QUESTIONS FOR VIDELECTRIX: ~~~~~~~~~~~~~~~~~~~~~~~~~~ + What are the odds of Kerrek appearing each time you enter? It seems like if you enter from a screen and he's not there then he'll never appear from that direction unless you enter from a different direction + Notes for the sound effects -- Kerrek one is off -- Various trogdor ones might use some help too TODO: 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 Peasant sprites: ~~~~~~~~~~~~~~~~ + Need some generic way of handling this/location in RAM to hold this? + Wearing robe + Wearing robe and on fire + Wearing haystack + Muddy 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 + Better electric duet music? Intro: ~~~~~~ + Use string compression + Use common sprite interface + Use walkto interface 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: ~~~~~~~~~ - Gary + fly animation + hook up mask stuff + hook up animation when you get kicked + hook up scare animation + 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 + adjust enter/leaving x/y co-ordinates? - Waterfall + Waterfall animation Peasant2: ~~~~~~~~~ - Haystack + Animate jumping into haystack + Hook up sprites for walking hay - Puddle + Alternate version with wet mud + Animation for falling into mud - Archery + Archer animations + Hook up minigame + fix where we can get stuck on top of targets at archery range - River/Rock + River animation - Mountain Pass + Knight animations + 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 + Animate water + Make pebbles go away once you pick them up + Animate "throw baby" sequence - East Lake + 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) - Jhonka Cave Inside + Animate opening drawer - Hidden Glen + Animate Dongolev + Animate Dongolev shooting + Walk to tree to get arrows 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 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: ~~~~~~~~ + 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 of an arc on baby trajectory?