peasant: add some more graphics
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@ -56,7 +56,9 @@ PEASANT: peasant.o
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ld65 -o PEASANT peasant.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
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peasant.o: peasant.s graphics/graphics.inc \
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directions.s cottage.s lake_w.s lake_e.s river.s knight.s
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title.s directions.s \
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cottage.s lake_w.s lake_e.s river.s knight.s \
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ending.s
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ca65 -o peasant.o peasant.s -l peasant.lst
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###
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@ -27,5 +27,42 @@ cottage:
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rts
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peasant_text:
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.byte 25,2,"Peasant's Quest",0
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cottage_text1:
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.byte 0,0,"YOU are Rather Dashing, a",0
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.byte 0,0,"humble peasant living in",0
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.byte 0,0,"the peasant kingdom of",0
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.byte 0,0,"Peasantry.",0
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; wait a few seconds
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cottage_text2:
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.byte 0,0,"You return home from a",0
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.byte 0,0,"vacation on Scalding Lake",0
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.byte 0,0,"only to find that TROGDOR",0
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.byte 0,0,"THE BURNINATOR has",0
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.byte 0,0,"burninated your thatched",0
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.byte 0,0,"roof cottage along with all",0
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.byte 0,0,"your goods and services.",0
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; wait a few seconds, then start walking toward cottage
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cottage_text3:
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.byte 0,0,"With nothing left to lose,",0
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.byte 0,0,"you swear to get revenge on",0
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.byte 0,0,"the Wingaling Dragon in the",0
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.byte 0,0,"name of burninated peasants",0
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.byte 0,0,"everywhere.",0
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; Walk to edge of screen
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@ -0,0 +1,50 @@
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; o/~ Bread is a good time for me o/~
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;************************
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; Ending
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;************************
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ending:
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lda #<(trogdor_lzsa)
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sta getsrc_smc+1
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lda #>(trogdor_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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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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jsr wait_until_keypress
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lda #<(game_over_lzsa)
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sta getsrc_smc+1
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lda #>(game_over_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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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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jsr wait_until_keypress
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rts
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@ -15,7 +15,9 @@ graphics.inc: \
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lake_e.lzsa \
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lake_w.lzsa \
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river.lzsa \
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knight.lzsa
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knight.lzsa \
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trogdor.lzsa \
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game_over.lzsa
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echo "title_lzsa: .incbin \"peasant_title.lzsa\"" > graphics.inc
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echo "tips_lzsa: .incbin \"tips.lzsa\"" >> graphics.inc
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echo "cottage_lzsa: .incbin \"cottage.lzsa\"" >> graphics.inc
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@ -23,6 +25,8 @@ graphics.inc: \
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echo "lake_e_lzsa: .incbin \"lake_e.lzsa\"" >> graphics.inc
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echo "river_lzsa: .incbin \"river.lzsa\"" >> graphics.inc
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echo "knight_lzsa: .incbin \"knight.lzsa\"" >> graphics.inc
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echo "trogdor_lzsa: .incbin \"trogdor.lzsa\"" >> graphics.inc
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echo "game_over_lzsa: .incbin \"game_over.lzsa\"" >> graphics.inc
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###
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@ -89,6 +93,23 @@ knight.lzsa: knight.hgr
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knight.hgr: knight.png
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$(PNG2HGR) knight.png > knight.hgr
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###
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trogdor.lzsa: trogdor.hgr
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$(LZSA) -r -f2 trogdor.hgr trogdor.lzsa
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trogdor.hgr: trogdor.png
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$(PNG2HGR) trogdor.png > trogdor.hgr
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###
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game_over.lzsa: game_over.hgr
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$(LZSA) -r -f2 game_over.hgr game_over.lzsa
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game_over.hgr: game_over.png
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$(PNG2HGR) game_over.png > game_over.hgr
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###
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Binary file not shown.
After Width: | Height: | Size: 957 B |
Binary file not shown.
After Width: | Height: | Size: 20 KiB |
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@ -24,3 +24,13 @@ knight:
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jsr wait_until_keypress
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rts
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; continues displaying previous message
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; stops as approach knight
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knight_message1:
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.byte 0,0,"OK go for it.",0
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@ -24,3 +24,13 @@ lake_east:
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jsr wait_until_keypress
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rts
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; walk sideways, near corner
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lake_e_message1:
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.byte 0,0,"That's a nice looking lake.",0
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; nearly hit head on sign, it goes away, walk off screen
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@ -24,3 +24,13 @@ lake_west:
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jsr wait_until_keypress
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rts
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; same message as end of cottage
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; walk halfway across the screen
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lake_w_message1:
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.byte 0,0,"You head east toward the",0
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.byte 0,0,"mountain atop which TROGDOR lives.",0
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; walk to edge
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@ -34,16 +34,7 @@ hgr_display:
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; Title
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;************************
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lda #<(title_lzsa)
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sta getsrc_smc+1
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lda #>(title_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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jsr wait_until_keypress
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jsr title
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;************************
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@ -83,6 +74,13 @@ hgr_display:
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jsr knight
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;************************
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; Ending
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;************************
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jsr ending
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forever:
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jmp forever
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@ -90,12 +88,14 @@ forever:
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.include "decompress_fast_v2.s"
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.include "wait_keypress.s"
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.include "title.s"
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.include "directions.s"
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.include "cottage.s"
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.include "lake_w.s"
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.include "lake_e.s"
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.include "river.s"
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.include "knight.s"
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.include "ending.s"
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.include "hgr_font.s"
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@ -24,3 +24,12 @@ river:
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jsr wait_until_keypress
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rts
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; walk up a bit
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river_message1:
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.byte 0,0,"You can start playing in a",0
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.byte 0,0,"second here.",0
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; walks behind tree
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@ -0,0 +1,19 @@
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; o/~ Burnintating the Peasants o/~
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;************************
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; Title
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;************************
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title:
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lda #<(title_lzsa)
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sta getsrc_smc+1
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lda #>(title_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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jsr wait_until_keypress
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rts
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