Dialog issues: Uncompressed LZSA DIALOG_PEASANT1 7394 4002 DIALOG_PEASANT2 6857 3943 DIALOG_PEASANT3 5809 3411 DIALOG_PEASANT4 6900 3851 DIALOG_CLIFF 4768 2825 DIALOG_INSIDE 10832 5741 Inventory: 3CEE - 4a5f = D71 = 3441 bytes Common parser: 4ac - 11af = D03 3331 bytes 4c2 - 156e = 10ac 4268 bytes peasant2 18302 18043 (decompress fast moved) 15899 (much of hgr code moved to qload) 16653 (work on load/save support) 17191 (more work on priorities) 19326 (include common text) 19577 -- at release 0.75 19944 -- after all priorities added 20050 -- parse lookup table 20493 -- more parse code (release 0.76) 16995 -- move inventory to language card 17122 -- add all verbs in (+), optimize text box drawing (-) 17918 -- text parsing nearing completion 18208 -- mountain pass parsing working 18780 -- most dialog hooked up 17394 -- move loadsave to qload.inc 17100 -- move parse_input high and move p2 strings back in 17368 -- use lookup table for next room (and other changes) 17780 -- size as of the switch to dictionary word lookup 18012 -- hook up more of archery 18120 -- finish hooking up archery 17941 -- after most of text hooked up (more code was moved to qload) partial save, can we fit in 4k? 102 lines ; inventory was 115? only 2-38 36 => 113 lines sprite routines: 14x14 sprite mask -> for drawing baby in ending 1x5 sprite -> intro, lake bubbles 1x8 sprite -> draw font 2x16 sprite -> inventory 7x28 sprite -> unused 7x28 sprite mask -> draw peasant hgr_sprite -> generic Notes ~~~~~ Some people would like actual S.A.M. support like the original game, but that takes 9kB! Is there room in TROGDOR for that? Memory Map ~~~~~~~~~~ ; notes -- VID_LOGO loads title at $9000 - $AFFF $00 Zero Page $01 Stack $02 Disk Lookup $03 Disk Lookup, IRQ vectors $04-$07 Text/GR page 1 (priority map) $08-$0B Text/GR page 2. $08=boot, $09-$0A = qboot stage2 $0B-$1F QLOAD disk routines and HGR drawing routines (5120 bytes) $20-$3F HGR Page 1 $40-$5f HGR Page 2 $60-$AF Programs (roughly 22k available?) (we max at 20k on disk) $B8-$BB Hi-res lookup tables $BC temp area for load/save files $BD-$BE temp area when saving game $BF verb table $C0-$CF I/O $D0-$DF (Language Card BANK1) ????? $D0-$DF (Language Card BANK2) Mockingboard music/PT3-routines $E0-$FF (Language Card) ????? $D0-$DF (bank2) inventory $D0-$ED (bank1) per-levelstrings $EE-$FF common parser code (4.5k = 4608 bytes) Disk1 Map (disk has 35 tracks, each 4k in size) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T 0 = Qboot T 1 = QLOAD 5286 bytes 21S = 1T5S T 3 = MUSIC 4045 bytes 16S = 1T0S T 4 = VID_LOGO 7574 bytes 30S = 1T14S T 6 = TITLE 8950 bytes 35S = 2T3S T 9 = INTRO 13467 bytes 52S = 3T4S T 14 = INVENTORY 3121 bytes 13S = 0T13S T 15 = PEASANT1 17007 bytes 67S = 4T3S ; 88 is max? T 20 = PEASANT2 17941 bytes 71S = 4T7S ; 79 = 20224 T 25 = PEASANT3 18154 bytes 71S = 4T7S T 30 = PEASANT4 15806 bytes 62S = 3T14S Disk2 Map (disk has 35 tracks, each 4k in size) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T 0 = WBOOT T 1 = COPY_CHECK 2942 bytes 12S = 0T12S T 3 = GAME_OVER 2111 bytes 9S = 0T9S T 4 = MAP 2703 bytes 11S = 0T11S T 6 = ARCHERY 2112 bytes 11S = 0T11S T 9 = INSIDE 14178 bytes 56s = 3T8S T 14 = INN 6906 bytes 27S = 1T11S T 19 = TROGDOR 11468 bytes 45S = 2T13S T 24 = ENDING 17619 bytes 69S = 4T5S T 29 = CLIFF 13024 bytes 51S = 3T3S 238, to 280 (6) 50 to 135 (85) 6*85=510 280x192 *4 1120x768 Our capture: 300x142 roughly 292x142 to center it Odd is Orange Even is blue EO EO EO EO EO if draw black at odd, nothing blue 10 10 10 10 10 if draw black at even, two-wide(?) black 10 10 10 10 10 blue 01 01 01 01 01 orange EO EO 10 01 blue->orange has black gap 01 10 orange->blue has white gap 10 10 01 01 = blue 6|----c>>>-----------c------c-------| 5|-aaa----aaab>>>aaa---a-b-a---------| 46, XRUN=2 46/7= 6R4 ; RUN of 0=1 wide, run of 1=2 wide start at 4, end at 5 start at 4 (left) = $F0 1111 0000 end at 5 (Right) = $BF 1011 1111 ========= x011 0000 OR them!!!! left_masks: .byte $FF,$FE,$FC,$F8, $F0,$E0,$C0 right_masks: .byte $81,$83,$87, $8F,$9F,$BF,$FF POINTS IMPLEMENTED: (in order of implementation) + 10 (Talk Trogdor) + 1 (talk to archer) + 1 (talked to archer after trinket/mask) + 2 (move rock) + 1 (get pebbles) + 1 (get feed) + 5 (give riches) + 5 (give baby) [inn] + 3 (get room) + 2 (feed fish) + 2 (put pebbles in bucket) + 3 (put baby in bucket) + 2 (turn crank [baby in bucket]) + 2 (scare gary) + 2 (get arrow) + 3 (say haldo to dongolev) + 3 (jump in hay) + 2 (fall in mud puddle) + 2 (give trinket to brothers) + 2 (get super trinket) + 3 (win archery game) + 10 (get belt) + 5 (kill kerrek) + 7 (talk to knight once have belt, robe, and on fire) + 7 (get riches from jhonka) + 5 (throw baby) + 5 (deploy baby) + 1 (close drawer) + 10 (get robe) + 3 (wear robe) + 2 (get grease) + 10 (catch on fire) + 7 (throw sword at trogdor) ====== 129 points deaths/endings implemented ================== +1 Typing "die" +2 Beating the game +3 Cutting off arms, legs, and head +4 kick/punch/kill Old Gary +5 get arrow (while Dongolev shooting) +6 walk on range (while Dongolev shooting) +7 walk too close to Kerrek +8 say "yes" when Jhonka asks if you stole riches