From f95efa1a137c73f9d12678516b1c65531aba4244 Mon Sep 17 00:00:00 2001 From: Vince Weaver Date: Mon, 1 Nov 2021 00:13:47 -0400 Subject: [PATCH] peasant: hook up hidden glen --- games/peasant/NOTES | 6 +- games/peasant/inside.s | 45 ++++ games/peasant/inside_actions.s | 344 ++++++++++++++++++++------ games/peasant/parse_input.s | 3 + games/peasant/save1.s | 19 +- games/peasant/saves/save1_01_start.s | 29 +++ games/peasant/saves/save1_04_mask.s | 34 +++ games/peasant/saves/save1_05_arrows.s | 34 +++ games/peasant/text/inside.inc | 61 ++++- games/peasant/tokens.inc | 8 +- games/peasant/zp.inc | 4 +- 11 files changed, 485 insertions(+), 102 deletions(-) create mode 100644 games/peasant/saves/save1_01_start.s create mode 100644 games/peasant/saves/save1_04_mask.s create mode 100644 games/peasant/saves/save1_05_arrows.s diff --git a/games/peasant/NOTES b/games/peasant/NOTES index 3c2e50a8..29ce013a 100644 --- a/games/peasant/NOTES +++ b/games/peasant/NOTES @@ -178,8 +178,10 @@ POINTS IMPLEMENTED: (in order of implementation) + 3 (put baby in bucket) + 2 (turn crank [baby in bucket]) + 2 (scare gary) ++ 2 (get arrow) ++ 3 (say haldo to dongolev) ====== - 40 points + 45 points deaths implemented @@ -187,3 +189,5 @@ deaths implemented +1 Typing "die" +2 Cutting off arms, legs, and head +3 kick/punch/kill old gary ++4 get arrow (while dongolev shooting) ++5 walk on range (while dongolev shooting) diff --git a/games/peasant/inside.s b/games/peasant/inside.s index 390b159c..28d5fba3 100644 --- a/games/peasant/inside.s +++ b/games/peasant/inside.s @@ -156,6 +156,10 @@ game_loop: lda MAP_LOCATION cmp #LOCATION_INSIDE_LADY + beq inside_lady_cottage + cmp #LOCATION_HIDDEN_GLEN + beq inside_hidden_glen + bne skip_level_specific inside_lady_cottage: @@ -206,6 +210,47 @@ done_trinket_message: lda #LOCATION_OUTSIDE_LADY jsr update_map_location + jmp skip_level_specific + +inside_hidden_glen: + + ;===================================== + ; check if in line of Dongolev's arrow + + ; first check if he's there + lda GAME_STATE_0 + and #HALDO_TO_DONGOLEV + bne skip_level_specific + + ; check if in range + lda PEASANT_Y + cmp #$54 + bne skip_level_specific + + ; oops we're getting shot + + ldx #hidden_glen_walk_in_way_message + jsr partial_message_step + + ldx #hidden_glen_walk_in_way_message2 + jsr partial_message_step + + ldx #hidden_glen_walk_in_way_message3 + jsr partial_message_step + + ; this kills you + lda #LOAD_GAME_OVER + sta WHICH_LOAD + + lda #NEW_FROM_DISK + sta LEVEL_OVER + + + jmp skip_level_specific + skip_level_specific: lda LEVEL_OVER diff --git a/games/peasant/inside_actions.s b/games/peasant/inside_actions.s index 8df1971b..2d75f66a 100644 --- a/games/peasant/inside_actions.s +++ b/games/peasant/inside_actions.s @@ -9,134 +9,316 @@ ;======================= hidden_glen_verb_table: -.if 0 - .byte VERB_ENTER - .word hay_bale_enter-1 + .byte VERB_SAY + .word hidden_glen_say-1 + .byte VERB_TALK + .word hidden_glen_talk-1 + .byte VERB_HALDO + .word hidden_glen_haldo-1 .byte VERB_GET - .word hay_bale_get-1 + .word hidden_glen_get-1 + .byte VERB_CLIMB + .word hidden_glen_climb-1 .byte VERB_JUMP - .word hay_bale_jump-1 - .byte VERB_HIDE - .word hay_bale_hide-1 - .byte VERB_HUG - .word hay_bale_hug-1 + .word hidden_glen_climb-1 .byte VERB_LOOK - .word hay_bale_look-1 - .byte VERB_STEAL - .word hay_bale_steal-1 - .byte VERB_TAKE - .word hay_bale_take-1 -.endif + .word hidden_glen_look-1 .byte 0 -.if 0 - ;================ - ; get - ;================ -hay_bale_get: -hay_bale_steal: -hay_bale_take: + ;================= + ; say + ;================= + +hidden_glen_say: + ; only say HALDO. Wastes noun slot + lda CURRENT_NOUN - cmp #NOUN_HAY - beq hay_get_hay + cmp #NOUN_HALDO + beq hidden_glen_say_haldo - ; else "probably wish" message + jmp parse_common_unknown - jmp parse_common_get + ;================= + ; haldo + ;================= -hay_get_hay: - ldx #hay_get_hay_message +hidden_glen_haldo: + + lda CURRENT_NOUN + + cmp #NOUN_NONE + beq hidden_glen_say_haldo + + jmp parse_common_unknown + + ;================= + ; haldo +hidden_glen_say_haldo: + lda GAME_STATE_0 + and #HALDO_TO_DONGOLEV + beq hidden_glen_say_haldo_dongolev_there + +hidden_glen_say_haldo_no_dongolev: + ldx #hidden_glen_say_haldo_no_dongolev_message + jmp finish_parse_message + +hidden_glen_say_haldo_dongolev_there: + ; check if talked to mendelev first + lda GAME_STATE_0 + and #TALKED_TO_MENDELEV + beq hidden_glen_say_haldo_skip_mendelev + +hidden_glen_say_haldo_hooray: + ; add 3 points to score + lda #3 + jsr score_points + + ; set that we talked to him + lda GAME_STATE_0 + ora #HALDO_TO_DONGOLEV + sta GAME_STATE_0 + + ldx #hidden_glen_say_haldo_message + jmp finish_parse_message + + +hidden_glen_say_haldo_skip_mendelev: + ldx #hidden_glen_say_haldo_skip_mendelev_message jmp finish_parse_message ;================= ; look ;================= -hay_bale_look: +hidden_glen_look: lda CURRENT_NOUN - cmp #NOUN_HAY - beq hay_look_at_hay - cmp #NOUN_IN_HAY - beq hay_look_in_hay - cmp #NOUN_TREE - beq hay_look_at_tree + cmp #NOUN_BUSH + beq hidden_glen_look_at_bushes + cmp #NOUN_ARROW + beq hidden_glen_look_at_arrow cmp #NOUN_FENCE - beq hay_look_at_fence + beq hidden_glen_look_at_fence + cmp #NOUN_TREE + beq hidden_glen_look_at_tree + cmp #NOUN_ARCHER + beq hidden_glen_look_at_archer + cmp #NOUN_DONGOLEV + beq hidden_glen_look_at_archer cmp #NOUN_NONE - beq hay_look_at + beq hidden_glen_look_at jmp parse_common_look -hay_look_at: - ldx #hay_look_message + ;================= + ; look +hidden_glen_look_at: + lda GAME_STATE_0 + and #HALDO_TO_DONGOLEV + beq hidden_glen_look_at_dongolev_yes + +hidden_glen_look_at_dongolev_no: + ldx #hidden_glen_look_no_dongolev_message jmp finish_parse_message -hay_look_at_hay: - ldx #hay_look_at_hay_message +hidden_glen_look_at_dongolev_yes: + ldx #hidden_glen_look_message jmp finish_parse_message -hay_look_in_hay: - ldx #hay_look_in_hay_message + ;============= + ; look at archer +hidden_glen_look_at_archer: + lda GAME_STATE_0 + and #HALDO_TO_DONGOLEV + beq hidden_glen_look_at_archer_dongolev_yes + +hidden_glen_look_at_archer_dongolev_no: + jmp parse_common_look + +hidden_glen_look_at_archer_dongolev_yes: + ldx #hidden_glen_look_at_archer_message jmp finish_parse_message -hay_look_at_tree: - ldx #hay_look_at_tree_message + ;============= + ; look at arrow +hidden_glen_look_at_arrow: + lda INVENTORY_1 + and #INV1_ARROW + beq hidden_glen_look_at_arrow_arrow_no + +hidden_glen_look_at_arrow_arrow_yes: + jmp parse_common_look + +hidden_glen_look_at_arrow_arrow_no: + ldx #hidden_glen_look_at_arrow_message jmp finish_parse_message -hay_look_at_fence: - ldx #hay_look_at_fence_message + ;=============== + ; look at bushes +hidden_glen_look_at_bushes: + ldx #hidden_glen_look_at_bushes_message jmp finish_parse_message - - ;=================== - ; enter hay - ;=================== - -hay_bale_enter: -hay_bale_jump: -hay_bale_hide: - - lda CURRENT_NOUN - - cmp #NOUN_HAY - beq enter_hay - - jmp parse_common_unknown - -enter_hay: - ldx #hay_enter_hay_clean_message + ;============== + ; look at fence +hidden_glen_look_at_fence: + ldx #hidden_glen_look_at_fence_message jmp finish_parse_message - ;=================== - ; hug tree - ;=================== + ;============== + ; look at tree +hidden_glen_look_at_tree: + ldx #hidden_glen_look_at_tree_message + jmp finish_parse_message -hay_bale_hug: + ;================= + ; climb + ;================= + +hidden_glen_climb: lda CURRENT_NOUN cmp #NOUN_TREE - beq hug_tree + beq hidden_glen_climb_tree + cmp #NOUN_FENCE + beq hidden_glen_climb_fence jmp parse_common_unknown -hug_tree: - ldx #hay_hug_tree_message +hidden_glen_climb_tree: + ldx #hidden_glen_climb_tree_message + jmp finish_parse_message + +hidden_glen_climb_fence: + ldx #hidden_glen_climb_fence_message + jmp finish_parse_message + + + ;================= + ; get + ;================= + +hidden_glen_get: + + lda CURRENT_NOUN + + cmp #NOUN_ARROW + beq hidden_glen_get_arrow + + jmp parse_common_get + + +hidden_glen_get_arrow: + lda GAME_STATE_0 + and #HALDO_TO_DONGOLEV + bne hidden_glen_get_arrow_dongolev_gone + +hidden_glen_get_arrow_dongolev_shooting: + ; walk on over + ldx #hidden_glen_active_range_message + jsr partial_message_step + + ; this kills you + lda #LOAD_GAME_OVER + sta WHICH_LOAD + + lda #NEW_FROM_DISK + sta LEVEL_OVER + + ldx #hidden_glen_active_range_message2 + jsr partial_message_step + + ldx #hidden_glen_active_range_message3 + jmp finish_parse_message + + + +hidden_glen_get_arrow_dongolev_gone: + ; see if already have arrow + lda INVENTORY_1 + and #INV1_ARROW + beq hidden_glen_yes_get_arrow + + ; see if have arrow but it is gone + lda INVENTORY_1_GONE + and #INV1_ARROW + bne hidden_glen_get_another + +hidden_glen_all_full_up: + ldx #hidden_glen_get_arrow_full_message + jmp finish_parse_message + +hidden_glen_get_another: + ldx #hidden_glen_get_arrow_another_message + jmp finish_parse_message + +hidden_glen_yes_get_arrow: + ; add 2 points to score + lda #2 + jsr score_points + + ; get arrow + lda INVENTORY_1 + ora #INV1_ARROW + sta INVENTORY_1 + + ldx #hidden_glen_get_arrow_message + jmp finish_parse_message + + + ;================= + ; talk + ;================= + +hidden_glen_talk: + ; only say HALDO. Wastes noun slot + + lda CURRENT_NOUN + + cmp #NOUN_ARCHER + beq hidden_glen_talk_archer + cmp #NOUN_DONGOLEV + beq hidden_glen_talk_archer + cmp #NOUN_NONE + beq hidden_glen_talk_archer + + jmp parse_common_talk + +hidden_glen_talk_archer: + + lda GAME_STATE_0 + and #HALDO_TO_DONGOLEV + beq hidden_glen_talk_archer_there + + jmp parse_common_talk + +hidden_glen_talk_archer_there: + ldx #hidden_glen_talk_archer_message jmp finish_parse_message -.endif ;======================= diff --git a/games/peasant/parse_input.s b/games/peasant/parse_input.s index efad96c4..3dba3330 100644 --- a/games/peasant/parse_input.s +++ b/games/peasant/parse_input.s @@ -683,6 +683,7 @@ verb_lookup: .byte "RIDE",VERB_RIDE|$80 .byte "RING",VERB_RING|$80 .byte "SAVE",VERB_SAVE|$80 +.byte "SAY",VERB_SAY|$80 .byte "SCARE",VERB_SCARE|$80 .byte "SHOOT",VERB_SHOOT|$80 .byte "SHOW",VERB_SHOW|$80 @@ -877,6 +878,7 @@ noun_lookup_again: .byte "DESK",NOUN_DESK|$80 .byte "DINGHY",NOUN_DINGHY|$80 .byte "DOING",NOUN_DOING_SPROINGS|$80 +.byte "DONGOLEV",NOUN_DONGOLEV|$80 .byte "DOOR",NOUN_DOOR|$80 .byte "DRAWER",NOUN_DRAWER|$80 .byte "DRESSER",NOUN_DRESSER|$80 @@ -893,6 +895,7 @@ noun_lookup_again: .byte "GREEN",NOUN_GREEN|$80 .byte "GROUND",NOUN_GROUND|$80 .byte "GUY",NOUN_GUY|$80 +.byte "HALDO",NOUN_HALDO|$80 .byte "IN HAY",NOUN_IN_HAY|$80 .byte "HAY",NOUN_HAY|$80 .byte "HOLE",NOUN_HOLE|$80 diff --git a/games/peasant/save1.s b/games/peasant/save1.s index 21588e9f..31b5fc66 100644 --- a/games/peasant/save1.s +++ b/games/peasant/save1.s @@ -12,18 +12,23 @@ .byte 0 ; MAP_X = $94 .byte 1 ; MAP_Y = $95 .byte LOCATION_HAY_BALE ; MAP_LOCATION = $96 -.byte $00 ; GAME_STATE_0 = $97 +.byte GARY_SCARED|TALKED_TO_MENDELEV + ; GAME_STATE_0 = $97 .byte $00 ; GAME_STATE_1 = $98 -.byte $00 ; GAME_STATE_2 = $99 +.byte TALKED_TO_KNIGHT + ; GAME_STATE_2 = $99 .byte $00 ; NED_STATUS = $9A .byte $00 ; BUSH_STATUS = $9B .byte $00 ; KERREK_STATE = $9C .byte $00 ; ARROW_SCORE = $9D -.byte $01 ; SCORE_HUNDREDS= $9E -.byte $09 ; SCORE_TENSONES= $9F -.byte $00 ; INVENTORY_1 = $A0 +.byte $00 ; SCORE_HUNDREDS= $9E +.byte $20 ; SCORE_TENSONES= $9F +.byte INV1_MONSTER_MASK|INV1_PEBBLES + ; INVENTORY_1 = $A0 .byte $00 ; INVENTORY_2 = $A1 -.byte $00 ; INVENTORY_3 = $A2 -.byte $00 ; INVENTORY_1_GONE = $A3 +.byte INV3_SHIRT|INV3_MAP + ; INVENTORY_3 = $A2 +.byte INV1_PEBBLES + ; INVENTORY_1_GONE = $A3 .byte $00 ; INVENTORY_2_GONE_= $A4 .byte $00 ; INVENTORY_3_GONE = $A5 diff --git a/games/peasant/saves/save1_01_start.s b/games/peasant/saves/save1_01_start.s new file mode 100644 index 00000000..21588e9f --- /dev/null +++ b/games/peasant/saves/save1_01_start.s @@ -0,0 +1,29 @@ +; SAVE1 -- ?? + +.include "zp.inc" + +; want to load this to address $90 + +; +.byte LOAD_PEASANT2 ; WHICH_LOAD = $90 +.byte 10 ; PEASANT_X = $91 +.byte 100 ; PEASANT_Y = $92 +.byte PEASANT_DIR_UP ; PEASANT_DIR = $93 +.byte 0 ; MAP_X = $94 +.byte 1 ; MAP_Y = $95 +.byte LOCATION_HAY_BALE ; MAP_LOCATION = $96 +.byte $00 ; GAME_STATE_0 = $97 +.byte $00 ; GAME_STATE_1 = $98 +.byte $00 ; GAME_STATE_2 = $99 +.byte $00 ; NED_STATUS = $9A +.byte $00 ; BUSH_STATUS = $9B +.byte $00 ; KERREK_STATE = $9C +.byte $00 ; ARROW_SCORE = $9D +.byte $01 ; SCORE_HUNDREDS= $9E +.byte $09 ; SCORE_TENSONES= $9F +.byte $00 ; INVENTORY_1 = $A0 +.byte $00 ; INVENTORY_2 = $A1 +.byte $00 ; INVENTORY_3 = $A2 +.byte $00 ; INVENTORY_1_GONE = $A3 +.byte $00 ; INVENTORY_2_GONE_= $A4 +.byte $00 ; INVENTORY_3_GONE = $A5 diff --git a/games/peasant/saves/save1_04_mask.s b/games/peasant/saves/save1_04_mask.s new file mode 100644 index 00000000..b436d770 --- /dev/null +++ b/games/peasant/saves/save1_04_mask.s @@ -0,0 +1,34 @@ +; SAVE1 -- ?? + +.include "zp.inc" + +; want to load this to address $90 + +; +.byte LOAD_PEASANT2 ; WHICH_LOAD = $90 +.byte 10 ; PEASANT_X = $91 +.byte 100 ; PEASANT_Y = $92 +.byte PEASANT_DIR_UP ; PEASANT_DIR = $93 +.byte 0 ; MAP_X = $94 +.byte 1 ; MAP_Y = $95 +.byte LOCATION_HAY_BALE ; MAP_LOCATION = $96 +.byte GARY_SCARED + ; GAME_STATE_0 = $97 +.byte $00 ; GAME_STATE_1 = $98 +.byte TALKED_TO_KNIGHT + ; GAME_STATE_2 = $99 +.byte $00 ; NED_STATUS = $9A +.byte $00 ; BUSH_STATUS = $9B +.byte $00 ; KERREK_STATE = $9C +.byte $00 ; ARROW_SCORE = $9D +.byte $00 ; SCORE_HUNDREDS= $9E +.byte $20 ; SCORE_TENSONES= $9F +.byte INV1_MONSTER_MASK|INV1_PEBBLES + ; INVENTORY_1 = $A0 +.byte $00 ; INVENTORY_2 = $A1 +.byte INV3_SHIRT|INV3_MAP + ; INVENTORY_3 = $A2 +.byte INV1_PEBBLES + ; INVENTORY_1_GONE = $A3 +.byte $00 ; INVENTORY_2_GONE_= $A4 +.byte $00 ; INVENTORY_3_GONE = $A5 diff --git a/games/peasant/saves/save1_05_arrows.s b/games/peasant/saves/save1_05_arrows.s new file mode 100644 index 00000000..31b5fc66 --- /dev/null +++ b/games/peasant/saves/save1_05_arrows.s @@ -0,0 +1,34 @@ +; SAVE1 -- ?? + +.include "zp.inc" + +; want to load this to address $90 + +; +.byte LOAD_PEASANT2 ; WHICH_LOAD = $90 +.byte 10 ; PEASANT_X = $91 +.byte 100 ; PEASANT_Y = $92 +.byte PEASANT_DIR_UP ; PEASANT_DIR = $93 +.byte 0 ; MAP_X = $94 +.byte 1 ; MAP_Y = $95 +.byte LOCATION_HAY_BALE ; MAP_LOCATION = $96 +.byte GARY_SCARED|TALKED_TO_MENDELEV + ; GAME_STATE_0 = $97 +.byte $00 ; GAME_STATE_1 = $98 +.byte TALKED_TO_KNIGHT + ; GAME_STATE_2 = $99 +.byte $00 ; NED_STATUS = $9A +.byte $00 ; BUSH_STATUS = $9B +.byte $00 ; KERREK_STATE = $9C +.byte $00 ; ARROW_SCORE = $9D +.byte $00 ; SCORE_HUNDREDS= $9E +.byte $20 ; SCORE_TENSONES= $9F +.byte INV1_MONSTER_MASK|INV1_PEBBLES + ; INVENTORY_1 = $A0 +.byte $00 ; INVENTORY_2 = $A1 +.byte INV3_SHIRT|INV3_MAP + ; INVENTORY_3 = $A2 +.byte INV1_PEBBLES + ; INVENTORY_1_GONE = $A3 +.byte $00 ; INVENTORY_2_GONE_= $A4 +.byte $00 ; INVENTORY_3_GONE = $A5 diff --git a/games/peasant/text/inside.inc b/games/peasant/text/inside.inc index 62a8d640..ee764bba 100644 --- a/games/peasant/text/inside.inc +++ b/games/peasant/text/inside.inc @@ -3,95 +3,140 @@ ;================ ; (Walk in the path of Dongolev's arrows) -.byte "Hopefully this guy will have some sense and not shoot you.",0 +hidden_glen_walk_in_way_message: +.byte "Hopefully this guy will",13 +.byte "have some sense and not",13 +.byte "shoot you.",0 ; {Dongolev shoots you in the head} -.byte "That guy has no sense. He shot you. Dumb, dumb, dumb. Nice one, William Tell. You dead. Thanks for playing.",0 +hidden_glen_walk_in_way_message2: +.byte "That guy has no sense. He",13 +.byte "shot you.",0 +hidden_glen_walk_in_way_message3: +.byte "Dumb, dumb, dumb. Nice one,",13 +.byte "William Tell. You dead.",13 +.byte "Thanks for playing.",0 ; +3 points -; + haldo -.byte "the archer stops arching and turns to you. ",34,"My brother told you to tell me haldo? He must want to start the old business back up!",34,0 +; + haldo / say haldo +hidden_glen_say_haldo_message: +.byte "The archer stops arching",13 +.byte "and turns to you. ",34,"My",13 +.byte "brother told you to tell me",13 +.byte "haldo? He must want to",13 +.byte "start the old business back",13 +.byte "up!",34,0 +; he walks off ; + haldo (before talking to Mendelev) +hidden_glen_say_haldo_skip_mendelev_message: .byte "What'd you read that in",13 .byte "the PQ Stragedy Guide? Go",13 .byte "talk to my brother first.",0 ; + haldo (after Dongolev leaves) +hidden_glen_say_haldo_no_dongolev_message: .byte 34,"Haldo?",34,". you call out...",13 .byte 34,"Hadloooooo",34,0 ; + look (with Dongolev) +hidden_glen_look_message: .byte "Well, looky here! A hidden",13 .byte "glen! You LOVE hidden",13 .byte "glens. This one has some",13 .byte "kinda archer in it.",0 ; + look (w/o Dongolev) +hidden_glen_look_no_dongolev_message: .byte "You're in a hidden glen.",13 .byte "There's a tree with",13 .byte "zillions of arrows in it.",0 -; + look archer )when there) +; + look archer (when there) +hidden_glen_look_at_archer_message: .byte "He sure looks miffed at",13 .byte "that tree. He's emptied 5",13 .byte "good quivers' worth into",13 .byte "that poor thing.",0 ; + look arrow (before taken) +hidden_glen_look_at_arrow_message: .byte "Somebody call a tree",13 .byte "doctor. Them puppies are",13 .byte "stuck in there like a, um,",13 .byte "er ... stuck pig.",0 ; + look bushes +hidden_glen_look_at_bushes_message: .byte "There's some thick 'ol",13 .byte "bushes up in this hidden",13 .byte "glen.",0 ; + look fence +hidden_glen_look_at_fence_message: .byte "Wow! There's a hole in it",13 .byte "on THIS side too!",0 ; + look tree +hidden_glen_look_at_tree_message: .byte "Dude, and then the elf,",13 .byte "like, totally climbed up",13 .byte "it. It was awesome!",0 ; + climb tree +hidden_glen_climb_tree_message: .byte "Naw, you'd probably figure",13 .byte "out some way to kill",13 .byte "yourself doing that.",0 ; + climb/jump fence +hidden_glen_climb_fence_message: .byte "Not going to dignify that",13 .byte "with a response.",0 ; + 2 points ; + get arrow -.byte "You pick out a really good one and yank it from the tree. Hooray! Now you have an arrow!",0 +hidden_glen_get_arrow_message: +.byte "You pick out a really good",13 +.byte "one and yank it from the",13 +.byte "tree. Hooray! Now you have",13 +.byte "an arrow!",0 ; + get arrow (Dogolev there) (Warning: As you can see, this kills you.) +hidden_glen_active_range_message: .byte "Something tells me now's",13 .byte "not a good time.",0 ; {you get the arrow anyway and Dongolev shoots you} ; graphically, your head gets stuck to tree +hidden_glen_active_range_message2: .byte "It wasn't a good time. Hey,",13 .byte "my mom's making",13 .byte "peasant-kabobs for dinner",13 .byte "TOO!",0 - +hidden_glen_active_range_message3: .byte "Right. Anyway. You dead.",13 .byte "Thanks for playing, and try",13 .byte "not to die.",0 ; + get arrow (After you get the arrow OR get arrow from after Kerrek) -.byte "You're pretty much all set on the arrow front. They're kinda cool, though.",0 +hidden_glen_get_arrow_full_message: +.byte "You're pretty much all set",13 +.byte "on the arrow front. They",13 +.byte "are kinda cool, though.",0 ; + get arrow (after killing Kerrek) +hidden_glen_get_arrow_another_message: .byte "You grab yet another arrow",13 .byte "from the tree hoping to get",13 .byte "some bonus points.",0 +; + talk archer (NOT IN WIKI) +hidden_glen_talk_archer_message: +.byte "He refuses to speak with",13 +.byte "you. He just keeps firing",13 +.byte "arrows into that tree and",13 +.byte "grumbling, ",34,"stupid",13 +.byte "Mendelev. grumble mumble.",34,0 + ;========================== ; Inside Baby Lady Cottage diff --git a/games/peasant/tokens.inc b/games/peasant/tokens.inc index 08f3ebdc..a215e169 100644 --- a/games/peasant/tokens.inc +++ b/games/peasant/tokens.inc @@ -74,7 +74,8 @@ VERB_HUG = 72 VERB_HIDE = 73 VERB_MOVE = 74 VERB_CUT = 75 -VERB_ALL_DONE = 76 ; not a verb, but indicating end, must be last +VERB_SAY = 76 +VERB_ALL_DONE = 77 ; not a verb, but indicating end, must be last NOUN_NONE = 0 ; @@ -189,6 +190,7 @@ NOUN_CARPET = 108 NOUN_BED = 109 NOUN_MATTRESS = 110 NOUN_PARCHMENT = 111 - +NOUN_DONGOLEV = 112 +NOUN_HALDO = 113 ; -NOUN_UNKNOWN = 112 +NOUN_UNKNOWN = 114 diff --git a/games/peasant/zp.inc b/games/peasant/zp.inc index bc96302c..cbac28c4 100644 --- a/games/peasant/zp.inc +++ b/games/peasant/zp.inc @@ -120,8 +120,8 @@ MAP_LOCATION = $96 GAME_STATE_0 = $97 BABY_IN_WELL=$01 BUCKET_DOWN_WELL=$02 - TALK_TO_MENDELEV=$04 - HALDO_TO_DONGELEV=$08 + TALKED_TO_MENDELEV=$04 + HALDO_TO_DONGOLEV=$08 ARROW_BEATEN=$10 GARY_SCARED=$20 LADY_GONE=$40