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https://github.com/deater/dos33fsprogs.git
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peasant: update the nn cottage graphics
This commit is contained in:
@@ -45,12 +45,12 @@ inside_nn.hgr: inside_nn.png
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###
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###
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priority_inside.inc: \
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priority_inside.inc: \
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todo_priority.lzsa \
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inside_nn_priority.lzsa \
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hidden_glen_priority.lzsa \
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hidden_glen_priority.lzsa \
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inside_cottage_priority.lzsa
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inside_cottage_priority.lzsa
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echo "hidden_glen_priority_lzsa: .incbin \"hidden_glen_priority.lzsa\"" > priority_inside.inc
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echo "hidden_glen_priority_lzsa: .incbin \"hidden_glen_priority.lzsa\"" > priority_inside.inc
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echo "inside_cottage_priority_lzsa: .incbin \"inside_cottage_priority.lzsa\"" >> priority_inside.inc
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echo "inside_cottage_priority_lzsa: .incbin \"inside_cottage_priority.lzsa\"" >> priority_inside.inc
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echo "inside_nn_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_inside.inc
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echo "inside_nn_priority_lzsa: .incbin \"inside_nn_priority.lzsa\"" >> priority_inside.inc
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####
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####
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@@ -62,11 +62,11 @@ inside_cottage_priority.gr: inside_cottage_priority.png
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####
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####
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todo_priority.lzsa: todo_priority.gr
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inside_nn_priority.lzsa: inside_nn_priority.gr
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$(LZSA) -r -f2 todo_priority.gr todo_priority.lzsa
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$(LZSA) -r -f2 inside_nn_priority.gr inside_nn_priority.lzsa
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todo_priority.gr: todo_priority.png
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inside_nn_priority.gr: inside_nn_priority.png
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$(PNG2GR) todo_priority.png todo_priority.gr
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$(PNG2GR) inside_nn_priority.png inside_nn_priority.gr
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####
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####
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@@ -80,6 +80,7 @@ hidden_glen_priority.gr: hidden_glen_priority.png
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####
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####
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clean:
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clean:
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rm -f *~ graphics_inside.inc priority_inside.inc *.lzsa *.gr *.hgr
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rm -f *~ graphics_inside.inc priority_inside.inc *.lzsa *.gr *.hgr
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Binary file not shown.
Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 2.7 KiB |
BIN
games/peasant/graphics_inside/inside_nn_priority.png
Normal file
BIN
games/peasant/graphics_inside/inside_nn_priority.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 909 B |
Binary file not shown.
Before Width: | Height: | Size: 955 B |
@@ -198,6 +198,45 @@ game_loop:
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jsr kerrek_collision
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jsr kerrek_collision
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; check if can enter ned cottage
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lda MAP_LOCATION
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cmp #LOCATION_OUTSIDE_NN
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bne not_ned_cottage
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; OK are are at the cottage, is the door open?
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lda INVENTORY_1_GONE
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and #INV1_BABY
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beq not_ned_cottage
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; at cottage, door open, check our co-ords
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lda PEASANT_Y ; #$68
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cmp #$67
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bcc not_ned_cottage
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cmp #$71
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bcs not_ned_cottage
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lda PEASANT_X ; 15 - 17
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cmp #15
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bcc not_ned_cottage
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cmp #18
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bcs not_ned_cottage
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; we did it, we're entering Ned's cottage
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lda #LOCATION_INSIDE_NN
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jsr update_map_location
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lda #11
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sta PEASANT_X
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lda #$90
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sta PEASANT_Y
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lda #PEASANT_DIR_UP
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sta PEASANT_DIR
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not_ned_cottage:
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lda LEVEL_OVER
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lda LEVEL_OVER
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bmi oops_new_location
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bmi oops_new_location
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bne game_over
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bne game_over
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@@ -1,4 +1,4 @@
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; SAVE1 -- After getting the pills
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; SAVE1 -- After opening NN's cottage
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.include "zp.inc"
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.include "zp.inc"
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@@ -11,7 +11,7 @@
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.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
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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 0 ; MAP_X = $94
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.byte 1 ; MAP_Y = $95
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.byte 1 ; MAP_Y = $95
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.byte LOCATION_OUTSIDE_LADY ; MAP_LOCATION = $96
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.byte LOCATION_OUTSIDE_NN ; MAP_LOCATION = $96
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.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN | LADY_GONE
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.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN | LADY_GONE
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; BABY_IN_WELL | BUCKET_DOWN_WELL
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; BABY_IN_WELL | BUCKET_DOWN_WELL
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; GAME_STATE_0 = $97
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; GAME_STATE_0 = $97
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@@ -19,7 +19,7 @@
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; RAINING
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; RAINING
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; FISH_FED | IN_HAY_BALE | NIGHT | POT_ON_HEAD | WEARING_ROBE
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; FISH_FED | IN_HAY_BALE | NIGHT | POT_ON_HEAD | WEARING_ROBE
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; GAME_STATE_1 = $98
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; GAME_STATE_1 = $98
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.byte TALKED_TO_KNIGHT
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.byte COTTAGE_ROCK_MOVED | TALKED_TO_KNIGHT | GOT_MUDDY_ALREADY
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; ON_FIRE | COTTAGE_ROCK_MOVED | KNUCKLES_BLEED
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; ON_FIRE | COTTAGE_ROCK_MOVED | KNUCKLES_BLEED
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; DRESSER_OPEN | COVERED_IN_MUD | GOT_MUDDY_ALREADY
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; DRESSER_OPEN | COVERED_IN_MUD | GOT_MUDDY_ALREADY
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; GAME_STATE_2 = $99
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; GAME_STATE_2 = $99
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@@ -36,7 +36,7 @@
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; INVENTORY_2 = $A1
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; INVENTORY_2 = $A1
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.byte INV3_SHIRT|INV3_MAP
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.byte INV3_SHIRT|INV3_MAP
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; INVENTORY_3 = $A2
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; INVENTORY_3 = $A2
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.byte INV1_ARROW| INV1_CHICKEN_FEED | INV1_PEBBLES
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.byte INV1_ARROW| INV1_BABY | INV1_CHICKEN_FEED | INV1_PEBBLES
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; INVENTORY_1_GONE = $A3
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; INVENTORY_1_GONE = $A3
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.byte INV2_RICHES | INV2_TRINKET
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.byte INV2_RICHES | INV2_TRINKET
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; INVENTORY_2_GONE_= $A4
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; INVENTORY_2_GONE_= $A4
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46
games/peasant/saves/save1_18_nn_cottage.s
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46
games/peasant/saves/save1_18_nn_cottage.s
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@@ -0,0 +1,46 @@
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; SAVE1 -- After opening NN's cottage
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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_PEASANT4 ; 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_OUTSIDE_NN ; MAP_LOCATION = $96
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.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN | LADY_GONE
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; BABY_IN_WELL | BUCKET_DOWN_WELL
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; GAME_STATE_0 = $97
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.byte FISH_FED | PUDDLE_WET
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; RAINING
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; FISH_FED | IN_HAY_BALE | NIGHT | POT_ON_HEAD | WEARING_ROBE
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; GAME_STATE_1 = $98
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.byte COTTAGE_ROCK_MOVED | TALKED_TO_KNIGHT | GOT_MUDDY_ALREADY
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; ON_FIRE | COTTAGE_ROCK_MOVED | KNUCKLES_BLEED
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; DRESSER_OPEN | COVERED_IN_MUD | GOT_MUDDY_ALREADY
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; GAME_STATE_2 = $99
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.byte $00 ; NED_STATUS = $9A
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.byte BUSH_1_SEARCHED | BUSH_2_SEARCHED | BUSH_3_SEARCHED | BUSH_4_SEARCHED
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; BUSH_STATUS = $9B
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.byte KERREK_ROW1 | KERREK_DECOMPOSING ; 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_ARROW | INV1_BABY | INV1_KERREK_BELT | INV1_CHICKEN_FEED | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES | INV1_PILLS
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; INVENTORY_1 = $A0
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.byte INV2_RICHES| INV2_SODA | INV2_MEATBALL_SUB | INV2_TRINKET
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; 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_ARROW| INV1_BABY | INV1_CHICKEN_FEED | INV1_PEBBLES
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; INVENTORY_1_GONE = $A3
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.byte INV2_RICHES | INV2_TRINKET
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; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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.byte 22 ; KERREK_X = $A6
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.byte 76 ; KERREK_Y = $A7
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