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peasant: start hooking up Kerrek
This commit is contained in:
parent
2dd67c71c1
commit
9b09cb0f93
@ -310,6 +310,7 @@ PEASANT1: peasant1.o
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peasant1.o: peasant1.s zp.inc inventory.inc \
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parse_input.inc \
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peasant1_actions.s DIALOG_PEASANT1.LZSA dialog_peasant1.inc \
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text/peasant1.inc text/kerrek.inc \
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kerrek_actions.s \
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sprites/peasant_sprites.inc sprites/inventory_sprites.inc \
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graphics_peasantry/graphics_peasant1.inc \
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@ -366,6 +367,7 @@ peasant4.o: peasant4.s zp.inc inventory.inc \
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sprites/ned_sprites.inc \
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peasant4_actions.s DIALOG_PEASANT4.LZSA dialog_peasant4.inc \
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kerrek_actions.s \
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text/peasant4.inc text/kerrek.inc \
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graphics_peasantry/graphics_peasant4.inc sprites/peasant_sprites.inc \
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graphics_peasantry/priority_peasant4.inc \
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draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
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@ -499,6 +501,8 @@ parse_input.inc: generate_common parse_input
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./generate_common -a 0xee00 -s parse_common_look parse_input.lst >> parse_input.inc
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./generate_common -a 0xee00 -s parse_common_get parse_input.lst >> parse_input.inc
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./generate_common -a 0xee00 -s parse_common_climb parse_input.lst >> parse_input.inc
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./generate_common -a 0xee00 -s parse_common_load parse_input.lst >> parse_input.inc
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./generate_common -a 0xee00 -s parse_common_save parse_input.lst >> parse_input.inc
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./generate_common -a 0xee00 -s get_noun_again parse_input.lst >> parse_input.inc
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@ -1,3 +1,78 @@
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; notes
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; walk into footprint land
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; if kerrek alive
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; odds of kerrek there are ??? 50/50?
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; if kerrek dead
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; if dead on this screen
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; if dead not on this screen
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kerrek_setup:
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; first see if Kerrek alive
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lda KERREK_STATE
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and #$f
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bne kerrek_setup_dead
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kerrek_setup_alive:
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jsr random16
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and #$1
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beq kerrek_alive_not_there
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kerrek_alive_out:
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lda #20
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sta KERREK_X
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lda #100
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sta KERREK_Y
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lda #0
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sta KERREK_DIRECTION
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lda #1
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sta KERREK_SPEED
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lda MAP_LOCATION
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cmp #LOCATION_KERREK_1
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bne kerrek_there
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lda KERREK_STATE
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ora #KERREK_ROW1
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sta KERREK_STATE
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kerrek_there:
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lda KERREK_STATE
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ora #KERREK_ONSCREEN
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sta KERREK_STATE
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rts
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kerrek_alive_not_there:
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kerrek_not_there:
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lda KERREK_STATE
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and #(~KERREK_ONSCREEN)
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sta KERREK_STATE
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rts
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kerrek_setup_dead:
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; see if on this screen
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lda KERREK_STATE
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and #KERREK_ROW1
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beq kerrek_row4
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kerrek_row1:
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lda MAP_LOCATION
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cmp #LOCATION_KERREK_1
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beq kerrek_there
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bne kerrek_not_there
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kerrek_row4:
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lda MAP_LOCATION
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cmp #LOCATION_KERREK_2
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beq kerrek_there
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bne kerrek_not_there
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rts
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;=======================
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;=======================
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;=======================
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@ -7,10 +82,123 @@
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;=======================
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kerrek_verb_table:
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.byte VERB_LOAD
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.word kerrek_load-1
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.byte VERB_SAVE
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.word kerrek_save-1
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.byte VERB_LOOK
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.word kerrek_look-1
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.byte VERB_SHOOT
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.word kerrek_shoot-1
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.byte VERB_KILL
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.word kerrek_kill-1
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.byte VERB_TALK
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.word kerrek_talk-1
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.byte VERB_MAKE
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.word kerrek_make-1
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.byte VERB_BUY
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.word kerrek_buy-1
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.byte 0
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;=================
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; buy
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;=================
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kerrek_buy:
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lda CURRENT_NOUN
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cmp #NOUN_KERREK
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bne kerrek_buy_not_there
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lda KERREK_STATE
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bpl kerrek_buy_not_there
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lda KERREK_STATE
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and #$f
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bne kerrek_buy_not_there
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inc KERREK_SPEED
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ldx #<kerrek_buy_cold_one_message
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ldy #>kerrek_buy_cold_one_message
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jmp finish_parse_message
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kerrek_buy_not_there:
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jmp parse_common_unknown
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;=================
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; make
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;=================
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kerrek_make:
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lda CURRENT_NOUN
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cmp #NOUN_KERREK
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bne kerrek_make_not_there
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lda KERREK_STATE
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bpl kerrek_make_not_there
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lda KERREK_STATE
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and #$f
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bne kerrek_make_not_there
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ldx #<kerrek_make_friends_message
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ldy #>kerrek_make_friends_message
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jmp finish_parse_message
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kerrek_make_not_there:
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jmp parse_common_unknown
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;=================
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; talk
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;=================
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kerrek_talk:
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lda CURRENT_NOUN
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cmp #NOUN_KERREK
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bne kerrek_talk_not_there
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lda KERREK_STATE
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bpl kerrek_talk_not_there
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lda KERREK_STATE
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and #$f
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bne kerrek_talk_not_there
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kerrek_there_talk:
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ldx #<kerrek_talk_message
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ldy #>kerrek_talk_message
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jmp finish_parse_message
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kerrek_talk_not_there:
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jmp parse_common_talk
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;=================
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; load/save
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;=================
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kerrek_load:
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lda KERREK_STATE
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bmi kerrek_load_there
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jmp parse_common_load
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kerrek_load_there:
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ldx #<kerrek_load_save_message
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ldy #>kerrek_load_save_message
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jmp finish_parse_message
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kerrek_save:
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lda KERREK_STATE
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bmi kerrek_load_there
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jmp parse_common_save
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;=================
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; kill/shoot
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;=================
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kerrek_kill:
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kerrek_shoot:
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rts
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;=================
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; look
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;=================
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@ -19,13 +207,47 @@ kerrek_look:
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lda CURRENT_NOUN
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cmp #NOUN_FOOTPRINTS
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beq kerrek_look_footprints
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cmp #NOUN_TRACKS
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beq kerrek_look_tracks
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cmp #NOUN_NONE
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beq kerrek_look_at
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jmp parse_common_look
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kerrek_look_at:
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ldx #<kerrek_look_at_message
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ldy #>kerrek_look_at_message
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lda KERREK_STATE
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bmi kerrek_look_none_kerrek
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kerrek_look_none_no_kerrek:
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lda KERREK_STATE
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and #$f
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beq kerrek_look_none_kerrek_alive
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kerrek_look_none_kerrek_dead:
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ldx #<kerrek_look_no_dead_kerrek_message
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ldy #>kerrek_look_no_dead_kerrek_message
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jmp finish_parse_message
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kerrek_look_none_kerrek_alive:
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ldx #<kerrek_look_no_kerrek_message
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ldy #>kerrek_look_no_kerrek_message
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jmp finish_parse_message
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kerrek_look_none_kerrek:
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ldx #<kerrek_look_kerrek_message
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ldy #>kerrek_look_kerrek_message
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jmp finish_parse_message
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kerrek_look_tracks:
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kerrek_look_footprints:
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lda KERREK_STATE
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bpl kerrek_look_none_kerrek
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ldx #<kerrek_look_footprints_message
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ldy #>kerrek_look_footprints_message
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jmp finish_parse_message
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@ -514,9 +514,9 @@ parse_common_where:
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lda location_names_h,X
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sta INH
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lda #<(where_message+22)
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lda #<(where_message_offset)
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sta OUTL
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lda #>(where_message+22)
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lda #>(where_message_offset)
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sta OUTH
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ldy #0
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@ -121,6 +121,20 @@ new_location:
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jsr print_score
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;====================
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; handle kerrek
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lda MAP_LOCATION
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cmp #LOCATION_KERREK_1
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bne not_kerrek
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jsr kerrek_setup
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not_kerrek:
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;====================
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; save background
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@ -154,10 +154,25 @@ not_necessary_cottage:
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jsr hgr_put_string
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;==============
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; put score
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jsr print_score
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;====================
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; handle kerrek
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lda MAP_LOCATION
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cmp #LOCATION_KERREK_2
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bne not_kerrek
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jsr kerrek_setup
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not_kerrek:
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;====================
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; save background
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@ -12,7 +12,7 @@
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.byte 0 ; MAP_X = $94
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.byte 1 ; MAP_Y = $95
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.byte LOCATION_ARCHERY ; MAP_LOCATION = $96
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.byte GARY_SCARED|TALKED_TO_MENDELEV|HALDO_TO_DONGOLEV
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.byte GARY_SCARED|TALKED_TO_MENDELEV|HALDO_TO_DONGOLEV|ARROW_BEATEN|TRINKET_GIVEN
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; GAME_STATE_0 = $97
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.byte $00 ; GAME_STATE_1 = $98
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.byte TALKED_TO_KNIGHT
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@ -23,12 +23,13 @@
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.byte $00 ; ARROW_SCORE = $9D
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.byte $00 ; SCORE_HUNDREDS= $9E
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.byte $20 ; SCORE_TENSONES= $9F
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.byte INV1_MONSTER_MASK|INV1_PEBBLES|INV1_ARROW
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.byte INV1_MONSTER_MASK|INV1_PEBBLES|INV1_ARROW|INV1_BOW
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; INVENTORY_1 = $A0
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.byte INV2_TRINKET ; INVENTORY_2 = $A1
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.byte INV3_SHIRT|INV3_MAP
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; INVENTORY_3 = $A2
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.byte INV1_PEBBLES
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; INVENTORY_1_GONE = $A3
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.byte $00 ; INVENTORY_2_GONE_= $A4
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.byte INV2_TRINKET
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; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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35
games/peasant/saves/save1_08_bow.s
Normal file
35
games/peasant/saves/save1_08_bow.s
Normal file
@ -0,0 +1,35 @@
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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 LOCATION_ARCHERY ; MAP_LOCATION = $96
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.byte GARY_SCARED|TALKED_TO_MENDELEV|HALDO_TO_DONGOLEV|ARROW_BEATEN|TRINKET_GIVEN
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; GAME_STATE_0 = $97
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.byte $00 ; GAME_STATE_1 = $98
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.byte TALKED_TO_KNIGHT
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; 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 $00 ; SCORE_HUNDREDS= $9E
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.byte $20 ; SCORE_TENSONES= $9F
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.byte INV1_MONSTER_MASK|INV1_PEBBLES|INV1_ARROW|INV1_BOW
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; INVENTORY_1 = $A0
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.byte INV2_TRINKET ; INVENTORY_2 = $A1
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.byte INV3_SHIRT|INV3_MAP
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; INVENTORY_3 = $A2
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.byte INV1_PEBBLES
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; INVENTORY_1_GONE = $A3
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.byte INV2_TRINKET
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; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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@ -3,10 +3,17 @@
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;==================
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; + get/wear belt (after getting it)
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.byte "You're already wearing it. Too bad you smell like the trash barge off Peasant Isle.",0
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.byte "You're already wearing it.",13
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.byte "Too bad you smell like the",13
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.byte "trash barge off Peasant",13
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.byte "Isle.",0
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; + wear mask (after getting it)
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.byte "Not on this screen. You've got your image to think about. Actually, you might want to start deliberating on that right now.",0
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.byte "Not on this screen. You've",13
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.byte "got your image to think",13
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.byte "about. Actually, you might",13
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.byte "want to start deliberating",13
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.byte "on that right now.",0
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; +3 points
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; + wear robe (after getting it)
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@ -103,6 +110,7 @@ what_message:
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; + where (offset 22)
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where_message:
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.byte "You're hanging out in",13
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where_message_offset:
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.byte " ",0
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; + why
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@ -3,17 +3,27 @@
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;================================================
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; (Walk too close to the Kerrek) — {The Kerrek pounds your head into the ground}
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.byte "Your mom always told you not to take head poundings from strange Kerreks. And NOW looks what's happened. You dead. Thanks for playing.",0
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.byte "Your mom always told you",13
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.byte "not to take head poundings",13
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.byte "from strange Kerreks. And",13
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.byte "NOW looks what's happened.",13
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.byte "You dead. Thanks for",13
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.byte "playing.",0
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; + 5 POINTS
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; + kill kerrek
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; + shoot Kerrek with bow
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.byte "Here goes nothin', Kid",13
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.byte "Icarus",0
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; animation of shooting him, him falling
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.byte "ARROWED!! Nice shot. You",13
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.byte "smote the Kerrek! He lay",13
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.byte "there stinking.",0
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; pause
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.byte "A light rain heralds the",13
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.byte "washing free of the",13
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.byte "Kerrek's grip on the land.",13
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@ -22,6 +32,32 @@
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.byte "artless symbolism doesn't",13
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.byte "bug you.",0
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; + kill kerrek (he is there, no bow or arrow)
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.byte "With what?! You got no",13
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.byte "weapons except your",13
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.byte "butter-knife wit.",0
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; + kill kerrek (he is there, you have arrow but not bow)
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.byte "With what?! You gonna throw",13
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.byte "that arrow at him?",0
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; + kill kerrek (he is there, you have bow, not arrow
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.byte "With what?! You got no",13
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.byte "arrow, fool!",0
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; + kill kerrek (he is dead)
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.byte "Yeah. You smote the Kerrek.",13
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.byte "You deserve a trophy full",13
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.byte "of Mutton-ums.",0
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; + kill kerrek (he is not there)
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.byte "Good idea. But you kinda",13
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.byte "need the actual Kerrek to",13
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.byte "be here for that to work.",0
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; + 10 POINTS
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; + get belt
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.byte "You strap the Kerrek's belt",13
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@ -35,22 +71,43 @@
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.byte "that follows you like a",13
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.byte "shadow.",0
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; + look
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kerrek_look_at_message:
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; + get arrow (after killing)
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.byte "Eww! No way. That thing's",13
|
||||
.byte "got some serious",13
|
||||
.byte "Kerrek-Brand kooties on it",13
|
||||
.byte "now.",0
|
||||
|
||||
; + get kerrek
|
||||
.byte "Well, he does smell real",13
|
||||
.byte "bad. But he's a bit too big",13
|
||||
.byte "to fit in your pocket.",0
|
||||
|
||||
|
||||
|
||||
;==================
|
||||
; look
|
||||
;==================
|
||||
|
||||
; + look (no Kerrek, kerrek dead)
|
||||
kerrek_look_no_dead_kerrek_message:
|
||||
.byte "There are large hoof prints",13
|
||||
.byte "in the grass here.",0
|
||||
.byte "in the the grass here.",0
|
||||
|
||||
; + look (no Kerrek)
|
||||
kerrek_look_no_kerrek_message:
|
||||
.byte "There are large hoof prints",13
|
||||
.byte "in the the grass here. And",13
|
||||
.byte "it smells like a public latrine.",0
|
||||
.byte "it smells like a public",13
|
||||
.byte "latrine.",0
|
||||
|
||||
; + look (living Kerrek)
|
||||
; + look footprints/tracks (living Kerrek)
|
||||
kerrek_look_kerrek_message:
|
||||
.byte "It's the Kerrek, you moron!",13
|
||||
.byte "Get outta here!",0
|
||||
|
||||
; + look footprints/tracks (Kerrek not present)
|
||||
kerrek_look_footprints_message:
|
||||
.byte "If you weren't a simpleton",13
|
||||
.byte "you might think these were",13
|
||||
.byte "Kerrek prints. But since",13
|
||||
@ -76,55 +133,6 @@ kerrek_look_at_message:
|
||||
.byte "Looks like someone left",13
|
||||
.byte "their spare bones here.",0
|
||||
|
||||
; + buy kerrek a cold one (in the Kerrek's domain while he's still alive)
|
||||
; (Warning: This speeds the Kerrek up, so be careful.)
|
||||
.byte "The kerrek is a teetotaller",13
|
||||
.byte "and is offended by your",13
|
||||
.byte "offer. You've really",13
|
||||
.byte "cheesed him off now.",0
|
||||
|
||||
; + make friends with kerrek
|
||||
.byte "Look, it didn't work for",13
|
||||
.byte "Strongbad and it's not",13
|
||||
.byte "gonna work for you either.",0
|
||||
|
||||
; + load / save (while he's still alive)
|
||||
.byte "You can't be fumbling with",13
|
||||
.byte "a floppy while the Kerrek",13
|
||||
.byte "is bearing down on you.",0
|
||||
|
||||
; + kill kerrek (he is there, no bow or arrow)
|
||||
.byte "With what?! You got no",13
|
||||
.byte "weapons except your",13
|
||||
.byte "butter-knife wit.",0
|
||||
|
||||
; + kill kerrek (he is there, you have arrow but not bow)
|
||||
.byte "With what?! You gonna throw that arrow at him?",0
|
||||
|
||||
; + kill kerrek (he is there, you have bow, not arrow
|
||||
.byte "With what?! You got no arrow, fool!",0
|
||||
|
||||
; + kill kerrek (he is dead)
|
||||
.byte "Yeah. You smote the Kerrek.",13
|
||||
.byte "You deserve a trophy full",13
|
||||
.byte "of Mutton-ums.",0
|
||||
|
||||
; + kill kerrek (he is not there)
|
||||
.byte "Good idea. But you kinda",13
|
||||
.byte "need the actual Kerrek to",13
|
||||
.byte "be here for that to work.",0
|
||||
|
||||
; + get arrow (after killing)
|
||||
.byte "Eww! No way. That thing's",13
|
||||
.byte "got some serious",13
|
||||
.byte "Kerrek-Brand kooties on it",13
|
||||
.byte "now.",0
|
||||
|
||||
; + get kerrek
|
||||
.byte "Well, he does smell real",13
|
||||
.byte "bad. But he's a bit too big",13
|
||||
.byte "to fit in your pocket.",0
|
||||
|
||||
; + look belt (still alive)
|
||||
.byte "Yecch. I wouldn't touch",13
|
||||
.byte "that unless it was, like,",13
|
||||
@ -149,11 +157,39 @@ kerrek_look_at_message:
|
||||
.byte "He dead. He wasn't fat, he",13
|
||||
.byte "was just big boned! Poor",13
|
||||
.byte "pig-man.",0
|
||||
|
||||
; + look bones (skips the "he dead." part?)
|
||||
.byte "He wasn't fat, he was just",13
|
||||
.byte "big boned! Poor pig-man.",0
|
||||
|
||||
|
||||
|
||||
;===============
|
||||
; buy
|
||||
;===============
|
||||
|
||||
; + buy kerrek a cold one (in the Kerrek's domain while he's still alive)
|
||||
; (Warning: This speeds the Kerrek up, so be careful.)
|
||||
kerrek_buy_cold_one_message:
|
||||
.byte "The kerrek is a teetotaller",13
|
||||
.byte "and is offended by your",13
|
||||
.byte "offer. You've really",13
|
||||
.byte "cheesed him off now.",0
|
||||
|
||||
; + make friends with kerrek
|
||||
kerrek_make_friends_message:
|
||||
.byte "Look, it didn't work for",13
|
||||
.byte "Strongbad and it's not",13
|
||||
.byte "gonna work for you either.",0
|
||||
|
||||
; + load / save (while he's still alive)
|
||||
kerrek_load_save_message:
|
||||
.byte "You can't be fumbling with",13
|
||||
.byte "a floppy while the Kerrek",13
|
||||
.byte "is bearing down on you.",0
|
||||
|
||||
|
||||
; + talk kerrek (while he is alive)
|
||||
kerrek_talk_message:
|
||||
.byte 34,"Me llamo Julio,",34," you",13
|
||||
.byte "begin... It seems only to",13
|
||||
.byte "further anger the already",13
|
||||
|
@ -166,7 +166,7 @@ gary_talk_message:
|
||||
; Kerrek Tracks 1/2 (top or bottom footprints?)
|
||||
;================================================
|
||||
|
||||
.include "kerrek.inc"
|
||||
.include "kerrek.inc.lookup"
|
||||
|
||||
;=========================
|
||||
; Old Well / Wishing Well
|
||||
|
@ -259,6 +259,8 @@ archery_give_trinket_again_message:
|
||||
.byte "humiliate yourself at the",13
|
||||
.byte "range.",0
|
||||
|
||||
; launches into game...
|
||||
|
||||
; play game, after trinket
|
||||
archery_play_game_message:
|
||||
.byte 34,"Haldo again!",34," say the",13
|
||||
|
@ -226,7 +226,7 @@ ned_tree_talk_tree_message:
|
||||
; Kerrek Tracks 1/2 (top or bottom footprints?)
|
||||
;===============================================
|
||||
|
||||
.include "kerrek.inc"
|
||||
.include "kerrek.inc.lookup"
|
||||
|
||||
;===========================
|
||||
; Outside Baby Lady Cottage
|
||||
|
@ -61,6 +61,9 @@ PEASANT_YADD = $6B
|
||||
LEVEL_OVER = $6C
|
||||
NEW_LOCATION = $FF
|
||||
NEW_FROM_DISK = $01
|
||||
KERREK_SPEED = $6D
|
||||
KERREK_DIRECTION= $6E ; 0 = left, 1=right
|
||||
|
||||
|
||||
SPEECH_PTRL = $70
|
||||
SPEECH_PTRH = $71
|
||||
@ -99,10 +102,12 @@ MB_ADDR_H = $88
|
||||
DONE_PLAYING = $89
|
||||
DONE_SONG = $8A
|
||||
APPLEII_MODEL = $8B
|
||||
|
||||
ESC_PRESSED = $8C
|
||||
PREVIOUS_LOCATION= $8D
|
||||
|
||||
|
||||
|
||||
;=======================
|
||||
; savegame state
|
||||
;=======================
|
||||
@ -158,6 +163,9 @@ KERREK_STATE = $9C
|
||||
KERREK_DEAD = $01
|
||||
KERREK_DECOMPOSING = $02
|
||||
KERREK_SKELETON = $03
|
||||
KERREK_ROW1 = $40
|
||||
KERREK_ONSCREEN = $80
|
||||
|
||||
ARROW_SCORE = $9D ; bottom=score, top=random num needed 3-5?
|
||||
ARROW_DONE = $80
|
||||
|
||||
@ -192,7 +200,10 @@ INVENTORY_3 = $A2
|
||||
INVENTORY_1_GONE = $A3 ; had item, but now it's gone
|
||||
INVENTORY_2_GONE = $A4
|
||||
INVENTORY_3_GONE = $A5
|
||||
END_OF_SAVE = $A6
|
||||
KERREK_X = $A6 ; should be in save area, as we use
|
||||
KERREK_Y = $A7 ; for skeleton location
|
||||
|
||||
END_OF_SAVE = $A8
|
||||
|
||||
CURRENT_VERB = $B0 ; parser
|
||||
CURRENT_NOUN = $B1
|
||||
|
Loading…
Reference in New Issue
Block a user