peasant: fix to work on machines w/o mockingboard
wasn't properly wrapping all cases
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@ -4,10 +4,10 @@ General:
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- More frames in peasant sprites
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- Hook up text parser
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- When load game, stop walking
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- Load the names of saves from disk
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- Let disk 2 live in the 2nd drive?
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LDA $C08A,X to select first drive
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LDA $C08B,X to select second drive
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- Implement game over screen
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Videlectrix Title:
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- Can we make it faster?
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@ -15,10 +15,15 @@ Videlectrix Title:
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Intro:
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- Speaker music for title if no Mockingboard
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Map:
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- implement map
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Peasantry:
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- Better animation of River
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- animation for the boat
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- animation of River
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- animation of waterfall
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- Priorities for all rooms
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- Hook up hidden glen, inside of cottage and inn
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- Hook up hidden glen, inside of cottages and inn
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- Archery minigame
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Tower:
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@ -27,7 +32,7 @@ Tower:
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Trogdor:
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- All the rest
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- Rest of Trogdor's speech
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- Properly disable speech if SSI-263 is available
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- Fix speech generation
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Ending:
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- Smoother baby animation? Use page-flipping?
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@ -24,6 +24,10 @@ peasant_quest_intro:
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; restart music, only drum loop
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;******************************
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq mockingboard_notfound
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; hack! modify the PT3 file to ignore the latter half
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lda #$ff ; end after 4 patterns
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@ -35,6 +39,7 @@ peasant_quest_intro:
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jsr pt3_init_song
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cli
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mockingboard_notfound:
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;************************
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; Cottage
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@ -91,10 +96,18 @@ peasant_quest_intro:
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escape_handler:
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;==========================
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; disable music
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq mockingboard_notfound2
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sei ; turn off music
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jsr clear_ay_both ; clear AY state
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jsr mockingboard_disable_interrupt
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mockingboard_notfound2:
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;=============================
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; start new game
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@ -18,6 +18,7 @@ WHICH_PEASANTRY = 0
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peasant_quest:
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lda #0
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sta GAME_OVER
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sta FRAME
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jsr hgr_make_tables
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@ -25,9 +26,6 @@ peasant_quest:
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; Y=0, A=0 after this called
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lda #0
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sta FRAME
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; update map location
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jsr update_map_location
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@ -144,23 +142,10 @@ game_over:
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rts
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;.include "decompress_fast_v2.s"
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.include "wait_keypress.s"
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.include "draw_peasant.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_7x28_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 "gr_copy.s"
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.include "new_map_location.s"
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@ -178,10 +163,26 @@ game_over:
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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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.include "loadsave_menu.s"
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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_7x28_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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help_message:
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.byte 0,43,24, 0,253,82
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.byte 8,41,"I don't understand. Type",13
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@ -221,9 +221,17 @@ altfire_good:
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bit PAGE2 ; return to viewing PAGE2
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;==============================
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; disable music, if applicable
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq mockingboard_notfound2
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sei ; disable music
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jsr clear_ay_both
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mockingboard_notfound2:
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;************************
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; Tips
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