mirror of
https://github.com/deater/dos33fsprogs.git
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151 lines
3.4 KiB
Plaintext
151 lines
3.4 KiB
Plaintext
TODO:
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LOOKing at things in inventory
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update knight for kerrek belt
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kerrek decay
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string compression: run trgodor level, intro, and instructions through it
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can get stuck on top of targets at archery range
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map: fills in as you visit the areas
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make text every 9th row so descenders don't interfere?
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Would throw out option of using part of page2 as more RAM
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optimizations:
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+ always load CURERENT_NOUN into A before calling into parsing
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routines
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+ print warning message on 48k systems that we need at least 64k
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+ more frames in animation for game_over
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+ hook up game_over for "quit" and "copy"
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+ better music for game over
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+ consolidate the lookup info for message box sizes, as in the
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end only Y2 is changing
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+ background priority mask not working when at far top of screen
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+ Loading screen is slow when getting names
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Print "Loading" message while doing it?
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Or: move all save games to one sector (64 bytes each?)
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+ After loading, no need to clear text before moving to next level
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+ complete waterfall, including animation
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+ update intro to walk closer to edges
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+ fix issue where walking stops when you cross to screen w priority
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+ re-do how off edge-of-screen works (have destination for all 4 co-ords?)
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+ move drawing to PAGE1 and use PAGE2 for RAM?
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This would remove backing store when drawing text boxes?
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+ add dictionary lookup for text for smaller size
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+ optimize text box sizes
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+ replace parse_input lookup with a giant jump table
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Border special cases:
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+ Mountain pass walking to Inn
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+ Jhonka cave walking to Cottage
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General:
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- More frames in peasant sprites
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- Hook up text parser
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- When load game, stop walking
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- Let disk 2 live in the 2nd drive?
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LDA $C08A,X to select first drive
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LDA $C08B,X to select second drive
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- Implement game over screen
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Videlectrix Title:
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- Can we make it faster?
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Intro:
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- Speaker music for title if no Mockingboard
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Map:
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- implement map
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Peasantry:
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- Gary
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+ fly animation
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+ hook up death
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+ hook up mask stuff
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+ hook up animation when you get kicked
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+ hook up scare animation
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+ hook up random number picks scare message
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+ hook up after-gary, fence hole and no horse
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- Kerrek 1
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- Well
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- Yellow Tree
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- Waterfall
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+ Waterfall animation
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- Haystack
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+ Hook up dialog for mud
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+ Hook up sprites for walking hay
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- Puddle
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+ Hook up responses when mud is wet
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- Archery
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+ Archer animations
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+ Hook up minigame
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+ Hook up getting points
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+ Hook up dialog changes
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+ Hook up stuff that happens after Dongolev is back
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- River/Rock
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+ River animation
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- Mountain Pass
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+ Knight animations
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+ hook up/fix dialog when you have various items
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+ be sure to fix the "talk knight" dialog for robe/fire etc
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+ Block path unless you have all three items
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- Jhonka
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- Cottage
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- West Lake
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+ Water animations
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- East Lake
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+ Boat animations
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+ Water animations
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- Inn
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- Ned Cottage
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- Ned
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- Kerrek2
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+ See Kerrek1
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- Lady Cottage outside
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- Burnt trees
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- Lady Cottage inside
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+ walk-to-shelf when get feed
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+ Rocking animation (both her there and not)
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+ Messages when leaving
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- animation for the boat
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- animation of River
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- animation of waterfall
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- Hook up hidden glen, inside of cottages and inn
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- Archery minigame
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Tower:
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- Tower level
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Trogdor:
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- All the rest
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- Rest of Trogdor's speech
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- Fix speech generation
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Ending:
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- Smoother baby animation? Use page-flipping?
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Modify sprite routine to auto-shift colors so we can have more
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of an arc on baby trajectory?
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