peasant: work on unifying the sprite code
This commit is contained in:
parent
b469b4d564
commit
1ac631bbcf
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@ -119,7 +119,6 @@ qload.inc: generate_common QLOAD
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./generate_common -a 0xb00 -s hgr2 qload.lst >> qload.inc
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./generate_common -a 0xb00 -s hgr_make_tables qload.lst >> qload.inc
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./generate_common -a 0xb00 -s hgr_put_string qload.lst >> qload.inc
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./generate_common -a 0xb00 -s save_bg_1x28 qload.lst >> qload.inc
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./generate_common -a 0xb00 -s restore_bg_1x28 qload.lst >> qload.inc
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./generate_common -a 0xb00 -s hgr_draw_sprite_1x28 qload.lst >> qload.inc
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./generate_common -a 0xb00 -s input_buffer qload.lst >> qload.inc
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@ -105,12 +105,12 @@ draw_sprite_skip:
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rts
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.if 0
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;======================
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; save bg 1x28
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;======================
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save_bg_1x28:
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bsave_bg_1x28:
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ldx #0
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save_yloop:
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@ -142,6 +142,7 @@ save_yloop:
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bne save_yloop
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rts
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.endif
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;======================
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; restore bg 1x28
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@ -149,28 +150,41 @@ save_yloop:
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restore_bg_1x28:
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ldx #0
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restore_yloop:
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txa ; current row
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clc
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adc CURSOR_Y ; add in y start point
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; restore bg behind peasant
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; is this actually faster than using the generic version?
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ldy CURSOR_Y ; y start point
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ldx #27 ; height
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restore_yloop:
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; calc GBASL/GBASH using lookup table
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tay
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clc
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lda hposn_low,Y
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sta GBASL
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adc PEASANT_X
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sta restore_page1_smc+1
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sta restore_page2_smc+1
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; $40 -> $20 0100 0000 -> 0010 0000
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; $41 -> $21 0100 0001 -> 0010 0001
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; $51 -> $31 0101 0011 -> 0101 0001
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lda hposn_high,Y
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sta GBASH
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sta restore_page2_smc+2
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eor #$60
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sta restore_page1_smc+2
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ldy CURSOR_X
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restore_page1_smc:
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lda $DDDD
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restore_page2_smc:
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sta $DDDD
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lda save_sprite_1x28,X
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sta (GBASL),Y
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iny
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inx
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cpx #28
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bne restore_yloop
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dex
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bpl restore_yloop
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rts
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@ -285,9 +299,9 @@ mask_false:
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; save area
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;====================
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save_sprite_1x28:
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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;save_sprite_1x28:
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;.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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;.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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ysave:
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.byte $00
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@ -133,24 +133,46 @@ new_location:
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;====================
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; save background
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lda PEASANT_X
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sta CURSOR_X
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lda PEASANT_Y
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sta CURSOR_Y
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; lda PEASANT_X
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; sta CURSOR_X
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; lda PEASANT_Y
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; sta CURSOR_Y
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;=======================
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; draw initial peasant
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jsr save_bg_1x28
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; jsr save_bg_1x28
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jsr draw_peasant
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; jsr draw_peasant
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;===========================
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;===========================
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;===========================
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; main loop
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;===========================
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;===========================
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;===========================
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game_loop:
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;========================
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; move the peasant
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jsr move_peasant
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;========================
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; draw the peasant
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jsr draw_peasant
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;========================
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; increment the frame
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inc FRAME
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;========================
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; check the keyboard
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jsr check_keyboard
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;=====================
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@ -14,15 +14,16 @@ peasant_quest_intro:
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lda #0
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sta ESC_PRESSED
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sta LEVEL_OVER
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jsr hgr_make_tables
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jsr hgr2
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;*******************************
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;===============================
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; restart music, only drum loop
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;******************************
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;===============================
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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@ -41,51 +42,51 @@ peasant_quest_intro:
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cli
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mockingboard_notfound:
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;************************
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;========================
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; Cottage
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;************************
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;========================
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jsr cottage
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lda ESC_PRESSED
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bne escape_handler
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;************************
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;========================
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; Lake West
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;************************
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;========================
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jsr lake_west
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lda ESC_PRESSED
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bne escape_handler
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;************************
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;========================
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; Lake East
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;************************
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;========================
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jsr lake_east
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lda ESC_PRESSED
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bne escape_handler
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;************************
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;========================
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; River
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;************************
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;========================
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jsr river
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lda ESC_PRESSED
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bne escape_handler
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;************************
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;========================
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; Knight
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;************************
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;========================
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jsr knight
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;************************
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;========================
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; Start actual game
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;************************
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;========================
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jsr draw_peasant
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@ -119,9 +120,6 @@ mockingboard_notfound2:
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.include "new_game.s"
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;.include "wait_keypress.s"
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.include "intro_cottage.s"
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.include "intro_lake_w.s"
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.include "intro_lake_e.s"
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@ -130,21 +128,12 @@ mockingboard_notfound2:
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.include "draw_peasant.s"
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;.include "decompress_fast_v2.s"
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;.include "hgr_font.s"
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;.include "draw_box.s"
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;.include "hgr_rectangle.s"
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;.include "hgr_1x28_sprite.s"
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;.include "hgr_partial_save.s"
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;.include "hgr_input.s"
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;.include "hgr_tables.s"
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;.include "hgr_text_box.s"
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;.include "hgr_hgr2.s"
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.include "hgr_1x5_sprite.s"
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.include "hgr_sprite.s"
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.include "gr_copy.s"
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.include "hgr_copy.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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@ -1,11 +1,12 @@
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; THATCHED ROOF COTTAGES
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; More specifically, the Dashing Residence
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cottage:
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;************************
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;========================
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; Cottage
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;************************
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;========================
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lda #0
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sta FRAME
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@ -22,19 +23,7 @@ cottage:
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lda #PEASANT_DIR_RIGHT
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sta PEASANT_DIR
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;==================
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; draw background
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lda #<(cottage_lzsa)
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sta getsrc_smc+1
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lda #>(cottage_lzsa)
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sta getsrc_smc+2
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lda #$40
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jsr decompress_lzsa2_fast
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;=============================
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; load priority to $400
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; indirectly as we can't trash screen holes
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@ -52,6 +41,21 @@ cottage:
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jsr gr_copy_to_page1
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;==========================
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; load background to $2000 (PAGE1)
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lda #<(cottage_lzsa)
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sta getsrc_smc+1
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lda #>(cottage_lzsa)
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sta getsrc_smc+2
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lda #$20
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jsr decompress_lzsa2_fast
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jsr hgr_copy
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;===================
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; print title
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@ -60,15 +64,15 @@ cottage:
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;====================
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; save background
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lda PEASANT_X
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sta CURSOR_X
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lda PEASANT_Y
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sta CURSOR_Y
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; lda PEASANT_X
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; sta CURSOR_X
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; lda PEASANT_Y
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; sta CURSOR_Y
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;=======================
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; walking
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jsr save_bg_1x28
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; jsr save_bg_1x28
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cottage_walk_loop:
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@ -98,20 +102,20 @@ cottage_walk_loop:
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sta PEASANT_Y
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sta CURSOR_Y
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jsr save_bg_1x28
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; jsr save_bg_1x28
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jsr draw_peasant
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;========================
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; handle special
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;======================
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; handle special action
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lda FRAME
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check_cottage_action1:
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cmp #0
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bne check_cottage_action2
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;========================
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; display cottage text 1
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lda #<cottage_text1
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@ -124,25 +128,30 @@ check_cottage_action2:
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cmp #1
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bne check_cottage_action3
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;=======================
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; un-draw the text box
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lda #0
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ldx #39
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jsr hgr_partial_restore
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;=======================
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; display cottage text 2
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lda #<cottage_text2
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sta OUTL
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lda #>cottage_text2
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jmp finish_cottage_action
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check_cottage_action3:
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cmp #13
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bne done_cottage_action
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;=========================
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; undraw the text box
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lda #0
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ldx #39
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jsr hgr_partial_restore
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;=========================
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; display cottage text 3
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lda #<cottage_text3
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@ -155,8 +164,6 @@ finish_cottage_action:
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done_cottage_action:
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; jsr wait_until_keypress
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lda FRAME
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@ -262,4 +269,3 @@ cottage_path:
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.byte 38,147
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.byte $FF,$FF
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@ -65,7 +65,7 @@ knight:
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;=======================
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; walking
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jsr save_bg_1x28
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; jsr save_bg_1x28
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knight_walk_loop:
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@ -92,7 +92,7 @@ knight_walk_loop:
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sta PEASANT_Y
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sta CURSOR_Y
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jsr save_bg_1x28
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; jsr save_bg_1x28
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jsr draw_peasant
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@ -1,8 +1,8 @@
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; Lake East
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;************************
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;========================
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; Lake East
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;************************
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;========================
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lake_east:
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lda #0
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sta FRAME
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@ -63,7 +63,7 @@ lake_east:
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;=======================
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; walking
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jsr save_bg_1x28
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; jsr save_bg_1x28
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lake_e_walk_loop:
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@ -90,7 +90,7 @@ lake_e_walk_loop:
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sta PEASANT_Y
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sta CURSOR_Y
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jsr save_bg_1x28
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; jsr save_bg_1x28
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jsr draw_peasant
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@ -1,8 +1,11 @@
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; Lake West
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;************************
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; Everyone knows west lake is the best lake
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;========================
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; Lake West
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;************************
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;========================
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lake_west:
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lda #0
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sta FRAME
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@ -19,24 +22,7 @@ lake_west:
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lda #PEASANT_DIR_RIGHT
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sta PEASANT_DIR
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;==================
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; draw background
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lda #<(lake_w_lzsa)
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sta getsrc_smc+1
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lda #>(lake_w_lzsa)
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sta getsrc_smc+2
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lda #$40
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jsr decompress_lzsa2_fast
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;================
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; print title
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jsr intro_print_title
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;===============================
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; load priority to $400
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; indirectly as we can't trash screen holes
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@ -54,18 +40,38 @@ lake_west:
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jsr gr_copy_to_page1
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;==================
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; load background
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lda #<(lake_w_lzsa)
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sta getsrc_smc+1
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lda #>(lake_w_lzsa)
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sta getsrc_smc+2
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lda #$20
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jsr decompress_lzsa2_fast
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jsr hgr_copy
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;================
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; print title
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jsr intro_print_title
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;====================
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; save background
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lda PEASANT_X
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sta CURSOR_X
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lda PEASANT_Y
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sta CURSOR_Y
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; lda PEASANT_X
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; sta CURSOR_X
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; lda PEASANT_Y
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; sta CURSOR_Y
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;=======================
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; walking
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jsr save_bg_1x28
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; jsr save_bg_1x28
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lake_w_walk_loop:
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@ -92,7 +98,7 @@ lake_w_walk_loop:
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sta PEASANT_Y
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sta CURSOR_Y
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jsr save_bg_1x28
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; jsr save_bg_1x28
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jsr draw_peasant
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@ -104,6 +110,7 @@ check_lake_w_action1:
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cmp #0
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bne check_lake_w_action2
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;==========================
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; re-display cottage text 3
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lda #<cottage_text3
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sta OUTL
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@ -115,9 +122,17 @@ check_lake_w_action1:
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check_lake_w_action2:
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cmp #20
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bne done_lake_w_action
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;=========================
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; clear old text
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lda #0
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ldx #39
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jsr hgr_partial_restore
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;===========================
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; display text
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jsr display_lake_w_text1
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done_lake_w_action:
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@ -126,8 +141,6 @@ done_lake_w_action:
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jsr update_bubbles
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; jsr wait_until_keypress
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lda #3
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@ -269,7 +282,7 @@ update_bubbles:
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lda #125
|
||||
sta CURSOR_Y
|
||||
|
||||
jsr hgr_draw_sprite_1x5
|
||||
jsr hgr_draw_sprite ;_1x5
|
||||
|
||||
; bubble 3
|
||||
|
||||
|
@ -290,7 +303,7 @@ update_bubbles:
|
|||
lda #141
|
||||
sta CURSOR_Y
|
||||
|
||||
jsr hgr_draw_sprite_1x5
|
||||
jsr hgr_draw_sprite ;_1x5
|
||||
|
||||
; bubble 4
|
||||
|
||||
|
@ -311,12 +324,7 @@ update_bubbles:
|
|||
lda #115
|
||||
sta CURSOR_Y
|
||||
|
||||
jsr hgr_draw_sprite_1x5
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
jsr hgr_draw_sprite ; _1x5
|
||||
|
||||
rts
|
||||
|
||||
|
@ -332,45 +340,55 @@ bubble_progress:
|
|||
.word bubble_sprite5
|
||||
|
||||
|
||||
.include "sprites/bubble_sprites.inc"
|
||||
|
||||
.if 0
|
||||
bubble_sprite0:
|
||||
.byte $2A
|
||||
.byte $AA
|
||||
.byte $2A
|
||||
.byte $80 ; 1 000 0000
|
||||
.byte $2A
|
||||
.byte 1,5
|
||||
.byte $2A ; 0 010 1010 0 10 10 10 PPPPPPP
|
||||
.byte $AA ; 1 010 1010 0 +10 10 10 BBBBBBB
|
||||
.byte $2A ; 0 010 1010 0 10 10 10 PPPPPPP
|
||||
.byte $80 ; 1 000 0000 0 00 00 00 KKKKKKK
|
||||
.byte $2A ; 0 010 1010 0 10 10 10 PPPPPPP
|
||||
|
||||
bubble_sprite1:
|
||||
.byte $2A
|
||||
.byte $AA
|
||||
.byte $2A
|
||||
.byte $88 ; 1 XXX 10XX
|
||||
.byte $22 ; 0 010 XX10
|
||||
.byte 1,5
|
||||
.byte $2A ; 0 010 1010 0 10 10 10 PPPPPPP
|
||||
.byte $AA ; 1 010 1010 0 10 10 10 BBBBBBB
|
||||
.byte $2A ; 0 010 1010 0 10 10 10 PPPPPPP
|
||||
.byte $88 ; 1 000 1000 0 00 10 00 KKKBBKK
|
||||
.byte $22 ; 0 010 0010 0 10 00 10 PPPKKPP
|
||||
|
||||
bubble_sprite2:
|
||||
.byte $2A
|
||||
.byte $AA
|
||||
.byte $22 ; 0 010 XX10
|
||||
.byte $88 ; 1 XXX 10XX
|
||||
.byte $2A
|
||||
.byte 1,5
|
||||
.byte $2A ; 0 010 1010 0 10 10 10 PPPPPPP
|
||||
.byte $AA ; 1 010 1010 0 10 10 10 BBBBBBB
|
||||
.byte $22 ; 0 010 0010 0 10 00 10 PPPKKPP
|
||||
.byte $88 ; 1 000 1000 0 00 10 00 KKKBBKK
|
||||
.byte $2A ; 0 010 1010 0 10 10 10 PPPPPPP
|
||||
|
||||
bubble_sprite3:
|
||||
.byte $2A
|
||||
.byte $A2 ; 101X XX10
|
||||
.byte $08 ; 00XX 1XX0
|
||||
.byte $88 ; 1XX0 10XX
|
||||
.byte $2A
|
||||
.byte 1,5
|
||||
.byte $2A ; 0 010 1010 0 10 10 10 PPPPPPP
|
||||
.byte $A2 ; 1 010 0010 0 10 00 10 BBBKKBB
|
||||
.byte $08 ; 0 000 1000 0 00 10 00 KKKPPKK
|
||||
.byte $88 ; 1 000 1000 0 00 10 00 KKKBBKK
|
||||
.byte $2A ; 0 010 1010 0 10 10 10 PPPPPPP
|
||||
|
||||
bubble_sprite4:
|
||||
.byte $08 ; 0xx0 10xx
|
||||
.byte $A2 ; 101x xx10
|
||||
.byte $08 ; 00xx 1xx0
|
||||
.byte $88 ; 1xx0 10XX
|
||||
.byte $2A ; 0010 1010
|
||||
.byte 1,5
|
||||
.byte $08 ; 0000 1000 0 00 10 00 KKKPPKK
|
||||
.byte $A2 ; 1010 0010 0 10 00 10 BBBKKBB
|
||||
.byte $08 ; 0000 1000 0 00 10 00 KKKPPKK
|
||||
.byte $88 ; 1000 1000 0 00 10 00 KKKBBKK
|
||||
.byte $2A ; 0010 1010 0 10 10 10 PPPPPPP
|
||||
|
||||
bubble_sprite5:
|
||||
.byte $2A ; 0010 1010
|
||||
.byte $88 ; 1XX0 10XX
|
||||
.byte $22 ; 001X XX10
|
||||
.byte $88 ; 1XX0 10XX
|
||||
.byte $2A ; 0010 1010
|
||||
.byte 1,5
|
||||
.byte $2A ; 0010 1010 0 10 10 10 PPPPPPP
|
||||
.byte $88 ; 1000 1000 0 00 10 00 KKKBBKK
|
||||
.byte $22 ; 0010 0010 0 10 00 10 PPPKKPP
|
||||
.byte $88 ; 1000 1000 0 00 10 00 KKKBBKK
|
||||
.byte $2A ; 0010 1010 0 10 10 10 PPPPPPP
|
||||
|
||||
.endif
|
||||
|
|
|
@ -65,7 +65,7 @@ river:
|
|||
;=======================
|
||||
; walking
|
||||
|
||||
jsr save_bg_1x28
|
||||
; jsr save_bg_1x28
|
||||
|
||||
river_walk_loop:
|
||||
|
||||
|
@ -92,7 +92,7 @@ river_walk_loop:
|
|||
sta PEASANT_Y
|
||||
sta CURSOR_Y
|
||||
|
||||
jsr save_bg_1x28
|
||||
; jsr save_bg_1x28
|
||||
|
||||
jsr draw_peasant
|
||||
|
||||
|
|
|
@ -231,7 +231,7 @@ ned_cottage_rock_not_moved:
|
|||
lda PEASANT_Y
|
||||
sta CURSOR_Y
|
||||
|
||||
jsr save_bg_1x28
|
||||
; jsr save_bg_1x28
|
||||
|
||||
jsr draw_peasant
|
||||
|
||||
|
|
|
@ -3,38 +3,37 @@ sector_write =$0c63
|
|||
requested_sector =$0d17
|
||||
decompress_lzsa2_fast =$0de6
|
||||
getsrc_smc =$0edc
|
||||
hgr2 =$183f
|
||||
hgr_make_tables =$15b3
|
||||
hgr2 =$180a
|
||||
hgr_make_tables =$157e
|
||||
hgr_put_string =$0ee9
|
||||
save_bg_1x28 =$1421
|
||||
restore_bg_1x28 =$1442
|
||||
restore_bg_1x28 =$1421
|
||||
hgr_draw_sprite_1x28 =$13ba
|
||||
input_buffer =$158b
|
||||
hgr_text_box =$1629
|
||||
hgr_text_box_nosave =$16c0
|
||||
hgr_partial_restore =$1501
|
||||
clear_bottom =$1814
|
||||
hgr_input =$1531
|
||||
input_buffer =$1556
|
||||
hgr_text_box =$15f4
|
||||
hgr_text_box_nosave =$168b
|
||||
hgr_partial_restore =$14cc
|
||||
clear_bottom =$17df
|
||||
hgr_input =$14fc
|
||||
draw_box =$126b
|
||||
disp_put_string =$1664
|
||||
disp_one_line =$1678
|
||||
disp_put_string =$162f
|
||||
disp_one_line =$1643
|
||||
invert_smc1 =$0f61
|
||||
disp_put_string_cursor =$1674
|
||||
disp_put_string_cursor =$163f
|
||||
hgr_put_char_cursor =$0f15
|
||||
vgi_simple_rectangle =$12ec
|
||||
peasant_text =$1f73
|
||||
save_menu =$18f2
|
||||
load_menu =$18e7
|
||||
location_names_l =$1c1f
|
||||
location_names_h =$1c3e
|
||||
wait_until_keypress =$1e5e
|
||||
random16 =$1e67
|
||||
score_points =$1eec
|
||||
print_score =$1e9c
|
||||
update_score =$1ea7
|
||||
speaker_beep =$1f5a
|
||||
speaker_duration =$1f71
|
||||
speaker_frequency =$1f72
|
||||
peasant_text =$1f3e
|
||||
save_menu =$18bd
|
||||
load_menu =$18b2
|
||||
location_names_l =$1bea
|
||||
location_names_h =$1c09
|
||||
wait_until_keypress =$1e29
|
||||
random16 =$1e32
|
||||
score_points =$1eb7
|
||||
print_score =$1e67
|
||||
update_score =$1e72
|
||||
speaker_beep =$1f25
|
||||
speaker_duration =$1f3c
|
||||
speaker_frequency =$1f3d
|
||||
hposn_high = $BA00
|
||||
hposn_low = $BB00
|
||||
driveoff = $A22
|
||||
|
|
|
@ -3,7 +3,7 @@ HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
|
|||
all: inventory_sprites.inc ending_sprites.inc trogdor_sprites.inc \
|
||||
boat_sprites.inc peasant_sprites.inc ned_sprites.inc \
|
||||
peasant_robe_sprites.inc kerrek_sprites.inc \
|
||||
waterfall_sprites.inc
|
||||
waterfall_sprites.inc bubble_sprites.inc
|
||||
|
||||
peasant_sprites.inc: peasant_sprites.png
|
||||
$(HGR_SPRITE) -l peasant_right1_sprite peasant_sprites.png 35 1 35 29 > peasant_sprites.inc
|
||||
|
@ -156,9 +156,18 @@ trogdor_sprites.inc: trogdor_sprites.png
|
|||
waterfall_sprites.inc: waterfall_sprites.png
|
||||
$(HGR_SPRITE) -s -l waterfall_sprite waterfall_sprites.png 14 5 27 52 > waterfall_sprites.inc
|
||||
|
||||
bubble_sprites.inc: bubble_sprites.png
|
||||
$(HGR_SPRITE) -s -l bubble_sprite0 bubble_sprites.png 7 1 13 6 > bubble_sprites.inc
|
||||
$(HGR_SPRITE) -s -l bubble_sprite1 bubble_sprites.png 7 8 13 13 >> bubble_sprites.inc
|
||||
$(HGR_SPRITE) -s -l bubble_sprite2 bubble_sprites.png 7 15 13 20 >> bubble_sprites.inc
|
||||
$(HGR_SPRITE) -s -l bubble_sprite3 bubble_sprites.png 7 22 13 27 >> bubble_sprites.inc
|
||||
$(HGR_SPRITE) -s -l bubble_sprite4 bubble_sprites.png 7 29 13 34 >> bubble_sprites.inc
|
||||
$(HGR_SPRITE) -s -l bubble_sprite5 bubble_sprites.png 7 36 13 41 >> bubble_sprites.inc
|
||||
|
||||
|
||||
|
||||
clean:
|
||||
rm -f *~ peasant_sprites.inc inventory_sprites.inc \
|
||||
ending_sprites.inc trogdor_sprites.inc ned_sprites.inc \
|
||||
peasant_robe_sprites.inc kerrek_sprites.inc \
|
||||
waterfall_sprites.inc
|
||||
waterfall_sprites.inc bubble_sprites.inc
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 7.4 KiB |
Loading…
Reference in New Issue