peasant: fix issue where kerrek could get you even if dead

This commit is contained in:
Vince Weaver 2021-11-27 15:14:14 -05:00
parent b62f231868
commit ae5861e04c
5 changed files with 52 additions and 5 deletions

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@ -1,5 +1,7 @@
TODO:
LOOKing at things in inventory
update knight for kerrek belt
kerrek decay

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@ -91,7 +91,7 @@ kerrek_collision:
; first, only if kerrek out
lda #KERREK_STATE
lda KERREK_STATE
bpl kerrek_no_collision

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@ -5,13 +5,13 @@
; want to load this to address $90
;
.byte LOAD_PEASANT1 ; WHICH_LOAD = $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_KERREK_1 ; MAP_LOCATION = $96
.byte LOCATION_OUTSIDE_LADY ; MAP_LOCATION = $96
.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN
; BABY_IN_WELL | BUCKET_DOWN_WELL
;LADY_GONE
@ -32,7 +32,7 @@
.byte $20 ; SCORE_TENSONES= $9F
.byte INV1_ARROW | INV1_KERREK_BELT | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES
; INVENTORY_1 = $A0
.byte INV2_TRINKET ; INVENTORY_2 = $A1
.byte INV2_RICHES|INV2_TRINKET ; INVENTORY_2 = $A1
.byte INV3_SHIRT|INV3_MAP
; INVENTORY_3 = $A2
.byte INV1_ARROW|INV1_PEBBLES

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@ -0,0 +1,45 @@
; SAVE1 -- ??
.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_LADY ; MAP_LOCATION = $96
.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN
; BABY_IN_WELL | BUCKET_DOWN_WELL
;LADY_GONE
; GAME_STATE_0 = $97
.byte PUDDLE_WET|RAINING
; FISH_FED | IN_HAY_BALE | NIGHT | POT_ON_HEAD | WEARING_ROBE
; GAME_STATE_1 = $98
.byte TALKED_TO_KNIGHT
; 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_KERREK_BELT | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES
; INVENTORY_1 = $A0
.byte INV2_RICHES|INV2_TRINKET ; INVENTORY_2 = $A1
.byte INV3_SHIRT|INV3_MAP
; INVENTORY_3 = $A2
.byte INV1_ARROW|INV1_PEBBLES
; INVENTORY_1_GONE = $A3
.byte INV2_TRINKET
; INVENTORY_2_GONE_= $A4
.byte $00 ; INVENTORY_3_GONE = $A5
.byte 22 ; KERREK_X = $A6
.byte 76 ; KERREK_Y = $A7

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@ -140,7 +140,7 @@ jhonka_get_club_message:
.byte "Now there's a surefire way",13
.byte "to get yourself killed.",0
; + get riches (before jumping in hay)
; + get riches (before jumping in hay, also even after taking them)
jhonka_get_riches_no_hay_message:
.byte "The Jhonka will see you!",13
.byte "And rip out your jugular",13