mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
537 lines
8.5 KiB
ArmAsm
537 lines
8.5 KiB
ArmAsm
; Peasant's Quest
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; Peasantry Part 2 (second line of map)
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; haystack, puddle, archery, river, knight (pass)
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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/inventory.inc"
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.include "parse_input.inc"
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LOCATION_BASE = LOCATION_HAY_BALE ; index starts here (5)
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peasantry2:
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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 $D000
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lda #<peasant2_text_zx02
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sta zx_src_l+1
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lda #>peasant2_text_zx02
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sta zx_src_h+1
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lda #$D0
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jsr zx02_full_decomp
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; 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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; we are PEASANT2 so locations 5...9 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 priority to $400
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; indirectly as we can't trash screen holes
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; we are PEASANT2 so locations 5...9 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 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
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jsr zx02_full_decomp
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jsr gr_copy_to_page1
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;=====================
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; load bg
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; we are PEASANT2 so locations 5...9 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 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
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jsr zx02_full_decomp
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; copy to $4000
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jsr hgr_copy
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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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; special archery
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;=====================
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lda ARROW_SCORE
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bpl game_loop
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; coming back from archery game
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and #$7f ; unset
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sta ARROW_SCORE
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and #$f ; see if score (bottom) is 0
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beq arrow_game_zero
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sta TEMP0
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lda ARROW_SCORE
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lsr
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lsr
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lsr
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lsr
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cmp TEMP0
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bne arrow_game_lost
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arrow_game_won:
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; get 3 points
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lda #3
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jsr score_points
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; get bow
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lda INVENTORY_1
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ora #INV1_BOW
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sta INVENTORY_1
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; set won
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lda GAME_STATE_0
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ora #ARROW_BEATEN
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sta GAME_STATE_0
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lda TEMP0
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clc
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adc #'0'
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sta archery_won_message+14
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ldx #<archery_won_message
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ldy #>archery_won_message
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jsr partial_message_step
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jmp game_loop
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arrow_game_zero:
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ldx #<archery_zero_message
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ldy #>archery_zero_message
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jsr partial_message_step
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jmp arrow_game_lose_common
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arrow_game_lost:
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lda TEMP0
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clc
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adc #'0'
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sta archery_some_message+24 ; urgh affected by compression
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ldx #<archery_some_message
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ldy #>archery_some_message
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jsr partial_message_step
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arrow_game_lose_common:
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ldx #<archery_lose_message
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ldy #>archery_lose_message
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jsr partial_message_step
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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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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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; level specific
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;=====================
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lda MAP_LOCATION
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cmp #LOCATION_MUD_PUDDLE
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beq at_mud_puddle
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cmp #LOCATION_RIVER_STONE
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beq at_river
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cmp #LOCATION_ARCHERY
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beq at_archery
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bne skip_level_specific
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;=======================
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; handle river animation
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;=======================
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at_river:
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jsr animate_river
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jmp skip_level_specific
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;=======================
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; archery animations
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;=======================
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at_archery:
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jsr animate_archery
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jmp skip_level_specific
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;=====================
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; handle mud puddle
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;=====================
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at_mud_puddle:
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; see if falling in
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; see if puddle wet
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lda GAME_STATE_1
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and #PUDDLE_WET
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beq skip_level_specific
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; see if clean
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lda GAME_STATE_2
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and #COVERED_IN_MUD
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bne skip_level_specific
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; see if X in range
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lda PEASANT_X
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cmp #$B
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bcc skip_level_specific
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cmp #$1B
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bcs skip_level_specific
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; see if Y in range
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lda PEASANT_Y
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cmp #$64
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bcc skip_level_specific
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cmp #$80
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bcs skip_level_specific
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; in range!
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ldx #<puddle_walk_in_message
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ldy #>puddle_walk_in_message
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jsr partial_message_step
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; make muddy
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lda GAME_STATE_2
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ora #COVERED_IN_MUD
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sta GAME_STATE_2
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; do animation?
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; points if we haven't already
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lda GAME_STATE_2
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and #GOT_MUDDY_ALREADY
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bne skip_level_specific
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; add 2 points to score
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lda #2
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jsr score_points
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lda GAME_STATE_2
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ora #GOT_MUDDY_ALREADY
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sta GAME_STATE_2
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skip_level_specific:
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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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; check keyboard
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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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;=====================
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; delay
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; lda #200 ; approx 100ms
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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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level_over:
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cmp #NEW_FROM_LOAD ; skip to end if loading save game
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beq really_level_over
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; specical case if going outside inn
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; we don't want to end up behind inn
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lda MAP_LOCATION
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cmp #LOCATION_OUTSIDE_INN
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bne not_behind_inn
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; be sure we're in range
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lda PEASANT_X
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cmp #6
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bcc really_level_over ; fine if at far right
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cmp #18
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bcc to_left_of_inn
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cmp #30
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bcc to_right_of_inn
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; fine if at far left
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not_behind_inn:
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lda MAP_LOCATION
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cmp #LOCATION_CLIFF_BASE
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bne not_going_to_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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lda #0
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sta PEASANT_XADD
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sta PEASANT_YADD
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sta PEASANT_DIR
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not_going_to_cliff:
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really_level_over:
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rts
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to_right_of_inn:
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lda #31
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sta PEASANT_X
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rts
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to_left_of_inn:
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lda #5
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sta PEASANT_X
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rts
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;========================
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; animate archery
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;=========================
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animate_archery:
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lda FRAME
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and #4
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bne mendelev_arm_moved
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mendelev_normal:
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lda #107
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sta SAVED_Y1
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lda #110
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sta SAVED_Y2
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lda #29
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ldx #31
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jmp hgr_partial_restore
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mendelev_arm_moved:
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lda #<mendelev1_sprite
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sta INL
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inx
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lda #>mendelev1_sprite
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sta INH
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lda #29
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sta CURSOR_X
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lda #107
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sta CURSOR_Y
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jmp hgr_draw_sprite ;
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.include "peasant_common.s"
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.include "move_peasant.s"
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.include "draw_peasant.s"
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.include "gr_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 "graphics_peasantry/graphics_peasant2.inc"
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.include "graphics_peasantry/priority_peasant2.inc"
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.include "hgr_copy.s"
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.include "hgr_sprite.s"
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.include "animate_river.s"
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.include "sprites/archery_sprites.inc"
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map_backgrounds_low:
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.byte <haystack_zx02 ; 5 -- haystack
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.byte <puddle_zx02 ; 6 -- puddle
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.byte <archery_zx02 ; 7 -- archery
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.byte <river_zx02 ; 8 -- river
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.byte <knight_zx02 ; 9 -- knight
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map_backgrounds_hi:
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.byte >haystack_zx02 ; 5 -- haystack
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.byte >puddle_zx02 ; 6 -- puddle
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.byte >archery_zx02 ; 7 -- archery
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.byte >river_zx02 ; 8 -- river
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.byte >knight_zx02 ; 9 -- knight
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map_priority_low:
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.byte <haystack_priority_zx02 ; 5 -- haystack
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.byte <puddle_priority_zx02 ; 6 -- puddle
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.byte <archery_priority_zx02 ; 7 -- archery
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.byte <river_priority_zx02 ; 8 -- river
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.byte <knight_priority_zx02 ; 9 -- knight
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map_priority_hi:
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.byte >haystack_priority_zx02 ; 5 -- haystack
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.byte >puddle_priority_zx02 ; 6 -- puddle
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.byte >archery_priority_zx02 ; 7 -- archery
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.byte >river_priority_zx02 ; 8 -- river
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.byte >knight_priority_zx02 ; 9 -- knight
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verb_tables_low:
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.byte <hay_bale_verb_table ; 5 -- haystack
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.byte <puddle_verb_table ; 6 -- puddle
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.byte <archery_verb_table ; 7 -- archery
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.byte <river_stone_verb_table ; 8 -- river
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.byte <mountain_pass_verb_table ; 9 -- knight
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verb_tables_hi:
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.byte >hay_bale_verb_table ; 5 -- haystack
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.byte >puddle_verb_table ; 6 -- puddle
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.byte >archery_verb_table ; 7 -- archery
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.byte >river_stone_verb_table ; 8 -- river
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.byte >mountain_pass_verb_table ; 9 -- knight
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peasant2_text_zx02:
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.incbin "text/DIALOG_PEASANT2.ZX02"
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.include "peasant2_actions.s"
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