peasant: move score/speaker code to common qload
needed so we can score points from parse_input (mostly for wear robe)
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@ -143,6 +143,12 @@ qload.inc: generate_common QLOAD
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./generate_common -a 0xb00 -s location_names_h qload.lst >> qload.inc
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./generate_common -a 0xb00 -s wait_until_keypress qload.lst >> qload.inc
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./generate_common -a 0xb00 -s random16 qload.lst >> qload.inc
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./generate_common -a 0xb00 -s score_points qload.lst >> qload.inc
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./generate_common -a 0xb00 -s print_score qload.lst >> qload.inc
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./generate_common -a 0xb00 -s update_score qload.lst >> qload.inc
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./generate_common -a 0xb00 -s speaker_beep qload.lst >> qload.inc
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./generate_common -a 0xb00 -s speaker_duration qload.lst >> qload.inc
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./generate_common -a 0xb00 -s speaker_frequency qload.lst >> qload.inc
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echo "hposn_high = \$$BA00" >> qload.inc
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echo "hposn_low = \$$BB00" >> qload.inc
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echo "driveoff = \$$A22" >> qload.inc
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@ -193,7 +193,7 @@ game_over:
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;.include "inventory.s"
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.include "score.s"
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;.include "score.s"
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.include "keyboard.s"
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@ -557,12 +557,12 @@ game_over:
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.include "hgr_sprite.s"
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.include "score.s"
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;.include "score.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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;.include "speaker_beeps.s"
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.include "speaker_beeps.inc"
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.include "graphics_end/ending_graphics.inc"
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@ -155,11 +155,11 @@ done_beep:
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; jmp forever
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.include "hgr_sprite.s"
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;.include "speaker_beeps.s"
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.include "speaker_beeps.inc"
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;.include "wait_keypress.s"
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.include "score.s"
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;.include "score.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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@ -241,7 +241,6 @@ level_over:
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.include "new_map_location.s"
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.include "peasant_move.s"
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.include "score.s"
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;.include "parse_input.s"
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@ -276,6 +275,7 @@ level_over:
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;.include "hgr_hgr2.s"
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;.include "wait_keypress.s"
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;.include "loadsave_menu.s"
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;.include "score.s"
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@ -338,7 +338,7 @@ to_left:
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.include "new_map_location.s"
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.include "peasant_move.s"
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.include "score.s"
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;.include "parse_input.s"
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@ -373,7 +373,7 @@ to_left:
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;.include "hgr_hgr2.s"
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;.include "wait_keypress.s"
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;.include "loadsave_menu.s"
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;.include "score.s"
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map_backgrounds_low:
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@ -480,9 +480,73 @@ parse_common_version:
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parse_common_wear:
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lda CURRENT_NOUN
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cmp #NOUN_ROBE
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beq parse_common_wear_robe
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cmp #NOUN_BELT
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beq parse_common_wear_belt
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cmp #NOUN_MASK
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beq parse_common_wear_mask
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bne wear_unknown
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parse_common_wear_belt:
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; first see if have it
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lda INVENTORY_1
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and #INV1_KERREK_BELT
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beq wear_unknown
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ldx #<wear_belt_message
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ldy #>wear_belt_message
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jmp finish_parse_message
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parse_common_wear_mask:
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; first see if have it
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lda INVENTORY_1
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and #INV1_MONSTER_MASK
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beq wear_unknown
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ldx #<wear_mask_message
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ldy #>wear_mask_message
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jmp finish_parse_message
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parse_common_wear_robe:
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; first check if have it
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lda INVENTORY_2
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and #INV2_ROBE
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beq parse_common_wear_robe_no_have
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; next check if already wearing
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lda GAME_STATE_1
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and #WEARING_ROBE
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beq parse_common_wear_robe_no_have
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parse_common_wear_robe_do_have:
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; wear the robe
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lda GAME_STATE_1
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ora #WEARING_ROBE
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sta GAME_STATE_1
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; get 3 points
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lda #3
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jsr score_points
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ldx #<wear_robe_message
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ldy #>wear_robe_message
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jsr partial_message_step
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jmp finish_parse_message
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parse_common_wear_robe_no_have:
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ldx #<wear_robe_none_message
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ldy #>wear_robe_none_message
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jsr partial_message_step
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@ -227,7 +227,7 @@ game_over:
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;.include "parse_input.s"
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.include "score.s"
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;.include "score.s"
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.include "keyboard.s"
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@ -347,7 +347,7 @@ to_left:
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.include "new_map_location.s"
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.include "peasant_move.s"
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.include "score.s"
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;.include "parse_input.s"
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@ -382,7 +382,7 @@ to_left:
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;.include "hgr_hgr2.s"
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;.include "wait_keypress.s"
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;.include "loadsave_menu.s"
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;.include "score.s"
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map_backgrounds_low:
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@ -214,13 +214,14 @@ game_over:
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;.include "hgr_hgr2.s"
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;.include "loadsave_menu.s"
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;.include "wait_keypress.s"
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;.include "score.s"
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.include "gr_copy.s"
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.include "new_map_location.s"
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.include "peasant_move.s"
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.include "score.s"
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;.include "parse_input.s"
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@ -212,7 +212,7 @@ game_loop:
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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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cmp #$64
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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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@ -287,13 +287,13 @@ game_over:
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;.include "hgr_hgr2.s"
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;.include "wait_keypress.s"
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;.include "loadsave_menu.s"
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;.include "score.s"
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.include "gr_copy.s"
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.include "peasant_move.s"
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.include "score.s"
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.include "new_map_location.s"
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;.include "parse_input.s"
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@ -23,13 +23,19 @@ invert_smc1 =$0f61
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disp_put_string_cursor =$1696
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hgr_put_char_cursor =$0f15
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vgi_simple_rectangle =$12ec
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peasant_text =$1ebd
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peasant_text =$1f94
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save_menu =$1914
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load_menu =$1909
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location_names_l =$1c40
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location_names_h =$1c5f
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wait_until_keypress =$1e7f
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random16 =$1e88
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score_points =$1f0d
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print_score =$1ebd
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update_score =$1ec8
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speaker_beep =$1f7b
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speaker_duration =$1f92
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speaker_frequency =$1f93
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hposn_high = $BA00
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hposn_low = $BB00
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driveoff = $A22
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@ -256,6 +256,8 @@ length_array:
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.include "loadsave_menu.s"
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.include "wait_keypress.s"
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.include "random16.s"
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.include "score.s"
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.include "speaker_beeps.s"
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peasant_text:
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.byte 25,2,"Peasant's Quest",0
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@ -150,4 +150,3 @@ score_text:
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score_tail:
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.byte " of 150",0
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.include "speaker_beeps.s"
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@ -3,12 +3,14 @@
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;==================
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; + get/wear belt (after getting it)
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wear_belt_message:
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.byte "You're already wearing it.",13
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.byte "Too bad you smell like the",13
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.byte "trash barge off Peasant",13
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.byte "Isle.",0
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; + wear mask (after getting it)
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wear_mask_message:
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.byte "Not on this screen. You've",13
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.byte "got your image to think",13
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.byte "about. Actually, you might",13
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@ -17,7 +19,17 @@
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; +3 points
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; + wear robe (after getting it)
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.byte "You slip into the vintage robe. It smells like grampa's lap. Now you're lookin like a serious peasant.",0
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wear_robe_message:
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.byte "You slip into the vintage",13
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.byte "robe. It smells like",13
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.byte "grampa's lap. Now you're",13
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.byte "lookin like a serious",13
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.byte "peasant.",0
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; + wear robe (already wearing)
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wear_robe_already_message:
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.byte "You're already in the old",13
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.byte "skool robe. Represent.",0
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; + wear robe (not in inventory)
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wear_robe_none_message:
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@ -29,9 +41,6 @@ wear_robe_none_message2:
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.byte "And pants. Forgot to",13
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.byte "mention the pants.",0
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; + wear robe (already wearing)
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.byte "You're already in the old skool robe. Represent.",0
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; + look (when in hay disguise)
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.byte "Right now, you see a bunch of hay.",0
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@ -311,17 +311,16 @@ game_over:
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;.include "clear_bottom.s"
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;.include "gr_offsets.s"
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;.include "hgr_hgr2.s"
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;.include "score.s"
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.include "gr_copy.s"
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.include "score.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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.include "version.inc"
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;.include "speaker_beeps.s"
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.include "speaker_beeps.inc"
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.include "hgr_sprite.s"
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@ -423,7 +423,7 @@ delays:
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;.include "decompress_fast_v2.s"
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.include "hgr_overlay.s"
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.include "speaker_beeps.s"
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.include "speaker_beeps.inc"
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.include "text_print.s"
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.include "gr_offsets.s"
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