TODO: + consolidate the lookup info for message box sizes, as in the end only Y2 is changing + background priority mask not working when at far top of screen + ESC SKIPS at top of intro + Loading screen is slow when getting names Print "Loading" message while doing it? + After loading, no need to clear text before moving to next level + complete waterfall, including animation + update intro to walk closer to edges + fix issue where walking stops when you cross to screen w priority + re-do how off edge-of-screen works (have destination for all 4 co-ords?) + move drawing to PAGE1 and use PAGE2 for RAM? This would remove backing store when drawing text boxes? + add dictionary lookup for text for smaller size + optimize text box sizes + replace parse_input lookup with a giant jump table Border special cases: + Mountain pass walking to Inn + Jhonka cave walking to Cottage General: - More frames in peasant sprites - Hook up text parser - When load game, stop walking - Let disk 2 live in the 2nd drive? LDA $C08A,X to select first drive LDA $C08B,X to select second drive - Implement game over screen Videlectrix Title: - Can we make it faster? Intro: - Speaker music for title if no Mockingboard Map: - implement map Peasantry: - animation for the boat - animation of River - animation of waterfall - Priorities for all rooms - Hook up hidden glen, inside of cottages and inn - Archery minigame Tower: - Tower level Trogdor: - All the rest - Rest of Trogdor's speech - Fix speech generation 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?