mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
257 lines
6.0 KiB
Plaintext
257 lines
6.0 KiB
Plaintext
Dialog issues:
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Uncompressed LZSA ZX02
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DIALOG_PEASANT1 7394 4002 3804
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DIALOG_PEASANT2 6857 3943 3736
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DIALOG_PEASANT3 5809 3411 3201
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DIALOG_PEASANT4 6900 3851 3508
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DIALOG_CLIFF 4768 2825 2644
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DIALOG_INSIDE 10832 5741 3594
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DIALOG_INN 1840
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Inventory:
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3CEE - 4a5f = D71 = 3441 bytes
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Common parser:
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4ac - 11af = D03 3331 bytes
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4c2 - 156e = 10ac 4268 bytes
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peasant3 18554 -> 22442
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peasant2 18302
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18043 (decompress fast moved)
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15899 (much of hgr code moved to qload)
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16653 (work on load/save support)
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17191 (more work on priorities)
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19326 (include common text)
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19577 -- at release 0.75
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19944 -- after all priorities added
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20050 -- parse lookup table
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20493 -- more parse code (release 0.76)
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16995 -- move inventory to language card
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17122 -- add all verbs in (+), optimize text box drawing (-)
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17918 -- text parsing nearing completion
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18208 -- mountain pass parsing working
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18780 -- most dialog hooked up
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17394 -- move loadsave to qload.inc
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17100 -- move parse_input high and move p2 strings back in
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17368 -- use lookup table for next room (and other changes)
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17780 -- size as of the switch to dictionary word lookup
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18012 -- hook up more of archery
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18120 -- finish hooking up archery
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17941 -- after most of text hooked up (more code was moved to qload)
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17929 -- after redoing so background is always in PAGE1
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18132 -- add in river animation code
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18181 -- forgot the "climb fence" message
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17497 -- use ZX02 compression instead of LZSA
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partial save, can we fit in 4k?
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102 lines ; inventory was 115?
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only 2-38 36 => 113 lines
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sprite routines:
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14x14 sprite mask -> for drawing baby in ending
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1x5 sprite -> intro, lake bubbles
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1x8 sprite -> draw font
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2x16 sprite -> inventory
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7x28 sprite -> unused
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7x28 sprite mask -> draw peasant
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hgr_sprite -> generic
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Notes
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~~~~~
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Some people would like actual S.A.M. support like the original game,
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but that takes 9kB! Is there room in TROGDOR for that?
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Memory Map
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~~~~~~~~~~
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; notes -- VID_LOGO loads title at $9000 - $AFFF
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$00 Zero Page
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$01 Stack
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$02 Disk Lookup
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$03 Disk Lookup, IRQ vectors
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$04-$07 Text/GR page 1 (priority map)
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$08-$0B Text/GR page 2. $08=boot, $09-$0A = qboot stage2
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$0B-$1F QLOAD disk routines and HGR drawing routines (5120 bytes)
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$20-$3F HGR Page 1
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$40-$5f HGR Page 2
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$60-$AF Programs (we limit to 20k, 20480 bytes, $50 pages)
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$B0-$??
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$B8-$BB Hi-res lookup tables
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$BC temp area for load/save files
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$BD-$BE temp area when saving game
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$BF verb table
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$C0-$CF I/O
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Language card (high 16k)
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$D0-$ED (bank1) per-levelstrings
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$D0-$DF (bank2) inventory (3122 bytes)
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$EE-$FF common parser code (4.5k = 4608 bytes [4332 currently])
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Disk1 Map (disk has 35 tracks, each 4k in size)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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T 0 = Qboot
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T 1 = QLOAD 5286 bytes 21S = 1T5S
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T 3 = MUSIC 4045 bytes 16S = 1T0S
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T 4 = VID_LOGO 7574 bytes 30S = 1T14S
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T 6 = TITLE 8950 bytes 35S = 2T3S
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T 9 = INTRO 13467 bytes 52S = 3T4S
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T 14 = INVENTORY 3121 bytes 13S = 0T13S
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T 15 = PEASANT1 17007 bytes 67S = 4T3S ; 80 is max
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T 20 = PEASANT2 17941 bytes 71S = 4T7S ; 79 = 20224
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T 25 = PEASANT3 18154 bytes 71S = 4T7S
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T 30 = PEASANT4 15806 bytes 62S = 3T14S
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Disk2 Map (disk has 35 tracks, each 4k in size)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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T 0 = WBOOT
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T 1 = COPY_CHECK 2942 bytes 12S = 0T12S
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T 3 = GAME_OVER 2111 bytes 9S = 0T9S
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T 4 = MAP 2703 bytes 11S = 0T11S
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T 6 = ARCHERY 2112 bytes 11S = 0T11S
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T 9 = INSIDE 14178 bytes 56s = 3T8S
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T 14 = INN 6906 bytes 27S = 1T11S
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T 19 = TROGDOR 11468 bytes 45S = 2T13S
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T 24 = ENDING 17619 bytes 69S = 4T5S
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T 29 = CLIFF 13024 bytes 51S = 3T3S
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238, to 280 (6)
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50 to 135 (85) 6*85=510
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280x192
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*4
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1120x768
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Our capture: 300x142 roughly
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292x142 to center it
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Odd is Orange
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Even is blue
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EO EO EO EO EO if draw black at odd, nothing
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blue 10 10 10 10 10 if draw black at even, two-wide(?) black
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10 10 10 10 10 blue
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01 01 01 01 01 orange
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EO EO
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10 01 blue->orange has black gap
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01 10 orange->blue has white gap
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10 10 01 01 = blue
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6|----c>>>-----------c------c-------|
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5|-aaa----aaab>>>aaa---a-b-a---------|
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46, XRUN=2
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46/7= 6R4 ; RUN of 0=1 wide, run of 1=2 wide
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start at 4, end at 5
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start at 4 (left) = $F0 1111 0000
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end at 5 (Right) = $BF 1011 1111
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=========
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x011 0000
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OR them!!!!
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left_masks:
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.byte $FF,$FE,$FC,$F8, $F0,$E0,$C0
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right_masks:
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.byte $81,$83,$87, $8F,$9F,$BF,$FF
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POINTS IMPLEMENTED: (in order of implementation)
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+ 10 (Talk Trogdor)
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+ 1 (talk to archer)
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+ 1 (talked to archer after trinket/mask)
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+ 2 (move rock)
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+ 1 (get pebbles)
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+ 1 (get feed)
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+ 5 (give riches)
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+ 5 (give baby) [inn]
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+ 3 (get room)
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+ 2 (feed fish)
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+ 2 (put pebbles in bucket)
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+ 3 (put baby in bucket)
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+ 2 (turn crank [baby in bucket])
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+ 2 (scare gary)
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+ 2 (get arrow)
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+ 3 (say haldo to dongolev)
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+ 3 (jump in hay)
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+ 2 (fall in mud puddle)
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+ 2 (give trinket to brothers)
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+ 2 (get super trinket)
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+ 3 (win archery game)
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+ 10 (get belt)
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+ 5 (kill kerrek)
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+ 7 (talk to knight once have belt, robe, and on fire)
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+ 7 (get riches from jhonka)
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+ 5 (throw baby)
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+ 5 (deploy baby)
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+ 1 (close drawer)
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+ 10 (get robe)
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+ 3 (wear robe)
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+ 2 (get grease)
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+ 10 (catch on fire)
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+ 7 (throw sword at trogdor)
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======
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129 points
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deaths/endings implemented
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==================
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+1 Typing "die"
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+2 Beating the game
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+3 Cutting off arms, legs, and head
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+4 kick/punch/kill Old Gary
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+5 get arrow (while Dongolev shooting)
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+6 walk on range (while Dongolev shooting)
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+7 walk too close to Kerrek
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+8 say "yes" when Jhonka asks if you stole riches
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v0.84 sizes: lzsa zx02
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============= ====== =====
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QLOAD 5239 5122
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MUSIC 4045 4045
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VID_LOGO 7678 7370
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TITLE 8950 8466
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INTRO 13583 12871
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PARSE_INPUT 3510 3249
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INVENTORY 3122 3122
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PEASANT1 19150 18208
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PEASANT2 18254 17497
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PEASANT3 18880 17927
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PEASANT4 17610 16701
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COPY_CHECK 2942 2834
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GAME_OVER 2113 2074
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MAP 2703 2556
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ARCHERY 2112 2016
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INSIDE 14157 13460
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INN 9342 8938
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TROGDOR 15657 14774
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ENDING 17642 17038
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CLIFF 13418 12648
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