; stuff regarding the governor's mansion ; if x>35 goto MONKEY_MANSION_PATH at mansion_check_exit: lda GUYBRUSH_X cmp #35 bcs mansion_to_mansion_path bcc mansion_no_exit mansion_to_mansion_path: lda #MONKEY_MANSION_PATH sta LOCATION lda #11 sta GUYBRUSH_X sta DESTINATION_X lda #10 sta GUYBRUSH_Y sta DESTINATION_Y lda #GUYBRUSH_SMALL sta GUYBRUSH_SIZE jsr change_location jmp mansion_no_exit mansion_no_exit: rts ;============================ ;============================ ; mansion adjust destination ;============================ ;============================ mansion_adjust_destination: ; just make Y always 24 mn_check_y: mn_y_too_small: lda #24 sta DESTINATION_Y done_mn_adjust: rts ;draw_house: ; lda #wall_sprite ; sta INH ; lda #18 ; sta XPOS ; lda #22 ; sta YPOS ; jsr put_sprite_crop ; rts ;house_sprite: ; can't be too far left (poodles) mansion_check_bounds: lda GUYBRUSH_X cmp #20 bcs done_mansion_check_bounds lda #20 sta GUYBRUSH_X sta DESTINATION_X lda #near_them sta MESSAGE_H jmp do_display_message done_mansion_check_bounds: rts ;============================= trail_action: trail_nothing: lda #VERB_WALK sta CURRENT_VERB rts ;============================= poodles_action: lda CURRENT_VERB asl tay lda poodles_actions,Y cmp #$ff beq poodles_nothing sta MESSAGE_L lda poodles_actions+1,Y sta MESSAGE_H jmp do_display_message poodles_nothing: lda #VERB_WALK sta CURRENT_VERB rts poodles_actions: .word $FFFF ; give .word doesnt_open ; open .word doesnt_work ; close .word cant_pick_up ; pick_up .word poodles_look ; look_at .word poodles_talk ; talk_to .word for_what ; use .word icant_move ; push .word icant_move ; pull poodles_look: .byte 3,21,"I DON'T THINK I CAN GET PAST THEM",0 poodles_talk: .byte 18,21,"WOOF",0 near_them: .byte 8,21,"I'M NOT GOING NEAR THEM",0