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peasant: fixing some issues
set PREVIOUS_LOCATION so we can handle leaving baby in well properly also another issue with kerrek becoming undead
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@ -94,6 +94,9 @@ kerrek_collision:
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lda KERREK_STATE
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bpl kerrek_no_collision
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; next, see if kerrek alive
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and #$ff
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bne kerrek_no_collision
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; first check X
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@ -9,6 +9,7 @@ update_map_location:
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; we do this because the disk load code will over-write WHICH_LOAD
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ldx MAP_LOCATION
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stx PREVIOUS_LOCATION
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ldy location_to_file,X
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sty WHICH_LOAD
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@ -131,7 +131,7 @@ new_location:
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bne not_kerrek
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jsr kerrek_setup
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not_kerrek:
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@ -164,20 +164,23 @@ game_loop:
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bmi oops_new_location
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bne game_over
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; delay
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lda #200
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jsr wait
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jmp game_loop
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;====================
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; end of level
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oops_new_location:
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; special case if leaving with baby in well
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lda MAP_LOCATION
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; trouble though, by this point MAP_LOCATION is the new one?
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lda PREVIOUS_LOCATION
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cmp #LOCATION_OLD_WELL
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bne skip_level_specific
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@ -12,9 +12,8 @@
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.byte 0 ; MAP_X = $94
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.byte 1 ; MAP_Y = $95
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.byte LOCATION_OUTSIDE_LADY ; MAP_LOCATION = $96
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.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN
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.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN | LADY_GONE
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; BABY_IN_WELL | BUCKET_DOWN_WELL
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;LADY_GONE
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; GAME_STATE_0 = $97
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.byte PUDDLE_WET|RAINING
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; FISH_FED | IN_HAY_BALE | NIGHT | POT_ON_HEAD | WEARING_ROBE
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@ -30,7 +29,7 @@
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.byte $00 ; ARROW_SCORE = $9D
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.byte $00 ; SCORE_HUNDREDS= $9E
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.byte $20 ; SCORE_TENSONES= $9F
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.byte INV1_ARROW | INV1_KERREK_BELT | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES
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.byte INV1_ARROW | INV1_BABY | INV1_KERREK_BELT | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES
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; INVENTORY_1 = $A0
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.byte INV2_RICHES|INV2_TRINKET ; INVENTORY_2 = $A1
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.byte INV3_SHIRT|INV3_MAP
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44
games/peasant/saves/save1_12_baby.s
Normal file
44
games/peasant/saves/save1_12_baby.s
Normal file
@ -0,0 +1,44 @@
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; SAVE1 -- ??
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.include "zp.inc"
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; want to load this to address $90
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;
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.byte LOAD_PEASANT4 ; WHICH_LOAD = $90
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.byte 10 ; PEASANT_X = $91
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.byte 100 ; PEASANT_Y = $92
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.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
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.byte 0 ; MAP_X = $94
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.byte 1 ; MAP_Y = $95
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.byte LOCATION_OUTSIDE_LADY ; MAP_LOCATION = $96
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.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN | LADY_GONE
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; BABY_IN_WELL | BUCKET_DOWN_WELL
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; GAME_STATE_0 = $97
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.byte PUDDLE_WET|RAINING
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; FISH_FED | IN_HAY_BALE | NIGHT | POT_ON_HEAD | WEARING_ROBE
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; GAME_STATE_1 = $98
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.byte TALKED_TO_KNIGHT
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; ON_FIRE | COTTAGE_ROCK_MOVED | KNUCKLES_BLEED
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; DRESSER_OPEN | COVERED_IN_MUD | GOT_MUDDY_ALREADY
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; GAME_STATE_2 = $99
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.byte $00 ; NED_STATUS = $9A
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.byte BUSH_1_SEARCHED | BUSH_2_SEARCHED | BUSH_3_SEARCHED | BUSH_4_SEARCHED
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; BUSH_STATUS = $9B
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.byte KERREK_ROW1 | KERREK_DECOMPOSING ; KERREK_STATE = $9C
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.byte $00 ; ARROW_SCORE = $9D
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.byte $00 ; SCORE_HUNDREDS= $9E
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.byte $20 ; SCORE_TENSONES= $9F
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.byte INV1_ARROW | INV1_BABY | INV1_KERREK_BELT | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES
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; INVENTORY_1 = $A0
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.byte INV2_RICHES|INV2_TRINKET ; INVENTORY_2 = $A1
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.byte INV3_SHIRT|INV3_MAP
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; INVENTORY_3 = $A2
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.byte INV1_ARROW|INV1_PEBBLES
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; INVENTORY_1_GONE = $A3
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.byte INV2_TRINKET
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; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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.byte 22 ; KERREK_X = $A6
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.byte 76 ; KERREK_Y = $A7
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@ -178,7 +178,7 @@ well_leave_baby_in_well_message:
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.byte "the bottom of the well, eh?",13
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.byte "Thought you'd be able to",13
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.byte "just walk away and it's",13
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.byte "nothing by mead and",13
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.byte "nothing but mead and",13
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.byte "wenches from now on, huh?",13
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.byte "Well guess what? You dead.",13
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.byte "Thanks for playing.",0
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