peasant: add map
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c1e7422283
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@ -35,12 +35,12 @@ peasant.dsk: QBOOT QLOAD VID_LOGO TITLE INTRO \
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$(DOS33_RAW) peasant.dsk 30 0 PEASANT4 0 0
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peasant_side2.dsk: WBOOT2 COPY_CHECK TROGDOR ENDING \
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CLIFF GAME_OVER INSIDE INN ARCHERY
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CLIFF GAME_OVER INSIDE INN ARCHERY MAP
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cp $(EMPTY_DISK)/empty.dsk peasant_side2.dsk
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$(DOS33_RAW) peasant_side2.dsk 0 0 WBOOT2 0 1
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$(DOS33_RAW) peasant_side2.dsk 1 0 COPY_CHECK 0 0
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$(DOS33_RAW) peasant_side2.dsk 3 0 GAME_OVER 0 0
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# $(DOS33_RAW) peasant_side2.dsk 4 0 MAP 0 0
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$(DOS33_RAW) peasant_side2.dsk 4 0 MAP 0 0
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$(DOS33_RAW) peasant_side2.dsk 6 0 ARCHERY 0 0
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$(DOS33_RAW) peasant_side2.dsk 9 0 INSIDE 0 0
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$(DOS33_RAW) peasant_side2.dsk 14 0 INN 0 0
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@ -264,6 +264,22 @@ archery.o: archery.s zp.inc inventory.inc \
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peasant_move.s score.s
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ca65 -o archery.o archery.s -l archery.lst
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###
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MAP: map.o
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ld65 -o MAP map.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
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map.o: map.s zp.inc inventory.inc \
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parse_input.inc \
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graphics_map/map_graphics.inc \
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draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
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hgr_1x28_sprite_mask.s hgr_1x5_sprite.s hgr_save_restore.s \
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wait_a_bit.s draw_peasant.s hgr_text_box.s \
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keyboard.s parse_input.s new_map_location.s \
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peasant_move.s score.s
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ca65 -o map.o map.s -l map.lst
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###
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@ -612,11 +628,26 @@ dialog_cliff.inc: generate_all_symbols dialog_cliff
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graphics_archery/archery_graphics.inc:
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cd graphics_archery && make
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graphics_vid/vid_graphics.inc:
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cd graphics_vid && make
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graphics_cliff/cliff_graphics.inc:
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cd graphics_cliff && make
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graphics_title/title_graphics.inc:
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cd graphics_title && make
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graphics_copy/copy_graphics.inc:
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cd graphics_copy && make
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graphics_end/ending_graphics.inc:
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cd graphics_end && make
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graphics_inn/graphics_inn.inc:
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cd graphics_inn && make
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graphics_inside/graphics_inside.inc:
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cd graphics_inside && make
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graphics_map/map_graphics.inc:
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cd graphics_map && make
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graphics_over/game_over_graphics.inc:
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cd graphics_over && make
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graphics_peasantry/graphics_intro.inc:
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cd graphics_peasantry && make
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@ -624,26 +655,16 @@ graphics_peasantry/graphics_intro.inc:
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graphics_peasantry/graphics_peasant1.inc:
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cd graphics_peasantry && make
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graphics_cliff/cliff_graphics.inc:
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cd graphics_cliff && make
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graphics_copy/copy_graphics.inc:
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cd graphics_copy && make
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graphics_over/game_over_graphics.inc:
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cd graphics_over && make
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graphics_title/title_graphics.inc:
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cd graphics_title && make
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graphics_trogdor/trogdor_graphics.inc:
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cd graphics_trogdor && make
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graphics_end/ending_graphics.inc:
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cd graphics_end && make
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graphics_vid/vid_graphics.inc:
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cd graphics_vid && make
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graphics_inside/graphics_inside.inc:
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cd graphics_inside && make
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graphics_inn/graphics_inn.inc:
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cd graphics_inn && make
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####
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sprites/inventory_sprites.inc:
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cd sprites && make
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@ -660,12 +681,13 @@ sprites/trogdor_sprites.inc:
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distclean:
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make clean
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cd sprites && make clean
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cd graphics_archery && make clean
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cd graphics_cliff && make clean
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cd graphics_copy && make clean
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cd graphics_end && make clean
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cd graphics_inn && make clean
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cd graphics_inside && make clean
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# cd graphics_map && make clean
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cd graphics_map && make clean
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cd graphics_over && make clean
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cd graphics_peasantry && make clean
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cd graphics_title && make clean
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@ -0,0 +1,31 @@
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PNG2RLE = ../../../utils/gr-utils/png2rle
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PNG2GR = ../../../utils/gr-utils/png2gr
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PNG2HGR = ../../../utils/hgr-utils/png2hgr
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LZSA = ~/research/lzsa/lzsa/lzsa
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B2D = ../../../utils/bmp2dhr/b2d
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all: map_graphics.inc
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###
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map_graphics.inc: \
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map.lzsa
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echo "map_lzsa: .incbin \"map.lzsa\"" > map_graphics.inc
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###
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map.lzsa: map.hgr
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$(LZSA) -r -f2 map.hgr map.lzsa
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map.hgr: map.png
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$(PNG2HGR) map.png > map.hgr
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####
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clean:
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rm -f *~ map_graphics.inc *.lzsa *.gr *.hgr
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@ -0,0 +1,166 @@
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; Peasant's Quest
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; o/~ It's The Map o/~
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; by Vince `deater` Weaver vince@deater.net
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.include "hardware.inc"
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.include "zp.inc"
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.include "qload.inc"
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.include "inventory.inc"
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.include "parse_input.inc"
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LOCATION_BASE = LOCATION_MAP
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the_map:
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lda #0
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sta LEVEL_OVER
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sta FRAME
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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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; new screen location
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;=============================
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;=============================
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new_location:
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lda #0
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sta LEVEL_OVER
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;=====================
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; load bg
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lda MAP_LOCATION
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sec
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sbc #LOCATION_BASE
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tax
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lda #<map_lzsa
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sta getsrc_smc+1
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lda #>map_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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; put peasant text
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; lda #<peasant_text
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; sta OUTL
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; lda #>peasant_text
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; sta OUTH
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; jsr hgr_put_string
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; put score
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; jsr print_score
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;=====================
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; move peasant
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; FIXME: don't do this if loading game
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; lda #20
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; sta PEASANT_X
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; lda #150
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; sta PEASANT_Y
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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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;=======================
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; draw initial peasant
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; jsr save_bg_1x28
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; jsr draw_peasant
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game_loop:
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; jsr move_peasant
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inc FRAME
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jsr check_keyboard
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lda LEVEL_OVER
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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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oops_new_location:
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jmp new_location
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;************************
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; exit level
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;************************
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game_over:
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rts
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.include "draw_peasant.s"
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.include "gr_copy.s"
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.include "new_map_location.s"
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.include "peasant_move.s"
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;.include "parse_input.s"
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;.include "inventory.s"
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.include "score.s"
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.include "keyboard.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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.include "version.inc"
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; Moved to qload
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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_mask.s"
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;.include "hgr_1x5_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 "clear_bottom.s"
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;.include "hgr_hgr2.s"
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;.include "loadsave_menu.s"
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;.include "wait_keypress.s"
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.include "graphics_map/map_graphics.inc"
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;.include "graphics_cliff/priority_cliff.inc"
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