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https://github.com/deater/dos33fsprogs.git
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393 lines
6.3 KiB
ArmAsm
393 lines
6.3 KiB
ArmAsm
; Peasant's Quest
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; Peasantry Part 3 (third line of map)
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; Jhonka, your cottage, w lake, e lake, inn
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; by Vince `deater` Weaver vince@deater.net
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; with apologies to everyone
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.include "hardware.inc"
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.include "zp.inc"
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.include "qload.inc"
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.include "inventory.inc"
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.include "parse_input.inc"
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LOCATION_BASE = LOCATION_JHONKA_CAVE ; index starts here (10)
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peasantry3:
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lda #0
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sta LEVEL_OVER
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sta FRAME
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jsr hgr_make_tables ; necessary?
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; jsr hgr2 ; necessary?
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; decompress dialog to $D000
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lda #<peasant3_text_zx02
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sta zx_src_l+1
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lda #>peasant3_text_zx02
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sta zx_src_h+1
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lda #$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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;==========================
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; setup default verb table
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jsr setup_default_verb_table
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; we are PEASANT3 so locations 10...14 map to 0...4
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lda MAP_LOCATION
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sec
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sbc #LOCATION_BASE
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tax
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lda verb_tables_low,X
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sta INL
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lda verb_tables_hi,X
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sta INH
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jsr load_custom_verb_table
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;===========================
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; Load priority to $400
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; indirectly as we can't touch 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
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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 PEASANT3 so locations 10...14 map to 0...4, no change
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lda MAP_LOCATION
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sec
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sbc #LOCATION_BASE
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tax
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lda map_backgrounds_low,X
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sta 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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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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; before game text
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;=======================
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lda MAP_LOCATION
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cmp #LOCATION_JHONKA_CAVE
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beq before_jhonka_cave
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cmp #LOCATION_OUTSIDE_INN
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beq before_inn
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bne no_before_game_text
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;=====================
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; at inn
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before_inn:
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; see if pot on head
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lda GAME_STATE_1
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and #POT_ON_HEAD
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beq no_before_game_text
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; take pott off head
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lda GAME_STATE_1
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and #<(~POT_ON_HEAD)
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sta GAME_STATE_1
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ldx #<outside_inn_pot_message
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ldy #>outside_inn_pot_message
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jsr finish_parse_message
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;=====================
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; at jhonka cave
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before_jhonka_cave:
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; check to see if in hay
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lda GAME_STATE_1
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and #IN_HAY_BALE
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beq no_before_game_text
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ldx #<jhonka_in_hay_message
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ldy #>jhonka_in_hay_message
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jsr finish_parse_message
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no_before_game_text:
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;=================================
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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 level over
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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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; check keyboard
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jsr check_keyboard
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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_LAKE_EAST
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beq at_lake_east
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cmp #LOCATION_LAKE_WEST
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beq at_lake_west
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bne skip_level_specific
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at_lake_east:
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jsr animate_bubbles_e
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; draw dude
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lda GAME_STATE_1
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and #FISH_FED
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bne done_dude
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lda FRAME
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and #$8
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beq draw_boat1
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draw_boat0:
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lda #<boat0
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sta INL
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lda #>boat0
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jmp done_choose_boat
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draw_boat1:
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lda #<boat1
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sta INL
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lda #>boat1
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done_choose_boat:
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sta INH
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lda #1
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sta CURSOR_X
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lda #70
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sta CURSOR_Y
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jsr hgr_draw_sprite
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done_dude:
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jmp skip_level_specific
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at_lake_west:
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jsr animate_bubbles_w
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skip_level_specific:
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;=========
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; delay
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lda #200
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jsr wait
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jmp game_loop
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oops_new_location:
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jmp new_location
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;************************
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; exit level
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;************************
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level_over:
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; FIXME: check for load from savegame if modifying game state
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rts
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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 "hgr_copy.s"
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.include "hgr_sprite.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_peasant3.inc"
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.include "sprites/boat_sprites.inc"
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map_backgrounds_low:
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.byte <jhonka_zx02 ; 10 -- jhonka
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.byte <cottage_zx02 ; 11 -- cottage
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.byte <lake_w_zx02 ; 12 -- lake west
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.byte <lake_e_zx02 ; 13 -- lake east
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.byte <inn_zx02 ; 14 -- inn
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map_backgrounds_hi:
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.byte >jhonka_zx02 ; 10 -- jhonka
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.byte >cottage_zx02 ; 11 -- cottage
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.byte >lake_w_zx02 ; 12 -- lake west
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.byte >lake_e_zx02 ; 13 -- lake east
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.byte >inn_zx02 ; 14 -- inn
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.include "graphics_peasantry/priority_peasant3.inc"
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map_priority_low:
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.byte <jhonka_priority_zx02 ; 10 -- jhonka
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.byte <cottage_priority_zx02 ; 11 -- cottage
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.byte <lake_w_priority_zx02 ; 12 -- lake west
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.byte <lake_e_priority_zx02 ; 13 -- lake east
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.byte <inn_priority_zx02 ; 14 -- inn
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map_priority_hi:
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.byte >jhonka_priority_zx02 ; 10 -- jhonka
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.byte >cottage_priority_zx02 ; 11 -- cottage
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.byte >lake_w_priority_zx02 ; 12 -- lake west
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.byte >lake_e_priority_zx02 ; 13 -- lake east
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.byte >inn_priority_zx02 ; 14 -- inn
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verb_tables_low:
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.byte <jhonka_cave_verb_table ; 10 -- jhonka
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.byte <cottage_verb_table ; 11 -- cottage
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.byte <lake_west_verb_table ; 12 -- lake west
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.byte <lake_east_verb_table ; 13 -- lake east
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.byte <inn_verb_table ; 14 -- inn
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verb_tables_hi:
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.byte >jhonka_cave_verb_table ; 10 -- jhonka
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.byte >cottage_verb_table ; 11 -- cottage
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.byte >lake_west_verb_table ; 12 -- lake west
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.byte >lake_east_verb_table ; 13 -- lake east
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.byte >inn_verb_table ; 14 -- inn
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peasant3_text_zx02:
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.incbin "DIALOG_PEASANT3.ZX02"
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.include "peasant3_actions.s"
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.include "animate_bubbles.s"
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