peasant: hook up a lot mroe dialog

This commit is contained in:
Vince Weaver 2021-10-24 22:13:58 -04:00
parent d1e12097e6
commit b171eb446f
13 changed files with 820 additions and 756 deletions

View File

@ -415,6 +415,7 @@ parse_input.inc: generate_common parse_input
./generate_common -a 0xee00 -s parse_common_unknown parse_input.lst >> parse_input.inc
./generate_common -a 0xee00 -s parse_common_look parse_input.lst >> parse_input.inc
./generate_common -a 0xee00 -s parse_common_get parse_input.lst >> parse_input.inc
./generate_common -a 0xee00 -s parse_common_climb parse_input.lst >> parse_input.inc
###

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@ -1,5 +1,8 @@
TODO:
make text every 9th row so descenders don't interfere?
Would throw out option of using part of page2 as more RAM
optimizations:
+ always load CURERENT_NOUN into A before calling into parsing
routines

View File

@ -813,7 +813,7 @@ noun_lookup:
.byte "BONE",NOUN_BONE|$80
.byte "BOW",NOUN_BOW|$80
.byte "BROOM",NOUN_BROOM|$80
.byte "BUSHES",NOUN_BUSHES|$80
.byte "BUSH",NOUN_BUSH|$80
.byte "CANDLE",NOUN_CANDLE|$80
.byte "CAVE",NOUN_CAVE|$80
.byte "CHAIR",NOUN_CHAIR|$80
@ -904,6 +904,8 @@ noun_lookup:
.byte "PUDDLE",NOUN_PUDDLE|$80
.byte "MENDELEV",NOUN_MENDELEV|$80
.byte "BLEED",NOUN_BLEED|$80
.byte "BUCKET",NOUN_BUCKET|$80
.byte "WISH",NOUN_WISH|$80
.byte $00

View File

@ -327,10 +327,26 @@ wear_mask:
;=======================
wishing_well_verb_table:
.byte VERB_CLIMB
.word well_climb-1
.byte VERB_GET
.word well_get-1
.byte VERB_LOOK
.word well_look-1
.byte VERB_MAKE
.word well_make-1
.byte VERB_PUT
.word well_put-1
.byte VERB_STEAL
.word well_get-1
.byte VERB_TAKE
.word well_get-1
.byte VERB_TALK
.word well_talk-1
.byte VERB_THROW
.word well_throw-1
.byte VERB_TURN
.word well_turn-1
.byte 0
@ -350,6 +366,8 @@ well_look:
beq well_look_at_tree
cmp #NOUN_CRANK
beq well_look_at_crank
cmp #NOUN_BUCKET
beq well_look_at_bucket
cmp #NOUN_NONE
beq well_look_at
@ -363,6 +381,10 @@ well_look_at:
well_look_at_well:
ldx #<well_look_at_well_message
ldy #>well_look_at_well_message
jsr partial_message_step
ldx #<well_look_at_well_message2
ldy #>well_look_at_well_message2
jmp finish_parse_message
well_look_at_crank:
@ -380,6 +402,72 @@ well_look_at_tree:
ldy #>well_look_at_tree_message
jmp finish_parse_message
well_look_at_bucket:
ldx #<well_look_at_bucket_message
ldy #>well_look_at_bucket_message
jmp finish_parse_message
;================
; make
;================
well_make:
lda CURRENT_NOUN
cmp #NOUN_WISH
beq well_make_wish
jmp parse_common_unknown
well_make_wish:
ldx #<well_make_wish_message
ldy #>well_make_wish_message
jmp finish_parse_message
;================
; climb
;================
well_climb:
lda CURRENT_NOUN
cmp #NOUN_BUCKET
beq well_climb_bucket
cmp #NOUN_WELL
beq well_climb_well
cmp #NOUN_IN_WELL
beq well_climb_well
jmp parse_common_climb
well_climb_bucket:
ldx #<well_climb_bucket_message
ldy #>well_climb_bucket_message
jmp finish_parse_message
well_climb_well:
ldx #<well_climb_well_message
ldy #>well_climb_well_message
jmp finish_parse_message
;================
; get
;================
well_get:
lda CURRENT_NOUN
cmp #NOUN_BUCKET
beq well_get_bucket
jmp parse_common_get
well_get_bucket:
ldx #<well_get_bucket_message
ldy #>well_get_bucket_message
jmp finish_parse_message
;================
; talk
;================
@ -398,6 +486,66 @@ well_talk_well:
jmp finish_parse_message
;================
; throw
;================
well_throw:
lda CURRENT_NOUN
cmp #NOUN_BABY
beq well_throw_baby
jmp parse_common_unknown
well_throw_baby:
ldx #<well_throw_baby_message
ldy #>well_throw_baby_message
jmp finish_parse_message
;================
; turn
;================
well_turn:
lda CURRENT_NOUN
cmp #NOUN_CRANK
beq well_turn_crank
jmp parse_common_unknown
well_turn_crank:
ldx #<well_turn_crank_message
ldy #>well_turn_crank_message
jmp finish_parse_message
;================
; put
;================
; FIXME: need to find object here
; put baby (where)?
; put pebbles (in well, in bucket?)
well_put:
lda CURRENT_NOUN
cmp #NOUN_BABY
beq well_throw_baby
bne well_put_anything_else
; do we need to check for bucket at end?
well_put_anything_else:
ldx #<well_put_anything_message
ldy #>well_put_anything_message
jmp finish_parse_message
;=======================
;=======================
;=======================

View File

@ -244,17 +244,17 @@ map_priority_hi:
.byte >inn_priority_lzsa ; 14 -- inn
verb_tables_low:
.byte <inn_verb_table ; 10 -- jhonka
.byte <inn_verb_table ; 11 -- cottage
.byte <inn_verb_table ; 12 -- lake west
.byte <inn_verb_table ; 13 -- lake east
.byte <jhonka_cave_verb_table ; 10 -- jhonka
.byte <cottage_verb_table ; 11 -- cottage
.byte <lake_west_verb_table ; 12 -- lake west
.byte <lake_east_verb_table ; 13 -- lake east
.byte <inn_verb_table ; 14 -- inn
verb_tables_hi:
.byte >inn_verb_table ; 10 -- jhonka
.byte >inn_verb_table ; 11 -- cottage
.byte >inn_verb_table ; 12 -- lake west
.byte >inn_verb_table ; 13 -- lake east
.byte >jhonka_cave_verb_table ; 10 -- jhonka
.byte >cottage_verb_table ; 11 -- cottage
.byte >lake_west_verb_table ; 12 -- lake west
.byte >lake_east_verb_table ; 13 -- lake east
.byte >inn_verb_table ; 14 -- inn

File diff suppressed because it is too large Load Diff

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@ -251,16 +251,16 @@ map_priority_hi:
verb_tables_low:
.byte <ned_cottage_verb_table ; 15 -- empty hut
.byte <crooked_tree_verb_table ; 16 -- ned
.byte <ned_verb_table ; 16 -- ned
.byte <kerrek_verb_table ; 17 -- bottom footprints
.byte <crooked_tree_verb_table ; 18 -- cottage lady
.byte <lady_cottage_verb_table ; 18 -- cottage lady
.byte <crooked_tree_verb_table ; 19 -- crooked tree
verb_tables_hi:
.byte >ned_cottage_verb_table ; 15 -- empty hut
.byte >crooked_tree_verb_table ; 16 -- ned
.byte >ned_verb_table ; 16 -- ned
.byte >kerrek_verb_table ; 17 -- bottom footprints
.byte >crooked_tree_verb_table ; 18 -- cottage lady
.byte >lady_cottage_verb_table ; 18 -- cottage lady
.byte >crooked_tree_verb_table ; 19 -- crooked tree

View File

@ -9,6 +9,8 @@
;=======================
ned_cottage_verb_table:
.byte VERB_BREAK
.word ned_cottage_break-1
.byte VERB_CLIMB
.word ned_cottage_climb-1
.byte VERB_DEPLOY
@ -19,6 +21,8 @@ ned_cottage_verb_table:
.word ned_cottage_get-1
.byte VERB_JUMP
.word ned_cottage_jump-1
.byte VERB_KICK
.word ned_cottage_kick-1
.byte VERB_KNOCK
.word ned_cottage_knock-1
.byte VERB_LOOK
@ -27,6 +31,12 @@ ned_cottage_verb_table:
.word ned_cottage_move-1
.byte VERB_OPEN
.word ned_cottage_open-1
.byte VERB_PUSH
.word ned_cottage_push-1
.byte VERB_PULL
.word ned_cottage_pull-1
.byte VERB_PUNCH
.word ned_cottage_punch-1
.byte VERB_USE
.word ned_cottage_use-1
.byte 0
@ -232,88 +242,81 @@ ned_cottage_look_at_hole:
jmp finish_parse_message
.if 0
;=======================
;=======================
;=======================
; Puddle
; Ned Tree
;=======================
;=======================
;=======================
puddle_verb_table:
.byte VERB_GET
.word puddle_get-1
.byte VERB_TAKE
.word puddle_take-1
.byte VERB_STEAL
.word puddle_steal-1
ned_verb_table:
.byte VERB_CLIMB
.word ned_tree_climb-1
.byte VERB_LOOK
.word puddle_look-1
.word ned_tree_look-1
.byte VERB_TALK
.word ned_tree_talk-1
.byte 0
;================
; get
; climb
;================
puddle_get:
puddle_steal:
puddle_take:
ned_tree_climb:
lda CURRENT_NOUN
cmp #NOUN_ROCK
beq puddle_get_rock
cmp #NOUN_STONE
beq puddle_get_rock
cmp #NOUN_TREE
beq ned_tree_climb_tree
jmp parse_common_unknown
; else "probably wish" message
ned_tree_climb_tree:
ldx #<ned_tree_climb_tree_message
ldy #>ned_tree_climb_tree_message
jmp finish_parse_message
jmp parse_common_get
;================
; talk
;================
ned_tree_talk:
lda CURRENT_NOUN
puddle_get_rock:
ldx #<puddle_get_rock_message
ldy #>puddle_get_rock_message
cmp #NOUN_TREE
beq ned_tree_talk_tree
jmp parse_common_talk
ned_tree_talk_tree:
ldx #<ned_tree_talk_tree_message
ldy #>ned_tree_talk_tree_message
jmp finish_parse_message
;=================
; look
;=================
puddle_look:
ned_tree_look:
lda CURRENT_NOUN
cmp #NOUN_ROCK
beq puddle_look_at_rock
cmp #NOUN_STONE
beq puddle_look_at_rock
cmp #NOUN_MUD
beq puddle_look_at_mud
cmp #NOUN_PUDDLE
beq puddle_look_at_mud
cmp #NOUN_TREE
beq ned_tree_look_at_tree
cmp #NOUN_NONE
beq puddle_look_at
beq ned_tree_look_at
jmp parse_common_look
puddle_look_at:
ldx #<puddle_look_at_message
ldy #>puddle_look_at_message
ned_tree_look_at:
ldx #<ned_tree_look_at_message
ldy #>ned_tree_look_at_message
jmp finish_parse_message
puddle_look_at_mud:
ldx #<puddle_look_mud_message
ldy #>puddle_look_mud_message
ned_tree_look_at_tree:
ldx #<ned_tree_look_at_tree_message
ldy #>ned_tree_look_at_tree_message
jmp finish_parse_message
puddle_look_at_rock:
ldx #<puddle_get_rock_message
ldy #>puddle_get_rock_message
jmp finish_parse_message
.endif
;=======================
;=======================
@ -325,115 +328,66 @@ puddle_look_at_rock:
.include "kerrek_actions.s"
.if 0
;=======================
;=======================
;=======================
; River and Stone
; Baby Lady Cottage
;=======================
;=======================
;=======================
river_stone_verb_table:
.byte VERB_GET
.word river_stone_get-1
.byte VERB_LOOK
.word river_stone_look-1
.byte VERB_STEAL
.word river_stone_steal-1
.byte VERB_SWIM
.word river_stone_swim-1
.byte VERB_TAKE
.word river_stone_take-1
lady_cottage_verb_table:
.byte VERB_LOOK
.word lady_cottage_look-1
.byte 0
;================
; get
;================
river_stone_steal:
river_stone_take:
river_stone_get:
lda CURRENT_NOUN
cmp #NOUN_ROCK
beq river_get_rock
cmp #NOUN_STONE
beq river_get_rock
; else "probably wish" message
jmp parse_common_get
river_get_rock:
ldx #<river_get_rock_message
ldy #>river_get_rock_message
jmp finish_parse_message
;=================
; look
;=================
river_stone_look:
lady_cottage_look:
lda CURRENT_NOUN
cmp #NOUN_ROCK
beq river_look_at_rock
cmp #NOUN_STONE
beq river_look_at_rock
cmp #NOUN_WATER
beq river_look_at_water
cmp #NOUN_RIVER
beq river_look_at_water
cmp #NOUN_BERRIES
beq lady_cottage_look_at_berries
cmp #NOUN_BUSH
beq lady_cottage_look_at_bushes
cmp #NOUN_COTTAGE
beq lady_cottage_look_at_cottage
cmp #NOUN_DOOR
beq lady_cottage_look_at_door
cmp #NOUN_NONE
beq river_look_at
beq lady_cottage_look_at
jmp parse_common_look
river_look_at:
ldx #<river_look_message
ldy #>river_look_message
lady_cottage_look_at:
ldx #<lady_cottage_look_at_message
ldy #>lady_cottage_look_at_message
jmp finish_parse_message
river_look_at_rock:
ldx #<river_look_at_rock_message
ldy #>river_look_at_rock_message
lady_cottage_look_at_cottage:
ldx #<lady_cottage_look_at_cottage_message
ldy #>lady_cottage_look_at_cottage_message
jmp finish_parse_message
river_look_at_water:
ldx #<river_look_at_water_message
ldy #>river_look_at_water_message
lady_cottage_look_at_door:
ldx #<lady_cottage_look_at_door_message
ldy #>lady_cottage_look_at_door_message
jmp finish_parse_message
;===================
; swim
;===================
river_stone_swim:
lda CURRENT_NOUN
cmp #NOUN_WATER
beq river_swim
cmp #NOUN_RIVER
beq river_swim
cmp #NOUN_ROCK
beq river_swim
cmp #NOUN_STONE
beq river_swim
jmp parse_common_unknown
river_swim:
ldx #<river_swim_message
ldy #>river_swim_message
lady_cottage_look_at_berries:
ldx #<lady_cottage_look_at_berries_message
ldy #>lady_cottage_look_at_berries_message
jmp finish_parse_message
.endif
lady_cottage_look_at_bushes:
ldx #<lady_cottage_look_at_bushes_message
ldy #>lady_cottage_look_at_bushes_message
jmp finish_parse_message
;=======================
;=======================

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@ -28,7 +28,16 @@ Text
How to fit? Lookup for common word distribution?
Using high-bit terminated strings rather than nul in some cases
think original auto-wraps text, do it manually
VERB/NOUN parsing is more or less good enough
could use object "PUT BABY IN WELL"
a few places. cheat?
Have to distinguish LOOK AT WELL/LOOK IN WELL
how many verbs/nouns?
Ram-map
Music

View File

@ -154,11 +154,27 @@ gary_talk_message:
; + look
well_look_at_message:
.byte "There's a really generic well here. Oh, and apparently it's autumn on this screen.",0
.byte "There's a really generic",13
.byte "well here. Oh, and",13
.byte "apparently it's autumn on",13
.byte "this screen.",0
; + look well
well_look_at_well_message:
.byte "Pretty average. You're not a big well person. You're more into bridges. It does have a cute little bucket though. Your dad liked buckets. Oh, and there's a metal crank too. Meemaw loved cranks.",0
.byte "Pretty average. You're not",13
.byte "a big well person. You're",13
.byte "more into bridges. It does",13
.byte "have a cute little bucket",13
.byte "though. Your dad liked",13
.byte "buckets. Oh, and there's a",13
.byte "metal crank too. Meemaw",13
.byte "loved cranks.",0
; if not gotten mask
well_look_at_well_message2:
.byte "You can just make out",13
.byte "something floating in the",13
.byte "water down there.",0
; + look crank (before putting pebbles in the bucket)
well_look_at_crank_message:
@ -167,13 +183,29 @@ well_look_at_crank_message:
; + look crank (after putting pebbles in the bucket)
.byte "That is a bonafide crank. It seems to work now.",0
; + look in well
; + look in well (after mask)
well_look_in_well_message2:
.byte "It's dark and welly in",13
.byte "there. Smell like stank",13
.byte "too.",0
; + look in well (before mask)
well_look_in_well_message:
.byte "It's dark and welly in there. Smell like stank too.",0
.byte "It's dark and welly in",13
.byte "there. Smell like stank",13
.byte "too. You can just make out",13
.byte "something floating in the",13
.byte "water down there.",0
; + look tree
well_look_at_tree_message:
.byte "That's one orange tree alright.",0
.byte "That's one orange tree",13
.byte "alright.",0
; + look bucket (NOT IN WIKI?)
well_look_at_bucket_message:
.byte "An empty wooden bucket",13
.byte "hangs on a rope in the well.",0
; +2 POINTS
; + put pebbles in bucket
@ -183,7 +215,10 @@ well_look_at_tree_message:
.byte "You can't reach from there.",0
; + turn crank (before pebbles, close)
.byte "It won't budge. Maybe if there was something heavy in that bucket...",0
well_turn_crank_message:
.byte "It won't budge. Maybe if",13
.byte "there was something heavy",13
.byte "in that bucket...",0
; + turn crank (pebbles)
.byte "The crank seems to have loosened and you haul the bucket back up. What's this? Why there's a monster maskus in there! No doubt leftover from some pagan ritual. Silly pagans.",0
@ -211,28 +246,42 @@ well_look_at_tree_message:
.byte "What do you propose to do with them? Discuss.",0
; + make wish
.byte "This isn't that kind of well. This is a plaguewater well.",0
well_make_wish_message:
.byte "This isn't that kind of",13
.byte "well. This is a plaguewater",13
.byte "well.",0
; + deploy/drop/use baby
; + deploy/drop/use baby (if you have it)
.byte "Like where?",0
; + climb in bucket
well_climb_bucket_message:
.byte "Your butt is too big.",0
; + climb in well
.byte "No go. Your insurance doesn't cover that.",0
; + climb in well/well
well_climb_well_message:
.byte "No go. Your insurance",13
.byte "doesn't cover that.",0
; + get/take/steal bucket
.byte "You can't, it's tied to a rope and you're terrible with knots.",0
well_get_bucket_message:
.byte "You can't, it's tied to a",13
.byte "rope and you're terrible",13
.byte "with knots.",0
; + throw baby
; + throw baby (if you have it)
.byte "Throw it where?",0
; + put baby
; + put baby (if you have it)
.byte "Where you wanna toss em?",0
; + throw baby
; + put baby in bucket/well (before baby/after baby)
.byte "Hmmmm... A baby, eh? You check your sundial. Babies-R-Us is probably closed by now.",0
well_throw_baby_message:
.byte "Hmmmm... A baby, eh? You",13
.byte "check your sundial.",13
.byte "Babies-R-Us is probably",13
.byte "closed by now.",0
; + put baby in bucket (too far)
.byte "You're not that keen a shot. Try standing a little closer.",0
@ -241,7 +290,9 @@ well_look_at_tree_message:
.byte "Li'l tyke seems to enjoy the ride, but -- thin or not -- we've got a plot to advance here.",0
; + put (anything else) in bucket
.byte "That's not heavy enough to weigh down the bucket.",0
well_put_anything_message:
.byte "That's not heavy enough to",13
.byte "weigh down the bucket.",0
; + put baby in well
.byte "Jeez man! At least put the poor little guy in the bucket! Give him a fighting chance!",0
@ -259,11 +310,15 @@ well_look_at_tree_message:
.byte "Then it'd be tough to get them back. You never go ANYWHERE without your rocks",0
; + put pebbles/rocks in well (don't have them/already mask)
.byte "Riiight, right. Which ones?",0
.byte "Riiight, right. Which",13
.byte "ones?",0
; + talk well
well_talk_message:
.byte "You yell into the well and enjoy the echo. Keep in mind there are no stereos yet.",0
.byte "You yell into the well and",13
.byte "enjoy the echo. Keep in",13
.byte "mind there are no stereos",13
.byte "yet.",0
;=============

View File

@ -6,6 +6,7 @@
.byte "Just answer him, yes or no, you fool!",0
; + look
jhonka_look_at_message:
.byte "There's a little cave with",13
.byte "a little door with a little",13
.byte "note on it.",0
@ -20,10 +21,12 @@
.byte "Turkey leg or no, it looks like the Jhonka's been gnawing on it.",0
; + look cave
jhonka_look_at_cave_message:
.byte "Just a little cave. Calm",13
.byte "down.",0
; + look fence (need to be standing near it?)
; + look fence
jhonka_look_at_fence_message:
.byte "A standard peasant fence.",13
.byte "Trogdor makes milk's meat",13
.byte "outta these things.",0
@ -31,7 +34,8 @@
; + look jhonka (when he's outside)
.byte "The Jhonka is gray and grody. He's got a cromagnon forehead and jaw with a pair of wicked incisors. He sports an old loin-cheese cloth and carries either a big club or one of those roasted turkey legs you got at the Ren Fest.",0
; + read note (before killing Kerrek) [ will walk to it if far away]
; + look/read note (before killing Kerrek) [ will walk to it if far away]
jhonka_read_note_message:
.byte "It says ",34,"scared of kerrek.",13
.byte "go way. -j",34,0
@ -69,22 +73,27 @@
.byte "Club or turkey leg, the jhonka sure just beat you senseless with whatever he was holding. You dead. Thanks for playing!",0
; + open door [ will walk you there]
jhonka_open_door_message:
.byte "It's locked. With one o'",13
.byte "them SCHLAGE deadbolts,",13
.byte "too. Those things are hard",13
.byte "core.",0
; + knock (while he's inside) [ will walk over]
jhonka_knock_message1:
.byte "A gravelly voice inside",13
.byte "yells, 'JUST US CHICKENS'",0
; or
.byte "A gravelly voice inside",13
.byte "yells, 'NO FOR RENT'",0
; or
.byte "A gravelly voice inside",13
.byte "yells, 'I GIVE LAST YEAR!'",0
; or
.byte "A gravelly voice inside",13
.byte "yells, 'GAVE AT OFFICE'",0
; or:
.byte "A gravelly voice inside",13
.byte "yells, 'GO WAY!'",0
; + kill jhonka (outside)
@ -94,9 +103,10 @@
.byte "Now there's a surefire way to get yourself killed.",0
; + get note
jhonka_get_note_message:
.byte "It's been magically sealed",13
.byte "to the door with a",13
.byte " wondrously whimsical spell.",0
.byte "wondrously whimsical spell.",0
; + give riches (before jumping in hay)
.byte "The Jhonka will see you! And rip out your jugular with his teeth or something equally horrible.",0
@ -104,11 +114,18 @@
; + talk jhonka (while inside the hay)
.byte "Not now! You'll blow your cover!",0
; + climb/jump fence
jhonka_climb_fence_message:
.byte "No, you have business to",13
.byte "attend to here in",13
.byte "Peasantry.",0
;=========================
; Your Burninated Cottage
;=========================
; + look [WIKI IS WRONG]
cottage_look_at_message:
.byte "The remains of your",13
.byte "thatched-roof cottage lie",13
.byte "burninated before you. You",13
@ -116,21 +133,25 @@
.byte "Trogdor.",0
; + look cottage
cottage_look_at_cottage_message:
.byte "All your baubles and",13
.byte "trinkets, your flasks and",13
.byte "scrolls, your goblets and",13
.byte "staffs! BURNINATED!!",0
; (And then, if you haven't taken the map yet:)
cottage_look_at_cottage_message_map:
.byte "Looks like there's a piece",13
.byte "of unburninated paper on",13
.byte "the ground.",0
; + look ground
; + look paper
cottage_look_at_map_message:
.byte "Hey, it's your old",13
.byte "fireproof map to Peasantry.",0
; + get map
; + get/take/steal map/paper
cottage_get_map_message:
.byte "You tuck it nice-like into",13
.byte "your short, short pants.",13
.byte "Type MAP at nearly any time",13
@ -145,16 +166,19 @@
;==================
; + look
lake_west_look_at_message:
.byte "There's definitely half a",13
.byte "lake here with a sandy",13
.byte "shore.",0
; + look lake/water
lake_west_look_at_lake_message:
.byte "It extends onto the next",13
.byte "screen and has a sandy",13
.byte "shore.",0
; + look sand NOT IN WIKI
lake_west_look_at_sand_message:
.byte "There's a bunch of fairly",13
.byte "substantial pebbles in the",13
.byte "sand.",0
@ -163,19 +187,23 @@
.byte "Remember those pebbles on the beach? Man, those were good times.",0
; + look bush
lake_west_look_at_bush_message:
.byte "Don't worry about that",13
.byte "bush. Yeah, there's red",13
.byte "berries on it but never you",13
.byte "mind.",0
; + look berries
lake_west_look_at_berries_message:
.byte "Shut up.",0
; + get berries
lake_west_get_berries_message:
.byte "NO MAN! JEEZ!",0
; + get stones ; +1 POINT
; + get pebbles
lake_west_get_pebbles_message:
.byte "You grab up a handful of",13
.byte "fairly substantial",13
.byte "pebbles. You make sure to",13
@ -183,12 +211,14 @@
.byte "sedentary, igneous, and,",13
.byte "um, sureptitious rocks.",0
; + swim
; + swim {none}/lake/water
lake_west_swim_message:
.byte "Not in this game, Swimmer",13
.byte "Dan! In this game, you",13
.byte "drown.",0
; + skip stones
; + skip stones/pebbles
lake_west_skip_stones_message:
.byte "You've always been",13
.byte "terrible at skipping",13
.byte "stones. And you're even",13
@ -206,6 +236,7 @@
.byte "You won't be arrested after all! The little guy has resurfaced safely, carrying an old bottle of soda. You take the soda and stow your swaddling buddy for takeoff.",0
; + throw baby (before getting the baby)
lake_west_throw_baby_message:
.byte "I think you misread the",13
.byte "walkthrough on GameFAQs.",13
.byte "You gotta get the baby",13
@ -214,7 +245,7 @@
; + throw baby (after getting the soda)
.byte "Baby Dashing is a little waterlogged from the toss, and you read his soft gurgling to mean that there's no more soda left.",0
; + throw baby/feed (at south side)
; + throw feed (at south side)
.byte "Maybe try again from the center of the lake. Looks deeper there.",0
@ -223,28 +254,34 @@
;==================
; + look / look lake
lake_east_look_at_lake_message_man_gone:
.byte "Why it's half a lake.",0
; + look (when the old man is fishing)
lake_east_look_at_lake_message:
.byte "Why it's half a lake.With a",13 ; [SIC] on the space after lake
.byte "fisherman in it. And he's",13
.byte "fishing!",0
; + look man/guy/peasant/old guy/old man (while he is fishing)
; + look dude/man/guy/peasant/old guy/old man (while he is fishing)
lake_east_look_at_man_message:
.byte "An older peasant sits",13
.byte "silently in a boat with his",13
.byte "line in the water.",0
; + look sand
lake_east_look_at_sand_message:
.byte "One million three hundred",13
.byte "thousand seventy-four",13
.byte "hundred and sixty two...",13
.byte "One million three hundred",13
.byte "thousand seventy-four",13
.byte "hundred and sixty three...",0
lake_east_look_at_sand_message2:
.byte " Drat! You lost count again.",0
; + look boat/dinghy (while he is fishing)
lake_east_look_at_boat_message:
.byte 34,"Keep your eyes off my",13
.byte "dinghy!",34,0
@ -252,6 +289,7 @@
.byte "It was loaned out to the Fishing Challenge videogame.",0
; + talk man (before throwing chicken feed in lake)
lake_east_talk_man_message:
.byte "You holler at the old man",13
.byte "about Trogdor, but he just",13
.byte "grumbles about the fish not",13
@ -259,7 +297,7 @@
.byte "wrong bait...",34," he says,",13
.byte "suggestively.",0
; + throw baby/feed (at south side)
; + throw feed (at south side)
.byte "Maybe try again from the",13
.byte "center of the lake. Looks",13
.byte "deeper there.",0
@ -285,6 +323,7 @@
.byte "animate.",0
; + throw feed (before getting the feed)
lake_east_throw_feed_message:
.byte "You have nothing with which",13
.byte "to do that ... with.",0
@ -295,8 +334,8 @@
.byte "fish. Let's get moving,",13
.byte "here, people!",0
; + throw (anything but the feed while he is fishing)
lake_east_throw_default_message:
.byte 34,"That isn't gonna work for",13
.byte "bait!",34," the old man screams,",13
.byte "at a needlessly harsh",13

View File

@ -146,6 +146,7 @@ ned_cottage_baby_before_message:
; he stays out unless you talk to him?
; + look
ned_tree_look_at_message:
.byte "Nothing special here",13
.byte "except for that weird wavy",13
.byte "tree.",0
@ -159,9 +160,11 @@ ned_cottage_baby_before_message:
.byte "that tree.",0
; + look tree
ned_tree_look_at_tree_message:
.byte "It's weird and wavy.",0
; + climb tree
ned_tree_climb_tree_message:
.byte "You don't climb wavy trees.",0
; + talk (with Naked Ned visible) (he disappears until you re-enter)
@ -175,6 +178,7 @@ ned_cottage_baby_before_message:
.byte "and he disapperars.",0
; + talk tree
ned_tree_talk_tree_message:
.byte "Trees can't talk but a",13
.byte "breeze picks up and you",13
.byte "swear the leaves whisper",13
@ -192,6 +196,7 @@ ned_cottage_baby_before_message:
;===========================
; + look
lady_cottage_look_at_message:
.byte "There's a ranch-style",13
.byte "thatched roof cottage",13
.byte "here. There are also what",13
@ -200,20 +205,24 @@ ned_cottage_baby_before_message:
.byte "be sure.",0
; + look cottage
lady_cottage_look_at_cottage_message:
.byte "You had a cottage once. A",13
.byte "lot like this one. *sniff*",13
.byte "Trogdor will pay!",0
; + look door
; (This response repeats whatever your command was back at you. When typing commands, you can put anything you want between the command and the object and it will still work, so here, if you type "look at door" or "look at the ugly brown door" or "lookasdfasdfdoor", it will put that in between the quotes.)
lady_cottage_look_at_door_message:
.byte "Listen to you, ",34,"look door",34,13
.byte "What kinda gaming is that?",13
.byte "It's a door and it's closed.",0
; + look berries
lady_cottage_look_at_berries_message:
.byte "Crunch berries maybe.",13
; + look bushes
lady_cottage_look_at_bushes_message:
.byte "You suspect they might be",13
.byte "crunch berry bushes.",0

View File

@ -88,7 +88,7 @@ NOUN_BOAT = 8
NOUN_BONE = 9
NOUN_BOW = 10
NOUN_BROOM = 11
NOUN_BUSHES = 12
NOUN_BUSH = 12
NOUN_CANDLE = 13
NOUN_CAVE = 14
NOUN_CHAIR = 15
@ -179,5 +179,7 @@ NOUN_PUDDLE = 99
NOUN_MENDELEV = 100
NOUN_BLEED = 101
NOUN_IN_WELL = 102
NOUN_BUCKET = 103
NOUN_WISH = 104
;
NOUN_UNKNOWN = 103
NOUN_UNKNOWN = 105