peasant: update the nn cottage graphics

This commit is contained in:
Vince Weaver 2021-11-28 22:11:05 -05:00
parent c23087b057
commit aa4e1f9a7c
7 changed files with 96 additions and 10 deletions

View File

@ -45,12 +45,12 @@ inside_nn.hgr: inside_nn.png
###
priority_inside.inc: \
todo_priority.lzsa \
inside_nn_priority.lzsa \
hidden_glen_priority.lzsa \
inside_cottage_priority.lzsa
echo "hidden_glen_priority_lzsa: .incbin \"hidden_glen_priority.lzsa\"" > priority_inside.inc
echo "inside_cottage_priority_lzsa: .incbin \"inside_cottage_priority.lzsa\"" >> priority_inside.inc
echo "inside_nn_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_inside.inc
echo "inside_nn_priority_lzsa: .incbin \"inside_nn_priority.lzsa\"" >> priority_inside.inc
####
@ -62,11 +62,11 @@ inside_cottage_priority.gr: inside_cottage_priority.png
####
todo_priority.lzsa: todo_priority.gr
$(LZSA) -r -f2 todo_priority.gr todo_priority.lzsa
inside_nn_priority.lzsa: inside_nn_priority.gr
$(LZSA) -r -f2 inside_nn_priority.gr inside_nn_priority.lzsa
todo_priority.gr: todo_priority.png
$(PNG2GR) todo_priority.png todo_priority.gr
inside_nn_priority.gr: inside_nn_priority.png
$(PNG2GR) inside_nn_priority.png inside_nn_priority.gr
####
@ -80,6 +80,7 @@ hidden_glen_priority.gr: hidden_glen_priority.png
####
clean:
rm -f *~ graphics_inside.inc priority_inside.inc *.lzsa *.gr *.hgr

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.0 KiB

After

Width:  |  Height:  |  Size: 2.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 909 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 955 B

View File

@ -198,6 +198,45 @@ game_loop:
jsr kerrek_collision
; check if can enter ned cottage
lda MAP_LOCATION
cmp #LOCATION_OUTSIDE_NN
bne not_ned_cottage
; OK are are at the cottage, is the door open?
lda INVENTORY_1_GONE
and #INV1_BABY
beq not_ned_cottage
; at cottage, door open, check our co-ords
lda PEASANT_Y ; #$68
cmp #$67
bcc not_ned_cottage
cmp #$71
bcs not_ned_cottage
lda PEASANT_X ; 15 - 17
cmp #15
bcc not_ned_cottage
cmp #18
bcs not_ned_cottage
; we did it, we're entering Ned's cottage
lda #LOCATION_INSIDE_NN
jsr update_map_location
lda #11
sta PEASANT_X
lda #$90
sta PEASANT_Y
lda #PEASANT_DIR_UP
sta PEASANT_DIR
not_ned_cottage:
lda LEVEL_OVER
bmi oops_new_location
bne game_over

View File

@ -1,4 +1,4 @@
; SAVE1 -- After getting the pills
; SAVE1 -- After opening NN's cottage
.include "zp.inc"
@ -11,7 +11,7 @@
.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
.byte 0 ; MAP_X = $94
.byte 1 ; MAP_Y = $95
.byte LOCATION_OUTSIDE_LADY ; MAP_LOCATION = $96
.byte LOCATION_OUTSIDE_NN ; MAP_LOCATION = $96
.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN | LADY_GONE
; BABY_IN_WELL | BUCKET_DOWN_WELL
; GAME_STATE_0 = $97
@ -19,7 +19,7 @@
; RAINING
; FISH_FED | IN_HAY_BALE | NIGHT | POT_ON_HEAD | WEARING_ROBE
; GAME_STATE_1 = $98
.byte TALKED_TO_KNIGHT
.byte COTTAGE_ROCK_MOVED | TALKED_TO_KNIGHT | GOT_MUDDY_ALREADY
; ON_FIRE | COTTAGE_ROCK_MOVED | KNUCKLES_BLEED
; DRESSER_OPEN | COVERED_IN_MUD | GOT_MUDDY_ALREADY
; GAME_STATE_2 = $99
@ -36,7 +36,7 @@
; INVENTORY_2 = $A1
.byte INV3_SHIRT|INV3_MAP
; INVENTORY_3 = $A2
.byte INV1_ARROW| INV1_CHICKEN_FEED | INV1_PEBBLES
.byte INV1_ARROW| INV1_BABY | INV1_CHICKEN_FEED | INV1_PEBBLES
; INVENTORY_1_GONE = $A3
.byte INV2_RICHES | INV2_TRINKET
; INVENTORY_2_GONE_= $A4

View File

@ -0,0 +1,46 @@
; SAVE1 -- After opening NN's cottage
.include "zp.inc"
; want to load this to address $90
;
.byte LOAD_PEASANT4 ; WHICH_LOAD = $90
.byte 10 ; PEASANT_X = $91
.byte 100 ; PEASANT_Y = $92
.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
.byte 0 ; MAP_X = $94
.byte 1 ; MAP_Y = $95
.byte LOCATION_OUTSIDE_NN ; MAP_LOCATION = $96
.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN | LADY_GONE
; BABY_IN_WELL | BUCKET_DOWN_WELL
; GAME_STATE_0 = $97
.byte FISH_FED | PUDDLE_WET
; RAINING
; FISH_FED | IN_HAY_BALE | NIGHT | POT_ON_HEAD | WEARING_ROBE
; GAME_STATE_1 = $98
.byte COTTAGE_ROCK_MOVED | TALKED_TO_KNIGHT | GOT_MUDDY_ALREADY
; ON_FIRE | COTTAGE_ROCK_MOVED | KNUCKLES_BLEED
; DRESSER_OPEN | COVERED_IN_MUD | GOT_MUDDY_ALREADY
; GAME_STATE_2 = $99
.byte $00 ; NED_STATUS = $9A
.byte BUSH_1_SEARCHED | BUSH_2_SEARCHED | BUSH_3_SEARCHED | BUSH_4_SEARCHED
; BUSH_STATUS = $9B
.byte KERREK_ROW1 | KERREK_DECOMPOSING ; KERREK_STATE = $9C
.byte $00 ; ARROW_SCORE = $9D
.byte $00 ; SCORE_HUNDREDS= $9E
.byte $20 ; SCORE_TENSONES= $9F
.byte INV1_ARROW | INV1_BABY | INV1_KERREK_BELT | INV1_CHICKEN_FEED | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES | INV1_PILLS
; INVENTORY_1 = $A0
.byte INV2_RICHES| INV2_SODA | INV2_MEATBALL_SUB | INV2_TRINKET
; INVENTORY_2 = $A1
.byte INV3_SHIRT|INV3_MAP
; INVENTORY_3 = $A2
.byte INV1_ARROW| INV1_BABY | INV1_CHICKEN_FEED | INV1_PEBBLES
; INVENTORY_1_GONE = $A3
.byte INV2_RICHES | INV2_TRINKET
; INVENTORY_2_GONE_= $A4
.byte $00 ; INVENTORY_3_GONE = $A5
.byte 22 ; KERREK_X = $A6
.byte 76 ; KERREK_Y = $A7