peasant: intro: move text to common location
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25ed768423
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@ -206,6 +206,7 @@ INTRO: intro.o
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intro.o: intro.s zp.inc qload.inc music.inc \
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graphics_peasantry/graphics_intro.inc sprites/peasant_sprites.inc \
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graphics_peasantry/priority_intro.inc \
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text/intro.inc \
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draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
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hgr_1x28_sprite_mask.s hgr_1x5_sprite.s hgr_save_restore.s \
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hgr_partial_save.s \
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@ -153,6 +153,8 @@ mockingboard_notfound2:
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.include "graphics_peasantry/priority_intro.inc"
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.include "text/intro.inc"
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skip_text:
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.byte 0,2,"ESC Skips",0
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@ -191,34 +191,34 @@ done_cottage:
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; 01234567 01234567
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cottage_text1:
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.byte 0,52,24, 0,253,82
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.byte 9,35,"YOU are Rather Dashing, a",13
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.byte "humble peasant living in",13
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.byte "the peasant kingdom of",13
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.byte "Peasantry.",0
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;cottage_text1:
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; .byte 0,52,24, 0,253,82
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; .byte 9,35,"YOU are Rather Dashing, a",13
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; .byte "humble peasant living in",13
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; .byte "the peasant kingdom of",13
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; .byte "Peasantry.",0
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; wait a few seconds
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cottage_text2:
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.byte 0,41,15, 0,255,96
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.byte 8,25,"You return home from a",13
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.byte "vacation on Scalding Lake",13
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.byte "only to find that TROGDOR",13
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.byte "THE BURNINATOR has",13
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.byte "burninated your thatched",13
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.byte "roof cottage along with all",13
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.byte "your goods and services.",0
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;cottage_text2:
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; .byte 0,41,15, 0,255,96
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; .byte 8,25,"You return home from a",13
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; .byte "vacation on Scalding Lake",13
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; .byte "only to find that TROGDOR",13
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; .byte "THE BURNINATOR has",13
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; .byte "burninated your thatched",13
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; .byte "roof cottage along with all",13
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; .byte "your goods and services.",0
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; wait a few seconds, then start walking toward cottage
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cottage_text3:
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.byte 0,28,20, 0,252,86
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.byte 7,33,"With nothing left to lose,",13
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.byte "you swear to get revenge on",13
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.byte "the Wingaling Dragon in the",13
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.byte "name of burninated peasants",13
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.byte "everywhere.",0
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;cottage_text3:
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; .byte 0,28,20, 0,252,86
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; .byte 7,33,"With nothing left to lose,",13
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; .byte "you swear to get revenge on",13
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; .byte "the Wingaling Dragon in the",13
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; .byte "name of burninated peasants",13
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; .byte "everywhere.",0
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; Walk to edge of screen
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@ -160,9 +160,9 @@ done_knight:
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; stops as approach knight
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knight_message1:
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.byte 0,35,34, 0,253,72
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.byte 7,49,"OK go for it.",0
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;knight_message1:
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; .byte 0,35,34, 0,253,72
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; .byte 7,49,"OK go for it.",0
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@ -145,15 +145,12 @@ done_lake_e:
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; walk sideways, near corner
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lake_e_message1:
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.byte 0,35,34, 0,253,72
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.byte 7,49,"That's a nice looking lake.",0
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;lake_e_message1:
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; .byte 0,35,34, 0,253,72
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; .byte 7,49,"That's a nice looking lake.",0
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; nearly hit head on sign, it goes away, walk off screen
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lake_e_path:
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.byte 4,151
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.byte 5,151
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@ -320,10 +317,3 @@ bubble_e_sprite5:
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.byte $A2 ; 001X XX10
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.byte $88 ; 1XX0 10XX
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.byte $AA ; 0010 1010
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@ -151,11 +151,11 @@ done_lake_w:
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; walk halfway across the screen
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lake_w_message1:
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.byte 0,42,24, 0,252,82
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.byte 8,41,"You head east toward the",13
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.byte "mountain atop which",13
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.byte "TROGDOR lives.",0
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;lake_w_message1:
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; .byte 0,42,24, 0,252,82
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; .byte 8,41,"You head east toward the",13
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; .byte "mountain atop which",13
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; .byte "TROGDOR lives.",0
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; walk to edge
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@ -149,10 +149,10 @@ done_river:
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; walk up a bit
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river_message1:
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.byte 0,35,34, 0,253,82
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.byte 7,49,"You can start playing in a",13
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.byte "second here.",0
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;river_message1:
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; .byte 0,35,34, 0,253,82
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; .byte 7,49,"You can start playing in a",13
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; .byte "second here.",0
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; walks behind tree
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@ -0,0 +1,65 @@
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; TODO: should we merge this in to use the common text drawing?
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; This might save a few bytes due to word compression
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; However these are custom box sizes so things would
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; change up a bit
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cottage_text1:
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.byte 0,52,24, 0,253,82
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.byte 9,35,"YOU are Rather Dashing, a",13
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.byte "humble peasant living in",13
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.byte "the peasant kingdom of",13
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.byte "Peasantry.",0
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; wait a few seconds
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cottage_text2:
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.byte 0,41,15, 0,255,96
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.byte 8,25,"You return home from a",13
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.byte "vacation on Scalding Lake",13
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.byte "only to find that TROGDOR",13
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.byte "THE BURNINATOR has",13
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.byte "burninated your thatched",13
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.byte "roof cottage along with all",13
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.byte "your goods and services.",0
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; wait a few seconds, then start walking toward cottage
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cottage_text3:
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.byte 0,28,20, 0,252,86
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.byte 7,33,"With nothing left to lose,",13
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.byte "you swear to get revenge on",13
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.byte "the Wingaling Dragon in the",13
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.byte "name of burninated peasants",13
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.byte "everywhere.",0
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; Walk to edge of screen
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lake_w_message1:
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.byte 0,42,24, 0,252,82
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.byte 8,41,"You head east toward the",13
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.byte "mountain atop which",13
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.byte "TROGDOR lives.",0
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lake_e_message1:
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.byte 0,35,34, 0,253,72
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.byte 7,49,"That's a nice looking lake.",0
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; walk up a bit
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river_message1:
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.byte 0,35,34, 0,253,82
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.byte 7,49,"You can start playing in a",13
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.byte "second here.",0
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; walks behind tree
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; continues displaying previous message
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; stops as approach knight
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knight_message1:
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.byte 0,35,34, 0,253,72
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.byte 7,49,"OK go for it.",0
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