;=============================================== ; level data for Monkey ;=============================================== locations: .word location0,location1,location2,location3 .word location4,location5,location6,location7 .word location8,location9,location10,location11 ; MONKEY_LOOKOUT -- lookout tower location0: .word lookout_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 3 ; num areas .byte 12,15 ; x .byte 18,28 ; y .word lookout_string ; name .word lookout_action-1 ; action .byte 32,40 ; x .byte 0,20 ; y .word path_string ; name .word path_action-1 ; action .byte 28,36 ; x .byte 32,40 ; y .word stairs_string ; name .word stairs_action-1 ; action ; MONKEY_POSTER -- house with poster location1: .word poster_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 2 ; num areas .byte 0,5 ; x .byte 0,40 ; y .word cliffside_string ; name .word cliffside_action-1 ; action .byte 26,30 ; x .byte 22,32 ; y .word poster_string ; name .word poster_action-1 ; action ; MONKEY_DOCK -- dock location2: .word dock_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 1 ; num areas .byte 12,16 ; x .byte 0,4 ; y .word moon_string ; name .word moon_action-1 ; action ; MONKEY_BAR -- scumm bar location3: .word bar_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 1 ; num areas .byte 9,14 ; x .byte 20,32 ; y .word door_string ; name .word door_action-1 ; action ; MONKEY_TOWN -- downtown location4: .word town_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 8 ; num areas .byte 33,38 ; x .byte 14,26 ; y .word archway_string ; name .word archway_action-1 ; action .byte 29,30 ; x .byte 20,28 ; y .word door_string ; name .word town_door_action-1 ; action .byte 19,23 ; x .byte 20,30 ; y .word citizen_string ; name .word citizen_action-1 ; action .byte 10,11 ; x .byte 16,22 ; y .word door_string ; name .word town_door_action-1 ; action .byte 7,8 ; x .byte 16,22 ; y .word door_string ; name .word town_door_action-1 ; action .byte 4,5 ; x .byte 16,20 ; y .word door_string ; name .word town_door_action-1 ; action .byte 0,3 ; x .byte 14,20 ; y .word archway_string ; name .word archway_action-1 ; action .byte 0,3 ; x .byte 5,10 ; y .word clock_string ; name .word clock_action-1 ; action ; MONKEY_MAP -- melee map location5: .word map_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_TINY ; size .byte 7 ; num areas .byte 32,33 ; x .byte 20,22 ; y .word house_string ; name .word map_action-1 ; action .byte 24,27 ; x .byte 26,30 ; y .word lights_string ; name .word map_action-1 ; action .byte 18,19 ; x .byte 16,18 ; y .word clearing_string ; name .word map_action-1 ; action .byte 28,29 ; x .byte 2,3 ; y .word island_string ; name .word map_action-1 ; action .byte 26,27 ; x .byte 2,5 ; y .word shore_string ; name .word map_action-1 ; action .byte 12,13 ; x .byte 22,23 ; y .word lookout_point_string ; name .word map_action-1 ; action .byte 10,13 ; x .byte 24,28 ; y .word village_string ; name .word map_action-1 ; action ; MONKEY_BAR_INSIDE1 -- inside bar, lots going on location6: .word bar_inside1_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 4 ; num areas .byte 0,3 ; x .byte 12,34 ; y .word curtain_string ; name .word curtain_action-1 ; action .byte 7,20 ; x .byte 22,32 ; y .word impt_pirate_string ; name .word impt_pirate_action-1 ; action .byte 23,28 ; x .byte 20,28 ; y .word fireplace_string ; name .word fireplace_action-1 ; action .byte 34,38 ; x .byte 18,36 ; y .word door_string ; name .word bar2_door_action-1 ; action ; MONKEY_BAR_INSIDE2 -- three pirates location7: .word bar_inside2_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 4 ; num areas .byte 0,3 ; x .byte 12,34 ; y .word curtain_string ; name .word curtain_action-1 ; action .byte 7,20 ; x .byte 22,32 ; y .word impt_pirate_string ; name .word impt_pirate_action-1 ; action .byte 23,28 ; x .byte 20,28 ; y .word fireplace_string ; name .word fireplace_action-1 ; action .byte 34,38 ; x .byte 18,36 ; y .word door_string ; name .word bar2_door_action-1 ; action ; MONKEY_CHURCH -- outside the church location8: .word church_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 1 ; num areas .byte 9,14 ; x .byte 20,32 ; y .word door_string ; name .word door_action-1 ; action ; MONKEY_MANSION_PATH -- path to the mansion location9: .word mansion_path_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 1 ; num areas .byte 9,14 ; x .byte 20,32 ; y .word door_string ; name .word door_action-1 ; action ; MONKEY_MANSION -- governor's mansion location10: .word mansion_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 1 ; num areas .byte 9,14 ; x .byte 20,32 ; y .word door_string ; name .word door_action-1 ; action ; MONKEY_ZIPLINE -- hook's zipline location11: .word zipline_lzsa ; background .word set_destination_lookout-1 ; destination .word check_exit_lookout-1 ; exit .byte GUYBRUSH_BIG ; size .byte 1 ; num areas .byte 9,14 ; x .byte 20,32 ; y .word door_string ; name .word door_action-1 ; action string_data: house_string: .byte 18,20,"HOUSE",0 lights_string: .byte 17,20,"LIGHTS",0 clearing_string:.byte 16,20,"CLEARING",0 island_string: .byte 17,20,"ISLAND",0 shore_string: .byte 18,20,"SHORE",0 lookout_point_string: .byte 13,20,"LOOKOUT POINT",0 village_string: .byte 16,20,"VILLAGE",0 curtain_string: .byte 20,20,"CURTAIN",0 impt_pirate_string: .byte 20,20,"IMPORTANT PIRATES",0 fireplace_string: .byte 20,20,"FIREPLACE",0 lookout_string: .byte 20,20,"LOOKOUT",0 path_string: .byte 20,20,"PATH",0 stairs_string: .byte 20,20,"STAIRS",0 cliffside_string: .byte 20,20,"CLIFFSIDE",0 poster_string: .byte 20,20,"POSTER",0 moon_string: .byte 20,20,"MOON",0 door_string: .byte 20,20,"DOOR",0 archway_string: .byte 20,20,"ARCHWAY",0 clock_string: .byte 20,20,"CLOCK",0 citizen_string: .byte 20,20,"CITIZEN OF MELEE",0