peasant: hook up feeding the fish actions

This commit is contained in:
Vince Weaver 2021-10-29 01:28:16 -04:00
parent bef6200f28
commit b46102c4e0
3 changed files with 260 additions and 11 deletions

View File

@ -173,8 +173,9 @@ POINTS IMPLEMENTED: (in order of implementation)
+ 5 (give riches) + 5 (give riches)
+ 5 (give baby) [inn] + 5 (give baby) [inn]
+ 3 (get room) + 3 (get room)
+ 2 (feed fish)
====== ======
29 points 31 points
deaths implemented deaths implemented

View File

@ -197,6 +197,22 @@ cottage_take:
jmp parse_common_get jmp parse_common_get
cottage_get_map: cottage_get_map:
lda INVENTORY_3
and #INV3_MAP
beq actually_get_map
already_have_map:
ldx #<cottage_get_map_already_message
ldy #>cottage_get_map_already_message
jmp finish_parse_message
actually_get_map:
; actually get map
lda INVENTORY_3
ora #INV3_MAP
sta INVENTORY_3
ldx #<cottage_get_map_message ldx #<cottage_get_map_message
ldy #>cottage_get_map_message ldy #>cottage_get_map_message
jmp finish_parse_message jmp finish_parse_message
@ -231,6 +247,12 @@ cottage_look_at_cottage:
jsr partial_message_step jsr partial_message_step
lda INVENTORY_3
and #INV3_MAP
beq cottage_look_map_still_there
rts
cottage_look_map_still_there:
ldx #<cottage_look_at_cottage_message_map ldx #<cottage_look_at_cottage_message_map
ldy #>cottage_look_at_cottage_message_map ldy #>cottage_look_at_cottage_message_map
@ -300,7 +322,7 @@ lake_west_get_pebbles:
bne lake_west_yes_pebbles bne lake_west_yes_pebbles
lake_west_no_pebbles: lake_west_no_pebbles:
; FIXME: only if standing on them ; TODO: only if standing on them
; pick up pebbles ; pick up pebbles
lda INVENTORY_1 lda INVENTORY_1
@ -355,10 +377,24 @@ lake_west_look_at_lake:
jmp finish_parse_message jmp finish_parse_message
lake_west_look_at_sand: lake_west_look_at_sand:
lda INVENTORY_1
and #INV1_PEBBLES
bne look_sand_pebbles_gone
lda INVENTORY_1_GONE
and #INV1_PEBBLES
bne look_sand_pebbles_gone
look_sand_pebbles_there:
ldx #<lake_west_look_at_sand_message ldx #<lake_west_look_at_sand_message
ldy #>lake_west_look_at_sand_message ldy #>lake_west_look_at_sand_message
jmp finish_parse_message jmp finish_parse_message
look_sand_pebbles_gone:
ldx #<lake_west_look_at_sand_after_message
ldy #>lake_west_look_at_sand_after_message
jmp finish_parse_message
lake_west_look_at_bush: lake_west_look_at_bush:
ldx #<lake_west_look_at_bush_message ldx #<lake_west_look_at_bush_message
ldy #>lake_west_look_at_bush_message ldy #>lake_west_look_at_bush_message
@ -477,11 +513,30 @@ lake_east_look:
jmp parse_common_look jmp parse_common_look
lake_east_look_at_lake: lake_east_look_at_lake:
lda GAME_STATE_1
and #FISH_FED
beq look_at_lake_man_there
ldx #<lake_east_look_at_lake_message_man_gone
ldy #>lake_east_look_at_lake_message_man_gone
jmp finish_parse_message
look_at_lake_man_there:
ldx #<lake_east_look_at_lake_message ldx #<lake_east_look_at_lake_message
ldy #>lake_east_look_at_lake_message ldy #>lake_east_look_at_lake_message
jmp finish_parse_message jmp finish_parse_message
lake_east_look_at_man: lake_east_look_at_man:
lda GAME_STATE_1
and #FISH_FED
beq look_at_man_hes_there
; not there, so can't see him
jmp parse_common_look
look_at_man_hes_there:
ldx #<lake_east_look_at_man_message ldx #<lake_east_look_at_man_message
ldy #>lake_east_look_at_man_message ldy #>lake_east_look_at_man_message
jmp finish_parse_message jmp finish_parse_message
@ -495,9 +550,18 @@ lake_east_look_at_sand:
ldy #>lake_east_look_at_sand_message2 ldy #>lake_east_look_at_sand_message2
jmp finish_parse_message jmp finish_parse_message
lake_east_look_at_boat: lake_east_look_at_boat:
lda GAME_STATE_1
and #FISH_FED
beq look_at_boat_hes_there
; not there, so can't see him
ldx #<lake_east_look_at_boat_gone_message
ldy #>lake_east_look_at_boat_gone_message
jmp finish_parse_message
look_at_boat_hes_there:
ldx #<lake_east_look_at_boat_message ldx #<lake_east_look_at_boat_message
ldy #>lake_east_look_at_boat_message ldy #>lake_east_look_at_boat_message
jmp finish_parse_message jmp finish_parse_message
@ -523,6 +587,16 @@ lake_east_talk:
jmp parse_common_talk jmp parse_common_talk
lake_east_talk_to_man: lake_east_talk_to_man:
lda GAME_STATE_1
and #FISH_FED
beq talk_hes_there
ldx #<lake_east_talk_man_after_message
ldy #>lake_east_talk_man_after_message
jmp finish_parse_message
talk_hes_there:
ldx #<lake_east_talk_man_message ldx #<lake_east_talk_man_message
ldy #>lake_east_talk_man_message ldy #>lake_east_talk_man_message
jmp finish_parse_message jmp finish_parse_message
@ -542,17 +616,87 @@ lake_east_throw:
bne lake_east_throw_default bne lake_east_throw_default
lake_east_throw_feed: lake_east_throw_feed:
ldx #<lake_east_throw_feed_message ; check if have feed
ldy #>lake_east_throw_feed_message lda INVENTORY_1
and #INV1_CHICKEN_FEED
bne do_have_feed
dont_have_feed:
ldx #<lake_east_throw_feed_none_message
ldy #>lake_east_throw_feed_none_message
jmp finish_parse_message jmp finish_parse_message
do_have_feed:
; check if too far south
lda PEASANT_Y
cmp #$80
bcs throw_feed_too_south ; bge
; check if man still there
lda GAME_STATE_1
and #FISH_FED
beq throw_feed_hes_there
; he's not there
ldx #<lake_east_throw_feed_already_message
ldy #>lake_east_throw_feed_already_message
jmp finish_parse_message
throw_feed_hes_there:
; actually throw feed
ldx #<lake_east_throw_feed_message
ldy #>lake_east_throw_feed_message
jsr partial_message_step
; feed fish
lda GAME_STATE_1
ora #FISH_FED
sta GAME_STATE_1
; no longer have feed
lda INVENTORY_1_GONE
ora #INV1_CHICKEN_FEED
sta INVENTORY_1_GONE
; add 2 points to score
lda #2
jsr score_points
ldx #<lake_east_throw_feed2_message
ldy #>lake_east_throw_feed2_message
jmp finish_parse_message
throw_feed_too_south:
ldx #<lake_east_throw_feed_too_south_message
ldy #>lake_east_throw_feed_too_south_message
jmp finish_parse_message
; throw anything but feed
lake_east_throw_default: lake_east_throw_default:
lda GAME_STATE_1
and #FISH_FED
beq lake_east_throw_feed_man_default
; not there
ldx #<lake_east_throw_default_gone_message
ldy #>lake_east_throw_default_gone_message
jmp finish_parse_message
lake_east_throw_feed_man_default:
ldx #<lake_east_throw_default_message ldx #<lake_east_throw_default_message
ldy #>lake_east_throw_default_message ldy #>lake_east_throw_default_message
jmp finish_parse_message jmp finish_parse_message
;======================= ;=======================
;======================= ;=======================
;======================= ;=======================
@ -587,10 +731,18 @@ outside_inn_get:
jmp parse_common_get jmp parse_common_get
inn_note_get: inn_note_get:
lda GAME_STATE_1
and #FISH_FED
bne inn_get_note_no_note
ldx #<outside_inn_note_get_message ldx #<outside_inn_note_get_message
ldy #>outside_inn_note_get_message ldy #>outside_inn_note_get_message
jmp finish_parse_message jmp finish_parse_message
inn_get_note_no_note:
jmp inn_note_no_note
;================ ;================
; knock ; knock
;================ ;================
@ -605,6 +757,16 @@ outside_inn_knock:
jmp parse_common_unknown jmp parse_common_unknown
inn_door_knock: inn_door_knock:
lda GAME_STATE_1
and #FISH_FED
beq inn_knock_locked
ldx #<outside_inn_door_knock_message
ldy #>outside_inn_door_knock_message
jmp finish_parse_message
inn_knock_locked:
ldx #<outside_inn_door_knock_locked_message ldx #<outside_inn_door_knock_locked_message
ldy #>outside_inn_door_knock_locked_message ldy #>outside_inn_door_knock_locked_message
jmp finish_parse_message jmp finish_parse_message
@ -623,6 +785,19 @@ outside_inn_open:
jmp parse_common_unknown jmp parse_common_unknown
inn_door_open: inn_door_open:
lda GAME_STATE_1
and #FISH_FED
beq inn_open_locked
lda #LOCATION_INSIDE_INN
jsr update_map_location
ldx #<outside_inn_door_open_message
ldy #>outside_inn_door_open_message
jmp finish_parse_message
inn_open_locked:
ldx #<outside_inn_door_open_locked_message ldx #<outside_inn_door_open_locked_message
ldy #>outside_inn_door_open_locked_message ldy #>outside_inn_door_open_locked_message
jmp finish_parse_message jmp finish_parse_message
@ -673,6 +848,16 @@ inn_look:
jmp finish_parse_message jmp finish_parse_message
inn_door_look: inn_door_look:
lda GAME_STATE_1
and #FISH_FED
bne inn_door_no_note
ldx #<outside_inn_door_look_note_message
ldy #>outside_inn_door_look_note_message
jmp finish_parse_message
inn_door_no_note:
ldx #<outside_inn_door_look_message ldx #<outside_inn_door_look_message
ldy #>outside_inn_door_look_message ldy #>outside_inn_door_look_message
jmp finish_parse_message jmp finish_parse_message
@ -688,10 +873,19 @@ inn_window_look:
jmp finish_parse_message jmp finish_parse_message
inn_note_look: inn_note_look:
lda GAME_STATE_1
and #FISH_FED
bne inn_note_no_note
ldx #<outside_inn_note_look_message ldx #<outside_inn_note_look_message
ldy #>outside_inn_note_look_message ldy #>outside_inn_note_look_message
jmp finish_parse_message jmp finish_parse_message
inn_note_no_note:
ldx #<outside_inn_note_look_gone_message
ldy #>outside_inn_note_look_gone_message
jmp finish_parse_message
.include "dialog_peasant3.inc" .include "dialog_peasant3.inc"

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@ -2,6 +2,7 @@
; Jhonka cave ; Jhonka cave
;============= ;=============
; TODO
; + Type any command other than "yes" or "no" after the Jhonka asks if you stole the riches ; + Type any command other than "yes" or "no" after the Jhonka asks if you stole the riches
.byte "Just answer him, yes or no, you fool!",0 .byte "Just answer him, yes or no, you fool!",0
@ -11,12 +12,15 @@ jhonka_look_at_message:
.byte "a little door with a little",13 .byte "a little door with a little",13
.byte "note on it.",0 .byte "note on it.",0
; TODO
; + look (kerrek dead, before riches) ; + look (kerrek dead, before riches)
.byte "There's a disgusting little Jhonka hopping around outside a little cave.A fat pile of riches lies next to him.",0 .byte "There's a disgusting little Jhonka hopping around outside a little cave.A fat pile of riches lies next to him.",0
; TODO
; + look (after kerrek dead, after take riches) ; + look (after kerrek dead, after take riches)
.byte "There's a disgusting little Jhonka hopping around outside a little cave.",0 .byte "There's a disgusting little Jhonka hopping around outside a little cave.",0
; TODO
; + look club/turkey leg (when he's outside) ; + look club/turkey leg (when he's outside)
.byte "Turkey leg or no, it looks like the Jhonka's been gnawing on it.",0 .byte "Turkey leg or no, it looks like the Jhonka's been gnawing on it.",0
@ -31,42 +35,54 @@ jhonka_look_at_fence_message:
.byte "Trogdor makes milk's meat",13 .byte "Trogdor makes milk's meat",13
.byte "outta these things.",0 .byte "outta these things.",0
; TODO
; + look jhonka (when he's outside) ; + 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 .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
; TODO
; + look/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: jhonka_read_note_message:
.byte "It says ",34,"scared of kerrek.",13 .byte "It says ",34,"scared of kerrek.",13
.byte "go way. -j",34,0 .byte "go way. -j",34,0
; TODO
; + (walk in haystack) ; + (walk in haystack)
.byte "Hey, nice disguise! The Jhonka doesn't seem to notice you.",0 .byte "Hey, nice disguise! The Jhonka doesn't seem to notice you.",0
; TODO
; + steal riches ; + steal riches
.byte "Oh OH! A stiff breeze blew all the hay and, surprisingly, the mud off of you! ",34,"You take my riches?!",34," growls the Jhonka.",0 .byte "Oh OH! A stiff breeze blew all the hay and, surprisingly, the mud off of you! ",34,"You take my riches?!",34," growls the Jhonka.",0
; TODO
; + 7 POINTS ; + 7 POINTS
; + no ; + no
.byte 34,"Okay. Lemme know if you see riches anywhere,",34," he grunts and goes back to his hopping. You smooth talker, you.",0 .byte 34,"Okay. Lemme know if you see riches anywhere,",34," he grunts and goes back to his hopping. You smooth talker, you.",0
; TODO
; + ask about fire ; + ask about fire
.byte "Burninator make fire! Barbecue all peasants!",0 .byte "Burninator make fire! Barbecue all peasants!",0
; TODO
; + ask about Jhonka ; + ask about Jhonka
.byte 34,"The Kerrek is dead!",34," he cries and hops around some more. You wonder how someone this primitive could have made that much dough.",0 .byte 34,"The Kerrek is dead!",34," he cries and hops around some more. You wonder how someone this primitive could have made that much dough.",0
; TODO
; + ask about naked ned (or) robe ; + ask about naked ned (or) robe
.byte 34,"Filthy naked peasant! Stay away from my cave-hole!",34," Who's he calling naked? HE'S the one wearing the string bikini.",0 .byte 34,"Filthy naked peasant! Stay away from my cave-hole!",34," Who's he calling naked? HE'S the one wearing the string bikini.",0
; TODO
; + ask about smell ; + ask about smell
.byte 34,"Kerrek smell! Now Kerrek dead!",34," screeches the Jhonka. So you can infer from this that all smells are dead? You always sucked at the analytical questions.",0 .byte 34,"Kerrek smell! Now Kerrek dead!",34," screeches the Jhonka. So you can infer from this that all smells are dead? You always sucked at the analytical questions.",0
; TODO
; + ask about trogdor ; + ask about trogdor
.byte 34,"All hail Burninator! Trogdor Number One! Beat Peasant Tech!",34," says the grimy Jhonka.",0 .byte 34,"All hail Burninator! Trogdor Number One! Beat Peasant Tech!",34," says the grimy Jhonka.",0
; TODO
; + ask about (unknown) ; + ask about (unknown)
.byte "Jhonka don't know nothing bout that!",0 .byte "Jhonka don't know nothing bout that!",0
; TODO
; + yes (to the Jhonka when he asks you about his riches) ; + yes (to the Jhonka when he asks you about his riches)
.byte "'I KILL YOU!!' screams the Jhonka.",0 .byte "'I KILL YOU!!' screams the Jhonka.",0
; {The Jhonka clubs you to death} (Warning: Obviously, you will die.) ; {The Jhonka clubs you to death} (Warning: Obviously, you will die.)
@ -79,6 +95,7 @@ jhonka_open_door_message:
.byte "too. Those things are hard",13 .byte "too. Those things are hard",13
.byte "core.",0 .byte "core.",0
; TODO
; + knock (while he's inside) [ will walk over] ; + knock (while he's inside) [ will walk over]
jhonka_knock_message1: jhonka_knock_message1:
.byte "A gravelly voice inside",13 .byte "A gravelly voice inside",13
@ -96,9 +113,11 @@ jhonka_knock_message1:
.byte "A gravelly voice inside",13 .byte "A gravelly voice inside",13
.byte "yells, 'GO WAY!'",0 .byte "yells, 'GO WAY!'",0
; TODO
; + kill jhonka (outside) ; + kill jhonka (outside)
.byte "No way! Jhonka's are born scrappers. He may be little, but he'll crawl ya.",0 .byte "No way! Jhonka's are born scrappers. He may be little, but he'll crawl ya.",0
; TODO
; + get club (when he's out) ; + get club (when he's out)
.byte "Now there's a surefire way to get yourself killed.",0 .byte "Now there's a surefire way to get yourself killed.",0
@ -108,9 +127,11 @@ jhonka_get_note_message:
.byte "to the door with a",13 .byte "to the door with a",13
.byte "wondrously whimsical spell.",0 .byte "wondrously whimsical spell.",0
; TODO
; + give riches (before jumping in hay) ; + 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 .byte "The Jhonka will see you! And rip out your jugular with his teeth or something equally horrible.",0
; TODO
; + talk jhonka (while inside the hay) ; + talk jhonka (while inside the hay)
.byte "Not now! You'll blow your cover!",0 .byte "Not now! You'll blow your cover!",0
@ -138,6 +159,7 @@ cottage_look_at_cottage_message:
.byte "trinkets, your flasks and",13 .byte "trinkets, your flasks and",13
.byte "scrolls, your goblets and",13 .byte "scrolls, your goblets and",13
.byte "staffs! BURNINATED!!",0 .byte "staffs! BURNINATED!!",0
; (And then, if you haven't taken the map yet:) ; (And then, if you haven't taken the map yet:)
cottage_look_at_cottage_message_map: cottage_look_at_cottage_message_map:
.byte "Looks like there's a piece",13 .byte "Looks like there's a piece",13
@ -158,6 +180,7 @@ cottage_get_map_message:
.byte "to check the map.",0 .byte "to check the map.",0
; + get map (if you already have it) ; + get map (if you already have it)
cottage_get_map_already_message:
.byte "Yeah but like you already",13 .byte "Yeah but like you already",13
.byte "map the took, guy!",0 .byte "map the took, guy!",0
@ -184,7 +207,10 @@ lake_west_look_at_sand_message:
.byte "sand.",0 .byte "sand.",0
; + look sand (after pebbles) ; + look sand (after pebbles)
.byte "Remember those pebbles on the beach? Man, those were good times.",0 lake_west_look_at_sand_after_message:
.byte "Remember those pebbles on",13
.byte "the beach? Man, those were",13
.byte "good times.",0
; + look bush ; + look bush
lake_west_look_at_bush_message: lake_west_look_at_bush_message:
@ -227,9 +253,11 @@ lake_west_skip_stones_message:
.byte "You decide to save yourself",13 .byte "You decide to save yourself",13
.byte "the embarrassment.",0 .byte "the embarrassment.",0
; TODO
; + get pebbles/rocks (from too far) ; + get pebbles/rocks (from too far)
.byte "You do your best Mr. Fantastic impression, but you can't reach from here.",0 .byte "You do your best Mr. Fantastic impression, but you can't reach from here.",0
; TODO
; +5 POINTS ; +5 POINTS
; + throw baby ; + throw baby
.byte "Something tells you this is a good idea and you lob the little one into the lake.",0 .byte "Something tells you this is a good idea and you lob the little one into the lake.",0
@ -242,11 +270,12 @@ lake_west_throw_baby_message:
.byte "You gotta get the baby",13 .byte "You gotta get the baby",13
.byte "first.",0 .byte "first.",0
; TODO
; + throw baby (after getting the soda) ; + 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 .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 feed (at south side) ; + throw feed (at south side)
.byte "Maybe try again from the center of the lake. Looks deeper there.",0 ;.byte "Maybe try again from the center of the lake. Looks deeper there.",0
;================== ;==================
@ -286,7 +315,10 @@ lake_east_look_at_boat_message:
.byte "dinghy!",34,0 .byte "dinghy!",34,0
; + look boat/dinghy (after he is gone) ; + look boat/dinghy (after he is gone)
.byte "It was loaned out to the Fishing Challenge videogame.",0 lake_east_look_at_boat_gone_message:
.byte "It was loaned out to the",13
.byte "Fishing Challenge",13
.byte "videogame.",0
; + talk man (before throwing chicken feed in lake) ; + talk man (before throwing chicken feed in lake)
lake_east_talk_man_message: lake_east_talk_man_message:
@ -297,20 +329,30 @@ lake_east_talk_man_message:
.byte "wrong bait...",34," he says,",13 .byte "wrong bait...",34," he says,",13
.byte "suggestively.",0 .byte "suggestively.",0
; + talk man (after throwing chicken feed in lake) WIKI IS WRONG
lake_east_talk_man_after_message:
.byte "He DEFINITELY can't hear",13 ; [sic] actual game has 'here' here
.byte "you from here. He's in the",13
.byte "INN.",0
; + throw feed (at south side) ; + throw feed (at south side)
lake_east_throw_feed_too_south_message:
.byte "Maybe try again from the",13 .byte "Maybe try again from the",13
.byte "center of the lake. Looks",13 .byte "center of the lake. Looks",13
.byte "deeper there.",0 .byte "deeper there.",0
; +2 POINTS ; +2 POINTS
; + throw chicken feed ; + throw chicken feed
lake_east_throw_feed_message:
.byte "You toss the feed into the",13 .byte "You toss the feed into the",13
.byte "lake. You shed a tear for",13 .byte "lake. You shed a tear for",13
.byte "each one. ",34,"Goodbye, Monty",34,13 .byte "each one. ",34,"Goodbye, Monty",34,13
.byte "you sniff. ",34,"Bye Delga,",13 .byte "you sniff. ",34,"Bye Delga,",13
.byte "Rasputin. Farewell,",13 .byte "Rasputin. Farewell,",13
.byte "Combledon!",34," and so forth.",0 .byte "Combledon!",34," and so forth.",0
; throw two handfulls, fish animation ; throw two handfulls, fish animation
lake_east_throw_feed2_message:
.byte "Woah! That crotchety old",13 .byte "Woah! That crotchety old",13
.byte "man just caught a pantload",13 .byte "man just caught a pantload",13
.byte "of fish! ",34,"Now I can get",13 .byte "of fish! ",34,"Now I can get",13
@ -323,11 +365,12 @@ lake_east_talk_man_message:
.byte "animate.",0 .byte "animate.",0
; + throw feed (before getting the feed) ; + throw feed (before getting the feed)
lake_east_throw_feed_message: lake_east_throw_feed_none_message:
.byte "You have nothing with which",13 .byte "You have nothing with which",13
.byte "to do that ... with.",0 .byte "to do that ... with.",0
; + throw feed (after throwing the feed) (The repetition is probably just a goof.) ; + throw feed (after throwing the feed) (The repetition is probably just a goof.)
lake_east_throw_feed_already_message:
.byte "You already fed the fish.",13 .byte "You already fed the fish.",13
.byte "Let's get moving here,",13 .byte "Let's get moving here,",13
.byte "people!You already fed the",13 .byte "people!You already fed the",13
@ -342,6 +385,7 @@ lake_east_throw_default_message:
.byte "volume.",0 .byte "volume.",0
; + throw (anything when fisherman gone) ; + throw (anything when fisherman gone)
lake_east_throw_default_gone_message:
.byte "You already fed the fish.",13 .byte "You already fed the fish.",13
.byte "Let's get moving, here,",13 .byte "Let's get moving, here,",13
.byte "people!",0 .byte "people!",0
@ -358,10 +402,14 @@ outside_inn_look_message:
.byte "entire screen.",0 .byte "entire screen.",0
; + look door ; + look door
outside_inn_door_look_message: outside_inn_door_look_note_message:
.byte "Just a door. A door with a",13 .byte "Just a door. A door with a",13
.byte "note on it.",0 .byte "note on it.",0
; + look door (after fish fed)
outside_inn_door_look_message:
.byte "Just a door.",0
; + look inn ; + look inn
outside_inn_inn_look_message: outside_inn_inn_look_message:
.byte "Looks okay from out here.",13 .byte "Looks okay from out here.",13
@ -386,8 +434,13 @@ outside_inn_note_look_message:
.byte "like that grog coozie your",13 .byte "like that grog coozie your",13
.byte "cousin got you.",0 .byte "cousin got you.",0
; + get/look/read note (after feed in lake)
outside_inn_note_look_gone_message:
.byte "The note is gone.",0
; + open ; + open
; + open door (after old man) ; + open door (after old man)
outside_inn_door_open_message:
.byte "You open the door and step",13 .byte "You open the door and step",13
.byte "inside the inn.",0 .byte "inside the inn.",0
@ -400,6 +453,7 @@ outside_inn_door_knock_locked_message:
.byte "No answer.",0 .byte "No answer.",0
; + knock (open) ; + knock (open)
outside_inn_door_knock_message:
.byte "Just open it, man!",0 .byte "Just open it, man!",0
; + get note ; + get note