mirror of
https://github.com/deater/dos33fsprogs.git
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328 lines
5.4 KiB
ArmAsm
328 lines
5.4 KiB
ArmAsm
; Peasant's Quest
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; Peasantry Part 3 (third line of map)
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; Jhonka, your cottage, w lake, e lake, inn
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; by Vince `deater` Weaver vince@deater.net
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; with apologies to everyone
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.include "hardware.inc"
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.include "zp.inc"
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.include "qload.inc"
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.include "inventory.inc"
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.include "parse_input.inc"
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LOCATION_BASE = LOCATION_JHONKA_CAVE ; index starts here (10)
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peasantry3:
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lda #0
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sta LEVEL_OVER
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sta FRAME
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jsr hgr_make_tables ; necessary?
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jsr hgr2 ; necessary?
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; decompress dialog to $D000
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lda #<peasant3_text_lzsa
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sta getsrc_smc+1
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lda #>peasant3_text_lzsa
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sta getsrc_smc+2
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lda #$D0
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jsr decompress_lzsa2_fast
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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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;==========================
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; setup default verb table
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jsr setup_default_verb_table
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; we are PEASANT3 so locations 10...14 map to 0...4
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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 verb_tables_low,X
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sta INL
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lda verb_tables_hi,X
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sta INH
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jsr load_custom_verb_table
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;=====================
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; load bg
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; we are PEASANT3 so locations 10...14 map to 0...4, no change
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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 getsrc_smc+1
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lda map_backgrounds_hi,X
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sta getsrc_smc+2
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lda #$40
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jsr decompress_lzsa2_fast
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; Load priority
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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 getsrc_smc+1
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lda map_priority_hi,X
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sta getsrc_smc+2
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lda #$20
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jsr decompress_lzsa2_fast
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jsr gr_copy_to_page1
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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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; put score
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jsr print_score
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;====================
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; save background
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lda PEASANT_X
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sta CURSOR_X
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lda PEASANT_Y
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sta CURSOR_Y
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;=======================
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; draw initial peasant
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jsr save_bg_1x28
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jsr draw_peasant
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;=======================
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; check if in hay
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jsr check_haystack_exit
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;=======================
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; before game text
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;=======================
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lda MAP_LOCATION
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cmp #LOCATION_JHONKA_CAVE
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beq before_jhonka_cave
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cmp #LOCATION_OUTSIDE_INN
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beq before_inn
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bne no_before_game_text
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;=====================
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; at inn
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before_inn:
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; see if pot on head
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lda GAME_STATE_1
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and #POT_ON_HEAD
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beq no_before_game_text
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; take pott off head
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lda GAME_STATE_1
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and #<(~POT_ON_HEAD)
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sta GAME_STATE_1
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ldx #<outside_inn_pot_message
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ldy #>outside_inn_pot_message
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jsr finish_parse_message
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;=====================
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; at jhonka cave
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before_jhonka_cave:
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; check to see if in hay
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lda GAME_STATE_1
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and #IN_HAY_BALE
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beq no_before_game_text
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ldx #<jhonka_in_hay_message
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ldy #>jhonka_in_hay_message
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jsr finish_parse_message
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no_before_game_text:
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game_loop:
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jsr move_peasant
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inc FRAME
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jsr check_keyboard
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lda LEVEL_OVER
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bmi oops_new_location
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bne game_over
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; delay
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lda #200
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jsr wait
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jmp game_loop
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oops_new_location:
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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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game_over:
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rts
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.include "peasant_common.s"
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.include "draw_peasant.s"
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; Moved to qload
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;.include "decompress_fast_v2.s"
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;.include "hgr_font.s"
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;.include "draw_box.s"
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;.include "hgr_rectangle.s"
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;.include "hgr_1x28_sprite_mask.s"
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;.include "hgr_1x5_sprite.s"
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;.include "hgr_partial_save.s"
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;.include "hgr_input.s"
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;.include "hgr_tables.s"
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;.include "hgr_text_box.s"
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;.include "clear_bottom.s"
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;.include "hgr_hgr2.s"
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;.include "loadsave_menu.s"
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;.include "wait_keypress.s"
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;.include "score.s"
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.include "gr_copy.s"
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.include "new_map_location.s"
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.include "peasant_move.s"
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;.include "parse_input.s"
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;.include "inventory.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 "version.inc"
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.include "graphics_peasantry/graphics_peasant3.inc"
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;.include "sprites/boat_sprites.inc"
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map_backgrounds_low:
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.byte <jhonka_lzsa ; 10 -- jhonka
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.byte <cottage_lzsa ; 11 -- cottage
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.byte <lake_w_lzsa ; 12 -- lake west
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.byte <lake_e_lzsa ; 13 -- lake east
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.byte <inn_lzsa ; 14 -- inn
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map_backgrounds_hi:
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.byte >jhonka_lzsa ; 10 -- jhonka
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.byte >cottage_lzsa ; 11 -- cottage
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.byte >lake_w_lzsa ; 12 -- lake west
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.byte >lake_e_lzsa ; 13 -- lake east
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.byte >inn_lzsa ; 14 -- inn
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.include "graphics_peasantry/priority_peasant3.inc"
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map_priority_low:
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.byte <jhonka_priority_lzsa ; 10 -- jhonka
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.byte <cottage_priority_lzsa ; 11 -- cottage
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.byte <lake_w_priority_lzsa ; 12 -- lake west
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.byte <lake_e_priority_lzsa ; 13 -- lake east
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.byte <inn_priority_lzsa ; 14 -- inn
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map_priority_hi:
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.byte >jhonka_priority_lzsa ; 10 -- jhonka
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.byte >cottage_priority_lzsa ; 11 -- cottage
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.byte >lake_w_priority_lzsa ; 12 -- lake west
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.byte >lake_e_priority_lzsa ; 13 -- lake east
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.byte >inn_priority_lzsa ; 14 -- inn
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verb_tables_low:
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.byte <jhonka_cave_verb_table ; 10 -- jhonka
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.byte <cottage_verb_table ; 11 -- cottage
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.byte <lake_west_verb_table ; 12 -- lake west
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.byte <lake_east_verb_table ; 13 -- lake east
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.byte <inn_verb_table ; 14 -- inn
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verb_tables_hi:
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.byte >jhonka_cave_verb_table ; 10 -- jhonka
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.byte >cottage_verb_table ; 11 -- cottage
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.byte >lake_west_verb_table ; 12 -- lake west
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.byte >lake_east_verb_table ; 13 -- lake east
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.byte >inn_verb_table ; 14 -- inn
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peasant3_text_lzsa:
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.incbin "DIALOG_PEASANT3.LZSA"
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.include "peasant3_actions.s"
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