mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
350 lines
5.1 KiB
ArmAsm
350 lines
5.1 KiB
ArmAsm
; Peasant's Quest
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; Cliff Base
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; just the cliff base
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; we're going crazy with disk accesses now
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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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collision_location = $bc00
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LOCATION_BASE = LOCATION_CLIFF_BASE ; (20)
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cliff_base:
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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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jsr hgr_make_tables
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;================================
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; decompress dialog to $D000
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lda #<cliff_text_zx02
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sta zx_src_l+1
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lda #>cliff_text_zx02
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sta zx_src_h+1
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lda #$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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; setup default verb table
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jsr setup_default_verb_table
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; local verb table
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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 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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;===========================
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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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bne level_over
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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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inc FLAME_COUNT
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lda FLAME_COUNT
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cmp #3
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bne flame_good
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lda #0
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sta FLAME_COUNT
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flame_good:
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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 #13
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sta WAIT_LOOP
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wait_loop:
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jsr check_keyboard
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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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jmp game_loop
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oops_new_location:
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; new location but same file
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; lda MAP_LOCATION
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; cmp #LOCATION_CLIFF_HEIGHTS
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; bne not_the_cliff
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; lda PREVIOUS_LOCATION
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; cmp #LOCATION_TROGDOR_OUTER
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; beq to_cliff_from_outer
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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_cliff
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; new location
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lda #4
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sta PEASANT_X
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lda #170
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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_cliff:
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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 "../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 "../version.inc"
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.include "graphics_cliff/cliff_graphics.inc"
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.include "graphics_cliff/priority_cliff.inc"
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map_backgrounds_low:
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.byte <cliff_base_zx02
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map_backgrounds_hi:
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.byte >cliff_base_zx02
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map_priority_low:
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.byte <cliff_base_priority_zx02
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map_priority_hi:
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.byte >cliff_base_priority_zx02
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verb_tables_low:
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.byte <cliff_base_verb_table
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verb_tables_hi:
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.byte >cliff_base_verb_table
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cliff_text_zx02:
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.incbin "../text/DIALOG_CLIFF_BASE.ZX02"
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.include "cliff_base_actions.s"
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robe_sprite_data:
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.incbin "../sprites_peasant/robe_sprites.zx02"
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