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peasant: hook up mountain pass parsing
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@ -274,6 +274,7 @@ PEASANT2: peasant2.o
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ld65 -o PEASANT2 peasant2.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
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peasant2.o: peasant2.s zp.inc inventory.inc dialog_peasant2.inc \
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peasant2_actions.s \
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graphics_peasantry/graphics_peasant2.inc sprites/peasant_sprites.inc \
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graphics_peasantry/priority_peasant2.inc \
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sprites/inventory_sprites.inc \
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@ -28,6 +28,8 @@ peasant2 18302
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20493 -- more parse code (release 0.76)
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16995 -- move inventory to language card
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17122 -- add all verbs in (+), optimize text box drawing (-)
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17918 -- text parsing nearing completion
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18208 -- mountain pass parsing working
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partial save, can we fit in 4k?
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102 lines ; inventory was 115?
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@ -1026,20 +1026,40 @@ unknown_loop:
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;=========================
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; now add in common calls
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ldx #0
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lda #<common_verb_table
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sta INL
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lda #>common_verb_table
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sta INH
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; jsr load_custom_verb_table
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; rts
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; Fallthrough
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;=========================
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;=========================
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; load custom verb table
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;=========================
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;=========================
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; verb table to load in INL/INH
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load_custom_verb_table:
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ldy #0
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common_verb_loop:
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lda common_verb_table,X
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lda (INL),Y
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beq done_verb_loop ; 0 means done
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asl ; mul by 2
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tay
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lda common_verb_table+1,X
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sta verb_table,Y
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lda common_verb_table+2,X
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sta verb_table+1,Y
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inx
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inx
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inx
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tax
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iny
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lda (INL),Y
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sta verb_table,X
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iny
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lda (INL),Y
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sta verb_table+1,X
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iny
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jmp common_verb_loop ; make this a bne (bra)?
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done_verb_loop:
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@ -1119,4 +1139,4 @@ common_verb_table:
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.word parse_common_why-1
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.byte 0
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.include "dialog_peasant2.inc"
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@ -29,6 +29,16 @@ peasant_quest:
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jsr update_map_location
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; load updated verb table
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lda #<mountain_pass_verb_table
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sta INL
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lda #>mountain_pass_verb_table
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sta INH
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jsr load_custom_verb_table
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; update score
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jsr update_score
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@ -248,3 +258,5 @@ map_priority_hi:
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;.incbin "DIALOG_PEASANT2.LZSA"
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;.include "dialog_peasant2.inc"
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.include "peasant2_actions.s"
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228
games/peasant/peasant2_actions.s
Normal file
228
games/peasant/peasant2_actions.s
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@ -0,0 +1,228 @@
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;.include "tokens.inc"
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;=======================
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;=======================
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;=======================
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; mountain pass
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;=======================
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;=======================
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;=======================
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mountain_pass_verb_table:
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.byte VERB_ASK
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.word mountain_pass_ask-1
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.byte VERB_ATTACK
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.word mountain_pass_attack-1
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.byte VERB_BREAK
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.word mountain_pass_break-1
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.byte VERB_LOOK
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.word mountain_pass_look-1
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.byte VERB_TALK
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.word mountain_pass_talk-1
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.byte 0
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;================
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; ask
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;================
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mountain_pass_ask:
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lda CURRENT_NOUN
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cmp #NOUN_FIRE
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beq ask_about_fire
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cmp #NOUN_JHONKA
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beq ask_about_jhonka
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cmp #NOUN_KERREK
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beq ask_about_kerrek
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cmp #NOUN_NED
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beq ask_about_ned
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cmp #NOUN_ROBE
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beq ask_about_robe
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cmp #NOUN_SMELL
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beq ask_about_smell
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cmp #NOUN_TROGDOR
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beq ask_about_trogdor
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; else ask about unknown
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ask_about_unknown:
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ldx #<knight_ask_unknown_message
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ldy #>knight_ask_unknown_message
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jmp finish_parse_message
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ask_about_fire:
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ldx #<knight_ask_fire_message
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ldy #>knight_ask_fire_message
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jmp finish_parse_message
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ask_about_jhonka:
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ldx #<knight_ask_jhonka_message
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ldy #>knight_ask_jhonka_message
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jmp finish_parse_message
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ask_about_kerrek:
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ldx #<knight_ask_kerrek_message
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ldy #>knight_ask_kerrek_message
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jmp finish_parse_message
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ask_about_ned:
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ldx #<knight_ask_ned_message
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ldy #>knight_ask_ned_message
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jmp finish_parse_message
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ask_about_robe:
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ldx #<knight_ask_robe_message
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ldy #>knight_ask_robe_message
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jmp finish_parse_message
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ask_about_smell:
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ldx #<knight_ask_smell_message
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ldy #>knight_ask_smell_message
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jmp finish_parse_message
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ask_about_trogdor:
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ldx #<knight_ask_trogdor_message
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ldy #>knight_ask_trogdor_message
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jmp finish_parse_message
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;================
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; attack
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;================
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mountain_pass_break:
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mountain_pass_attack:
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lda CURRENT_NOUN
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cmp #NOUN_SIGN
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beq attack_sign
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jmp parse_common_unknown
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attack_sign:
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ldx #<attack_sign_message
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ldy #>attack_sign_message
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jmp finish_parse_message
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;=================
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; look
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;=================
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mountain_pass_look:
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lda CURRENT_NOUN
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cmp #NOUN_KNIGHT
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beq knight_look
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cmp #NOUN_MAN
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beq knight_look
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cmp #NOUN_DUDE
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beq knight_look
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cmp #NOUN_GUY
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beq knight_look
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cmp #NOUN_SIGN
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beq sign_look
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cmp #NOUN_TROGDOR
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beq trogdor_look
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cmp #NOUN_NONE
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beq pass_look
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jmp parse_common_look
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knight_look:
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ldx #<knight_look_message
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ldy #>knight_look_message
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jmp finish_parse_message
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pass_look:
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ldx #<pass_look_message
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ldy #>pass_look_message
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jmp finish_parse_message
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sign_look:
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ldx #<sign_look_message
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ldy #>sign_look_message
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jmp finish_parse_message
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trogdor_look:
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ldx #<trogdor_look_message
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ldy #>trogdor_look_message
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jmp finish_parse_message
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;===================
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; talk
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;===================
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mountain_pass_talk:
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lda CURRENT_NOUN
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cmp #NOUN_KNIGHT
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beq talk_to_knight
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cmp #NOUN_GUY
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beq talk_to_knight
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cmp #NOUN_MAN
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beq talk_to_knight
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cmp #NOUN_DUDE
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beq talk_to_knight
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; else, no one
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jmp parse_common_talk
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talk_to_knight:
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lda GAME_STATE_2
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and #TALKED_TO_KNIGHT
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bne knight_skip_text
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; first time only
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ldx #<talk_knight_first_message
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ldy #>talk_knight_first_message
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jsr partial_message_step
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; first time only
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ldx #<talk_knight_second_message
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ldy #>talk_knight_second_message
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jsr partial_message_step
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knight_skip_text:
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ldx #<talk_knight_third_message
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ldy #>talk_knight_third_message
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jsr partial_message_step
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ldx #<talk_knight_stink_message
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ldy #>talk_knight_stink_message
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jsr partial_message_step
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ldx #<talk_knight_dress_message
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ldy #>talk_knight_dress_message
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jsr partial_message_step
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ldx #<talk_knight_fire_message
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ldy #>talk_knight_fire_message
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jsr partial_message_step
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ldx #<talk_knight_fourth_message
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ldy #>talk_knight_fourth_message
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lda GAME_STATE_2
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and #TALKED_TO_KNIGHT
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bne knight_skip_text2
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jsr partial_message_step
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; first time only
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ldx #<talk_knight_fifth_message
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ldy #>talk_knight_fifth_message
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lda GAME_STATE_2
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ora #TALKED_TO_KNIGHT
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sta GAME_STATE_2
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knight_skip_text2:
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jmp finish_parse_message
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.include "dialog_peasant2.inc"
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