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https://github.com/deater/dos33fsprogs.git
synced 2024-06-07 08:30:20 +00:00
monkey: change up the game engine a bit
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parent
526c4e2343
commit
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@ -12,6 +12,9 @@ VERB_PUSH = 7
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VERB_PULL = 8
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VERB_WALK = 9
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GUYBRUSH_BIG = 0
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GUYBRUSH_SMALL = 1
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GUYBRUSH_TINY = 2
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;===============================================
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@ -19,12 +22,11 @@ VERB_WALK = 9
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;===============================================
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LOCATION_BACKGROUND=0 ; background
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LOCATION_WALK_X_LEFT=2
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LOCATION_WALK_X_RIGHT=3
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LOCATION_WALK_Y_TOP=4
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LOCATION_WALK_Y_BOTTOM=5
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LOCATION_NUM_AREAS=6
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LOCATION_AREAS=7 ; each area 8 in size
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LOCATION_DESTINATION = 2
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LOCATION_EXIT = 4
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LOCATION_SIZE = 6
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LOCATION_NUM_AREAS=7
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LOCATION_AREAS=8 ; each area 8 in size
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;================================
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@ -46,3 +48,9 @@ MONKEY_DOCK = 2
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MONKEY_BAR = 3
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MONKEY_TOWN = 4
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MONKEY_MAP = 5
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MONKEY_BAR_INSIDE1 = 6
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MONKEY_BAR_INSIDE2 = 7
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MONKEY_CHURCH = 8
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MONKEY_MANSION_PATH = 9
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MONKEY_MANSION = 10
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MONKEY_ZIPLINE = 11
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@ -4,13 +4,16 @@
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locations:
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.word location0,location1,location2,location3
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.word location4,location5
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.word location4,location5,location6,location7
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.word location8,location9,location10,location11
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; MONKEY_LOOKOUT -- lookout tower
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location0:
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.word lookout_lzsa ; background
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.byte 18,40 ; walking range X
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.byte 16,48 ; walking range Y
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 3 ; num areas
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.byte 12,15 ; x
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@ -31,8 +34,9 @@ location0:
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; MONKEY_POSTER -- house with poster
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location1:
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.word poster_lzsa ; background
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.byte 18,40 ; walking range X
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.byte 16,48 ; walking range Y
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 2 ; num areas
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.byte 0,5 ; x
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@ -48,8 +52,9 @@ location1:
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; MONKEY_DOCK -- dock
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location2:
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.word dock_lzsa ; background
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.byte 18,40 ; walking range X
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.byte 16,48 ; walking range Y
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 1 ; num areas
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.byte 12,16 ; x
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@ -60,8 +65,9 @@ location2:
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; MONKEY_BAR -- scumm bar
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location3:
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.word bar_lzsa ; background
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.byte 18,40 ; walking range X
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.byte 16,48 ; walking range Y
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 1 ; num areas
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.byte 9,14 ; x
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@ -72,8 +78,9 @@ location3:
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; MONKEY_TOWN -- downtown
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location4:
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.word town_lzsa ; background
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.byte 18,40 ; walking range X
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.byte 16,48 ; walking range Y
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 8 ; num areas
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.byte 33,38 ; x
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@ -120,8 +127,9 @@ location4:
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; MONKEY_MAP -- melee map
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location5:
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.word map_lzsa ; background
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.byte 18,40 ; walking range X
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.byte 16,48 ; walking range Y
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_TINY ; size
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.byte 7 ; num areas
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.byte 32,33 ; x
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@ -159,6 +167,119 @@ location5:
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.word village_string ; name
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.word map_action-1 ; action
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; MONKEY_BAR_INSIDE1 -- inside bar, lots going on
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location6:
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.word bar_inside1_lzsa ; background
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 4 ; num areas
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.byte 0,3 ; x
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.byte 12,34 ; y
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.word curtain_string ; name
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.word curtain_action-1 ; action
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.byte 7,20 ; x
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.byte 22,32 ; y
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.word impt_pirate_string ; name
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.word impt_pirate_action-1 ; action
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.byte 23,28 ; x
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.byte 20,28 ; y
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.word fireplace_string ; name
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.word fireplace_action-1 ; action
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.byte 34,38 ; x
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.byte 18,36 ; y
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.word door_string ; name
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.word bar2_door_action-1 ; action
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; MONKEY_BAR_INSIDE2 -- three pirates
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location7:
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.word bar_inside2_lzsa ; background
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 4 ; num areas
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.byte 0,3 ; x
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.byte 12,34 ; y
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.word curtain_string ; name
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.word curtain_action-1 ; action
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.byte 7,20 ; x
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.byte 22,32 ; y
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.word impt_pirate_string ; name
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.word impt_pirate_action-1 ; action
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.byte 23,28 ; x
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.byte 20,28 ; y
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.word fireplace_string ; name
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.word fireplace_action-1 ; action
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.byte 34,38 ; x
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.byte 18,36 ; y
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.word door_string ; name
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.word bar2_door_action-1 ; action
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; MONKEY_CHURCH -- outside the church
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location8:
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.word church_lzsa ; background
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 1 ; num areas
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.byte 9,14 ; x
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.byte 20,32 ; y
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.word door_string ; name
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.word door_action-1 ; action
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; MONKEY_MANSION_PATH -- path to the mansion
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location9:
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.word mansion_path_lzsa ; background
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 1 ; num areas
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.byte 9,14 ; x
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.byte 20,32 ; y
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.word door_string ; name
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.word door_action-1 ; action
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; MONKEY_MANSION -- governor's mansion
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location10:
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.word mansion_lzsa ; background
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 1 ; num areas
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.byte 9,14 ; x
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.byte 20,32 ; y
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.word door_string ; name
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.word door_action-1 ; action
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; MONKEY_ZIPLINE -- hook's zipline
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location11:
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.word zipline_lzsa ; background
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.word set_destination_lookout-1 ; destination
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.word check_exit_lookout-1 ; exit
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.byte GUYBRUSH_BIG ; size
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.byte 1 ; num areas
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.byte 9,14 ; x
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.byte 20,32 ; y
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.word door_string ; name
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.word door_action-1 ; action
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string_data:
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house_string: .byte 18,20,"HOUSE",0
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lights_string: .byte 17,20,"LIGHTS",0
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@ -168,6 +289,11 @@ shore_string: .byte 18,20,"SHORE",0
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lookout_point_string: .byte 13,20,"LOOKOUT POINT",0
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village_string: .byte 16,20,"VILLAGE",0
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curtain_string: .byte 20,20,"CURTAIN",0
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impt_pirate_string: .byte 20,20,"IMPORTANT PIRATES",0
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fireplace_string: .byte 20,20,"FIREPLACE",0
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lookout_string: .byte 20,20,"LOOKOUT",0
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path_string: .byte 20,20,"PATH",0
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stairs_string: .byte 20,20,"STAIRS",0
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@ -50,7 +50,8 @@ monkey_start:
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; set up initial location
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lda #MONKEY_LOOKOUT
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lda #MONKEY_BAR_INSIDE2
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; lda #MONKEY_LOOKOUT
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sta LOCATION
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jsr change_location
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@ -368,6 +368,37 @@ town_door_nothing:
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sta CURRENT_VERB
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rts
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;=============================
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bar2_door_action:
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bar2_door_nothing:
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lda #VERB_WALK
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sta CURRENT_VERB
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rts
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;=============================
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curtain_action:
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curtain_nothing:
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lda #VERB_WALK
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sta CURRENT_VERB
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rts
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;=============================
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fireplace_action:
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fireplace_nothing:
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lda #VERB_WALK
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sta CURRENT_VERB
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rts
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;=============================
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impt_pirate_action:
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impte_pirate_nothing:
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lda #VERB_WALK
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sta CURRENT_VERB
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rts
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;=============================
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map_action:
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map_nothing:
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