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peasant: hook up some missing text in peasant4
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commit
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@ -437,6 +437,17 @@ ned_cottage_look_at_fence:
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jmp finish_parse_message
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jmp finish_parse_message
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ned_cottage_look_at_rock:
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ned_cottage_look_at_rock:
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; check to see if it has been moved
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lda GAME_STATE_2
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and #COTTAGE_ROCK_MOVED
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beq ned_cottage_look_at_rock_unmoved
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ned_cottage_look_at_rock_moved:
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ldx #<ned_cottage_look_rock_moved_message
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ldy #>ned_cottage_look_rock_moved_message
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jmp finish_parse_message
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ned_cottage_look_at_rock_unmoved:
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ldx #<ned_cottage_look_rock_message
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ldx #<ned_cottage_look_rock_message
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ldy #>ned_cottage_look_rock_message
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ldy #>ned_cottage_look_rock_message
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jmp finish_parse_message
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jmp finish_parse_message
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@ -501,6 +512,10 @@ ned_tree_talk:
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cmp #NOUN_TREE
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cmp #NOUN_TREE
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beq ned_tree_talk_tree
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beq ned_tree_talk_tree
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cmp #NOUN_NONE
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beq ned_tree_talk_at
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cmp #NOUN_NED
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beq ned_tree_talk_ned
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jmp parse_common_talk
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jmp parse_common_talk
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@ -509,6 +524,41 @@ ned_tree_talk_tree:
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ldy #>ned_tree_talk_tree_message
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ldy #>ned_tree_talk_tree_message
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jmp finish_parse_message
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jmp finish_parse_message
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ned_tree_talk_ned:
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; only if he's out
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lda NED_STATUS
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bmi ned_tree_talk_ned_out
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jmp parse_common_talk
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ned_tree_talk_ned_out:
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ldx #<ned_tree_talk_ned_message
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ldy #>ned_tree_talk_ned_message
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jmp finish_parse_message
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ned_tree_talk_at:
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; only if he's out
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lda NED_STATUS
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bmi ned_tree_talk_at_out
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jmp parse_common_talk
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ned_tree_talk_at_out:
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; scare him away
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lda #0
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sta NED_STATUS
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; FIXME: do we need to re-draw?
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ldx #<ned_tree_talk_none_message
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ldy #>ned_tree_talk_none_message
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jmp finish_parse_message
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;=================
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;=================
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; look
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; look
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;=================
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;=================
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@ -521,6 +571,15 @@ ned_tree_look:
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beq ned_tree_look_at_tree
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beq ned_tree_look_at_tree
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cmp #NOUN_NONE
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cmp #NOUN_NONE
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beq ned_tree_look_at
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beq ned_tree_look_at
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cmp #NOUN_DUDE
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beq ned_tree_look_guy
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cmp #NOUN_GUY
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beq ned_tree_look_guy
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cmp #NOUN_MAN
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beq ned_tree_look_guy
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cmp #NOUN_NED
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beq ned_tree_look_guy
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jmp parse_common_look
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jmp parse_common_look
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@ -534,6 +593,19 @@ ned_tree_look_at_tree:
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ldy #>ned_tree_look_at_tree_message
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ldy #>ned_tree_look_at_tree_message
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jmp finish_parse_message
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jmp finish_parse_message
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ned_tree_look_guy:
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; only if he's visible
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lda NED_STATUS
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bmi ned_tree_look_ned_out
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jmp parse_common_look
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ned_tree_look_ned_out:
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ldx #<ned_tree_look_ned_message
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ldy #>ned_tree_look_ned_message
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jmp finish_parse_message
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;=======================
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;=======================
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;=======================
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;=======================
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@ -95,6 +95,7 @@ ned_cottage_look_rock_message:
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.byte "the cottage.",0
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.byte "the cottage.",0
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; + look rock (after removing it)
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; + look rock (after removing it)
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ned_cottage_look_rock_moved_message:
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.byte "Some jerk removed a loose",13
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.byte "Some jerk removed a loose",13
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.byte "stone from the back of the",13
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.byte "stone from the back of the",13
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.byte "cottage.",0
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.byte "cottage.",0
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@ -207,6 +208,7 @@ ned_tree_look_at_message:
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; + look guy
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; + look guy
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; + look man
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; + look man
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; + look ned (when Naked Ned is peeking out)
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; + look ned (when Naked Ned is peeking out)
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ned_tree_look_ned_message:
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.byte "A fairly naked man is",13
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.byte "A fairly naked man is",13
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.byte "peering out from behind",13
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.byte "peering out from behind",13
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.byte "that tree.",0
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.byte "that tree.",0
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@ -220,11 +222,13 @@ ned_tree_climb_tree_message:
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.byte "You don't climb wavy trees.",0
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.byte "You don't climb wavy trees.",0
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; + talk (with Naked Ned visible) (he disappears until you re-enter)
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; + talk (with Naked Ned visible) (he disappears until you re-enter)
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ned_tree_talk_none_message:
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.byte "You startled him and he",13
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.byte "You startled him and he",13
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.byte "disappears!",0
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.byte "disappears!",0
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; + talk ned
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; + talk ned
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; + talk Naked Ned (with Naked Ned visible)
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; + talk Naked Ned (with Naked Ned visible)
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ned_tree_talk_ned_message:
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.byte "'Never speak of this",13
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.byte "'Never speak of this",13
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.byte "meeting!' says the nudie",13
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.byte "meeting!' says the nudie",13
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.byte "and he disapperars.",0
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.byte "and he disapperars.",0
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@ -153,6 +153,10 @@ GAME_STATE_2 = $99
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GREASE_ON_HEAD =$80
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GREASE_ON_HEAD =$80
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NED_STATUS = $9A
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NED_STATUS = $9A
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; 0 = hiding
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; 1..127 = countdown to appearing
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; negative = out
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BUSH_STATUS = $9B ; status of bush search
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BUSH_STATUS = $9B ; status of bush search
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BUSH_1_SEARCHED = $01
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BUSH_1_SEARCHED = $01
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BUSH_2_SEARCHED = $02
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BUSH_2_SEARCHED = $02
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