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mist: stoney: can raise and lower the trunk
can't open it yet though
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@ -24,9 +24,13 @@ For release 1.0
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-- allow coming at steps from an angle
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-- allow coming at steps from an angle
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-- if space allows, lighten floor of compass rose when
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-- if space allows, lighten floor of compass rose when
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right button pressed
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right button pressed
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-- hook up pump
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-- have the bottom blank out and print PUMPING NOISES
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-- hook up key/trunk puzzle
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-- hook up key/trunk puzzle
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-- outside looking in can see trunk if up
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(either add support or remove graphic)
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-- if click on steps when looking N, move to look at steps
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-- stop holding key if leave the two rooms where matters
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[actual game it drops to floor of basement?]
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-- rotate plug when open/closed
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+ CHANNEL
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+ CHANNEL
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-- from path can still see down elev1 even if up
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-- from path can still see down elev1 even if up
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@ -37,6 +41,7 @@ For release 1.0
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+ NIBEL
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+ NIBEL
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-- turn on sprite crop in the viewer part
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-- turn on sprite crop in the viewer part
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[harder to do this than you might think]
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+ MECHE
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+ MECHE
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-- animations for elevator
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-- animations for elevator
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@ -14,7 +14,9 @@ stoney_graphics.inc: \
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umbrella_path_e.lzsa umbrella_path_w.lzsa \
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umbrella_path_e.lzsa umbrella_path_w.lzsa \
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lighthouse_path_e.lzsa lighthouse_path_w.lzsa \
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lighthouse_path_e.lzsa lighthouse_path_w.lzsa \
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lighthouse_door_e.lzsa lighthouse_door_w.lzsa \
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lighthouse_door_e.lzsa lighthouse_door_w.lzsa \
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lighthouse_inside_e.lzsa lighthouse_inside_w.lzsa lighthouse_inside_n.lzsa \
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lighthouse_inside_e.lzsa lighthouse_inside_w.lzsa \
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lighthouse_inside_n.lzsa \
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lighthouse_inside_nowater_n.lzsa lighthouse_inside_notrunk_n.lzsa \
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lighthouse_upstairs_e.lzsa lighthouse_upstairs_w.lzsa \
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lighthouse_upstairs_e.lzsa lighthouse_upstairs_w.lzsa \
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lighthouse_battery_w.lzsa \
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lighthouse_battery_w.lzsa \
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lighthouse_downladder_e.lzsa \
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lighthouse_downladder_e.lzsa \
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@ -66,6 +68,8 @@ stoney_graphics.inc: \
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echo "lighthouse_inside_e_lzsa: .incbin \"lighthouse_inside_e.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_inside_e_lzsa: .incbin \"lighthouse_inside_e.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_inside_w_lzsa: .incbin \"lighthouse_inside_w.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_inside_w_lzsa: .incbin \"lighthouse_inside_w.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_inside_n_lzsa: .incbin \"lighthouse_inside_n.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_inside_n_lzsa: .incbin \"lighthouse_inside_n.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_inside_nowater_n_lzsa: .incbin \"lighthouse_inside_nowater_n.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_inside_notrunk_n_lzsa: .incbin \"lighthouse_inside_notrunk_n.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_upstairs_e_lzsa: .incbin \"lighthouse_upstairs_e.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_upstairs_e_lzsa: .incbin \"lighthouse_upstairs_e.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_upstairs_w_lzsa: .incbin \"lighthouse_upstairs_w.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_upstairs_w_lzsa: .incbin \"lighthouse_upstairs_w.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_battery_w_lzsa: .incbin \"lighthouse_battery_w.lzsa\"" >> stoney_graphics.inc
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echo "lighthouse_battery_w_lzsa: .incbin \"lighthouse_battery_w.lzsa\"" >> stoney_graphics.inc
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BIN
mist/graphics_stoney/lighthouse_inside_notrunk_n.png
Normal file
BIN
mist/graphics_stoney/lighthouse_inside_notrunk_n.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 13 KiB |
BIN
mist/graphics_stoney/lighthouse_inside_nowater_n.png
Normal file
BIN
mist/graphics_stoney/lighthouse_inside_nowater_n.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 15 KiB |
@ -951,6 +951,7 @@ location51:
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.word $0000 ; east bg
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.word $0000 ; east bg
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.word $0000 ; west bg
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.word $0000 ; west bg
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.byte BG_NORTH
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.byte BG_NORTH
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.byte $ff
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.byte DIRECTION_N ; special exit
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.byte 7,13 ; special x
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.byte 36,46 ; special y
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.word trunk_open_plug-1
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@ -35,9 +35,7 @@ stoney_start:
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sta DRAW_PAGE
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sta DRAW_PAGE
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sta LEVEL_OVER
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sta LEVEL_OVER
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; resets if you leave
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; resets if you leave and come back
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; FIXME: temp debug
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lda #$7
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sta BATTERY_CHARGE
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sta BATTERY_CHARGE
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; init cursor
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; init cursor
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@ -411,6 +411,32 @@ update_pump_state:
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; flood lighthouse
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; flood lighthouse
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sta location5,Y ; STONEY_LIGHTHOUSE_INSIDE
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sta location5,Y ; STONEY_LIGHTHOUSE_INSIDE
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ldy #LOCATION_NORTH_BG
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; if TRUNK_WATER_DRAINED=1 and TRUNK_VALVE_OPEN=0 then show trunk
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lda TRUNK_STATE
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and #(TRUNK_WATER_DRAINED|TRUNK_VALVE_OPEN)
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cmp #(TRUNK_WATER_DRAINED)
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beq draw_trunk
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draw_notrunk:
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lda #<lighthouse_inside_notrunk_n_lzsa
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sta location5,Y ; STONEY_LIGHTHOUSE_INSIDE
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lda #>lighthouse_inside_notrunk_n_lzsa
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sta location5+1,Y ; STONEY_LIGHTHOUSE_INSIDE
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bne done_draw_trunk ; bra
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draw_trunk:
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lda #<lighthouse_inside_n_lzsa
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sta location5,Y ; STONEY_LIGHTHOUSE_INSIDE
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lda #>lighthouse_inside_n_lzsa
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sta location5+1,Y ; STONEY_LIGHTHOUSE_INSIDE
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done_draw_trunk:
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lda PUMP_STATE
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lda PUMP_STATE
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beq done_update_pump_state
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beq done_update_pump_state
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cmp #DRAINED_EXIT
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cmp #DRAINED_EXIT
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@ -435,6 +461,13 @@ drain_tunnels:
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jmp done_update_pump_state
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jmp done_update_pump_state
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drain_lighthouse:
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drain_lighthouse:
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ldy #LOCATION_NORTH_BG
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lda #<lighthouse_inside_nowater_n_lzsa
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sta location5,Y ; STONEY_LIGHTHOUSE_INSIDE
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lda #>lighthouse_inside_nowater_n_lzsa
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sta location5+1,Y ; STONEY_LIGHTHOUSE_INSIDE
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ldy #LOCATION_NORTH_EXIT
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ldy #LOCATION_NORTH_EXIT
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lda #STONEY_LIGHTHOUSE_SPIRAL
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lda #STONEY_LIGHTHOUSE_SPIRAL
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sta location5,Y ; STONEY_LIGHTHOUSE_INSIDE
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sta location5,Y ; STONEY_LIGHTHOUSE_INSIDE
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@ -1403,8 +1436,26 @@ doorway2_water_list:
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; trunk
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; trunk
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;======================================
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;======================================
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; States: originally FULL OF WATER, PLUG CLOSED
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; open plug: EMPTY OF WATER, PLUG OPEN
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; water raises: FULL OF WATER, PLUG OPEN
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; close plug: EMPTY OF WATER, PLUG CLOSED
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goto_trunk:
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goto_trunk:
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lda #STONEY_TRUNK_CLOSE
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lda #STONEY_TRUNK_CLOSE
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sta LOCATION
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sta LOCATION
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jmp change_location
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jmp change_location
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trunk_open_plug:
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; TOGGLE TRUNK_VALVE_OPEN
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; CLEAR FULL_OF_WATER
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; FIXME: start animation?
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lda TRUNK_STATE
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eor #TRUNK_VALVE_OPEN
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ora #TRUNK_WATER_DRAINED
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sta TRUNK_STATE
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rts
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