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peasant: hook up points for hitting top of cliff
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@ -44,19 +44,6 @@ cliff_heights:
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jsr update_score
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jsr update_score
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; FIXME!
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; only set this if just arrived, not if loading saved game
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lda #14
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sta PEASANT_X
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lda #150
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sta PEASANT_Y
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lda #0
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sta PEASANT_XADD
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sta PEASANT_YADD
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;=============================
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;=============================
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;=============================
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;=============================
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; new screen location
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; new screen location
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@ -179,6 +166,54 @@ col_copy_loop:
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jsr zx02_full_decomp
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jsr zx02_full_decomp
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lda GAME_STATE_3
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and #CLIFF_CLIMBED
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bne cliff_already_climbed
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; only set this if just arrived, not if loading saved game
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lda #14
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sta PEASANT_X
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lda #150
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sta PEASANT_Y
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lda #0
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sta PEASANT_XADD
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sta PEASANT_YADD
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; ldx #<gary_scare_message
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; ldy #>gary_scare_message
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; jsr partial_message_step
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; score points
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lda #3
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jsr score_points
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lda GAME_STATE_3
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ora #CLIFF_CLIMBED
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sta GAME_STATE_3
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; TODO: break fence
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ldx #<cliff_heights_top_message
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ldy #>cliff_heights_top_message
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stx OUTL
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sty OUTH
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jsr print_text_message
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jsr wait_until_keypress
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jsr restore_parse_message
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cliff_already_climbed:
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;===========================
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;===========================
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;===========================
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;===========================
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;===========================
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;===========================
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@ -338,6 +373,7 @@ exiting_cliff:
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.include "../version.inc"
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.include "../version.inc"
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;.include "../print_text_message.s"
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.include "graphics_heights/cliff_heights_graphics.inc"
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.include "graphics_heights/cliff_heights_graphics.inc"
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.include "graphics_heights/priority_cliff_heights.inc"
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.include "graphics_heights/priority_cliff_heights.inc"
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@ -7,6 +7,7 @@
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; lightning makes sound effect, same as rock crashing noise
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; lightning makes sound effect, same as rock crashing noise
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; shows once atop
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; shows once atop
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cliff_heights_top_message:
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.byte "Nice jorb climbing the",13
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.byte "Nice jorb climbing the",13
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.byte "cliff. You have a real way",13
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.byte "cliff. You have a real way",13
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.byte "with those arrow keys.",0
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.byte "with those arrow keys.",0
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@ -159,12 +159,9 @@ PEASANT_DIR = $93
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PEASANT_DIR_LEFT = 2
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PEASANT_DIR_LEFT = 2
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PEASANT_DIR_DOWN = 3
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PEASANT_DIR_DOWN = 3
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GAME_STATE_3 = $94
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MAP_LOCATION = $94
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; SWORD_THROWN = $01
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MAP_LOCATION = $96
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GAME_STATE_0 = $96
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GAME_STATE_0 = $97
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BABY_IN_WELL=$01
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BABY_IN_WELL=$01
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BUCKET_DOWN_WELL=$02
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BUCKET_DOWN_WELL=$02
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TALKED_TO_MENDELEV=$04
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TALKED_TO_MENDELEV=$04
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@ -173,7 +170,7 @@ GAME_STATE_0 = $97
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GARY_SCARED=$20
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GARY_SCARED=$20
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LADY_GONE=$40
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LADY_GONE=$40
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TRINKET_GIVEN=$80
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TRINKET_GIVEN=$80
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GAME_STATE_1 = $98
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GAME_STATE_1 = $97
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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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@ -182,7 +179,7 @@ GAME_STATE_1 = $98
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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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WEARING_ROBE=$80
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WEARING_ROBE=$80
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GAME_STATE_2 = $99
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GAME_STATE_2 = $98
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ON_FIRE = $01
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ON_FIRE = $01
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COTTAGE_ROCK_MOVED=$02
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COTTAGE_ROCK_MOVED=$02
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KNUCKLES_BLEED=$04
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KNUCKLES_BLEED=$04
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@ -192,6 +189,11 @@ GAME_STATE_2 = $99
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GOT_MUDDY_ALREADY = $40
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GOT_MUDDY_ALREADY = $40
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GREASE_ON_HEAD =$80
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GREASE_ON_HEAD =$80
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GAME_STATE_3 = $99
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; SWORD_THROWN = $01
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CLIFF_CLIMBED = $02
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NED_STATUS = $9A
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NED_STATUS = $9A
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; 0 = hiding (no increment)
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; 0 = hiding (no increment)
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; 1..127 = count up to appearing
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; 1..127 = count up to appearing
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