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364 lines
5.9 KiB
ArmAsm
364 lines
5.9 KiB
ArmAsm
; Peasant's Quest
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; Peasantry Part 2 (second line of map)
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; haystack, puddle, archery, river, knight (pass)
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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_HAY_BALE ; index starts here (5)
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peasantry2:
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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 $D000
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lda #<peasant2_text_lzsa
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sta getsrc_smc+1
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lda #>peasant2_text_lzsa
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sta getsrc_smc+2
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lda #$D0
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jsr decompress_lzsa2_fast
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; update map location
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; jsr update_map_location
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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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; setup default verb table
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jsr setup_default_verb_table
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; we are PEASANT2 so locations 5...9 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 bg
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; we are PEASANT2 so locations 5...9 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 map_backgrounds_low,X
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sta getsrc_smc+1
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; sta last_bg_l
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lda map_backgrounds_hi,X
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sta getsrc_smc+2
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; sta last_bg_h
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lda #$40
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jsr decompress_lzsa2_fast
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; we are PEASANT2 so locations 5...9 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 map_priority_low,X
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sta getsrc_smc+1
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lda map_priority_hi,X
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sta getsrc_smc+2
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lda #$20
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jsr decompress_lzsa2_fast
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jsr gr_copy_to_page1
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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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game_loop:
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jsr move_peasant
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inc FRAME
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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_MUD_PUDDLE
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beq at_mud_puddle
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bne skip_level_specific
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at_mud_puddle:
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; see if falling in
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; see if puddle wet
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lda GAME_STATE_1
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and #PUDDLE_WET
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beq skip_level_specific
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; see if clean
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lda GAME_STATE_2
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and #COVERED_IN_MUD
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bne skip_level_specific
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; see if X in range
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lda PEASANT_X
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cmp #$B
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bcc skip_level_specific
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cmp #$1B
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bcs skip_level_specific
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; see if Y in range
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lda PEASANT_Y
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cmp #$64
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bcc skip_level_specific
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cmp #$80
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bcs skip_level_specific
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; in range!
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ldx #<puddle_walk_in_message
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ldy #>puddle_walk_in_message
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jsr partial_message_step
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; make muddy
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lda GAME_STATE_2
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ora #COVERED_IN_MUD
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sta GAME_STATE_2
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; do animation?
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; points if we haven't already
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lda GAME_STATE_2
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and #GOT_MUDDY_ALREADY
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bne skip_level_specific
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; add 2 points to score
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lda #2
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jsr score_points
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lda GAME_STATE_2
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ora #GOT_MUDDY_ALREADY
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sta GAME_STATE_2
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skip_level_specific:
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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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; 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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lda MAP_LOCATION
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cmp #LOCATION_OUTSIDE_INN
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bne really_level_over
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; be sure we're in range
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lda PEASANT_X
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cmp #6
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bcc really_level_over ; fine
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cmp #18
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bcc to_left
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cmp #30
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bcc to_right
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really_level_over:
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rts
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to_right:
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lda #31
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sta PEASANT_X
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rts
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to_left:
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lda #5
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sta PEASANT_X
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rts
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.include "draw_peasant.s"
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.include "gr_copy.s"
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.include "new_map_location.s"
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.include "peasant_move.s"
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.include "score.s"
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;.include "parse_input.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_peasant2.inc"
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.include "graphics_peasantry/priority_peasant2.inc"
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.include "version.inc"
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;.include "inventory.s"
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; moved to QLOAD
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;.include "decompress_fast_v2.s"
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;.include "hgr_font.s"
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;.include "draw_box.s"
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;.include "hgr_rectangle.s"
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;.include "hgr_1x28_sprite_mask.s"
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;.include "hgr_1x5_sprite.s"
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;.include "hgr_partial_save.s"
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;.include "hgr_input.s"
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;.include "hgr_tables.s"
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;.include "hgr_text_box.s"
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;.include "clear_bottom.s"
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;.include "hgr_hgr2.s"
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;.include "wait_keypress.s"
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;.include "loadsave_menu.s"
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map_backgrounds_low:
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.byte <haystack_lzsa ; 5 -- haystack
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.byte <puddle_lzsa ; 6 -- puddle
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.byte <archery_lzsa ; 7 -- archery
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.byte <river_lzsa ; 8 -- river
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.byte <knight_lzsa ; 9 -- knight
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map_backgrounds_hi:
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.byte >haystack_lzsa ; 5 -- haystack
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.byte >puddle_lzsa ; 6 -- puddle
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.byte >archery_lzsa ; 7 -- archery
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.byte >river_lzsa ; 8 -- river
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.byte >knight_lzsa ; 9 -- knight
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map_priority_low:
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.byte <haystack_priority_lzsa ; 5 -- haystack
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.byte <puddle_priority_lzsa ; 6 -- puddle
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.byte <archery_priority_lzsa ; 7 -- archery
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.byte <river_priority_lzsa ; 8 -- river
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.byte <knight_priority_lzsa ; 9 -- knight
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map_priority_hi:
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.byte >haystack_priority_lzsa ; 5 -- haystack
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.byte >puddle_priority_lzsa ; 6 -- puddle
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.byte >archery_priority_lzsa ; 7 -- archery
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.byte >river_priority_lzsa ; 8 -- river
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.byte >knight_priority_lzsa ; 9 -- knight
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verb_tables_low:
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.byte <hay_bale_verb_table ; 5 -- haystack
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.byte <puddle_verb_table ; 6 -- puddle
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.byte <archery_verb_table ; 7 -- archery
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.byte <river_stone_verb_table ; 8 -- river
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.byte <mountain_pass_verb_table ; 9 -- knight
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verb_tables_hi:
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.byte >hay_bale_verb_table ; 5 -- haystack
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.byte >puddle_verb_table ; 6 -- puddle
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.byte >archery_verb_table ; 7 -- archery
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.byte >river_stone_verb_table ; 8 -- river
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.byte >mountain_pass_verb_table ; 9 -- knight
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peasant2_text_lzsa:
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.incbin "DIALOG_PEASANT2.LZSA"
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.include "peasant2_actions.s"
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