peasant: more rearranging dialog

This commit is contained in:
Vince Weaver 2024-10-03 00:36:02 -04:00
parent 6c1292ac12
commit d238bef0e2
14 changed files with 345 additions and 337 deletions

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@ -623,9 +623,4 @@ inn_light_candle:
jmp finish_parse_message
.include "../text/dialog_inn.inc"

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@ -14,7 +14,8 @@ inside.o: inside.s \
../zp.inc ../hardware.inc ../qload.inc \
../inventory/inventory.inc \
../parse_input.inc \
inside_actions.s DIALOG_INSIDE.ZX02 dialog_inside.inc \
inside_actions.s \
../text/DIALOG_INSIDE.ZX02 ../text/dialog_inside.inc \
graphics_inside/graphics_inside.inc \
graphics_inside/priority_inside.inc \
../sprites/peasant_sprites.inc \
@ -25,22 +26,6 @@ inside.o: inside.s \
../wait.s ../wait_a_bit.s
ca65 -o inside.o inside.s -l inside.lst
###
DIALOG_INSIDE.ZX02: dialog_inside
$(ZX02) -f dialog_inside DIALOG_INSIDE.ZX02
dialog_inside: dialog_inside.o
ld65 -o dialog_inside dialog_inside.o -C $(LINKER_SCRIPTS)/apple2_d000.inc
dialog_inside.o: dialog_inside.s ../text/inside.inc.lookup
ca65 -o dialog_inside.o dialog_inside.s -l dialog_inside.lst
###
dialog_inside.inc: ../generate_all_symbols dialog_inside
../generate_all_symbols -a 0xd000 dialog_inside.lst > dialog_inside.inc
####
graphics_inside/graphics_inside.inc:

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@ -1,3 +0,0 @@
.include "../text/lookup.inc"
.include "../text/inside.inc.lookup"

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@ -418,6 +418,6 @@ verb_tables_hi:
inside_text_zx02:
.incbin "DIALOG_INSIDE.ZX02"
.incbin "../text/DIALOG_INSIDE.ZX02"
.include "inside_actions.s"

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@ -1069,4 +1069,4 @@ inside_nn_close_drawer_full:
.include "dialog_inside.inc"
.include "../text/dialog_inside.inc"

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@ -11,11 +11,11 @@ all: dump_text shrink_text \
DIALOG_PEASANT2.ZX02 dialog_peasant2.inc \
DIALOG_PEASANT3.ZX02 dialog_peasant3.inc \
DIALOG_PEASANT4.ZX02 dialog_peasant4.inc \
inside.inc.lookup \
DIALOG_INSIDE.ZX02 dialog_inside.inc \
DIALOG_INN.ZX02 dialog_inn.inc \
cliff_base.inc.lookup \
cliff.inc.lookup \
trogdor.inc.lookup \
DIALOG_TROGDOR.ZX02 dialog_trogdor.inc \
common.inc.lookup \
inventory.inc.lookup
@ -101,6 +101,39 @@ dialog_inn.o: dialog_inn.s inside_inn.inc.lookup
dialog_inn.inc: ../generate_all_symbols dialog_inn
../generate_all_symbols -a 0xd000 dialog_inn.lst > dialog_inn.inc
###
DIALOG_INSIDE.ZX02: dialog_inside
$(ZX02) -f dialog_inside DIALOG_INSIDE.ZX02
dialog_inside: dialog_inside.o
ld65 -o dialog_inside dialog_inside.o -C $(LINKER_SCRIPTS)/apple2_d000.inc
dialog_inside.o: dialog_inside.s \
inside_lady.inc.lookup inside_ned.inc.lookup \
hidden_glen.inc.lookup
ca65 -o dialog_inside.o dialog_inside.s -l dialog_inside.lst
dialog_inside.inc: ../generate_all_symbols dialog_inside
../generate_all_symbols -a 0xd000 dialog_inside.lst > dialog_inside.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 \
trogdor.inc.lookup
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
###
@ -127,9 +160,18 @@ gary.inc.lookup: gary.inc shrink_text
hay.inc.lookup: hay.inc shrink_text
./shrink_text < hay.inc > hay.inc.lookup
hidden_glen.inc.lookup: hidden_glen.inc shrink_text
./shrink_text < hidden_glen.inc > hidden_glen.inc.lookup
inside_inn.inc.lookup: inside_inn.inc shrink_text
./shrink_text < inside_inn.inc > inside_inn.inc.lookup
inside_lady.inc.lookup: inside_lady.inc shrink_text
./shrink_text < inside_lady.inc > inside_lady.inc.lookup
inside_ned.inc.lookup: inside_ned.inc shrink_text
./shrink_text < inside_ned.inc > inside_ned.inc.lookup
jhonka.inc.lookup: jhonka.inc shrink_text
./shrink_text < jhonka.inc > jhonka.inc.lookup

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@ -0,0 +1,13 @@
.include "lookup.inc"
inside_dialog_start:
.include "hidden_glen.inc.lookup"
.include "inside_lady.inc.lookup"
.include "inside_ned.inc.lookup"
inside_dialog_end:
.assert (>inside_dialog_end - >inside_dialog_start) < $1E , error, "inside dialog too big"

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@ -0,0 +1,139 @@
;================
; Hidden Glen
;================
; (Walk in the path of Dongolev's arrows)
hidden_glen_walk_in_way_message:
.byte "Hopefully this guy will",13
.byte "have some sense and not",13
.byte "shoot you.",0
; {Dongolev shoots you in the head}
hidden_glen_walk_in_way_message2:
.byte "That guy has no sense. He",13
.byte "shot you.",0
hidden_glen_walk_in_way_message3:
.byte "Dumb, dumb, dumb. Nice one,",13
.byte "William Tell. You dead.",13
.byte "Thanks for playing.",0
; +3 points
; + haldo / say haldo
hidden_glen_say_haldo_message:
.byte "The archer stops arching",13
.byte "and turns to you. ",34,"My",13
.byte "brother told you to tell me",13
.byte "haldo? He must want to",13
.byte "start the old business back",13
.byte "up!",34,0
; he walks off
; + haldo (before talking to Mendelev)
hidden_glen_say_haldo_skip_mendelev_message:
.byte "What'd you read that in",13
.byte "the PQ Stragedy Guide? Go",13
.byte "talk to my brother first.",0
; + haldo (after Dongolev leaves)
hidden_glen_say_haldo_no_dongolev_message:
.byte 34,"Haldo?",34,". you call out...",13
.byte 34,"Hadloooooo",34,0
; + look (with Dongolev)
hidden_glen_look_message:
.byte "Well, looky here! A hidden",13
.byte "glen! You LOVE hidden",13
.byte "glens. This one has some",13
.byte "kinda archer in it.",0
; + look (w/o Dongolev)
hidden_glen_look_no_dongolev_message:
.byte "You're in a hidden glen.",13
.byte "There's a tree with",13
.byte "zillions of arrows in it.",0
; + look archer (when there)
hidden_glen_look_at_archer_message:
.byte "He sure looks miffed at",13
.byte "that tree. He's emptied 5",13
.byte "good quivers' worth into",13
.byte "that poor thing.",0
; + look arrow (before taken)
hidden_glen_look_at_arrow_message:
.byte "Somebody call a tree",13
.byte "doctor. Them puppies are",13
.byte "stuck in there like a, um,",13
.byte "er ... stuck pig.",0
; + look bushes
hidden_glen_look_at_bushes_message:
.byte "There's some thick 'ol",13
.byte "bushes up in this hidden",13
.byte "glen.",0
; + look fence
hidden_glen_look_at_fence_message:
.byte "Wow! There's a hole in it",13
.byte "on THIS side too!",0
; + look tree
hidden_glen_look_at_tree_message:
.byte "Dude, and then the elf,",13
.byte "like, totally climbed up",13
.byte "it. It was awesome!",0
; + climb tree
hidden_glen_climb_tree_message:
.byte "Naw, you'd probably figure",13
.byte "out some way to kill",13
.byte "yourself doing that.",0
; + climb/jump fence
hidden_glen_climb_fence_message:
.byte "Not going to dignify that",13
.byte "with a response.",0
; + 2 points
; + get arrow
hidden_glen_get_arrow_message:
.byte "You pick out a really good",13
.byte "one and yank it from the",13
.byte "tree. Hooray! Now you have",13
.byte "an arrow!",0
; + get arrow (Dogolev there) (Warning: As you can see, this kills you.)
hidden_glen_active_range_message:
.byte "Something tells me now's",13
.byte "not a good time.",0
; {you get the arrow anyway and Dongolev shoots you}
; graphically, your head gets stuck to tree
hidden_glen_active_range_message2:
.byte "It wasn't a good time. Hey,",13
.byte "my mom's making",13
.byte "peasant-kabobs for dinner",13
.byte "TOO!",0
hidden_glen_active_range_message3:
.byte "Right. Anyway. You dead.",13
.byte "Thanks for playing, and try",13
.byte "not to die.",0
; + get arrow (After you get the arrow OR get arrow from after Kerrek)
hidden_glen_get_arrow_full_message:
.byte "You're pretty much all set",13
.byte "on the arrow front. They",13
.byte "are kinda cool, though.",0
; + get arrow (after killing Kerrek)
hidden_glen_get_arrow_another_message:
.byte "You grab yet another arrow",13
.byte "from the tree hoping to get",13
.byte "some bonus points.",0
; + talk archer (NOT IN WIKI)
hidden_glen_talk_archer_message:
.byte "He refuses to speak with",13
.byte "you. He just keeps firing",13
.byte "arrows into that tree and",13
.byte "grumbling, ",34,"stupid",13
.byte "Mendelev. grumble mumble.",34,0

View File

@ -1,145 +1,3 @@
inside_dialog_start:
;================
; Hidden Glen
;================
; (Walk in the path of Dongolev's arrows)
hidden_glen_walk_in_way_message:
.byte "Hopefully this guy will",13
.byte "have some sense and not",13
.byte "shoot you.",0
; {Dongolev shoots you in the head}
hidden_glen_walk_in_way_message2:
.byte "That guy has no sense. He",13
.byte "shot you.",0
hidden_glen_walk_in_way_message3:
.byte "Dumb, dumb, dumb. Nice one,",13
.byte "William Tell. You dead.",13
.byte "Thanks for playing.",0
; +3 points
; + haldo / say haldo
hidden_glen_say_haldo_message:
.byte "The archer stops arching",13
.byte "and turns to you. ",34,"My",13
.byte "brother told you to tell me",13
.byte "haldo? He must want to",13
.byte "start the old business back",13
.byte "up!",34,0
; he walks off
; + haldo (before talking to Mendelev)
hidden_glen_say_haldo_skip_mendelev_message:
.byte "What'd you read that in",13
.byte "the PQ Stragedy Guide? Go",13
.byte "talk to my brother first.",0
; + haldo (after Dongolev leaves)
hidden_glen_say_haldo_no_dongolev_message:
.byte 34,"Haldo?",34,". you call out...",13
.byte 34,"Hadloooooo",34,0
; + look (with Dongolev)
hidden_glen_look_message:
.byte "Well, looky here! A hidden",13
.byte "glen! You LOVE hidden",13
.byte "glens. This one has some",13
.byte "kinda archer in it.",0
; + look (w/o Dongolev)
hidden_glen_look_no_dongolev_message:
.byte "You're in a hidden glen.",13
.byte "There's a tree with",13
.byte "zillions of arrows in it.",0
; + look archer (when there)
hidden_glen_look_at_archer_message:
.byte "He sure looks miffed at",13
.byte "that tree. He's emptied 5",13
.byte "good quivers' worth into",13
.byte "that poor thing.",0
; + look arrow (before taken)
hidden_glen_look_at_arrow_message:
.byte "Somebody call a tree",13
.byte "doctor. Them puppies are",13
.byte "stuck in there like a, um,",13
.byte "er ... stuck pig.",0
; + look bushes
hidden_glen_look_at_bushes_message:
.byte "There's some thick 'ol",13
.byte "bushes up in this hidden",13
.byte "glen.",0
; + look fence
hidden_glen_look_at_fence_message:
.byte "Wow! There's a hole in it",13
.byte "on THIS side too!",0
; + look tree
hidden_glen_look_at_tree_message:
.byte "Dude, and then the elf,",13
.byte "like, totally climbed up",13
.byte "it. It was awesome!",0
; + climb tree
hidden_glen_climb_tree_message:
.byte "Naw, you'd probably figure",13
.byte "out some way to kill",13
.byte "yourself doing that.",0
; + climb/jump fence
hidden_glen_climb_fence_message:
.byte "Not going to dignify that",13
.byte "with a response.",0
; + 2 points
; + get arrow
hidden_glen_get_arrow_message:
.byte "You pick out a really good",13
.byte "one and yank it from the",13
.byte "tree. Hooray! Now you have",13
.byte "an arrow!",0
; + get arrow (Dogolev there) (Warning: As you can see, this kills you.)
hidden_glen_active_range_message:
.byte "Something tells me now's",13
.byte "not a good time.",0
; {you get the arrow anyway and Dongolev shoots you}
; graphically, your head gets stuck to tree
hidden_glen_active_range_message2:
.byte "It wasn't a good time. Hey,",13
.byte "my mom's making",13
.byte "peasant-kabobs for dinner",13
.byte "TOO!",0
hidden_glen_active_range_message3:
.byte "Right. Anyway. You dead.",13
.byte "Thanks for playing, and try",13
.byte "not to die.",0
; + get arrow (After you get the arrow OR get arrow from after Kerrek)
hidden_glen_get_arrow_full_message:
.byte "You're pretty much all set",13
.byte "on the arrow front. They",13
.byte "are kinda cool, though.",0
; + get arrow (after killing Kerrek)
hidden_glen_get_arrow_another_message:
.byte "You grab yet another arrow",13
.byte "from the tree hoping to get",13
.byte "some bonus points.",0
; + talk archer (NOT IN WIKI)
hidden_glen_talk_archer_message:
.byte "He refuses to speak with",13
.byte "you. He just keeps firing",13
.byte "arrows into that tree and",13
.byte "grumbling, ",34,"stupid",13
.byte "Mendelev. grumble mumble.",34,0
;==========================
; Inside Baby Lady Cottage
;==========================
@ -455,149 +313,3 @@ inside_cottage_leaving_message:
inside_cottage_leaving_post_trinket_message:
.byte "This place is dead anyway.",0
;===================================
; 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
inside_dialog_end:
.assert (>inside_dialog_end - >inside_dialog_start) < $1E , error, "inside dialog too big"

View 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

View File

@ -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

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@ -361,6 +361,6 @@ verb_tables_hi:
trogdor_text_zx02:
.incbin "DIALOG_TROGDOR.ZX02"
.incbin "../text/DIALOG_TROGDOR.ZX02"
.include "trogdor_actions.s"

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@ -505,5 +505,5 @@ dashing_progress_h:
.byte >dashing6_sprite,>dashing7_sprite,>dashing8_sprite
.include "dialog_trogdor.inc"
.include "../text/dialog_trogdor.inc"