mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-03-11 06:31:15 +00:00
peasant: update TODO list
This commit is contained in:
parent
f878179fca
commit
f817f59ceb
@ -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?
|
||||
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user