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riven: update todo
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@ -1,36 +1,3 @@
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API for loading:
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+ Disk based:
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returns to ????? with LOCATION (no extra action needed)
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LEVEL
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DISK
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set
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the code looks up track/sector/length based on these,
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changing disk if necessary
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+ Prodos/HD based
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+ proboothd boots disk
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+ loads QLOAD to 1600
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DDDD DDDT | TTTT TSSS
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((disk+1)<<9)+(T<<3)+(S>>1)
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((disk*512) + (T*8) + (S/2)
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256k for each 140k disk, offset from there?
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up to 128 disks
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only one copy of qload/title
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if level/disk changes, convert to filename
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DISK00/FILE00
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and load it
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REMEMBER! QLOAD actually trashes 2 bytes above the top of the load
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for most of this we re-write those bytes and it doesn't matter
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@ -198,3 +165,38 @@ disk42: to left, including sea animal move
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disk43: to right, including cart ride
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; it's 11 steps (22)
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;
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API for loading:
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+ Disk based:
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returns to ????? with LOCATION (no extra action needed)
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LEVEL
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DISK
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set
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the code looks up track/sector/length based on these,
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changing disk if necessary
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+ Prodos/HD based
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+ proboothd boots disk
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+ loads QLOAD to 1600
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DDDD DDDT | TTTT TSSS
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((disk+1)<<9)+(T<<3)+(S>>1)
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((disk*512) + (T*8) + (S/2)
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256k for each 140k disk, offset from there?
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up to 128 disks
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only one copy of qload/title
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@ -1,21 +1,77 @@
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add audio to credits
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disk01:
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east (NEW)
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east again (NEW) (can look down)
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base of steps (note both e and n go here)
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look down
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disk02: (steps)
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one (nse)
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two (nse)
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three (nse)
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four (ns only)
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five (top, nsew)
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bridge1 (nsew)
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disk03: (down other side)
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one
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two
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three
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four (by door)
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under door
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inside
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up ladder
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doorway
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peephole
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look inside
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disk04: bridge
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bridge2 (nsew)
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bridge3 (nsew)
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bridge4 (nsew)
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tunnel1 (ew)
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tunnel2 (ew)
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tunnel3 (new) door open)
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disk05: control room
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in1
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in2 (plays movie of opening)
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in3
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in4 seat
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temple view
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sub view
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possibly animation of lowering when button pressed/pull handle
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disk06: more tunnel
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tunnel4
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tunnel5
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tunnel6
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tunnel7
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tunnel8 (door)
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tunnel9 (looking into temple)
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move flip_pages.s into QLOAD?
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+ disk handling code
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+ on every load check to make sure disk hasn't been swapped?
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can put expected disk number at beginning of each thing
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we load and compare against it
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+ allow pressing escape to back-out disk change?
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+ Keyboard handling
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- still buggy, especially when clicking on something???
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- Better keyboard handling on IIe
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-> was actually one of the main reasons I started working on this
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qload:
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+ move flip_pages.s into QLOAD
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title:
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-> maybe have "new game / load game" shown?
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disk00:
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+ cyan intro
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@ -24,30 +80,35 @@ disk00:
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+ capture movie:
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+ opening movie: implement it
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ESC key... in wait_a_bit write to WAIT_KEYPRESS
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allow skipping chunks of it
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disk01:
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+ maybe redo opening graphics
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disk39:
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-> try to fit more locations
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+ outside/overlook_s is there but won't fit
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+ projector_e also there, prob will fit
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+ re-arrange disk so projector gets the extra 4k
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disk38:
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-> complete things
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disk39:
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-> try to fit last little bit of maglev sequence
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+ do the handle animation at end?
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+ sound effects?
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+ if out of room in RAM (but not disk)
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optionally load tail end
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to language card on machines that have it?
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disk40:
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-> implement maglev flip
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-> implement maglev back
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disk41:
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-> see if we can implement left/straight right/straight
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options for fork-in-road type situations
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disk43:
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-> implement cart
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-> fix up graphics
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-> fix up path
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-> again, figure out fork-in-road handling
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disk50:
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-> implement reverse cart
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