TODO: + print warning message on 48k systems that we need at least 64k + more frames in animation for game_over + hook up game_over for "quit" and "copy" + better music for game over + 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 + Loading screen is slow when getting names Print "Loading" message while doing it? Or: move all save games to one sector (64 bytes each?) + 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: - Gary - Kerrek 1 - Well - Yellow Tree - Waterfall + Waterfall animation - Haystack + Hook up dialog for mud + Hook up sprites for walking hay - Puddle + Hook up responses when mud is wet - Archery + Archer animations + Hook up minigame + Hook up getting points + Hook up dialog changes + Hook up stuff that happens after Dongolev is back - River/Rock + River animation - Mountain Pass + Knight animations + hook up/fix dialog when you have various items + be sure to fix the "talk knight" dialog for robe/fire etc + Block path unless you have all three items - Jhonka - Cottage - West Lake + Water animations - East Lake + Boat animations + Water animations - Inn - Ned Cottage - Ned - Kerrek2 + See Kerrek1 - Lady Cottage - Burnt trees - animation for the boat - animation of River - animation of waterfall - 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?