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peasant: fix issue where kerrek could get you even if dead
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@ -1,5 +1,7 @@
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TODO:
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LOOKing at things in inventory
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update knight for kerrek belt
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kerrek decay
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@ -91,7 +91,7 @@ kerrek_collision:
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; first, only if kerrek out
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lda #KERREK_STATE
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lda KERREK_STATE
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bpl kerrek_no_collision
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@ -5,13 +5,13 @@
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; want to load this to address $90
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;
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.byte LOAD_PEASANT1 ; WHICH_LOAD = $90
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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_KERREK_1 ; MAP_LOCATION = $96
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.byte LOCATION_OUTSIDE_LADY ; MAP_LOCATION = $96
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.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN
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; BABY_IN_WELL | BUCKET_DOWN_WELL
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;LADY_GONE
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@ -32,7 +32,7 @@
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.byte $20 ; SCORE_TENSONES= $9F
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.byte INV1_ARROW | INV1_KERREK_BELT | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES
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; INVENTORY_1 = $A0
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.byte INV2_TRINKET ; INVENTORY_2 = $A1
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.byte INV2_RICHES|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_ARROW|INV1_PEBBLES
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45
games/peasant/saves/save1_11_riches.s
Normal file
45
games/peasant/saves/save1_11_riches.s
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@ -0,0 +1,45 @@
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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_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_LADY ; MAP_LOCATION = $96
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.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN
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; BABY_IN_WELL | BUCKET_DOWN_WELL
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;LADY_GONE
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; GAME_STATE_0 = $97
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.byte PUDDLE_WET|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 TALKED_TO_KNIGHT
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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_KERREK_BELT | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES
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; INVENTORY_1 = $A0
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.byte INV2_RICHES|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_ARROW|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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.byte 22 ; KERREK_X = $A6
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.byte 76 ; KERREK_Y = $A7
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@ -140,7 +140,7 @@ jhonka_get_club_message:
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.byte "Now there's a surefire way",13
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.byte "to get yourself killed.",0
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; + get riches (before jumping in hay)
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; + get riches (before jumping in hay, also even after taking them)
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jhonka_get_riches_no_hay_message:
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.byte "The Jhonka will see you!",13
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.byte "And rip out your jugular",13
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