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peasant: handle the various knight variations
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1caf3034d8
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@ -190,8 +190,9 @@ POINTS IMPLEMENTED: (in order of implementation)
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+ 3 (win archery game)
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+ 3 (win archery game)
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+ 10 (get belt)
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+ 10 (get belt)
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+ 5 (kill kerrek)
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+ 5 (kill kerrek)
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+ 7 (talk to knight once have belt, robe, and on fire)
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======
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======
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72 points
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79 points
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deaths/endings implemented
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deaths/endings implemented
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@ -1051,6 +1051,18 @@ talk_to_knight:
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jsr partial_message_step
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jsr partial_message_step
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knight_skip_text:
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knight_skip_text:
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; see if have belt
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lda INVENTORY_1
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and #INV1_KERREK_BELT
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bne knight_kerrek_belt
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; see if have robe
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lda GAME_STATE_1
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and #WEARING_ROBE
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bne knight_robe
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; else, have nothing
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ldx #<talk_knight_third_message
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ldx #<talk_knight_third_message
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ldy #>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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jsr partial_message_step
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@ -1087,5 +1099,50 @@ knight_skip_text:
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knight_skip_text2:
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knight_skip_text2:
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jmp finish_parse_message
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jmp finish_parse_message
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knight_kerrek_belt:
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; see if also have robe
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lda GAME_STATE_1
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and #WEARING_ROBE
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bne knight_belt_robe
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ldx #<talk_knight_after_belt_message
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ldy #>talk_knight_after_belt_message
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jmp finish_parse_message
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knight_robe:
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; see if also have belt
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lda INVENTORY_1
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and #INV1_KERREK_BELT
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bne knight_belt_robe
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ldx #<talk_knight_after_robe_message
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ldy #>talk_knight_after_robe_message
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jmp finish_parse_message
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knight_belt_robe:
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; see if also on fire
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lda GAME_STATE_2
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and #ON_FIRE
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bne knight_belt_fire
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ldx #<talk_knight_after_robe_and_belt_message
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ldy #>talk_knight_after_robe_and_belt_message
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jmp finish_parse_message
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knight_belt_fire:
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; TODO: move knight, open path
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; score points
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lda #7
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jsr score_points
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ldx #<talk_knight_after_robe_belt_fire_message
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ldy #>talk_knight_after_robe_belt_fire_message
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jsr partial_message_step
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ldx #<talk_knight_after_robe_belt_fire_message2
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ldy #>talk_knight_after_robe_belt_fire_message2
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jmp finish_parse_message
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.include "dialog_peasant2.inc"
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.include "dialog_peasant2.inc"
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@ -546,7 +546,10 @@ talk_knight_fifth_message:
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.byte "Type SAVE or LOAD to save",13
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.byte "Type SAVE or LOAD to save",13
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.byte "or load your game. Duh.",0
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.byte "or load your game. Duh.",0
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; + talk knight (with kerrek's belt)
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; + talk knight (with kerrek's belt)
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; starts here, this alone
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talk_knight_after_belt_message:
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.byte "Frankly, Matthew",13
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.byte "Frankly, Matthew",13
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.byte "Broderick, you sure stink",13
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.byte "Broderick, you sure stink",13
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.byte "like a peasant. But you",13
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.byte "like a peasant. But you",13
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@ -555,17 +558,42 @@ talk_knight_fifth_message:
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.byte "FIRE like a peasant.",0
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.byte "FIRE like a peasant.",0
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; + talk knight (with ned's robe, on fire or not)
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; + talk knight (with ned's robe, on fire or not)
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.byte "My dear Adso, you are dressed well but you don't STINK and you're not ON FIRE. Let us instead exercise our brains and try to solve this tantalizing conundrum.",0
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talk_knight_after_robe_message: ; guessed at spacing
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.byte "My dear Adso, you are",13
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.byte "dressed well but you don't",13
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.byte "STINK and you're not ON",13
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.byte "FIRE. Let us instead",13
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.byte "exercise our brains and",13
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.byte "try to solve this",13
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.byte "tantalizing conundrum.",0
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; + talk knight (after acquiring Kerrek's belt and Naked Ned's robe)
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; + talk knight (after acquiring Kerrek's belt and Naked Ned's robe)
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.byte "Almost there, Dirk the Daring. You stink like a peasant and you dress like one too. But you're clearly still not ON FIRE.",0
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talk_knight_after_robe_and_belt_message:
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.byte "Almost there, Dirk the",13
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.byte "Daring. You stink like a",13
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.byte "peasant and you dress like",13
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.byte "one too. But you're clearly",13
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.byte "still not ON FIRE.",0
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; + 7 POINTS
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; + 7 POINTS
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; + talk knight (after have all three)
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; + talk knight (after have robe, belt, and on fire)
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.byte "Lookin good, Mr. Peasant. Good luck with ol' Beefy Arm up there.",0
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talk_knight_after_robe_belt_fire_message:
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.byte "This is it! You can finally get revenge on Trogdor! Nice work so far, stupid!",0
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.byte "Lookin good, Mr. Peasant.",13
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.byte "Please insert floppy disk 2 into Drive B and press enter.",0
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.byte "Good luck with ol' Beefy",13
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.byte "Disk read error. Please insert floppy disk 2 into Drive B and press enter.",0
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.byte "Arm up there.",0
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talk_knight_after_robe_belt_fire_message2:
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.byte "This is it! You can finally",13
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.byte "get revenge on Trogdor! Nice",13
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.byte "work so far, stupid!",0
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; Not included, would probably just confuse people
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;.byte "Please insert floppy disk 2",13
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;.byte "into Drive B and press enter.",0
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;.byte "Disk read error. Please insert",13
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;.byte "floppy disk 2 into Drive B and",13
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;.byte "press enter.",0
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; + ask about fire
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; + ask about fire
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knight_ask_fire_message:
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knight_ask_fire_message:
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@ -137,7 +137,7 @@ GAME_STATE_1 = $98
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FISH_FED=$01 ; also implies man gone and inn open
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FISH_FED=$01 ; also implies man gone and inn open
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PUDDLE_WET=$02
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PUDDLE_WET=$02
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IN_HAY_BALE=$04
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IN_HAY_BALE=$04
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JHONKA_OUT=$08
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; JHONKA_OUT=$08 ; implied by KERREK_STATE & $0f !=0
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RAINING=$10
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RAINING=$10
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NIGHT=$20
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NIGHT=$20
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POT_ON_HEAD=$40
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POT_ON_HEAD=$40
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