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peasant: stub for the archery game
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@ -35,14 +35,15 @@ peasant.dsk: QBOOT QLOAD VID_LOGO TITLE INTRO \
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$(DOS33_RAW) peasant.dsk 30 0 PEASANT4 0 0
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peasant_side2.dsk: WBOOT2 COPY_CHECK TROGDOR ENDING \
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CLIFF GAME_OVER INSIDE INN
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CLIFF GAME_OVER INSIDE INN ARCHERY
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cp $(EMPTY_DISK)/empty.dsk peasant_side2.dsk
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$(DOS33_RAW) peasant_side2.dsk 0 0 WBOOT2 0 1
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$(DOS33_RAW) peasant_side2.dsk 1 0 COPY_CHECK 0 0
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$(DOS33_RAW) peasant_side2.dsk 3 0 GAME_OVER 0 0
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# $(DOS33_RAW) peasant_side2.dsk 4 0 MAP 0 0
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$(DOS33_RAW) peasant_side2.dsk 5 0 INSIDE 0 0
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$(DOS33_RAW) peasant_side2.dsk 10 0 INN 0 0
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$(DOS33_RAW) peasant_side2.dsk 6 0 ARCHERY 0 0
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$(DOS33_RAW) peasant_side2.dsk 9 0 INSIDE 0 0
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$(DOS33_RAW) peasant_side2.dsk 14 0 INN 0 0
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$(DOS33_RAW) peasant_side2.dsk 19 0 TROGDOR 0 0
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$(DOS33_RAW) peasant_side2.dsk 24 0 ENDING 0 0
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$(DOS33_RAW) peasant_side2.dsk 29 0 CLIFF 0 0
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@ -233,7 +234,6 @@ music.o: music.s zp.inc \
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###
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CLIFF: cliff.o
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ld65 -o CLIFF cliff.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
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@ -251,6 +251,22 @@ cliff.o: cliff.s zp.inc inventory.inc \
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###
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ARCHERY: archery.o
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ld65 -o ARCHERY archery.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
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archery.o: archery.s zp.inc inventory.inc \
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parse_input.inc \
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graphics_archery/archery_graphics.inc \
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draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
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hgr_1x28_sprite_mask.s hgr_1x5_sprite.s hgr_save_restore.s \
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wait_a_bit.s draw_peasant.s hgr_text_box.s \
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keyboard.s parse_input.s new_map_location.s \
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peasant_move.s score.s
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ca65 -o archery.o archery.s -l archery.lst
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###
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GAME_OVER: game_over.o
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ld65 -o GAME_OVER game_over.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
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@ -593,6 +609,9 @@ dialog_cliff.inc: generate_all_symbols dialog_cliff
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####
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graphics_archery/archery_graphics.inc:
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cd graphics_archery && make
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graphics_vid/vid_graphics.inc:
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cd graphics_vid && make
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166
games/peasant/archery.s
Normal file
166
games/peasant/archery.s
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@ -0,0 +1,166 @@
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; Peasant's Quest
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; Archery Minigame
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; by Vince `deater` Weaver vince@deater.net
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.include "hardware.inc"
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.include "zp.inc"
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.include "qload.inc"
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.include "inventory.inc"
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.include "parse_input.inc"
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LOCATION_BASE = LOCATION_ARCHERY ; (20)
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archery:
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lda #0
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sta LEVEL_OVER
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sta FRAME
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jsr hgr_make_tables
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jsr hgr2
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;=============================
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;=============================
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; new screen location
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;=============================
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;=============================
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new_location:
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lda #0
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sta LEVEL_OVER
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;=====================
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; load bg
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lda MAP_LOCATION
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sec
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sbc #LOCATION_BASE
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tax
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lda #<target_lzsa
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sta getsrc_smc+1
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lda #>target_lzsa
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sta getsrc_smc+2
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lda #$40
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jsr decompress_lzsa2_fast
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; put peasant text
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; lda #<peasant_text
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; sta OUTL
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; lda #>peasant_text
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; sta OUTH
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; jsr hgr_put_string
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; put score
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; jsr print_score
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;=====================
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; move peasant
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; FIXME: don't do this if loading game
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; lda #20
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; sta PEASANT_X
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; lda #150
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; sta PEASANT_Y
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;====================
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; save background
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; lda PEASANT_X
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; sta CURSOR_X
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; lda PEASANT_Y
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; sta CURSOR_Y
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;=======================
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; draw initial peasant
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; jsr save_bg_1x28
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; jsr draw_peasant
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game_loop:
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; jsr move_peasant
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inc FRAME
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jsr check_keyboard
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lda LEVEL_OVER
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bmi oops_new_location
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bne game_over
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; delay
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lda #200
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jsr wait
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jmp game_loop
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oops_new_location:
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jmp new_location
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;************************
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; exit level
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;************************
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game_over:
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rts
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.include "draw_peasant.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 "parse_input.s"
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;.include "inventory.s"
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.include "score.s"
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.include "keyboard.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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; Moved to qload
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;.include "decompress_fast_v2.s"
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;.include "hgr_font.s"
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;.include "draw_box.s"
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;.include "hgr_rectangle.s"
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;.include "hgr_1x28_sprite_mask.s"
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;.include "hgr_1x5_sprite.s"
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;.include "hgr_partial_save.s"
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;.include "hgr_input.s"
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;.include "hgr_tables.s"
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;.include "hgr_text_box.s"
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;.include "clear_bottom.s"
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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 "graphics_archery/archery_graphics.inc"
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;.include "graphics_cliff/priority_cliff.inc"
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@ -705,6 +705,9 @@ location_names_l:
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.byte <lname_inside_nn
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.byte <lname_inside_inn
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.byte <lname_archery_game
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.byte <lname_map
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.byte <lname_empty
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location_names_h:
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@ -739,6 +742,9 @@ location_names_h:
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.byte >lname_inside_nn
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.byte >lname_inside_inn
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.byte >lname_archery_game
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.byte >lname_map
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.byte >lname_empty
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@ -774,6 +780,9 @@ lname_inside_lady: .byte "Inside Baby Lady Cottage",0 ; LOCATION_INSIDE_LADY
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lname_inside_nn: .byte "Inside Mysterious Cottage",0 ; LOCATION_INSIDE_NN
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lname_inside_inn: .byte "Inside Giant Inn",0 ; LOCATION_INSIDE_INN
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lname_archery_game: .byte "Archery Game",0 ; LOCATION_INSIDE_INN
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lname_map: .byte "Map",0 ; LOCATION_INSIDE_INN
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lname_empty: .byte "Empty",0
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location_names_end:
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@ -23,13 +23,13 @@ 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 =$1d44
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peasant_text =$1d59
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save_menu =$17b0
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load_menu =$17a5
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location_names_l =$1adc
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location_names_h =$1af9
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wait_until_keypress =$1d06
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random16 =$1d0f
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location_names_h =$1afb
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wait_until_keypress =$1d1b
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random16 =$1d24
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hposn_high = $BA00
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hposn_low = $BB00
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driveoff = $A22
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@ -197,9 +197,8 @@ which_disk_array:
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.byte 1,1,1,1 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
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.byte 2,2,1,2 ; TROGDOR, ENDING, MUSIC, CLIFF
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.byte 2,1,1,2 ; GAME_OVER, INVENTORY, PARSE_INPUT, INN
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.byte 2 ; INSIDE
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.byte 1,1,1,1 ; SAVE1, SAVE2, SAVE3
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.byte 1
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.byte 2,2,2 ; INSIDE, ARCHERY, MAP
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.byte 1,1,1 ; SAVE1, SAVE2, SAVE3
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.byte $f ; disk detect
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load_address_array:
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@ -207,18 +206,17 @@ load_address_array:
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.byte $60,$60,$60,$60 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
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.byte $60,$60,$D0,$60 ; TROGDOR, ENDING, MUSIC, CLIFF
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.byte $60,$D0,$20,$60 ; GAME_OVER, INVENTORY, PARSE_INPUT, INN
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.byte $60 ; INSIDE
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.byte $BC,$BC,$BC,$0A ; SAVE1, SAVE2, SAVE3
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.byte $0A ;
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.byte $60,$60,$60 ; INSIDE, ARCHERY, MAP
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.byte $BC,$BC,$BC ; SAVE1, SAVE2, SAVE3
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.byte $BC ; disk detect
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track_array:
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.byte 4, 6, 9,1 ; VID_LOGO, TITLE, INTRO, COPY_CHECK
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.byte 15,20,25,30 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
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.byte 19,24, 3,29 ; TROGDOR, ENDING, MUSIC, CLIFF
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.byte 3,14,13,10 ; GAME_OVER, INVENTORY, PARSE_INPUT, INN
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.byte 5 ; INSIDE
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.byte 0, 0, 0, 0, 0 ; SAVE1, SAVE2, SAVE3
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.byte 3,14,13,14 ; GAME_OVER, INVENTORY, PARSE_INPUT, INN
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.byte 9,6,4 ; INSIDE, ARCHERY, MAP
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.byte 0, 0, 0 ; SAVE1, SAVE2, SAVE3
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.byte 0 ; disk detect
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sector_array:
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@ -226,8 +224,8 @@ sector_array:
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.byte 0, 0, 0, 0 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
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.byte 0, 0, 0, 0 ; TROGDOR, ENDING, MUSIC, CLIFF
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.byte 0, 0, 0, 0 ; GAME_OVER, INVENTORY, PARSE_INPUT, INN
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.byte 0 ; INSIDE
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.byte 11,12,13,14,15 ; SAVE1, SAVE2, SAVE3
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.byte 0, 0, 0 ; INSIDE, ARCHERY, MAP
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.byte 11,12,13 ; SAVE1, SAVE2, SAVE3
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.byte 0 ; disk detect
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length_array:
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@ -235,8 +233,8 @@ length_array:
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.byte 80, 88, 88, 80 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
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.byte 80, 80, 16, 80 ; TROGDOR, ENDING, MUSIC, CLIFF
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.byte 16, 16, 18, 80 ; GAME_OVER, INVENTORY, PARSE_INPUT, INN
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.byte 80 ; INSIDE
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.byte 1,1,1,1,1 ; SAVE1, SAVE2, SAVE3
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.byte 80, 64, 16 ; INSIDE, ARCHERY, MAP
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.byte 1,1,1 ; SAVE1, SAVE2, SAVE3
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.byte 1 ; disk detect
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.include "qkumba_popwr.s"
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@ -243,10 +243,12 @@ LOAD_INVENTORY = 13
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LOAD_PARSE_INPUT= 14
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LOAD_INN = 15
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LOAD_INSIDE = 16
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LOAD_ARCHERY = 17
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LOAD_MAP = 18
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LOAD_SAVE1 = 17
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LOAD_SAVE2 = 18
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LOAD_SAVE3 = 19
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LOAD_SAVE1 = 19
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LOAD_SAVE2 = 20
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LOAD_SAVE3 = 21
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VGI_RCOLOR = P0
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@ -287,6 +289,7 @@ LOCATION_HIDDEN_GLEN = 24
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LOCATION_INSIDE_LADY = 25
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LOCATION_INSIDE_NN = 26
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LOCATION_INSIDE_INN = 27
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LOCATION_ARCHERY_GAME = 28
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LOCATION_MAP = 29
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LOCATION_EMPTY = 28
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LOCATION_EMPTY = 30
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