peasant: add the priority layer to intro sequence
fix bug where rather dashing was a bit stripey at times
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6489f529f4
commit
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@ -164,6 +164,7 @@ INTRO: intro.o
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intro.o: intro.s zp.inc qload.inc music.inc \
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graphics/graphics_intro.inc sprites/peasant_sprite.inc \
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graphics/priority_intro.inc \
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draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
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hgr_7x28_sprite.s hgr_1x5_sprite.s hgr_save_restore.s \
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hgr_partial_save.s \
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@ -11,6 +11,7 @@ all: graphics_intro.inc \
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graphics_peasant3.inc \
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graphics_peasant4.inc \
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priority_peasant1.inc \
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priority_intro.inc \
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priority_peasant2.inc \
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priority_peasant3.inc \
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priority_peasant4.inc
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@ -29,7 +30,7 @@ graphics_intro.inc: \
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echo "lake_e_lzsa: .incbin \"lake_e.lzsa\"" >> graphics_intro.inc
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echo "river_lzsa: .incbin \"river.lzsa\"" >> graphics_intro.inc
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echo "knight_lzsa: .incbin \"knight.lzsa\"" >> graphics_intro.inc
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echo "waterfall_lzsa: .incbin \"waterfall.lzsa\"" >> graphics_intro.inc
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# echo "waterfall_lzsa: .incbin \"waterfall.lzsa\"" >> graphics_intro.inc
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###
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@ -90,7 +91,14 @@ graphics_peasant4.inc: \
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echo "crooked_tree_lzsa: .incbin \"crooked_tree.lzsa\"" >> graphics_peasant4.inc
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###########
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###########
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priority_intro.inc: \
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todo_priority.lzsa
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echo "cottage_priority_lzsa: .incbin \"todo_priority.lzsa\"" > priority_intro.inc
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echo "lake_w_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_intro.inc
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echo "lake_e_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_intro.inc
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echo "river_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_intro.inc
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echo "knight_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_intro.inc
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priority_peasant1.inc: \
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waterfall_priority.lzsa \
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@ -188,8 +188,11 @@ mockingboard_notfound2:
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.include "hgr_1x5_sprite.s"
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.include "gr_copy.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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.include "graphics/graphics_intro.inc"
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.include "graphics/priority_intro.inc"
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@ -34,6 +34,24 @@ cottage:
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jsr decompress_lzsa2_fast
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; load priority to $400
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; indirectly as we can't trash screen holes
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lda #<cottage_priority_lzsa
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sta getsrc_smc+1
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lda #>cottage_priority_lzsa
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sta getsrc_smc+2
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lda #$20 ; temporarily load to $2000
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jsr decompress_lzsa2_fast
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; copy to $400
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jsr gr_copy_to_page1
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;===================
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; print title
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@ -42,6 +42,23 @@ knight:
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; jsr hgr_save
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; load priority to $400
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; indirectly as we can't trash screen holes
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lda #<knight_priority_lzsa
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sta getsrc_smc+1
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lda #>knight_priority_lzsa
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sta getsrc_smc+2
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lda #$20 ; temporarily load to $2000
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jsr decompress_lzsa2_fast
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; copy to $400
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jsr gr_copy_to_page1
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;====================
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; save background
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@ -19,6 +19,8 @@ lake_east:
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lda #PEASANT_DIR_RIGHT
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sta PEASANT_DIR
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;=====================
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; load bg
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lda #<(lake_e_lzsa)
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sta getsrc_smc+1
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@ -29,6 +31,23 @@ lake_east:
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jsr decompress_lzsa2_fast
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; load priority to $400
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; indirectly as we can't trash screen holes
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lda #<lake_e_priority_lzsa
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sta getsrc_smc+1
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lda #>lake_e_priority_lzsa
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sta getsrc_smc+2
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lda #$20 ; temporarily load to $2000
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jsr decompress_lzsa2_fast
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; copy to $400
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jsr gr_copy_to_page1
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lda #<peasant_text
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sta OUTL
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lda #>peasant_text
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@ -40,6 +40,23 @@ lake_west:
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; jsr hgr_save
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; load priority to $400
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; indirectly as we can't trash screen holes
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lda #<lake_w_priority_lzsa
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sta getsrc_smc+1
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lda #>lake_w_priority_lzsa
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sta getsrc_smc+2
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lda #$20 ; temporarily load to $2000
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jsr decompress_lzsa2_fast
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; copy to $400
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jsr gr_copy_to_page1
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;====================
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; save background
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@ -42,6 +42,23 @@ river:
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; jsr hgr_save
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; load priority to $400
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; indirectly as we can't trash screen holes
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lda #<river_priority_lzsa
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sta getsrc_smc+1
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lda #>river_priority_lzsa
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sta getsrc_smc+2
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lda #$20 ; temporarily load to $2000
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jsr decompress_lzsa2_fast
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; copy to $400
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jsr gr_copy_to_page1
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;====================
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; save background
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@ -8,6 +8,11 @@ HGR
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Backgrounds
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AGI-like? They abandoned it. Would save space
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Priority backgrounds, like AGI
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+ load at $400, lo-res
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+ Can't use screen holes tricky (original Apple II 4k of RAM
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so need to put slot info in first 4k)
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Sprites
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easier in blocks 0f 7
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still have to rotate 1 pixel for odd columns
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