peasant: update TODO list

This commit is contained in:
Vince Weaver 2021-12-20 10:41:13 -05:00
parent f878179fca
commit f817f59ceb

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@ -1,150 +1,169 @@
TODO:
LOOKing at things in inventory
General:
+ make text every 9th row so descenders don't interfere?
+ background priority mask not working when at far top of screen
+ fix issue where walking stops when you cross to screen w priority
(most visible, mountain pass to river)
+ More frames in peasant sprites
+ Let disk 2 live in the 2nd drive?
LDA $C08A,X to select first drive
LDA $C08B,X to select second drive
update knight for kerrek belt
kerrek decay
string compression: run trgodor level, intro, and instructions through it
can get stuck on top of targets at archery range
map: fills in as you visit the areas
make text every 9th row so descenders don't interfere?
Would throw out option of using part of page2 as more RAM
optimizations:
Text parsing:
+ always load CURERENT_NOUN into A before calling into parsing
routines
Each time enter room:
+ Have kerrek decay more
+ Check for night being over
+ Check for rain being done
+ Update map visited location
+ Blow away haystack if applicable
Title:
+ print warning message on 48k systems that we need at least 64k
+ more frames in animation for game_over
+ hook up game_over for "quit" and "copy"
+ better music for game over
+ consolidate the lookup info for message box sizes, as in the
end only Y2 is changing
+ background priority mask not working when at far top of screen
+ Loading screen is slow when getting names
Print "Loading" message while doing it?
Or: move all save games to one sector (64 bytes each?)
+ After loading, no need to clear text before moving to next level
+ complete waterfall, including animation
+ update intro to walk closer to edges
+ fix issue where walking stops when you cross to screen w priority
+ re-do how off edge-of-screen works (have destination for all 4 co-ords?)
+ move drawing to PAGE1 and use PAGE2 for RAM?
This would remove backing store when drawing text boxes?
+ add dictionary lookup for text for smaller size
+ optimize text box sizes
+ replace parse_input lookup with a giant jump table
Border special cases:
+ Mountain pass walking to Inn
+ Jhonka cave walking to Cottage
General:
- More frames in peasant sprites
- Hook up text parser
- When load game, stop walking
- Let disk 2 live in the 2nd drive?
LDA $C08A,X to select first drive
LDA $C08B,X to select second drive
- Implement game over screen
Videlectrix Title:
- Can we make it faster?
+ Better electric duet music?
Intro:
- Speaker music for title if no Mockingboard
+ Use string compression
+ Use common sprite interface
+ Use walkto interface
Map:
- implement map
+ Blot out areas you haven't been to
+ Draw current location on map
Game Over:
+ more frames in animation for game_over
+ better music for game over
Loading Screen:
+ Move all save games into one sector
+ After loading, no need to clear text before moving to next level
+ After loading, clear xadd/yadd so not walking
Peasant1:
~~~~~~~~~
Peasantry:
- Gary
+ fly animation
+ hook up death
+ hook up mask stuff
+ hook up animation when you get kicked
+ hook up scare animation
+ hook up random number picks scare message
+ hook up after-gary, fence hole and no horse
- Kerrek 1
+ Implement kerrek
+ Implement dead kerrek
+ Animate kerrek
+ Animate shooting kerrek
+ Sound effect when kerrek appears
+ Animate getting belt
+ Implement rain
- Well
+ Walk to
+ Animate lowering bucket
+ Animate getting mask
+ Animate baby in well
- Yellow Tree
- Waterfall
+ Waterfall animation
Peasant2:
~~~~~~~~~
- Haystack
+ Hook up dialog for mud
+ Animate jumping into haystack
+ Hook up sprites for walking hay
- Puddle
+ Hook up responses when mud is wet
+ Alternate version with wet mud
+ Animation for falling into mud
- Archery
+ Archer animations
+ Hook up minigame
+ Hook up getting points
+ Hook up dialog changes
+ Hook up stuff that happens after Dongolev is back
+ fix where we can get stuck on top of targets at archery range
- River/Rock
+ River animation
- Mountain Pass
+ Knight animations
+ hook up/fix dialog when you have various items
+ be sure to fix the "talk knight" dialog for robe/fire etc
+ Block path unless you have all three items
Peasant3:
~~~~~~~~~
- Jhonka
+ Animate Jhonka
+ Take note off door once Kerrek dead
+ Draw riches when applicable
- Cottage
+ Fix y-coords when walking to Jhonka
- West Lake
+ Water animations
+ Animate water
+ Make pebbles go away once you pick them up
+ Animate "throw baby" sequence
- East Lake
+ Boat animations
+ Water animations
+ Animate Boat
+ Animate Water
+ Animate whole fish-feeding sequence
- Inn
+ Take note off door once old man is inside
+ Animate taking pot off head
Peasant4:
~~~~~~~~~
- Ned Cottage
+ Animate deploying baby
+ Make door open once baby deployed
- Ned
+ Animate Ned
+ Can you walk behind him?
- Kerrek2
+ See Kerrek1
- Lady Cottage outside
+ Walk to bushes as search them
- Burnt trees
+ Animate flame at night
Inside:
~~~~~~~
- Lady Cottage inside
+ walk-to-shelf when get feed
+ Rocking animation (both her there and not)
+ Messages when leaving
- Jhonka Cave Inside
+ Animate opening drawer
- Hidden Glen
+ Animate Dongolev
+ Animate Dongolev shooting
+ Walk to tree to get arrows
- animation for the boat
- animation of River
- animation of waterfall
- Hook up hidden glen, inside of cottages and inn
- Archery minigame
Inside Inn:
~~~~~~~~~~~
+ Walk funny when pot on head
+ Animate innkeeper (day)
+ Animate pot falling on head
+ Animate getting room (sleeping in bed, waking up)
+ Animate night falling
Tower:
- Tower level
Cliff:
~~~~~~
+ Hook up points/message for arriving at cliff
+ Cliff minigame
+ Animate lightning
+ Fix the priority/entry points for the various entrances
+ Hook up dialog with keepers
+ Animate keepers
+ Animate the three deaths
Trogdor:
- All the rest
- Rest of Trogdor's speech
- Fix speech generation
~~~~~~~~
+ Walk to
+ Animate fire death
+ Animate throwing sword
+ Animate Trogdor standing up
Ending:
- Smoother baby animation? Use page-flipping?
Modify sprite routine to auto-shift colors so we can have more
~~~~~~~
+ Smoother baby animation? Use page-flipping?
+ Modify sprite routine to auto-shift colors so we can have more
of an arc on baby trajectory?