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peasant: more work on load/save support
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@ -9,12 +9,15 @@ EMPTY_DISK = ../../empty_disk
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all: peasant.dsk peasant_side2.dsk
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peasant.dsk: QBOOT QLOAD VID_LOGO TITLE INTRO COPY_CHECK \
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PEASANT1 PEASANT2 PEASANT3 PEASANT4 ENDING TROGDOR
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PEASANT1 PEASANT2 PEASANT3 PEASANT4 ENDING TROGDOR \
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SAVE1 SAVE2 SAVE3
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cp $(EMPTY_DISK)/empty.dsk peasant.dsk
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# $(DOS33) -y peasant.dsk BSAVE -a 0x6000 INTRO
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$(DOS33_RAW) peasant.dsk 0 0 QBOOT 0 1
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$(DOS33_RAW) peasant.dsk 0 2 QBOOT 1 1
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$(DOS33_RAW) peasant.dsk 0 4 QBOOT 2 1
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$(DOS33_RAW) peasant.dsk 0 11 SAVE1 0 1
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$(DOS33_RAW) peasant.dsk 0 12 SAVE2 0 1
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$(DOS33_RAW) peasant.dsk 0 13 SAVE3 0 1
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$(DOS33_RAW) peasant.dsk 1 0 QLOAD 0 0
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$(DOS33_RAW) peasant.dsk 3 0 VID_LOGO 0 0
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$(DOS33_RAW) peasant.dsk 5 0 TITLE 0 0
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@ -220,6 +223,30 @@ font_test.o: font_test.s hgr_font.s hgr_1x8_sprite.s
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ca65 -o font_test.o font_test.s -l font_test.lst
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###
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SAVE1: save1.o
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ld65 -o SAVE1 save1.o -C ../../linker_scripts/apple2_e00.inc
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save1.o: save1.s
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ca65 -o save1.o save1.s -l save1.lst
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###
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SAVE2: save2.o
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ld65 -o SAVE2 save2.o -C ../../linker_scripts/apple2_e00.inc
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save2.o: save2.s
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ca65 -o save2.o save2.s -l save2.lst
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###
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SAVE3: save3.o
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ld65 -o SAVE3 save3.o -C ../../linker_scripts/apple2_e00.inc
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save3.o: save3.s
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ca65 -o save3.o save3.s -l save3.lst
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####
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graphics_vid/vid_graphics.inc:
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29
games/peasant/save1.s
Normal file
29
games/peasant/save1.s
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@ -0,0 +1,29 @@
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; SAVE1 -- ??
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.include "zp.inc"
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; want to load this to address $90
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;
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.byte LOAD_PEASANT2 ; WHICH_LOAD = $90
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.byte 10 ; PEASANT_X = $91
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.byte 100 ; PEASANT_Y = $92
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.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
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.byte 0 ; MAP_X = $94
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.byte 1 ; MAP_Y = $95
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.byte 5 ; MAP_LOCATION = $96
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.byte $ff ; GAME_STATE_0 = $97
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.byte $00 ; GAME_STATE_1 = $98
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.byte $00 ; GAME_STATE_2 = $99
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.byte $00 ; NED_STATUS = $9A
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.byte $00 ; BUSH_STATUS = $9B
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.byte $00 ; KERREK_STATE = $9C
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.byte $00 ; ARROW_SCORE = $9D
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.byte $01 ; SCORE_HUNDREDS= $9E
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.byte $09 ; SCORE_TENSONES= $9F
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.byte $FF ; INVENTORY_1 = $A0
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.byte $FF ; INVENTORY_2 = $A1
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.byte $FF ; INVENTORY_3 = $A2
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.byte $00 ; INVENTORY_1_GONE = $A3
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.byte $00 ; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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29
games/peasant/save2.s
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29
games/peasant/save2.s
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@ -0,0 +1,29 @@
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; SAVE1 -- ??
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.include "zp.inc"
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; want to load this to address $90
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;
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.byte LOAD_PEASANT2 ; WHICH_LOAD = $90
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.byte 10 ; PEASANT_X = $91
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.byte 100 ; PEASANT_Y = $92
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.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
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.byte 0 ; MAP_X = $94
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.byte 1 ; MAP_Y = $95
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.byte 5 ; MAP_LOCATION = $96
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.byte $ff ; GAME_STATE_0 = $97
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.byte $00 ; GAME_STATE_1 = $98
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.byte $00 ; GAME_STATE_2 = $99
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.byte $00 ; NED_STATUS = $9A
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.byte $00 ; BUSH_STATUS = $9B
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.byte $00 ; KERREK_STATE = $9C
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.byte $00 ; ARROW_SCORE = $9D
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.byte $01 ; SCORE_HUNDREDS= $9E
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.byte $09 ; SCORE_TENSONES= $9F
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.byte $FF ; INVENTORY_1 = $A0
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.byte $FF ; INVENTORY_2 = $A1
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.byte $FF ; INVENTORY_3 = $A2
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.byte $00 ; INVENTORY_1_GONE = $A3
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.byte $00 ; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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29
games/peasant/save3.s
Normal file
29
games/peasant/save3.s
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@ -0,0 +1,29 @@
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; SAVE1 -- ??
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.include "zp.inc"
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; want to load this to address $90
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;
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.byte LOAD_PEASANT2 ; WHICH_LOAD = $90
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.byte 10 ; PEASANT_X = $91
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.byte 100 ; PEASANT_Y = $92
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.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
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.byte 0 ; MAP_X = $94
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.byte 1 ; MAP_Y = $95
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.byte 5 ; MAP_LOCATION = $96
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.byte $ff ; GAME_STATE_0 = $97
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.byte $00 ; GAME_STATE_1 = $98
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.byte $00 ; GAME_STATE_2 = $99
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.byte $00 ; NED_STATUS = $9A
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.byte $00 ; BUSH_STATUS = $9B
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.byte $00 ; KERREK_STATE = $9C
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.byte $00 ; ARROW_SCORE = $9D
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.byte $01 ; SCORE_HUNDREDS= $9E
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.byte $09 ; SCORE_TENSONES= $9F
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.byte $FF ; INVENTORY_1 = $A0
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.byte $FF ; INVENTORY_2 = $A1
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.byte $FF ; INVENTORY_3 = $A2
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.byte $00 ; INVENTORY_1_GONE = $A3
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.byte $00 ; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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@ -58,38 +58,39 @@ ENVELOPE_SHAPE = $7D
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PATTERN_L = $7E
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PATTERN_H = $7F
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WHICH_LOAD = $80
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; rest of pt3_player
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PT3_TEMP = $81
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ORNAMENT_L = $82
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ORNAMENT_H = $83
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SAMPLE_L = $84
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SAMPLE_H = $85
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LOOP = $86
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MB_VALUE = $87
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MB_ADDR_L = $88
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MB_ADDR_H = $89
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DONE_PLAYING = $8A
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DONE_SONG = $8B
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APPLEII_MODEL = $8C
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ESC_PRESSED = $8D
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PT3_TEMP = $80
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ORNAMENT_L = $81
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ORNAMENT_H = $82
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SAMPLE_L = $83
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SAMPLE_H = $84
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LOOP = $85
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MB_VALUE = $86
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MB_ADDR_L = $87
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MB_ADDR_H = $88
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DONE_PLAYING = $89
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DONE_SONG = $8A
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APPLEII_MODEL = $8B
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ESC_PRESSED = $8C
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;=======================
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; savegame state
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;=======================
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PEASANT_X = $90
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PEASANT_Y = $91
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PEASANT_DIR = $92
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WHICH_LOAD = $90
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PEASANT_X = $91
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PEASANT_Y = $92
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PEASANT_DIR = $93
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PEASANT_DIR_UP = 0
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PEASANT_DIR_RIGHT = 1
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PEASANT_DIR_LEFT = 2
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PEASANT_DIR_DOWN = 3
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MAP_X = $93
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MAP_Y = $94
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MAP_LOCATION = $95
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MAP_X = $94
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MAP_Y = $95
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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=$00
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TURN_WELL_CRANK=$00
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TALK_TO_MENDELEV=$00
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@ -98,6 +99,7 @@ GAME_STATE_0 = $96
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GARY_SCARED=$00
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LADY_GONE=$00
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TRINKET_GIVEN=$00
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GAME_STATE_1 = $98
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FISH_FED=$00 ; also implies man gone and inn open
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PUDDLE_WET=$00
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HAY_BALE=$00
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@ -106,25 +108,24 @@ GAME_STATE_0 = $96
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NIGHT=$00
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POT_ON_HEAD=$00
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WEARING_ROBE=$00
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GAME_STATE_2 = $99
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ON_FIRE = $00
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COTTAGE_ROCK_MOVED=$00
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KNUCKLES_BLEED=$00
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DRESSER_OPEN=$00
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NED_STATUS = $99
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BUSH_STATUS = $9A ; status of bush search
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NED_STATUS = $9A
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BUSH_STATUS = $9B ; status of bush search
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KERREK_STATE = $9B
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KERREK_STATE = $9C
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KERREK_ALIVE = $00
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KERREK_DEAD = $01
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KERREK_DECOMPOSING = $02
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KERREK_SKELETON = $03
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ARROW_SCORE = $9C ; bottom=score, top=random num needed 3-5?
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SCORE_HUNDREDS = $9D
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SCORE_TENSONES = $9E
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ARROW_SCORE = $9D ; bottom=score, top=random num needed 3-5?
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SCORE_HUNDREDS = $9E
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SCORE_TENSONES = $9F
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INVENTORY_1 = $A0
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INV1_ARROW = $01
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