dos33fsprogs/games/peasant/NOTES

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Dialog issues:
Uncompressed LZSA
DIALOG_PEASANT1 7394 4002
DIALOG_PEASANT2 6857 3943
DIALOG_PEASANT3 5809 3411
DIALOG_PEASANT4 6900 3851
DIALOG_CLIFF 4768 2825
DIALOG_INSIDE 10832 5741
Inventory:
3CEE - 4a5f = D71 = 3441 bytes
Common parser:
4ac - 11af = D03 3331 bytes
4c2 - 156e = 10ac 4268 bytes
peasant2 18302
18043 (decompress fast moved)
15899 (much of hgr code moved to qload)
16653 (work on load/save support)
17191 (more work on priorities)
19326 (include common text)
19577 -- at release 0.75
19944 -- after all priorities added
20050 -- parse lookup table
20493 -- more parse code (release 0.76)
16995 -- move inventory to language card
17122 -- add all verbs in (+), optimize text box drawing (-)
17918 -- text parsing nearing completion
18208 -- mountain pass parsing working
18780 -- most dialog hooked up
17394 -- move loadsave to qload.inc
17100 -- move parse_input high and move p2 strings back in
17368 -- use lookup table for next room (and other changes)
17780 -- size as of the switch to dictionary word lookup
18012 -- hook up more of archery
18120 -- finish hooking up archery
partial save, can we fit in 4k?
102 lines ; inventory was 115?
only 2-38 36 => 113 lines
sprite routines:
14x14 sprite mask -> for drawing baby in ending
1x5 sprite -> intro, lake bubbles
1x8 sprite -> draw font
2x16 sprite -> inventory
7x28 sprite -> unused
7x28 sprite mask -> draw peasant
hgr_sprite -> generic
Notes
~~~~~
Some people would like actual S.A.M. support like the original game,
but that takes 9kB! Is there room in TROGDOR for that?
Memory Map
~~~~~~~~~~
; notes -- VID_LOGO loads title at $9000 - $AFFF
$00 Zero Page
$01 Stack
$02 Disk Lookup
$03 Disk Lookup, IRQ vectors
$04-$07 Text/GR page 1 (priority map)
$08-$0B Text/GR page 2. $08=boot, $09-$0A = qboot stage2
$0B-$1F QLOAD disk routines and HGR drawing routines (5120 bytes)
$20-$3F HGR Page 1
$40-$5f HGR Page 2
$60-$AF Programs (roughly 22k available?) (we max at 20k on disk)
$B8-$BB Hi-res lookup tables
$BC temp area for load/save files
$BD-$BE temp area when saving game
$BF verb table
$C0-$CF I/O
$D0-$DF (Language Card BANK1) ?????
$D0-$DF (Language Card BANK2) Mockingboard music/PT3-routines
$E0-$FF (Language Card) ?????
$D0-$DF (bank2) inventory
$D0-$ED (bank1) per-levelstrings
$EE-$FF common parser code (4.5k = 4608 bytes)
Disk1 Map (disk has 35 tracks, each 4k in size)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
T 0 = Qboot
T 1 = QLOAD 4813 bytes 19S = 1T3S
T 3 = MUSIC 4045 bytes 16S = 1T0S
T 4 = VID_LOGO 6911 bytes 27S = 1T11S
T 6 = TITLE 9662 bytes 38S = 2T6S
T 9 = INTRO 13436 bytes 52S = 3T4S
T 14 = INVENTORY 3498 bytes = 1T0S
T 15 = PEASANT1 22501 bytes 79S = 4T15S ; 88 is max?
T 20 = PEASANT2 16995 bytes 67s = 4T3S ; 79 = 20224
T 25 = PEASANT3
T 30 = PEASANT4
Disk2 Map (disk has 35 tracks, each 4k in size)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
T 1 = COPY_CHECK 4922 bytes 20S = 1T4S
T 3 = GAME_OVER
T 19 = TROGDOR 13673 bytes
T 24 = ENDING 19690 bytes 77S = 4T13S
T 29 = CLIFF
238, to 280 (6)
50 to 135 (85) 6*85=510
280x192
*4
1120x768
Our capture: 300x142 roughly
292x142 to center it
Odd is Orange
Even is blue
EO EO EO EO EO if draw black at odd, nothing
blue 10 10 10 10 10 if draw black at even, two-wide(?) black
10 10 10 10 10 blue
01 01 01 01 01 orange
EO EO
10 01 blue->orange has black gap
01 10 orange->blue has white gap
10 10 01 01 = blue
6|----c>>>-----------c------c-------|
5|-aaa----aaab>>>aaa---a-b-a---------|
46, XRUN=2
46/7= 6R4 ; RUN of 0=1 wide, run of 1=2 wide
start at 4, end at 5
start at 4 (left) = $F0 1111 0000
end at 5 (Right) = $BF 1011 1111
=========
x011 0000
OR them!!!!
left_masks:
.byte $FF,$FE,$FC,$F8, $F0,$E0,$C0
right_masks:
.byte $81,$83,$87, $8F,$9F,$BF,$FF
POINTS IMPLEMENTED: (in order of implementation)
+ 10 (Talk Trogdor)
+ 1 (talk to archer)
+ 1 (talked to archer after trinket/mask)
+ 2 (move rock)
+ 1 (get pebbles)
+ 1 (get feed)
+ 5 (give riches)
+ 5 (give baby) [inn]
+ 3 (get room)
+ 2 (feed fish)
+ 2 (put pebbles in bucket)
+ 3 (put baby in bucket)
+ 2 (turn crank [baby in bucket])
+ 2 (scare gary)
+ 2 (get arrow)
+ 3 (say haldo to dongolev)
+ 3 (jump in hay)
+ 2 (fall in mud puddle)
+ 2 (give trinket to brothers)
+ 2 (get super trinket)
+ 3 (win archery game)
+ 10 (get belt)
+ 5 (kill kerrek)
+ 7 (talk to knight once have belt, robe, and on fire)
+ 7 (get riches from jhonka)
+ 5 (throw baby)
+ 5 (deploy baby)
+ 1 (close drawer)
+ 10 (get robe)
+ 3 (wear robe)
======
110 points
deaths/endings implemented
==================
+1 Typing "die"
+2 Beating the game
+3 Cutting off arms, legs, and head
+4 kick/punch/kill Old Gary
+5 get arrow (while Dongolev shooting)
+6 walk on range (while Dongolev shooting)
+7 walk too close to Kerrek
+8 say "yes" when Jhonka asks if you stole riches