mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-04-07 19:37:23 +00:00
1031 lines
16 KiB
ArmAsm
1031 lines
16 KiB
ArmAsm
; Peasant's Quest
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; Trogdor's Outer Sanctum
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; split off from cliff heights as it was too big and there's
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; a lot going on
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; by Vince `deater` Weaver vince@deater.net
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.include "../zp.inc"
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.include "../hardware.inc"
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.include "../peasant_sprite.inc"
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.include "../qload.inc"
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.include "../inventory/inventory.inc"
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.include "../parse_input.inc"
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.include "../redbook_sound.inc"
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.include "../common_defines.inc"
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LOCATION_BASE = LOCATION_TROGDOR_OUTER ; (22 = $16)
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outer:
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lda #0
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sta LEVEL_OVER
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sta FRAME
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sta FLAME_COUNT
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sta KEEPER_COUNT
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sta IN_QUIZ
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jsr hgr_make_tables
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;================================
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; decompress dialog to $D000
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lda #<outer_text_zx02
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sta zx_src_l+1
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lda #>outer_text_zx02
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sta zx_src_h+1
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lda #$D0
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jsr zx02_full_decomp
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;===============================
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; update score
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jsr update_score
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;=============================
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;=============================
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; new screen location
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;=============================
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;=============================
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new_location:
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lda #0
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sta LEVEL_OVER
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;==========================
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; load updated verb table
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jsr setup_outer_verb_table
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;===============================
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; load priority to $400
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; indirectly as we can't trash screen holes
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lda MAP_LOCATION
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sec
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sbc #LOCATION_BASE
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tax
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lda map_priority_low,X
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sta zx_src_l+1
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lda map_priority_hi,X
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sta zx_src_h+1
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lda #$20 ; temporarily load to $2000
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jsr zx02_full_decomp
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; copy to $400
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jsr gr_copy_to_page1
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; copy collision detection info
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ldx #0
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col_copy_loop:
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lda $2400,X
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sta collision_location,X
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inx
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bne col_copy_loop
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;=====================
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; load bg
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lda MAP_LOCATION
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sec
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sbc #LOCATION_BASE
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tax
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lda map_backgrounds_low,X
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sta zx_src_l+1
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lda map_backgrounds_hi,X
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sta zx_src_h+1
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lda #$20 ; load to $2000
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jsr zx02_full_decomp
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jsr hgr_copy ; copy to $4000
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;===================
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; put peasant text
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lda #<peasant_text
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sta OUTL
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lda #>peasant_text
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sta OUTH
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jsr hgr_put_string
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;===================
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; put score
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jsr print_score
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;======================
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; always activate text
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jsr setup_prompt
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;========================
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; Load Peasant Sprites
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;========================
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; Note: to get to this point of the game you have to be
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; in a robe and on fire, so we should enforce that
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lda GAME_STATE_2
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ora #ON_FIRE
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sta GAME_STATE_2
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lda #<robe_sprite_data
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sta zx_src_l+1
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lda #>robe_sprite_data
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sta zx_src_h+1
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lda #$a0
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jsr zx02_full_decomp
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; clear the keyboard in case we were holding it down
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bit KEYRESET
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;===========================
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;===========================
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;===========================
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; main loop
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;===========================
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;===========================
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;===========================
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game_loop:
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;===================
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; move peasant
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jsr move_peasant
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;====================
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; check if done level
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lda LEVEL_OVER
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bmi oops_new_location
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beq level_good
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jmp level_over
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level_good:
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;=====================
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; see if keeper triggered
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lda MAP_LOCATION
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cmp #LOCATION_TROGDOR_OUTER
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bne done_check_keeper
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lda IN_QUIZ
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bne done_check_keeper
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check_keeper1:
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lda INVENTORY_2
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and #INV2_TROGSHIELD ; only if not have shield
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bne check_keeper2
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lda PEASANT_X ; only if ourx > 9
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cmp #10
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bcc check_keeper2
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jsr handle_keeper1
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check_keeper2:
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done_check_keeper:
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;=================================
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; draw keeper if we need refresh
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lda REFRESH_SCREEN
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beq no_draw_keeper
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lda #0
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sta REFRESH_SCREEN
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lda IN_QUIZ ; need to draw keeper if quizzing
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beq no_draw_keeper
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jsr draw_standing_keeper
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no_draw_keeper:
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;=====================
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; always draw peasant
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jsr draw_peasant
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;=====================
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; increment frame
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inc FRAME
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;=====================
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; increment flame
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jsr increment_flame
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;======================
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; check keyboard
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; original code also waited approximately 100ms?
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; this led to keypressed being lost
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lda PEASANT_DIR
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sta OLD_DIR
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lda #13
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sta WAIT_LOOP
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wait_loop:
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lda IN_QUIZ
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cmp #2 ; means waiting for answer
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bne normal_keyboard_check
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jsr check_keyboard_answer
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jmp done_keyboard_check
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normal_keyboard_check:
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jsr check_keyboard
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done_keyboard_check:
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lda #50 ; approx 7ms
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jsr wait
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dec WAIT_LOOP
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bne wait_loop
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;===================================
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; keep from moving if being quizzed
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;===================================
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lda IN_QUIZ
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beq not_in_quiz
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lda #0 ; keep from moving
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sta PEASANT_XADD
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sta PEASANT_YADD
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lda OLD_DIR ; keep from changing dir
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sta PEASANT_DIR
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not_in_quiz:
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jsr wait_vblank
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jmp game_loop
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oops_new_location:
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; new location but same file
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; actually not possible
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;to_cliff_from_cliff:
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; lda #18
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; sta PEASANT_X
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; lda #140
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; sta PEASANT_Y
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; bne not_the_cliff ; bra
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;to_cliff_from_outer:
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; lda #32
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; sta PEASANT_X
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; lda #120
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; sta PEASANT_Y
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; bne not_the_cliff ; bra
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;not_the_cliff:
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; lda MAP_LOCATION
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; cmp #LOCATION_TROGDOR_OUTER
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; bne not_outer
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; lda #2
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; sta PEASANT_X
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; lda #100
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; sta PEASANT_Y
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not_outer:
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just_go_there:
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; jmp new_location
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;========================
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; exit level
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;========================
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level_over:
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cmp #NEW_FROM_LOAD ; see if loading save game
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beq exiting_outer
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; new location
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lda MAP_LOCATION
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cmp #LOCATION_CLIFF_HEIGHTS
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bne not_cliff
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was_cliff:
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lda #32
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sta PEASANT_X
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lda #120
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bne done_outer_pos ; bra
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not_cliff:
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; trogdor
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lda #4
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sta PEASANT_X
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lda #170
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done_outer_pos:
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sta PEASANT_Y
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lda #0
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sta PEASANT_XADD
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sta PEASANT_YADD
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exiting_outer:
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rts
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.include "../draw_peasant_new.s"
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.include "../move_peasant_new.s"
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.include "../hgr_sprite_bg_mask.s"
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.include "../gr_offsets.s"
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.include "../hgr_partial_restore.s"
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.include "../hgr_sprite.s"
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.include "../gr_copy.s"
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.include "../hgr_copy.s"
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.include "../new_map_location.s"
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.include "../keyboard.s"
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.include "../wait.s"
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.include "../wait_a_bit.s"
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.include "../vblank.s"
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.include "graphics_outer/outer_graphics.inc"
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.include "graphics_outer/outer_priority.inc"
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map_backgrounds_low:
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.byte <outer_zx02
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map_backgrounds_hi:
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.byte >outer_zx02
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map_priority_low:
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.byte <outer_priority_zx02
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map_priority_hi:
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.byte >outer_priority_zx02
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verb_tables_low:
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.byte <cave_outer_verb_table
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verb_tables_hi:
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.byte >cave_outer_verb_table
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outer_text_zx02:
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.incbin "../text/DIALOG_OUTER.ZX02"
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.include "outer_actions.s"
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robe_sprite_data:
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.incbin "../sprites_peasant/robe_sprites.zx02"
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; .incbin "../sprites_peasant/robe_shield_sprites.zx02"
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.include "sprites_outer/keeper1_sprites.inc"
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.include "sprites_outer/ron_sprites.inc"
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.include "sprites_outer/keeper2_sprites.inc"
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.include "sprites_outer/guitar_sprites.inc"
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;==========================================
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; first keeper ron
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; flips peasant forward
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; 3 (4) (u shaped)
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; 5 (4) (up)
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; 6 (6) (up, up)
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; 7 (4) (up, down)
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; 6 (4)
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; 7 (4)
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; 6 (4)
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; 7 (4)
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; 6 (4)
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; 7 (4)
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; 6 (4)
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; 7 (4) 9? repeats, ending on down
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; ron transition happens
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; (8) switches to 5 part way through first frame?
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; 3 / ron next , to 1 part way through second (cloud frame)
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; 5 ron (gap)
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; 10 ron (tiny smoke)
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; 10 full ron
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ron_which_keeper_sprite:
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.byte 3, 5, 6, 7
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.byte 6, 7, 6, 7
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.byte 6, 7, 6, 7
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.byte 7, 5, 5, 1, 1, 1, 1, 1, 1, 1, 1
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ron_which_ron_sprite:
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.byte 0, 0, 0, 0
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.byte 0, 0, 0, 0
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.byte 0, 0, 0, 0
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.byte 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4
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;===============================
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; ron transform
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;===============================
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ron_transform:
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lda #0
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sta KEEPER_COUNT
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; look down for this
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lda #PEASANT_DIR_DOWN
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sta PEASANT_DIR
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ron1_loop:
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; play sound if needed, 2.. 12
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lda KEEPER_COUNT
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cmp #2
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bcc skip_ron_sound
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cmp #12
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bcs skip_ron_sound
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and #1
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beq ron_other_note
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lda #NOTE_F6
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beq ron_common_note ; bra
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ron_other_note:
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lda #NOTE_E6
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ron_common_note:
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sta speaker_frequency
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lda #8
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sta speaker_duration
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jsr speaker_tone
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skip_ron_sound:
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; erase prev keeper
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ldy #3 ; erase slot 3?
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jsr hgr_partial_restore_by_num
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inc KEEPER_COUNT
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ldx KEEPER_COUNT
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lda #10
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sta SPRITE_X
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lda #60
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sta SPRITE_Y
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; get offset for graphics
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ldx KEEPER_COUNT
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lda ron_which_keeper_sprite,X
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clc
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adc #5 ; skip ron
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tax
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ldy #3 ; ? slot
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jsr hgr_draw_sprite_save
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;=======================
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; see if done animation
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lda KEEPER_COUNT
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cmp #21 ;
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beq ron_done
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cmp #12
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bcc ron_peasant ; normal peasant first 12 frames
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; erase prev peasant
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ldy #4 ; erase slot 4?
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jsr hgr_partial_restore_by_num
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ldx KEEPER_COUNT
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lda PEASANT_X
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sta SPRITE_X
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lda PEASANT_Y
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sta SPRITE_Y
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; get offset for graphics
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; ldx KEEPER_COUNT
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lda ron_which_ron_sprite,X
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tax
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ldy #4 ; ? slot
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jsr hgr_draw_sprite_save
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jmp done_ron_peasant
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ron_peasant:
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;========================
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; draw peasant
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jsr draw_peasant
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;========================
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; increment flame
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jsr increment_flame
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done_ron_peasant:
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;=========================
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; delay
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lda #200
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jsr wait
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jsr wait_vblank
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jmp ron1_loop
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ron_done:
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;===========================
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; weep sound
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lda #32
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sta speaker_duration
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lda #NOTE_E5
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sta speaker_frequency
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jsr speaker_tone
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lda #64
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sta speaker_duration
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lda #NOTE_F5
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sta speaker_frequency
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jsr speaker_tone
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jsr wait_until_keypress
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rts
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;==========================================
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; first keeper info
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;
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; seems to trigger at approx peasant_x = 70 (10)
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;
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; 0 (4), move down/r
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; 0 (4), move down/r
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; 1 (4), no move
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; 1 (5), move down/r
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; 1 (5), move down/r
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; 1 (5), move down/r
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; 1 (5), move down/r
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; 1 (5), move down/r
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; 2 (5)
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; 3 (4)
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; 4 (10)
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; 3 (10)
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; 4 (15)
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; 3 (5)
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; 2 (5)
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; 1 (11) ; starts talking
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keeper_x:
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.byte 9, 9,10,10
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.byte 10,10,10,10
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.byte 10,10,10,10, 10,10
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.byte 10,10,10,10,10,10,10
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keeper_y:
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.byte 51,52,53,54
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.byte 56,58,59,60
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.byte 60,60,60,60, 60,60
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.byte 60,60,60,60, 60,60,60
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which_keeper_sprite:
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.byte 0, 0, 1, 1
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.byte 1, 1, 1, 1
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.byte 2, 3, 4, 4, 3, 3
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.byte 4, 4, 4, 3, 2, 1, 1
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;===============================
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; handle keeper1
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;===============================
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; handle keeper1
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; stop walking
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; have keeper come out to talk
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; special limited handling
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; can't walk unless win
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handle_keeper1:
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lda #0 ; stop walking
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sta PEASANT_XADD
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sta PEASANT_YADD
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;===========================
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; animate keeper coming out
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|
keeper1_loop:
|
|
|
|
; erase prev keeper
|
|
|
|
ldy #3 ; erase slot 3?
|
|
jsr hgr_partial_restore_by_num
|
|
|
|
inc KEEPER_COUNT
|
|
ldx KEEPER_COUNT
|
|
|
|
lda keeper_x,X
|
|
sta SPRITE_X
|
|
lda keeper_y,X
|
|
sta SPRITE_Y
|
|
|
|
; get offset for graphics
|
|
|
|
ldx KEEPER_COUNT
|
|
lda which_keeper_sprite,X
|
|
clc
|
|
adc #5 ; skip ron
|
|
tax
|
|
|
|
ldy #3 ; ? slot
|
|
|
|
jsr hgr_draw_sprite_save
|
|
|
|
;=======================
|
|
; see if done animation
|
|
|
|
lda KEEPER_COUNT
|
|
cmp #20 ;
|
|
beq keeper_talk1
|
|
|
|
|
|
|
|
;========================
|
|
; increment flame
|
|
|
|
jsr draw_peasant
|
|
|
|
;========================
|
|
; increment flame
|
|
|
|
jsr increment_flame
|
|
|
|
;=========================
|
|
; delay
|
|
|
|
lda #200
|
|
jsr wait
|
|
|
|
jsr wait_vblank
|
|
|
|
jmp keeper1_loop
|
|
|
|
rts
|
|
|
|
|
|
;====================
|
|
; increment flame
|
|
;====================
|
|
increment_flame:
|
|
inc FLAME_COUNT
|
|
lda FLAME_COUNT
|
|
cmp #3
|
|
bne flame_good
|
|
|
|
lda #0
|
|
sta FLAME_COUNT
|
|
|
|
flame_good:
|
|
rts
|
|
|
|
keeper_talk1:
|
|
; print the message
|
|
|
|
ldx #<cave_outer_keeper1_message1
|
|
ldy #>cave_outer_keeper1_message1
|
|
jsr finish_parse_message
|
|
|
|
jsr draw_standing_keeper
|
|
|
|
ldx #<cave_outer_keeper1_message2
|
|
ldy #>cave_outer_keeper1_message2
|
|
jsr finish_parse_message
|
|
|
|
jsr draw_standing_keeper
|
|
|
|
ldx #<cave_outer_keeper1_message3
|
|
ldy #>cave_outer_keeper1_message3
|
|
jsr finish_parse_message
|
|
|
|
jsr draw_standing_keeper
|
|
|
|
ldx #<cave_outer_keeper1_message4
|
|
ldy #>cave_outer_keeper1_message4
|
|
jsr finish_parse_message
|
|
|
|
jsr draw_standing_keeper
|
|
|
|
;===============================================
|
|
; if have sub print5, otherwise skip ahead
|
|
|
|
lda INVENTORY_2
|
|
and #INV2_MEATBALL_SUB
|
|
beq dont_have_sub
|
|
|
|
ldx #<cave_outer_keeper1_message5
|
|
ldy #>cave_outer_keeper1_message5
|
|
jsr finish_parse_message
|
|
|
|
jsr draw_standing_keeper
|
|
|
|
dont_have_sub:
|
|
|
|
; now we need to re-draw keeper
|
|
; also we're in quiz mode
|
|
; so we can't move and can only take quiz or give sub
|
|
|
|
lda #1
|
|
sta IN_QUIZ
|
|
|
|
; custom common verb table the essentially does nothing
|
|
jsr setup_quiz_verb_table
|
|
|
|
; respond only to take quiz and give sub
|
|
lda #<keeper1_verb_table
|
|
sta INL
|
|
lda #>keeper1_verb_table
|
|
sta INH
|
|
jsr load_custom_verb_table
|
|
|
|
jmp game_loop
|
|
|
|
|
|
;==============================
|
|
; check_keyboard_answer
|
|
;==============================
|
|
; for when in quiz
|
|
; looking for just A, B, or C
|
|
|
|
check_keyboard_answer:
|
|
|
|
lda KEYPRESS
|
|
bpl no_answer
|
|
|
|
bit KEYRESET
|
|
|
|
pha
|
|
jsr restore_parse_message
|
|
|
|
lda #0
|
|
sta REFRESH_SCREEN ; don't refresh or we draw keeper on top
|
|
|
|
pla
|
|
|
|
and #$7f ; strip high bit
|
|
and #$df ; convert to lowercase $61 -> $41 0110 -> 0100
|
|
|
|
cmp #'A'
|
|
bcc invalid_answer ; blt
|
|
cmp #'D'
|
|
bcs invalid_answer ; bge
|
|
|
|
ldx WHICH_QUIZ
|
|
|
|
cmp quiz1_answers,X
|
|
beq right_answer
|
|
bne wrong_answer
|
|
|
|
no_answer:
|
|
rts
|
|
|
|
;======================
|
|
; quiz1 invalid answer
|
|
;======================
|
|
|
|
invalid_answer:
|
|
bit KEYRESET ; clear the keyboard buffer
|
|
|
|
lda WHICH_QUIZ
|
|
cmp #2 ; off by 1
|
|
beq resay_quiz3
|
|
cmp #1
|
|
beq resay_quiz2
|
|
|
|
resay_quiz1:
|
|
ldx #<cave_outer_quiz1_1again
|
|
ldy #>cave_outer_quiz1_1again
|
|
jmp finish_parse_message_nowait
|
|
resay_quiz2:
|
|
ldx #<cave_outer_quiz1_2again
|
|
ldy #>cave_outer_quiz1_2again
|
|
jmp finish_parse_message_nowait
|
|
resay_quiz3:
|
|
ldx #<cave_outer_quiz1_3again
|
|
ldy #>cave_outer_quiz1_3again
|
|
jmp finish_parse_message_nowait
|
|
|
|
|
|
;======================
|
|
; quiz1 wrong answer
|
|
;======================
|
|
|
|
wrong_answer:
|
|
bit KEYRESET ; clear the keyboard buffer
|
|
|
|
ldx #<cave_outer_quiz1_wrong
|
|
ldy #>cave_outer_quiz1_wrong
|
|
jsr finish_parse_message
|
|
|
|
jsr draw_standing_keeper
|
|
|
|
ldx #<cave_outer_quiz1_wrong_part2
|
|
ldy #>cave_outer_quiz1_wrong_part2
|
|
jsr finish_parse_message
|
|
|
|
jsr draw_standing_keeper
|
|
|
|
ldx #<cave_outer_quiz1_wrong_part3
|
|
ldy #>cave_outer_quiz1_wrong_part3
|
|
jsr finish_parse_message
|
|
|
|
; transform to ron
|
|
|
|
jsr ron_transform
|
|
|
|
ldx #<cave_outer_quiz1_wrong_part4
|
|
ldy #>cave_outer_quiz1_wrong_part4
|
|
jsr finish_parse_message
|
|
|
|
lda #0
|
|
sta IN_QUIZ
|
|
|
|
; game over
|
|
|
|
lda #LOAD_GAME_OVER
|
|
sta WHICH_LOAD
|
|
|
|
lda #NEW_FROM_DISK
|
|
sta LEVEL_OVER
|
|
|
|
rts
|
|
|
|
;======================
|
|
; quiz1 correct answer
|
|
;======================
|
|
|
|
right_answer:
|
|
bit KEYRESET ; clear the keyboard buffer
|
|
ldx #<cave_outer_quiz1_correct
|
|
ldy #>cave_outer_quiz1_correct
|
|
jsr finish_parse_message
|
|
|
|
jsr cave_outer_get_shield
|
|
|
|
; FIXME: animate keeper backing off
|
|
|
|
rts
|
|
|
|
quiz1_answers:
|
|
.byte 'B','A','C'
|
|
|
|
;============================
|
|
; setup outer verb table
|
|
;============================
|
|
; we do this a lot so make it a function
|
|
|
|
setup_outer_verb_table:
|
|
; setup default verb table
|
|
|
|
jsr setup_default_verb_table
|
|
|
|
; local verb table
|
|
|
|
lda MAP_LOCATION
|
|
sec
|
|
sbc #LOCATION_BASE
|
|
tax
|
|
|
|
lda verb_tables_low,X
|
|
sta INL
|
|
lda verb_tables_hi,X
|
|
sta INH
|
|
jsr load_custom_verb_table
|
|
|
|
rts
|
|
|
|
|
|
;==========================
|
|
; draw standing keeper
|
|
;==========================
|
|
draw_standing_keeper:
|
|
|
|
; erase prev keeper
|
|
|
|
ldy #3 ; erase slot 3?
|
|
jsr hgr_partial_restore_by_num
|
|
|
|
ldx #19
|
|
|
|
lda keeper_x,X
|
|
sta SPRITE_X
|
|
lda keeper_y,X
|
|
sta SPRITE_Y
|
|
|
|
; get offset for graphics
|
|
|
|
ldx #19
|
|
lda which_keeper_sprite,X
|
|
clc
|
|
adc #5 ; skip ron
|
|
tax
|
|
|
|
ldy #3 ; ? slot
|
|
|
|
jsr hgr_draw_sprite_save
|
|
|
|
rts
|
|
|
|
sprites_xsize:
|
|
.byte 2, 2, 2, 2, 2 ; ron 0..4
|
|
.byte 2, 2, 3, 3, 3, 3, 3, 3 ; keeper 0..7
|
|
|
|
sprites_ysize:
|
|
.byte 29,30,30,30,30 ; ron 0..4
|
|
.byte 28,28,28,28,28,28,28,28 ; keeper 0..7
|
|
|
|
sprites_data_l:
|
|
.byte <ron0,<ron1,<ron2,<ron3,<ron4
|
|
.byte <keeper_r0,<keeper_r1,<keeper_r2,<keeper_r3
|
|
.byte <keeper_r4,<keeper_r5,<keeper_r6,<keeper_r7
|
|
|
|
sprites_data_h:
|
|
.byte >ron0,>ron1,>ron2,>ron3,>ron4
|
|
.byte >keeper_r0,>keeper_r1,>keeper_r2,>keeper_r3
|
|
.byte >keeper_r4,>keeper_r5,>keeper_r6,>keeper_r7
|
|
|
|
|
|
sprites_mask_l:
|
|
.byte <ron0_mask,<ron1_mask,<ron2_mask,<ron3_mask,<ron4_mask
|
|
.byte <keeper_r0_mask,<keeper_r1_mask,<keeper_r2_mask,<keeper_r3_mask
|
|
.byte <keeper_r4_mask,<keeper_r5_mask,<keeper_r6_mask,<keeper_r7_mask
|
|
|
|
|
|
sprites_mask_h:
|
|
.byte >ron0_mask,>ron1_mask,>ron2_mask,>ron3_mask,>ron4_mask
|
|
.byte >keeper_r0_mask,>keeper_r1_mask,>keeper_r2_mask,>keeper_r3_mask
|
|
.byte >keeper_r4_mask,>keeper_r5_mask,>keeper_r6_mask,>keeper_r7_mask
|
|
|
|
.include "../hgr_sprite_save.s"
|