_riches:
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.byte "riches",0
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item_robe:
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.byte "robe",0
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item_soda:
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.byte "soda",0
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item_meatball_sub:
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.byte "meatball sub",0
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item_super_trinket:
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.byte "super trinket",0
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item_troghelmet:
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.byte "TrogHelmet",0
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item_trogshield:
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.byte "TrogShield",0
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item_trogsword:
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.byte "TrogSword",0
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item_impossible:
.byte "???",0
item_shirt:
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.byte "shirt",0
descriptions_low:
.byte <arrow_description
.byte <baby_description
.byte <kerrek_belt_description
.byte <chicken_feed_description
.byte <funbow_description
.byte <monster_maskus_description
.byte <pebbles_description
.byte <pills_description
.byte <riches_description
.byte <robe_description
.byte <soda_description
.byte <meatball_sub_description
.byte <super_trinket_description
.byte <troghelmet_description
.byte <trogshield_description
.byte <trogsword_description
.byte <map_description
.byte <tshirt_description
descriptions_high:
.byte >arrow_description
.byte >baby_description
.byte >kerrek_belt_description
.byte >chicken_feed_description
.byte >funbow_description
.byte >monster_maskus_description
.byte >pebbles_description
.byte >pills_description
.byte >riches_description
.byte >robe_description
.byte >soda_description
.byte >meatball_sub_description
.byte >super_trinket_description
.byte >troghelmet_description
.byte >trogshield_description
.byte >trogsword_description
.byte >map_description
.byte >tshirt_description
.include "text/lookup.inc"
.include "text/inventory.inc.lookup"
.if 0
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; arrow
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arrow_description:
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.byte "Boy, you sure know how to pick",13
.byte "em! This arrow's kinda pointy",13
.byte "even!!",0
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; baby
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baby_description:
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.byte "Awww! Peasant babies are",13
.byte "adorable. No wonder they fetch",13
.byte "such a pretty penny on the black",13
.byte "market.",0
; kerrek belt
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kerrek_belt_description:
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.byte "Phew! This thing stinks like all",13
.byte "getout. Why couldn't the Kerrek",13
.byte "have kidnapped a hot wench or",13
.byte "something that you coulda saved?",0
; chicken feed
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chicken_feed_description:
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.byte "Woah! Gold nuggets! Oh",13
.byte "wait...This is just chicken",13
.byte "feed. Crap.",0
; SuperTime FunBow TM
funbow_description:
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.byte "This is a pretty fancy bow.",13
.byte "You're suprised those shady",13
.byte "archers give away such decent",13
.byte "prizes. You half-expected gold",13
.byte "fish in a bag.",0
; monster maskus
monster_maskus_description:
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.byte "Man, those pagans sure can make",13
.byte "a freaky lookin mask when they",13
.byte "want to. It's like those theatre",13
.byte "masks' evil uncle or something.",0
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; pebbles
pebbles_description:
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.byte "Woah! Gray chicken feed! Oh",13
.byte "wait... those are just pebbles.",13
.byte "Heavier than they look, though.",0
; pills
pills_description:
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.byte "The innkeeper's medication says",13
.byte "it's supposed to treat ",34,"general",13
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.byte "oldness. May cause checkers",13
.byte "playing, hiked-up pants, and",13
.byte "overall pee smell.",34,0
; riches
riches_description:
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.byte "Riches, dude. Riches. That",13
.byte "peasant lady totally has to",13
.byte "share some of this with you,",13
.byte "right? At least that shiny,",13
.byte "clawed sceptre thing.",0
; robe
robe_description:
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.byte "A propa peasant robe. It smells",13
.byte "freshly washed and has the",13
.byte "initials 'N.N' sewn onto the",13
.byte "tag.",0
; soda
soda_description:
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.byte "A full bottle of popular soda.",0
; meatball sub
meatball_sub_description:
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.byte "A piping hot meatball sub fresh",13
.byte "from the bottom of a dingy old",13
.byte "well. All you need is a bag of",13
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.byte "chips and you've got a combo",13
.byte "meal!",0
; super trinket
super_trinket_description:
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.byte "This super trinket is weird. It",13
.byte "looks like it could either kill",13
.byte "you or make you the hit of your",13
.byte "Christmas party.",0
; TrogHelmet
troghelmet_description:
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.byte "The TrogHelmet is not screwing",13
.byte "around. It's a serious helmet.",13
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.byte "It also protects against",13
.byte "harmful UV rays.",0
; TrogShield
trogshield_description:
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.byte "Behold the TrogSheild! No",13
.byte "seriously, behold it. There's",13
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.byte "no way Trogdor's fire breath can",13
.byte "penetrate this thing.",0
; TrogSword
trogsword_description:
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.byte "The TrogSword is for real.",13
.byte "Hands-down the coolest item in",13
.byte "this whole game. You can't wait",13
.byte "to lop off that beefy arm of",13
.byte "Trogdor's with this guy.",0
; ???
map_description:
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; t-shirt
tshirt_description:
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.byte "This has got to be your favorite",13
.byte "T-Shirt ever. Oh, the times you",13
.byte "had at Scalding Lake. Canoeing,",13
.byte "fishing, stoning heathens. What",13
.byte "a Blast!",0
.endif
;========================
; overwrite entry
;========================
; Y = which
overwrite_entry:
; lda #$7f
; sta invert_smc1+1
lda invert_smc1+1
eor #$7f
sta invert_smc1+1
overwrite_set_mask:
;==============
; set X
cpy #9
bcs overwrite_right_column ; bge
overwrite_left_column:
lda #4
sta CURSOR_X
tya
jmp overwrite_done_column
overwrite_right_column:
lda #23
sta CURSOR_X
tya
sec
sbc #9
overwrite_done_column:
asl
asl
asl
clc
adc #28
sta CURSOR_Y
tya
;===================
; check if have item
jsr have_item_y
beq overwrite_not_have
overwrite_have:
ldx item_string_lens,Y
bne overwrite_have_loop
overwrite_not_have:
ldx #3
overwrite_have_loop:
txa
pha
overwrite_char_smc:
lda #$20
jsr hgr_put_char_cursor
inc CURSOR_X
pla
tax
dex
bne overwrite_have_loop
; lda #$00
; sta invert_smc1+1
lda invert_smc1+1
eor #$7f
sta invert_smc1+1
rts
masks:
.byte $01,$02,$04,$08, $10,$20,$40,$80
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no_sprite:
.byte $7f,$7f,$7f,$7f,$7f,$7f,$7f,$7f
.byte $7f,$7f,$7f,$7f,$7f,$7f,$7f,$7f
.byte $7f,$7f,$7f,$7f,$7f,$7f,$7f,$7f
.byte $7f,$7f,$7f,$7f,$7f,$7f,$7f,$7f
inv_sprite_table_low:
.byte <arrow_sprite
.byte <baby_sprite
.byte <kerrek_belt_sprite
.byte <chicken_feed_sprite
.byte <bow_sprite
.byte <mask_sprite
.byte <pebbles_sprite
.byte <pills_sprite
.byte <riches_sprite
.byte <robe_sprite
.byte <soda_sprite
.byte <sub_sprite
.byte <trinket_sprite
.byte <troghelm_sprite
.byte <trogshield_sprite
.byte <trogsword_sprite
.byte <no_sprite
.byte <tshirt_sprite
inv_sprite_table_high:
.byte >arrow_sprite
.byte >baby_sprite
.byte >kerrek_belt_sprite
.byte >chicken_feed_sprite
.byte >bow_sprite
.byte >mask_sprite
.byte >pebbles_sprite
.byte >pills_sprite
.byte >riches_sprite
.byte >robe_sprite
.byte >soda_sprite
.byte >sub_sprite
.byte >trinket_sprite
.byte >troghelm_sprite
.byte >trogshield_sprite
.byte >trogsword_sprite
.byte >no_sprite
.byte >tshirt_sprite
.include "sprites/inventory_sprites.inc"
2021-09-03 04:31:15 +00:00
.include "hgr_2x16_sprite.s"