mirror of
https://github.com/deater/dos33fsprogs.git
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d3ea7817a6
baby was getting you soda and a robe from there, not right
532 lines
13 KiB
HTML
532 lines
13 KiB
HTML
peasant1_dialog_start:
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;===================
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; Poor Gary's Glen
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;===================
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; + look
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gary_look_message:
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.byte "Hey! There's a rotten ol'",13
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.byte "horse over there!",0
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; + look fence (before scaring him)
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gary_look_fence_message:
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.byte "A particularly rickety",13
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.byte "peasant-issue fence.",13
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.byte "Trogdor uses bits of these",13
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.byte "as toothpicks.",0
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; + look fence (after scaring him)
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gary_look_fence_after_scare_message:
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.byte "It's got a big ol' hole in",13
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.byte "it. For walking through.",0
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; + look flies (before scaring him)
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gary_look_flies_message:
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.byte "A cloud of buttflies fly",13
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.byte "around the horse's butt.",0
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; + look gary/horse (before scaring him)
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gary_look_horse_message:
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.byte "This bag o' bones looks",13
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.byte "like he's headed for the",13
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.byte "glue factory. He's got the",13
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.byte "name 'Poor Gary' branded",13
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.byte "onto his hide.",0
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; + look stump
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gary_look_stump_message:
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.byte "You run out of ideas as to",13
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.byte "what to do next, and stare",13
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.byte "at the stump.",0
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; + scare gary/horse (before getting the mask)
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gary_scare_horse_message1:
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.byte "You tell Gary the THE",13
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.byte "CALLS ARE COMING FROM",13
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.byte "INSIDE THE HOUSE!! one but",13
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.byte "he doesn't act very scared.",13
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.byte "He's probably heard it",13
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.byte "before.",0
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gary_scare_horse_message2:
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.byte "You tell Gary about how",13
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.byte "much cholesterol is in hay",13
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.byte "and how his arteries are",13
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.byte "probably all black and",13
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.byte "clogged. He shrugs it off.",0
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gary_scare_horse_message3:
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.byte "You tell Gary the story",13
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.byte "about the kid who pops this",13
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.byte "big zit he has and all",13
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.byte "these baby spiders come",13
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.byte "out. It doesn't phase him.",0
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; +2 POINTS
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; + wear mask / scare horse
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gary_scare_message:
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.byte "You slip on the hideous",13
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.byte "monster maskus.",0
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; TODO: mask on face, gary turns and runs through fence
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gary_scare_message2:
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.byte "You scared the crap outta",13
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.byte "Poor Gary! He broke on",13
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.byte "through to the other side!",0
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; + wear mask (after scaring him)
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; + kick/kill/punch poor gary (after scaring)
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gary_gone_message:
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.byte "Gary's gone now. Let go.",13
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.byte "Just let go.",0
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gary_gone_message2:
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.byte "Let go!",0
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; + feed horse (before he's gone)
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gary_feed_horse_message:
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.byte "There's a good chance that",13
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.byte "horse has NEVER eaten. I",13
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.byte "doubt he'll start now.",0
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; + ride horse/poor gary (before he's gone)
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gary_ride_horse_message:
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.byte "Naw, snapping horse spines",13
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.byte "just doesn't seem as cool",13
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.byte "as it did in high school.",0
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; + pet horse/poor gary (before he's gone)
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gary_pet_horse_message:
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.byte "Aww, that's sweet. Poor",13
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.byte "Gary tries in vain to bite",13
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.byte "your arm off.",0
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; + kick/kill/punch poor gary (before scaring)
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; (Warning: Needless to say, this kills you.)
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gary_kick_horse_message:
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.byte "You attempt to cause Poor",13
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.byte "Gary harm for no good",13
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.byte "reason other than you kinda",13
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.byte "suck at this game.",0
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; {Poor Gary kicks you} rears on hind legs, you fall flat
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;
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gary_kick_horse_message2:
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.byte "WOW! For a decrepit old",13
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.byte "horse, Poor Gary still",13
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.byte "packs a mean whallop. You",13
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.byte "dead. Thanks for playing.",0
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; game over screen
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; + kick/kill/punch flies (before scaring him)
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gary_kick_flies_message:
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.byte "Those flies and that",13
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.byte "horse's butt have a",13
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.byte "symbiotic relationship.",13
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.byte "You have no right to",13
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.byte "disrupt that.",0
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; + climb/jump fence before scaring)
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gary_climb_fence_message:
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.byte "No, you have business to",13
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.byte "attend to here in",13
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.byte "Peasantry.",0
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; + climb/jump fence after scaring)
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gary_climb_fence_gone_message:
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.byte "More like you should walk",13
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.byte "through that gaping hole in",13
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.byte "it. Just an idea.",0
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; + break/kick stump
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; + sit stump
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; + talk stump
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gary_kick_stump_message:
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.byte "Are you THAT bored? Do some",13
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.byte "questing already!",0
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; + get flies (before scaring him)
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gary_get_flies_message:
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.byte "You nasty. Besides, they",13
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.byte "wouldn't survive a minute",13
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.byte "away from that horse's",13
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.byte "butt.",0
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; + talk gary (when he's there)
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gary_talk_message:
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.byte "Your attempts at",13
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.byte "conversation are met with",13
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.byte "horse grunts and tail",13
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.byte "flaps. Which is better than",13
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.byte "you do at conversation with",13
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.byte "most people.",0
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;================================================
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; Kerrek Tracks 1/2 (top or bottom footprints?)
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;================================================
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.include "kerrek.inc.lookup"
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;=========================
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; Old Well / Wishing Well
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;=========================
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; (Leave the screen after putting the baby in the bucket)
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well_leave_baby_in_well_message:
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.byte "Nice try. Ditch the baby at",13
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.byte "the bottom of the well, eh?",13
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.byte "Thought you'd be able to",13
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.byte "just walk away and it's",13
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.byte "nothing but mead and",13
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.byte "wenches from now on, huh?",13
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.byte "Well guess what? You dead.",13
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.byte "Thanks for playing.",0
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; + look
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well_look_at_message:
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.byte "There's a really generic",13
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.byte "well here. Oh, and",13
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.byte "apparently it's autumn on",13
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.byte "this screen.",0
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; + look well
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well_look_at_well_message:
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.byte "Pretty average. You're not",13
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.byte "a big well person. You're",13
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.byte "more into bridges. It does",13
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.byte "have a cute little bucket",13
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.byte "though. Your dad liked",13
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.byte "buckets. Oh, and there's a",13
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.byte "metal crank too. Meemaw",13
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.byte "loved cranks.",0
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; if not gotten mask
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well_look_at_well_message2:
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.byte "You can just make out",13
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.byte "something floating in the",13
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.byte "water down there.",0
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; + look crank (before putting pebbles in the bucket)
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well_look_at_crank_message:
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.byte "It looks rusted in place.",0
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; + look crank (after putting pebbles in the bucket)
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well_look_at_crank_pebbles_message:
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.byte "That is a bonafide crank.",13
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.byte "It seems to work now.",0
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; + look in well (after mask)
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well_look_in_well_message2:
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.byte "It's dark and welly in",13
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.byte "there. Smell like stank",13
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.byte "too.",0
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; + look in well (before mask)
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well_look_in_well_message:
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.byte "It's dark and welly in",13
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.byte "there. Smell like stank",13
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.byte "too. You can just make out",13
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.byte "something floating in the",13
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.byte "water down there.",0
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; + look tree
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well_look_at_tree_message:
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.byte "That's one orange tree",13
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.byte "alright.",0
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; + look bucket (NOT IN WIKI?)
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well_look_at_bucket_message:
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.byte "An empty wooden bucket",13
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.byte "hangs on a rope in the well.",0
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;========
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; put
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; + put pebbles
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well_put_pebbles_message:
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.byte "Where you wanna toss em?",0
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;=======================
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; put pebbles in bucket
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; +2 POINTS
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; + put pebbles in bucket
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well_put_pebbles_in_bucket_message:
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.byte "You plunk all your pebbles",13
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.byte "into the bucket. The weight",13
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.byte "causes it to descend to the",13
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.byte "bottom of the well with a",13
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.byte "quickness!",0
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; + put pebbles/rocks in bucket (don't have them)
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well_put_pebbles_in_bucket_before_message:
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.byte "Find some pebbles first and",13
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.byte "you might have the makings",13
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.byte "of a good idea. About time.",0
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; + put pebbles/rocks in bucket (after mask)
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well_put_pebbles_in_bucket_gone_message:
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.byte "We've already been through",13
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.byte "this exercise and it went",13
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.byte "pretty well, ya?",0
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;=====================
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; put pebbles in well
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; + put pebbles/rocks in well (you have them)
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well_put_pebbles_in_well_message:
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.byte "Then it'd be tough to get",13
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.byte "them back. You never go",13
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.byte "ANYwhere without your rocks",0 ; [sic]
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; + put pebbles/rocks in well (don't have them/already mask)
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well_put_pebbles_in_well_gone_message:
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.byte "Riiight, right. Which",13
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.byte "ones?",0
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;=====================
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; put baby in bucket
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; + put baby (if you have it)
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well_put_baby_message:
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.byte "Where you wanna toss em?",0
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; + 3 POINTS
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; + put baby in bucket
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; [note, if you do this when baby already
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; at bottom, it will just do it again
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; also, baby stays in inventory all along.
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well_put_baby_in_bucket_message:
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.byte "Okay, Father of the Year.",13
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.byte "You put a baby in a bucket",13
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.byte "and it quickly descends",13
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.byte "deep into the well. Yours",13
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.byte "is a black, black heart.",0
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; + put baby in bucket (too far)
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well_put_baby_in_bucket_too_far_message:
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.byte "You're not that keen",13
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.byte "a shot. Try standing a little",13
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.byte "closer.",0
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; + put baby in bucket (after sub)
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well_put_baby_in_bucket_already_done_message:
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.byte "Li'l tyke seems to enjoy",13
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.byte "the ride, but - thin or not",13
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.byte "- we've got a plot to",13
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.byte "advance here.",0
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;=====================
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; put baby in well
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; + put baby in well
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well_put_baby_in_well_message:
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.byte "Jeez man! At least put the",13
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.byte "poor little guy in the",13
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.byte "bucket! Give him a fighting",13
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.byte "chance!",0
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; + put baby in well (don't have, see put pebbles in well don't have)
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; + put (anything else) in bucket
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well_put_anything_message:
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.byte "That's not heavy enough to",13
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.byte "weigh down the bucket.",0
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;========
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; turn
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; + turn crank (before pebbles, far away)
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well_turn_crank_too_far_message:
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.byte "You can't reach from there.",0
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; + turn crank (before pebbles in, close)
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well_turn_crank_no_pebbles_message:
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.byte "It won't budge. Maybe if",13
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.byte "there was something heavy",13
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.byte "in that bucket...",0
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; TODO: animation, bucket up with mask
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; + turn crank (pebbles)
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well_turn_crank_pebbles_message:
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.byte "The crank seems to have",13
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.byte "loosened and you haul the ",13
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.byte "bucket back up. What's",13
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.byte "this? Why there's a monster",13
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.byte "maskus in there! No doubt",13
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.byte "leftover from some pagan",13
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.byte "ritual. Silly pagans.",0
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well_turn_crank_pebbles2_message:
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.byte "You grab up the scary",13
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.byte "moster maskus. Man, this",13
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.byte "thing could scare a horse!",0
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; like edge of screen far
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; + turn crank (after mask, far away)
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well_turn_crank_too_far_after_message:
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.byte "You got a short reach to",13
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.byte "match your short pants. Try",13
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.byte "standing closer to that",13
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.byte "crank.",0
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; + turn crank (after hmask, close, first time)
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well_bucket_down_message:
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.byte "Down she goes! You could",13
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.byte "do this all day!",0
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; + turn crank (after mask, close, second time)
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well_bucket_up_message:
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.byte "The drama grips you, but",13
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.byte "the bucket is empty. On the",13
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.byte "bright side, you're",13
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.byte "getting a pretty sweet",13
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.byte "workout for your Deltoidus",13
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.byte "Rex muscles.",0
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; + 2 POINTS
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; + turn crank (baby)
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well_turn_crank_baby_message:
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.byte "You haul the bucket back",13
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.byte "up. Lucky for you, the baby",13
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.byte "is still in it and appears",13
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.byte "to be unscathed. As a",13
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.byte "bonus, it looks like he",13
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.byte "found a Meatball sub down",13
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.byte "there. Score! You take the",13
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.byte "sub.",0
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well_turn_crank_baby2_message:
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.byte "Oh, and the baby. You take",13
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.byte "the baby.",0
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;================
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; use
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; + use pebbles
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well_use_pebbles_message:
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.byte "What do you propose to do",13
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.byte "with them? Discuss.",0
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; + deploy/drop/use baby (if you have it)
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well_use_baby_message:
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.byte "Like where?",0
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;=========
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; make
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; + make wish
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well_make_wish_message:
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.byte "This isn't that kind of",13
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.byte "well. This is a plaguewater",13
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.byte "well.",0
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;==========
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; climb
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; + climb in bucket
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well_climb_bucket_message:
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.byte "Your butt is too big.",0
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; + climb in well/well
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well_climb_well_message:
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.byte "No go. Your insurance",13
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.byte "doesn't cover that.",0
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;=========
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; get
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; + get/take/steal bucket
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well_get_bucket_message:
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.byte "You can't, it's tied to a",13
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.byte "rope and you're terrible",13
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.byte "with knots.",0
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;===========
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; throw
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; + throw baby (if you have it)
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.byte "Throw it where?",0
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; + throw baby
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; + put baby in bucket/well (before baby/after baby)
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well_throw_baby_message:
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well_put_baby_none_message:
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.byte "Hmmmm... A baby, eh? You",13
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.byte "check your sundial.",13
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.byte "Babies-R-Us is probably",13
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.byte "closed by now.",0
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;==============
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; talk
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; + talk well
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well_talk_message:
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.byte "You yell into the well and",13
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.byte "enjoy the echo. Keep in",13
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.byte "mind there are no stereos",13
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.byte "yet.",0
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;=============
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; Yellow Tree
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;=============
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; + look
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yellow_tree_look_message:
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.byte "Rushing river b/w yellow",13
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.byte "tree.",0
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; + look tree
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yellow_tree_look_tree_message:
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.byte "You're really hurtin' for",13
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.byte "puzzle solutions, huh?",0
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; + look cottage
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yellow_tree_look_cottage_message:
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.byte "You see a cottage in the",13
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.byte "distance. You hold your",13
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.byte "fingers up to one eye and",13
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.byte "pretend to squash it.",0
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;===========
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; Waterfall
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;===========
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; + look
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waterfall_look_at_message:
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.byte "There's a beautiful,",13
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.byte "magical waterfall",13
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.byte "cascading down the cliff",13
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.byte "side.",0
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; + look tree
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waterfall_look_tree_message:
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.byte "You see some trees in the",13
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.byte "distance. You hold your",13
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.byte "fingers up to one eye and",13
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.byte "pretend to squash it.",0
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; + look waterfall
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waterfall_look_waterfall_message:
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.byte "Upon closer inspection,",13
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.byte "you discover it's not",13
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.byte "magical. That's just mist,",13
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.byte "not magic sparkles or",13
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.byte "anything.",0
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; + swim
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waterfall_swim_message:
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.byte "That waterfall would",13
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.byte "probably churn you into one",13
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.byte "of those weight-gain",13
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.byte "protein smoothies.",0
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peasant1_dialog_end:
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.assert (>peasant1_dialog_end - >peasant1_dialog_start) < $1E , error, "peasant1 dialog too big"
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