mirror of
https://github.com/deater/dos33fsprogs.git
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b85da4bc1a
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564 lines
8.8 KiB
ArmAsm
564 lines
8.8 KiB
ArmAsm
; Peasant's Quest
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; Peasantry Part 1 (top line of map)
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; Gary, Kerrek 1, Well, Yellow Tree, Waterfall
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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_POOR_GARY ; index starts here (0)
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peasantry1:
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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 $d000
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lda #<peasant1_text_zx02
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sta zx_src_l+1
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lda #>peasant1_text_zx02
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sta zx_src_h+1
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lda #$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 PEASANT1 so locations 0...4 map to 0...4
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ldx MAP_LOCATION
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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 trash screen holes
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ldx MAP_LOCATION
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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 ; temporarily load to $2000
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jsr zx02_full_decomp
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; copy to $400
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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 PEASANT1 so locations 0...4 map to 0...4, no change
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ldx MAP_LOCATION
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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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;=========================
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; update bg based on gary
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lda MAP_LOCATION
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cmp #LOCATION_POOR_GARY
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bne no_update_gary
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; FIXME: draw broken fence if necessary
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; update fence in collision layer if necessary
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; see if gary out
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lda GAME_STATE_0
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and #GARY_SCARED
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bne no_draw_gary
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; draw gary in background before copying
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lda #9
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sta CURSOR_X
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lda #120
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sta CURSOR_Y
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lda #<gary_base_sprite
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sta INL
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lda #>gary_base_sprite
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sta INH
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; switch to page1
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lda #$60
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sta hgr_sprite_page_smc+1
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jsr hgr_draw_sprite
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; switch back to page2
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lda #$00
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sta hgr_sprite_page_smc+1
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no_draw_gary:
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no_update_gary:
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;==================
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; copy to $4000
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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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; handle kerrek
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;====================
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; clear out old state otherwise kerrek can follow us around
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lda #0
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sta KERREK_STATE
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lda MAP_LOCATION
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cmp #LOCATION_KERREK_1
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bne not_kerrek
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jsr kerrek_setup
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not_kerrek:
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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 hay
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jsr check_haystack_exit
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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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; animate waterfall (if applicable)
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lda MAP_LOCATION
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cmp #LOCATION_WATERFALL
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bne leave_waterfall_alone
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lda FRAME
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and #$7
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beq erase_waterfall
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cmp #4
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beq draw_waterfall
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bne leave_waterfall_alone
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draw_waterfall:
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lda #36
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sta CURSOR_X
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lda #94
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sta CURSOR_Y
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lda #<waterfall_sprite
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sta INL
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lda #>waterfall_sprite
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sta INH
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jsr hgr_draw_sprite
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jmp leave_waterfall_alone
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erase_waterfall:
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lda #94
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sta SAVED_Y1
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lda #141
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sta SAVED_Y2
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lda #36
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ldx #38
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jsr hgr_partial_restore
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leave_waterfall_alone:
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;=======================
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; animate gary of applicable
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; check if on gary screen
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lda MAP_LOCATION
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cmp #LOCATION_POOR_GARY
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beq flies_check_gary_out
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jmp no_draw_gary_flies
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flies_check_gary_out:
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; see if gary out
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lda GAME_STATE_0
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and #GARY_SCARED
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beq do_draw_gary_flies
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jmp no_draw_gary_flies
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;=====================
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; draw the flies
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do_draw_gary_flies:
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; flies on 32 frame loop
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; odd = fly1
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; even= fly2
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; 12/14 = tail1
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; 13/15 = tail2
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lda FRAME
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and #$3f ; 63 = $3f
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lsr
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cmp #12
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beq draw_tail1
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cmp #13
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beq draw_tail2
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cmp #14
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beq draw_tail1
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cmp #15
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beq draw_tail2
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; else normal
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and #1
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beq draw_fly1
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bne draw_fly2
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draw_tail1:
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lda #<gary_tail1_sprite
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sta INL
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lda #>gary_tail1_sprite
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jmp draw_flies
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draw_tail2:
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lda #<gary_tail2_sprite
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sta INL
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lda #>gary_tail2_sprite
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jmp draw_flies
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draw_fly2:
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lda #<gary_fly2_sprite
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sta INL
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lda #>gary_fly2_sprite
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jmp draw_flies
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draw_fly1:
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lda #<gary_fly1_sprite
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sta INL
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lda #>gary_fly1_sprite
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draw_flies:
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sta INH
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lda #7
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sta CURSOR_X
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lda #120
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sta CURSOR_Y
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jsr hgr_draw_sprite
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;=====================
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; draw the foot
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do_draw_gary_foot:
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; foot on 32 frame loop
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; 28/29 = foot1
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; 30/31 = foot2
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lda FRAME
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and #$3f ; 63 = $3f
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lsr
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cmp #28
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beq draw_foot1
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cmp #29
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beq draw_foot2
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cmp #30
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beq draw_foot1
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cmp #31
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beq draw_foot2
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draw_foot0:
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lda #<gary_foot0_sprite
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sta INL
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lda #>gary_foot0_sprite
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jmp draw_foot
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draw_foot1:
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lda #<gary_foot1_sprite
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sta INL
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lda #>gary_foot1_sprite
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jmp draw_foot
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draw_foot2:
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lda #<gary_foot2_sprite
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sta INL
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lda #>gary_foot2_sprite
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jmp draw_foot
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draw_foot:
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sta INH
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lda #11
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sta CURSOR_X
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lda #136
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sta CURSOR_Y
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jsr hgr_draw_sprite
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done_draw_foot:
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no_draw_gary_flies:
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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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; always draw peasant
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jsr draw_peasant
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;=======================
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; next 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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; FIXME: draw kerrek before peasant if behind him?
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jsr kerrek_draw
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jsr kerrek_move_and_check_collision
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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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; oh kerrek where is thine sting
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; play music sting if needed
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lda kerrek_play_sting
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beq no_sting
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jsr kerrek_warning_music
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dec kerrek_play_sting
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no_sting:
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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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;====================
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; end of level
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oops_new_location:
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; special case if leaving with baby in well
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; trouble though, by this point MAP_LOCATION is the new one?
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lda PREVIOUS_LOCATION
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cmp #LOCATION_OLD_WELL
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bne skip_level_specific
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at_old_well:
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lda GAME_STATE_0
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and #BABY_IN_WELL
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beq skip_level_specific
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ldx #<well_leave_baby_in_well_message
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ldy #>well_leave_baby_in_well_message
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jsr finish_parse_message
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lda #LOAD_GAME_OVER
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sta WHICH_LOAD
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lda #NEW_FROM_DISK ; needed?
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sta LEVEL_OVER
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jmp level_over
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skip_level_specific:
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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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; note: check reason for load if changing gamestate
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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 "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 "hgr_sprite.s"
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.include "hgr_copy.s"
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;.include "text/peasant1.inc"
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.include "graphics_peasantry/graphics_peasant1.inc"
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.include "sprites/waterfall_sprites.inc"
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.include "sprites/gary_sprites.inc"
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map_backgrounds_low:
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.byte <gary_zx02 ; 0 -- gary the horse
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.byte <top_prints_zx02 ; 1 -- top footprints
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.byte <wishing_well_zx02 ; 2 -- wishing well
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.byte <leaning_tree_zx02 ; 3 -- leaning tree
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.byte <waterfall_zx02 ; 4 -- waterfall
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map_backgrounds_hi:
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.byte >gary_zx02 ; 0 -- gary the horse
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.byte >top_prints_zx02 ; 1 -- top footprints
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.byte >wishing_well_zx02 ; 2 -- wishing well
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.byte >leaning_tree_zx02 ; 3 -- leaning tree
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.byte >waterfall_zx02 ; 4 -- waterfall
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.include "graphics_peasantry/priority_peasant1.inc"
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map_priority_low:
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.byte <gary_priority_zx02 ; 0 -- gary the horse
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.byte <top_prints_priority_zx02 ; 1 -- top footprints
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.byte <wishing_well_priority_zx02 ; 2 -- wishing well
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.byte <leaning_tree_priority_zx02 ; 3 -- leaning tree
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.byte <waterfall_priority_zx02 ; 4 -- waterfall
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map_priority_hi:
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.byte >gary_priority_zx02 ; 0 -- gary the horse
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.byte >top_prints_priority_zx02 ; 1 -- top footprints
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.byte >wishing_well_priority_zx02 ; 2 -- wishing well
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.byte >leaning_tree_priority_zx02 ; 3 -- leaning tree
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.byte >waterfall_priority_zx02 ; 4 -- waterfall
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verb_tables_low:
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.byte <gary_verb_table ; 0 -- gary the horse
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.byte <kerrek_verb_table ; 1 -- top footprints
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.byte <wishing_well_verb_table ; 2 -- wishing well
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.byte <yellow_tree_verb_table ; 3 -- leaning tree
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.byte <waterfall_verb_table ; 4 -- waterfall
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verb_tables_hi:
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.byte >gary_verb_table ; 0 -- gary the horse
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.byte >kerrek_verb_table ; 1 -- top footprints
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.byte >wishing_well_verb_table ; 2 -- wishing well
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.byte >yellow_tree_verb_table ; 3 -- leaning tree
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.byte >waterfall_verb_table ; 4 -- waterfall
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peasant1_text_zx02:
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.incbin "DIALOG_PEASANT1.ZX02"
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.include "peasant1_actions.s"
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