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peasant: implement "throw baby"
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@ -192,8 +192,9 @@ POINTS IMPLEMENTED: (in order of implementation)
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+ 5 (kill kerrek)
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+ 7 (talk to knight once have belt, robe, and on fire)
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+ 7 (get riches from jhonka)
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+ 5 (throw baby)
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======
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86 points
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91 points
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deaths/endings implemented
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@ -835,6 +835,7 @@ lake_west_swim_lake:
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ldy #>lake_west_swim_message
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jmp finish_parse_message
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;================
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; throw
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;================
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@ -844,15 +845,67 @@ lake_west_throw:
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cmp #NOUN_BABY
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beq lake_west_throw_baby
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cmp #NOUN_FEED
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beq lake_west_throw_feed
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jmp parse_common_unknown
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lake_west_throw_baby:
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; first see if have baby
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lda INVENTORY_1
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and #INV1_BABY
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beq lake_west_throw_baby_no_baby
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; see if in right spot
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; TODO:
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lda PEASANT_X
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lda PEASANT_Y
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; see if have soda
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lda INVENTORY_2
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and #INV2_SODA
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bne lake_west_throw_baby_already
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; throwing for the first time
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lake_west_throw_baby_for_reals:
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; do the animation
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ldx #<lake_west_throw_baby_message
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ldy #>lake_west_throw_baby_message
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jsr partial_message_step
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; score points
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lda #5
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jsr score_points
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; get soda
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lda INVENTORY_2
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ora #INV2_SODA
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sta INVENTORY_2
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ldx #<lake_west_throw_baby_message2
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ldy #>lake_west_throw_baby_message2
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jmp finish_parse_message
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lake_west_throw_baby_already:
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ldx #<lake_west_throw_baby_already_message
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ldy #>lake_west_throw_baby_already_message
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jmp finish_parse_message
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lake_west_throw_baby_no_baby:
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ldx #<lake_west_throw_baby_no_baby_message
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ldy #>lake_west_throw_baby_no_baby_message
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jmp finish_parse_message
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lake_west_throw_feed:
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ldx #<lake_east_throw_feed_too_south_message
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ldy #>lake_east_throw_feed_too_south_message
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jmp finish_parse_message
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@ -38,7 +38,7 @@
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; INVENTORY_3 = $A2
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.byte INV1_ARROW| INV1_CHICKEN_FEED | INV1_PEBBLES
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; INVENTORY_1_GONE = $A3
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.byte INV2_TRINKET
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.byte INV2_RICHES | INV2_TRINKET
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; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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.byte 22 ; KERREK_X = $A6
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@ -36,7 +36,7 @@
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; INVENTORY_3 = $A2
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.byte INV1_ARROW|INV1_PEBBLES
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; INVENTORY_1_GONE = $A3
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.byte INV2_TRINKET
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.byte INV2_RICHES | INV2_TRINKET
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; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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.byte 22 ; KERREK_X = $A6
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46
games/peasant/saves/save1_13_sub.s
Normal file
46
games/peasant/saves/save1_13_sub.s
Normal file
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@ -0,0 +1,46 @@
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; SAVE1 -- After getting the sub
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.include "zp.inc"
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; want to load this to address $90
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;
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.byte LOAD_PEASANT4 ; WHICH_LOAD = $90
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.byte 10 ; PEASANT_X = $91
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.byte 100 ; PEASANT_Y = $92
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.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
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.byte 0 ; MAP_X = $94
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.byte 1 ; MAP_Y = $95
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.byte LOCATION_OUTSIDE_LADY ; MAP_LOCATION = $96
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.byte TALKED_TO_MENDELEV | HALDO_TO_DONGOLEV | ARROW_BEATEN| GARY_SCARED | TRINKET_GIVEN | LADY_GONE
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; BABY_IN_WELL | BUCKET_DOWN_WELL
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; GAME_STATE_0 = $97
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.byte PUDDLE_WET
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; RAINING
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; FISH_FED | IN_HAY_BALE | NIGHT | POT_ON_HEAD | WEARING_ROBE
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; GAME_STATE_1 = $98
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.byte TALKED_TO_KNIGHT
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; ON_FIRE | COTTAGE_ROCK_MOVED | KNUCKLES_BLEED
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; DRESSER_OPEN | COVERED_IN_MUD | GOT_MUDDY_ALREADY
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; GAME_STATE_2 = $99
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.byte $00 ; NED_STATUS = $9A
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.byte BUSH_1_SEARCHED | BUSH_2_SEARCHED | BUSH_3_SEARCHED | BUSH_4_SEARCHED
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; BUSH_STATUS = $9B
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.byte KERREK_ROW1 | KERREK_DECOMPOSING ; KERREK_STATE = $9C
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.byte $00 ; ARROW_SCORE = $9D
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.byte $00 ; SCORE_HUNDREDS= $9E
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.byte $20 ; SCORE_TENSONES= $9F
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.byte INV1_ARROW | INV1_BABY | INV1_KERREK_BELT | INV1_BOW | INV1_MONSTER_MASK | INV1_PEBBLES
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; INVENTORY_1 = $A0
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.byte INV2_RICHES|INV2_MEATBALL_SUB | INV2_TRINKET
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; INVENTORY_2 = $A1
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.byte INV3_SHIRT|INV3_MAP
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; INVENTORY_3 = $A2
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.byte INV1_ARROW|INV1_PEBBLES
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; INVENTORY_1_GONE = $A3
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.byte INV2_RICHES | INV2_TRINKET
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; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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.byte 22 ; KERREK_X = $A6
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.byte 76 ; KERREK_Y = $A7
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@ -38,7 +38,7 @@
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; INVENTORY_3 = $A2
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.byte INV1_ARROW| INV1_CHICKEN_FEED | INV1_PEBBLES
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; INVENTORY_1_GONE = $A3
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.byte INV2_TRINKET
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.byte INV2_RICHES | INV2_TRINKET
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; INVENTORY_2_GONE_= $A4
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.byte $00 ; INVENTORY_3_GONE = $A5
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.byte 22 ; KERREK_X = $A6
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@ -380,25 +380,40 @@ lake_west_skip_stones_message:
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.byte "but you can't reach from",13
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.byte "here.",0
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; TODO
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; +5 POINTS
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; + throw baby
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.byte "Something tells you this is a good idea and you lob the little one into the lake.",0
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.byte "You won't be arrested after all! The little guy has resurfaced safely, carrying an old bottle of soda. You take the soda and stow your swaddling buddy for takeoff.",0
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lake_west_throw_baby_message:
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.byte "Something tells you this is",13
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.byte "a good idea and you lob the",13
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.byte "little one into the lake.",0
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lake_west_throw_baby_message2:
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.byte "You won't be arrested after",13
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.byte "all! The little guy has",13
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.byte "resurfaced safely,",13
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.byte "carrying an old bottle of",13
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.byte "soda. You take the soda and",13
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.byte "stow your swaddling buddy",13
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.byte "for takeoff.",0
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; + throw baby (before getting the baby)
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lake_west_throw_baby_message:
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lake_west_throw_baby_no_baby_message:
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.byte "I think you misread the",13
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.byte "walkthrough on GameFAQs.",13
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.byte "You gotta get the baby",13
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.byte "first.",0
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; TODO
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; + throw baby (after getting the soda)
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.byte "Baby Dashing is a little waterlogged from the toss, and you read his soft gurgling to mean that there's no more soda left.",0
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lake_west_throw_baby_already_message:
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.byte "Baby Dashing is a little",13
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.byte "waterlogged from the last",13
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.byte "toss, and you read his soft",13
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.byte "gurgling to mean that",13
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.byte "there's no more soda left.",0
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; + throw feed (at south side)
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;.byte "Maybe try again from the center of the lake. Looks deeper there.",0
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; + throw baby (not in right spot)
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; same as lake_east_throw_feed_too_south_message:
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;==================
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