mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-01-14 13:33:48 +00:00
peasant: more rearranging dialog
This commit is contained in:
parent
6c1292ac12
commit
d238bef0e2
@ -623,9 +623,4 @@ inn_light_candle:
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jmp finish_parse_message
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.include "../text/dialog_inn.inc"
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@ -14,7 +14,8 @@ inside.o: inside.s \
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../zp.inc ../hardware.inc ../qload.inc \
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../inventory/inventory.inc \
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../parse_input.inc \
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inside_actions.s DIALOG_INSIDE.ZX02 dialog_inside.inc \
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inside_actions.s \
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../text/DIALOG_INSIDE.ZX02 ../text/dialog_inside.inc \
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graphics_inside/graphics_inside.inc \
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graphics_inside/priority_inside.inc \
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../sprites/peasant_sprites.inc \
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@ -25,22 +26,6 @@ inside.o: inside.s \
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../wait.s ../wait_a_bit.s
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ca65 -o inside.o inside.s -l inside.lst
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###
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DIALOG_INSIDE.ZX02: dialog_inside
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$(ZX02) -f dialog_inside DIALOG_INSIDE.ZX02
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dialog_inside: dialog_inside.o
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ld65 -o dialog_inside dialog_inside.o -C $(LINKER_SCRIPTS)/apple2_d000.inc
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dialog_inside.o: dialog_inside.s ../text/inside.inc.lookup
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ca65 -o dialog_inside.o dialog_inside.s -l dialog_inside.lst
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###
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dialog_inside.inc: ../generate_all_symbols dialog_inside
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../generate_all_symbols -a 0xd000 dialog_inside.lst > dialog_inside.inc
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####
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graphics_inside/graphics_inside.inc:
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@ -1,3 +0,0 @@
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.include "../text/lookup.inc"
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.include "../text/inside.inc.lookup"
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@ -418,6 +418,6 @@ verb_tables_hi:
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inside_text_zx02:
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.incbin "DIALOG_INSIDE.ZX02"
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.incbin "../text/DIALOG_INSIDE.ZX02"
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.include "inside_actions.s"
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@ -1069,4 +1069,4 @@ inside_nn_close_drawer_full:
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.include "dialog_inside.inc"
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.include "../text/dialog_inside.inc"
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@ -11,11 +11,11 @@ all: dump_text shrink_text \
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DIALOG_PEASANT2.ZX02 dialog_peasant2.inc \
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DIALOG_PEASANT3.ZX02 dialog_peasant3.inc \
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DIALOG_PEASANT4.ZX02 dialog_peasant4.inc \
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inside.inc.lookup \
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DIALOG_INSIDE.ZX02 dialog_inside.inc \
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DIALOG_INN.ZX02 dialog_inn.inc \
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cliff_base.inc.lookup \
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cliff.inc.lookup \
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trogdor.inc.lookup \
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DIALOG_TROGDOR.ZX02 dialog_trogdor.inc \
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common.inc.lookup \
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inventory.inc.lookup
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@ -101,6 +101,39 @@ dialog_inn.o: dialog_inn.s inside_inn.inc.lookup
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dialog_inn.inc: ../generate_all_symbols dialog_inn
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../generate_all_symbols -a 0xd000 dialog_inn.lst > dialog_inn.inc
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###
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DIALOG_INSIDE.ZX02: dialog_inside
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$(ZX02) -f dialog_inside DIALOG_INSIDE.ZX02
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dialog_inside: dialog_inside.o
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ld65 -o dialog_inside dialog_inside.o -C $(LINKER_SCRIPTS)/apple2_d000.inc
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dialog_inside.o: dialog_inside.s \
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inside_lady.inc.lookup inside_ned.inc.lookup \
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hidden_glen.inc.lookup
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ca65 -o dialog_inside.o dialog_inside.s -l dialog_inside.lst
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dialog_inside.inc: ../generate_all_symbols dialog_inside
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../generate_all_symbols -a 0xd000 dialog_inside.lst > dialog_inside.inc
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###
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DIALOG_TROGDOR.ZX02: dialog_trogdor
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$(ZX02) -f dialog_trogdor DIALOG_TROGDOR.ZX02
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dialog_trogdor: dialog_trogdor.o
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ld65 -o dialog_trogdor dialog_trogdor.o -C $(LINKER_SCRIPTS)/apple2_d000.inc
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dialog_trogdor.o: dialog_trogdor.s \
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trogdor.inc.lookup
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ca65 -o dialog_trogdor.o dialog_trogdor.s -l dialog_trogdor.lst
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dialog_trogdor.inc: ../generate_all_symbols dialog_trogdor
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../generate_all_symbols -a 0xd000 dialog_trogdor.lst > dialog_trogdor.inc
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###
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@ -127,9 +160,18 @@ gary.inc.lookup: gary.inc shrink_text
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hay.inc.lookup: hay.inc shrink_text
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./shrink_text < hay.inc > hay.inc.lookup
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hidden_glen.inc.lookup: hidden_glen.inc shrink_text
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./shrink_text < hidden_glen.inc > hidden_glen.inc.lookup
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inside_inn.inc.lookup: inside_inn.inc shrink_text
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./shrink_text < inside_inn.inc > inside_inn.inc.lookup
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inside_lady.inc.lookup: inside_lady.inc shrink_text
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./shrink_text < inside_lady.inc > inside_lady.inc.lookup
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inside_ned.inc.lookup: inside_ned.inc shrink_text
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./shrink_text < inside_ned.inc > inside_ned.inc.lookup
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jhonka.inc.lookup: jhonka.inc shrink_text
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./shrink_text < jhonka.inc > jhonka.inc.lookup
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13
games/peasant/text/dialog_inside.s
Normal file
13
games/peasant/text/dialog_inside.s
Normal file
@ -0,0 +1,13 @@
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.include "lookup.inc"
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inside_dialog_start:
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.include "hidden_glen.inc.lookup"
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.include "inside_lady.inc.lookup"
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.include "inside_ned.inc.lookup"
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inside_dialog_end:
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.assert (>inside_dialog_end - >inside_dialog_start) < $1E , error, "inside dialog too big"
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139
games/peasant/text/hidden_glen.inc
Normal file
139
games/peasant/text/hidden_glen.inc
Normal file
@ -0,0 +1,139 @@
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;================
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; Hidden Glen
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;================
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; (Walk in the path of Dongolev's arrows)
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hidden_glen_walk_in_way_message:
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.byte "Hopefully this guy will",13
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.byte "have some sense and not",13
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.byte "shoot you.",0
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; {Dongolev shoots you in the head}
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hidden_glen_walk_in_way_message2:
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.byte "That guy has no sense. He",13
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.byte "shot you.",0
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hidden_glen_walk_in_way_message3:
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.byte "Dumb, dumb, dumb. Nice one,",13
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.byte "William Tell. You dead.",13
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.byte "Thanks for playing.",0
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; +3 points
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; + haldo / say haldo
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hidden_glen_say_haldo_message:
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.byte "The archer stops arching",13
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.byte "and turns to you. ",34,"My",13
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.byte "brother told you to tell me",13
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.byte "haldo? He must want to",13
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.byte "start the old business back",13
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.byte "up!",34,0
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; he walks off
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; + haldo (before talking to Mendelev)
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hidden_glen_say_haldo_skip_mendelev_message:
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.byte "What'd you read that in",13
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.byte "the PQ Stragedy Guide? Go",13
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.byte "talk to my brother first.",0
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; + haldo (after Dongolev leaves)
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hidden_glen_say_haldo_no_dongolev_message:
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.byte 34,"Haldo?",34,". you call out...",13
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.byte 34,"Hadloooooo",34,0
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; + look (with Dongolev)
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hidden_glen_look_message:
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.byte "Well, looky here! A hidden",13
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.byte "glen! You LOVE hidden",13
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.byte "glens. This one has some",13
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.byte "kinda archer in it.",0
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; + look (w/o Dongolev)
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hidden_glen_look_no_dongolev_message:
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.byte "You're in a hidden glen.",13
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.byte "There's a tree with",13
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.byte "zillions of arrows in it.",0
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; + look archer (when there)
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hidden_glen_look_at_archer_message:
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.byte "He sure looks miffed at",13
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.byte "that tree. He's emptied 5",13
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.byte "good quivers' worth into",13
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.byte "that poor thing.",0
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; + look arrow (before taken)
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hidden_glen_look_at_arrow_message:
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.byte "Somebody call a tree",13
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.byte "doctor. Them puppies are",13
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.byte "stuck in there like a, um,",13
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.byte "er ... stuck pig.",0
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; + look bushes
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hidden_glen_look_at_bushes_message:
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.byte "There's some thick 'ol",13
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.byte "bushes up in this hidden",13
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.byte "glen.",0
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; + look fence
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hidden_glen_look_at_fence_message:
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.byte "Wow! There's a hole in it",13
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.byte "on THIS side too!",0
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; + look tree
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hidden_glen_look_at_tree_message:
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.byte "Dude, and then the elf,",13
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.byte "like, totally climbed up",13
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.byte "it. It was awesome!",0
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; + climb tree
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hidden_glen_climb_tree_message:
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.byte "Naw, you'd probably figure",13
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.byte "out some way to kill",13
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.byte "yourself doing that.",0
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; + climb/jump fence
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hidden_glen_climb_fence_message:
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.byte "Not going to dignify that",13
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.byte "with a response.",0
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; + 2 points
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; + get arrow
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hidden_glen_get_arrow_message:
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.byte "You pick out a really good",13
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.byte "one and yank it from the",13
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.byte "tree. Hooray! Now you have",13
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.byte "an arrow!",0
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; + get arrow (Dogolev there) (Warning: As you can see, this kills you.)
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hidden_glen_active_range_message:
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.byte "Something tells me now's",13
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.byte "not a good time.",0
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; {you get the arrow anyway and Dongolev shoots you}
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; graphically, your head gets stuck to tree
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hidden_glen_active_range_message2:
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.byte "It wasn't a good time. Hey,",13
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.byte "my mom's making",13
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.byte "peasant-kabobs for dinner",13
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.byte "TOO!",0
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hidden_glen_active_range_message3:
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.byte "Right. Anyway. You dead.",13
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.byte "Thanks for playing, and try",13
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.byte "not to die.",0
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; + get arrow (After you get the arrow OR get arrow from after Kerrek)
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hidden_glen_get_arrow_full_message:
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.byte "You're pretty much all set",13
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.byte "on the arrow front. They",13
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.byte "are kinda cool, though.",0
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; + get arrow (after killing Kerrek)
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hidden_glen_get_arrow_another_message:
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.byte "You grab yet another arrow",13
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.byte "from the tree hoping to get",13
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.byte "some bonus points.",0
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; + talk archer (NOT IN WIKI)
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hidden_glen_talk_archer_message:
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.byte "He refuses to speak with",13
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.byte "you. He just keeps firing",13
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.byte "arrows into that tree and",13
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.byte "grumbling, ",34,"stupid",13
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.byte "Mendelev. grumble mumble.",34,0
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@ -1,145 +1,3 @@
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inside_dialog_start:
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;================
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; Hidden Glen
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;================
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; (Walk in the path of Dongolev's arrows)
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hidden_glen_walk_in_way_message:
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.byte "Hopefully this guy will",13
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.byte "have some sense and not",13
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.byte "shoot you.",0
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; {Dongolev shoots you in the head}
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hidden_glen_walk_in_way_message2:
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.byte "That guy has no sense. He",13
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.byte "shot you.",0
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hidden_glen_walk_in_way_message3:
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.byte "Dumb, dumb, dumb. Nice one,",13
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.byte "William Tell. You dead.",13
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.byte "Thanks for playing.",0
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; +3 points
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; + haldo / say haldo
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hidden_glen_say_haldo_message:
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.byte "The archer stops arching",13
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.byte "and turns to you. ",34,"My",13
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.byte "brother told you to tell me",13
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.byte "haldo? He must want to",13
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.byte "start the old business back",13
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.byte "up!",34,0
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; he walks off
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; + haldo (before talking to Mendelev)
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hidden_glen_say_haldo_skip_mendelev_message:
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.byte "What'd you read that in",13
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.byte "the PQ Stragedy Guide? Go",13
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.byte "talk to my brother first.",0
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; + haldo (after Dongolev leaves)
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hidden_glen_say_haldo_no_dongolev_message:
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.byte 34,"Haldo?",34,". you call out...",13
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.byte 34,"Hadloooooo",34,0
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; + look (with Dongolev)
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hidden_glen_look_message:
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.byte "Well, looky here! A hidden",13
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.byte "glen! You LOVE hidden",13
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.byte "glens. This one has some",13
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.byte "kinda archer in it.",0
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; + look (w/o Dongolev)
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hidden_glen_look_no_dongolev_message:
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.byte "You're in a hidden glen.",13
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.byte "There's a tree with",13
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.byte "zillions of arrows in it.",0
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; + look archer (when there)
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hidden_glen_look_at_archer_message:
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.byte "He sure looks miffed at",13
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.byte "that tree. He's emptied 5",13
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.byte "good quivers' worth into",13
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.byte "that poor thing.",0
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; + look arrow (before taken)
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hidden_glen_look_at_arrow_message:
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.byte "Somebody call a tree",13
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.byte "doctor. Them puppies are",13
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.byte "stuck in there like a, um,",13
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.byte "er ... stuck pig.",0
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; + look bushes
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hidden_glen_look_at_bushes_message:
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.byte "There's some thick 'ol",13
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.byte "bushes up in this hidden",13
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.byte "glen.",0
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; + look fence
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hidden_glen_look_at_fence_message:
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.byte "Wow! There's a hole in it",13
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.byte "on THIS side too!",0
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; + look tree
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hidden_glen_look_at_tree_message:
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.byte "Dude, and then the elf,",13
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.byte "like, totally climbed up",13
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.byte "it. It was awesome!",0
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; + climb tree
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hidden_glen_climb_tree_message:
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.byte "Naw, you'd probably figure",13
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.byte "out some way to kill",13
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.byte "yourself doing that.",0
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; + climb/jump fence
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hidden_glen_climb_fence_message:
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.byte "Not going to dignify that",13
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.byte "with a response.",0
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; + 2 points
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; + get arrow
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hidden_glen_get_arrow_message:
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.byte "You pick out a really good",13
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.byte "one and yank it from the",13
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.byte "tree. Hooray! Now you have",13
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.byte "an arrow!",0
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; + get arrow (Dogolev there) (Warning: As you can see, this kills you.)
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hidden_glen_active_range_message:
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.byte "Something tells me now's",13
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.byte "not a good time.",0
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; {you get the arrow anyway and Dongolev shoots you}
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; graphically, your head gets stuck to tree
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hidden_glen_active_range_message2:
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.byte "It wasn't a good time. Hey,",13
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.byte "my mom's making",13
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.byte "peasant-kabobs for dinner",13
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.byte "TOO!",0
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hidden_glen_active_range_message3:
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.byte "Right. Anyway. You dead.",13
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.byte "Thanks for playing, and try",13
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.byte "not to die.",0
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; + get arrow (After you get the arrow OR get arrow from after Kerrek)
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hidden_glen_get_arrow_full_message:
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.byte "You're pretty much all set",13
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.byte "on the arrow front. They",13
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.byte "are kinda cool, though.",0
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; + get arrow (after killing Kerrek)
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hidden_glen_get_arrow_another_message:
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.byte "You grab yet another arrow",13
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.byte "from the tree hoping to get",13
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.byte "some bonus points.",0
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; + talk archer (NOT IN WIKI)
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hidden_glen_talk_archer_message:
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.byte "He refuses to speak with",13
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.byte "you. He just keeps firing",13
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.byte "arrows into that tree and",13
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.byte "grumbling, ",34,"stupid",13
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.byte "Mendelev. grumble mumble.",34,0
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;==========================
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; Inside Baby Lady Cottage
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;==========================
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@ -455,149 +313,3 @@ inside_cottage_leaving_message:
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inside_cottage_leaving_post_trinket_message:
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.byte "This place is dead anyway.",0
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;===================================
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; Inside Mysterious (Ned's) Cottage
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;===================================
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;=========
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; look
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; + look
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inside_nn_look_at_message:
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.byte "This place could use some",13
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.byte "serious sprucing of the",13
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.byte "'up' variety. There's a",13
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.byte "dresser over there and a",13
|
||||
.byte "broom kind of silhouetted",13
|
||||
.byte "all mysterious like.",0
|
||||
|
||||
; + look broom
|
||||
inside_nn_look_brook_message:
|
||||
.byte "The broom is all black and",13
|
||||
.byte "artistic, implying perhaps",13
|
||||
.byte "that it is closer to the",13
|
||||
.byte "viewer's eye but unlit to",13
|
||||
.byte "avoid emphasis.",0
|
||||
|
||||
; + look drawer/dresser (closed)
|
||||
inside_nn_look_closed_drawer_message:
|
||||
.byte "This dresser needs a good",13
|
||||
.byte "wipe down with new",13
|
||||
.byte "Indenture(tm), the dust",13
|
||||
.byte "busting miracle spray.",13
|
||||
.byte "There is an especially",13
|
||||
.byte "enticing top drawer that is",13
|
||||
.byte "currently closed.",0
|
||||
|
||||
; + look drawer/dresser (open)
|
||||
inside_nn_look_open_drawer_message:
|
||||
.byte "This dresser needs a good",13
|
||||
.byte "wipe down with new",13
|
||||
.byte "Indenture(tm), the dust",13
|
||||
.byte "busting miracle spray.",13
|
||||
.byte "There is a drawer open and",13 ; actual game "openand"
|
||||
.byte "there are some brown lumpy",13
|
||||
.byte "clothes in it.",0
|
||||
|
||||
; + look drawer/dresser (open, after robe taken)
|
||||
inside_nn_look_norobe_drawer_message:
|
||||
.byte "This dresser needs a good",13
|
||||
.byte "wipe down with new",13
|
||||
.byte "Indenture(tm), the dust",13
|
||||
.byte "busting miracle spray.",13
|
||||
.byte "There is a drawer open, but",13
|
||||
.byte "it's empty.",0
|
||||
|
||||
;======
|
||||
; open
|
||||
|
||||
; + open drawer (it's closed, not taken)
|
||||
inside_nn_open_closed_drawer_message:
|
||||
.byte "There's a vintage peasant",13
|
||||
.byte "robe in there! Just like",13
|
||||
.byte "grampa used to wear.",0
|
||||
|
||||
; + open drawer (it's open)
|
||||
inside_nn_open_open_drawer_message:
|
||||
.byte "Yeah, totally! Except it's",13
|
||||
.byte "already open you moron.",0
|
||||
|
||||
; + open drawer (after getting robe and closing)
|
||||
inside_nn_open_empty_drawer_message:
|
||||
.byte "You already closed it,",13
|
||||
.byte "which was nice, and so we",13
|
||||
.byte "gave you some points. Let",13
|
||||
.byte "sleeping drawers lie.",0
|
||||
|
||||
;=========
|
||||
; close
|
||||
|
||||
;+1 POINT
|
||||
; + close drawer
|
||||
inside_nn_close_empty_drawer_message:
|
||||
.byte "Aww, how thoughtful and",13
|
||||
.byte "boring of you. Break into",13
|
||||
.byte "this peasant's home, steal",13
|
||||
.byte "his clothes, but remember",13
|
||||
.byte "to tidy up after yourself.",13
|
||||
.byte "You're a real saint.",0
|
||||
|
||||
; + close drawer (w/o taking robe)
|
||||
inside_nn_close_full_drawer_message:
|
||||
.byte "Right, right. Wouldn't",13
|
||||
.byte "want to leave the robes out",13
|
||||
.byte "where any old guy trying to",13
|
||||
.byte "beat an adventure game",13
|
||||
.byte "could take them.",0
|
||||
|
||||
; + close drawer (already closed)
|
||||
inside_nn_close_closed_drawer_message:
|
||||
.byte "A riddle: What can be",13
|
||||
.byte "closed that is already",13
|
||||
.byte "closed? (hint: not this",13
|
||||
.byte "drawer)",0
|
||||
|
||||
;============
|
||||
; get
|
||||
|
||||
; +10 points
|
||||
; + get/take robe (drawer must be open)
|
||||
inside_nn_get_robe_message:
|
||||
.byte "Yeah! Get that robe!",0
|
||||
|
||||
; + get/take robe (after you've gotten it)
|
||||
inside_nn_get_robe_already_message:
|
||||
.byte "You still remember the time",13
|
||||
.byte "when you took them. Oh, the",13
|
||||
.byte "times have changed ... but",13
|
||||
.byte "the robes?",0
|
||||
|
||||
; + get/take robe (drawer closed, whether you have it or not)
|
||||
inside_nn_get_robe_drawer_closed_message:
|
||||
.byte "You reach into the closed",13
|
||||
.byte "drawer and nearly break",13
|
||||
.byte "your hand slamming it. Just",13
|
||||
.byte "like a bird on a pane of",13
|
||||
.byte "glass minus the",13
|
||||
.byte "blamelessness.",0
|
||||
|
||||
; + get/take drawer/dresser
|
||||
inside_nn_get_dresser_message:
|
||||
.byte "You get a hernia from",13
|
||||
.byte "lifting it. -2 Movement",13
|
||||
.byte "points, -10 Constitution.",13
|
||||
.byte "Don't do that again.",0
|
||||
|
||||
; + get/take broom
|
||||
inside_nn_get_broom_message:
|
||||
.byte "No, no. The broom is in the",13
|
||||
.byte "foreground and you can't",13
|
||||
.byte "take things from the",13
|
||||
.byte "foreground. You don't see",13
|
||||
.byte "me all typing ",34,"get",13
|
||||
.byte "computer monitor",34,", do you?",0
|
||||
|
||||
inside_dialog_end:
|
||||
|
||||
.assert (>inside_dialog_end - >inside_dialog_start) < $1E , error, "inside dialog too big"
|
141
games/peasant/text/inside_ned.inc
Normal file
141
games/peasant/text/inside_ned.inc
Normal file
@ -0,0 +1,141 @@
|
||||
;===================================
|
||||
; Inside Mysterious (Ned's) Cottage
|
||||
;===================================
|
||||
|
||||
;=========
|
||||
; look
|
||||
|
||||
; + look
|
||||
inside_nn_look_at_message:
|
||||
.byte "This place could use some",13
|
||||
.byte "serious sprucing of the",13
|
||||
.byte "'up' variety. There's a",13
|
||||
.byte "dresser over there and a",13
|
||||
.byte "broom kind of silhouetted",13
|
||||
.byte "all mysterious like.",0
|
||||
|
||||
; + look broom
|
||||
inside_nn_look_brook_message:
|
||||
.byte "The broom is all black and",13
|
||||
.byte "artistic, implying perhaps",13
|
||||
.byte "that it is closer to the",13
|
||||
.byte "viewer's eye but unlit to",13
|
||||
.byte "avoid emphasis.",0
|
||||
|
||||
; + look drawer/dresser (closed)
|
||||
inside_nn_look_closed_drawer_message:
|
||||
.byte "This dresser needs a good",13
|
||||
.byte "wipe down with new",13
|
||||
.byte "Indenture(tm), the dust",13
|
||||
.byte "busting miracle spray.",13
|
||||
.byte "There is an especially",13
|
||||
.byte "enticing top drawer that is",13
|
||||
.byte "currently closed.",0
|
||||
|
||||
; + look drawer/dresser (open)
|
||||
inside_nn_look_open_drawer_message:
|
||||
.byte "This dresser needs a good",13
|
||||
.byte "wipe down with new",13
|
||||
.byte "Indenture(tm), the dust",13
|
||||
.byte "busting miracle spray.",13
|
||||
.byte "There is a drawer open and",13 ; actual game "openand"
|
||||
.byte "there are some brown lumpy",13
|
||||
.byte "clothes in it.",0
|
||||
|
||||
; + look drawer/dresser (open, after robe taken)
|
||||
inside_nn_look_norobe_drawer_message:
|
||||
.byte "This dresser needs a good",13
|
||||
.byte "wipe down with new",13
|
||||
.byte "Indenture(tm), the dust",13
|
||||
.byte "busting miracle spray.",13
|
||||
.byte "There is a drawer open, but",13
|
||||
.byte "it's empty.",0
|
||||
|
||||
;======
|
||||
; open
|
||||
|
||||
; + open drawer (it's closed, not taken)
|
||||
inside_nn_open_closed_drawer_message:
|
||||
.byte "There's a vintage peasant",13
|
||||
.byte "robe in there! Just like",13
|
||||
.byte "grampa used to wear.",0
|
||||
|
||||
; + open drawer (it's open)
|
||||
inside_nn_open_open_drawer_message:
|
||||
.byte "Yeah, totally! Except it's",13
|
||||
.byte "already open you moron.",0
|
||||
|
||||
; + open drawer (after getting robe and closing)
|
||||
inside_nn_open_empty_drawer_message:
|
||||
.byte "You already closed it,",13
|
||||
.byte "which was nice, and so we",13
|
||||
.byte "gave you some points. Let",13
|
||||
.byte "sleeping drawers lie.",0
|
||||
|
||||
;=========
|
||||
; close
|
||||
|
||||
;+1 POINT
|
||||
; + close drawer
|
||||
inside_nn_close_empty_drawer_message:
|
||||
.byte "Aww, how thoughtful and",13
|
||||
.byte "boring of you. Break into",13
|
||||
.byte "this peasant's home, steal",13
|
||||
.byte "his clothes, but remember",13
|
||||
.byte "to tidy up after yourself.",13
|
||||
.byte "You're a real saint.",0
|
||||
|
||||
; + close drawer (w/o taking robe)
|
||||
inside_nn_close_full_drawer_message:
|
||||
.byte "Right, right. Wouldn't",13
|
||||
.byte "want to leave the robes out",13
|
||||
.byte "where any old guy trying to",13
|
||||
.byte "beat an adventure game",13
|
||||
.byte "could take them.",0
|
||||
|
||||
; + close drawer (already closed)
|
||||
inside_nn_close_closed_drawer_message:
|
||||
.byte "A riddle: What can be",13
|
||||
.byte "closed that is already",13
|
||||
.byte "closed? (hint: not this",13
|
||||
.byte "drawer)",0
|
||||
|
||||
;============
|
||||
; get
|
||||
|
||||
; +10 points
|
||||
; + get/take robe (drawer must be open)
|
||||
inside_nn_get_robe_message:
|
||||
.byte "Yeah! Get that robe!",0
|
||||
|
||||
; + get/take robe (after you've gotten it)
|
||||
inside_nn_get_robe_already_message:
|
||||
.byte "You still remember the time",13
|
||||
.byte "when you took them. Oh, the",13
|
||||
.byte "times have changed ... but",13
|
||||
.byte "the robes?",0
|
||||
|
||||
; + get/take robe (drawer closed, whether you have it or not)
|
||||
inside_nn_get_robe_drawer_closed_message:
|
||||
.byte "You reach into the closed",13
|
||||
.byte "drawer and nearly break",13
|
||||
.byte "your hand slamming it. Just",13
|
||||
.byte "like a bird on a pane of",13
|
||||
.byte "glass minus the",13
|
||||
.byte "blamelessness.",0
|
||||
|
||||
; + get/take drawer/dresser
|
||||
inside_nn_get_dresser_message:
|
||||
.byte "You get a hernia from",13
|
||||
.byte "lifting it. -2 Movement",13
|
||||
.byte "points, -10 Constitution.",13
|
||||
.byte "Don't do that again.",0
|
||||
|
||||
; + get/take broom
|
||||
inside_nn_get_broom_message:
|
||||
.byte "No, no. The broom is in the",13
|
||||
.byte "foreground and you can't",13
|
||||
.byte "take things from the",13
|
||||
.byte "foreground. You don't see",13
|
||||
.byte "me all typing ",34,"get",13
|
||||
.byte "computer monitor",34,", do you?",0
|
@ -12,7 +12,7 @@ TROGDOR: trogdor.o
|
||||
|
||||
trogdor.o: trogdor.s ../zp.inc \
|
||||
graphics_trogdor/trogdor_graphics.inc sprites/trogdor_sprites.inc \
|
||||
DIALOG_TROGDOR.ZX02 dialog_trogdor.inc \
|
||||
../text/DIALOG_TROGDOR.ZX02 ../text/dialog_trogdor.inc \
|
||||
../ssi263/ssi263_simple_speech.s \
|
||||
../draw_box.s ../hgr_rectangle.s ../hgr_font.s ../hgr_input.s \
|
||||
../hgr_save_restore.s \
|
||||
@ -27,22 +27,6 @@ trogdor.o: trogdor.s ../zp.inc \
|
||||
|
||||
####
|
||||
|
||||
DIALOG_TROGDOR.ZX02: dialog_trogdor
|
||||
$(ZX02) -f dialog_trogdor DIALOG_TROGDOR.ZX02
|
||||
|
||||
dialog_trogdor: dialog_trogdor.o
|
||||
ld65 -o dialog_trogdor dialog_trogdor.o -C $(LINKER_SCRIPTS)/apple2_d000.inc
|
||||
|
||||
dialog_trogdor.o: dialog_trogdor.s ../text/trogdor.inc
|
||||
ca65 -o dialog_trogdor.o dialog_trogdor.s -l dialog_trogdor.lst
|
||||
|
||||
###
|
||||
|
||||
dialog_trogdor.inc: ../generate_all_symbols dialog_trogdor
|
||||
../generate_all_symbols -a 0xd000 dialog_trogdor.lst > dialog_trogdor.inc
|
||||
|
||||
####
|
||||
|
||||
graphics_trogdor/trogdor_graphics.inc:
|
||||
cd graphics_trogdor && make
|
||||
|
||||
@ -58,4 +42,4 @@ distclean:
|
||||
###
|
||||
|
||||
clean:
|
||||
rm -f *~ *.o *.lst TROGDOR *.ZX02 dialog_trogdor.inc
|
||||
rm -f *~ *.o *.lst TROGDOR
|
||||
|
@ -361,6 +361,6 @@ verb_tables_hi:
|
||||
|
||||
|
||||
trogdor_text_zx02:
|
||||
.incbin "DIALOG_TROGDOR.ZX02"
|
||||
.incbin "../text/DIALOG_TROGDOR.ZX02"
|
||||
|
||||
.include "trogdor_actions.s"
|
||||
|
@ -505,5 +505,5 @@ dashing_progress_h:
|
||||
.byte >dashing6_sprite,>dashing7_sprite,>dashing8_sprite
|
||||
|
||||
|
||||
.include "dialog_trogdor.inc"
|
||||
.include "../text/dialog_trogdor.inc"
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user