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