dos33fsprogs/games/peasant/TODO

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