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https://github.com/deater/dos33fsprogs.git
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b85da4bc1a
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367 lines
5.6 KiB
ArmAsm
367 lines
5.6 KiB
ArmAsm
; Peasant's Quest Trgodor scene
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; The inner sanctum
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; by Vince `deater` Weaver vince@deater.net
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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_TROGDOR_LAIR ; 23
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trogdor:
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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 ; needed?
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jsr hgr2 ; needed?
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; decompress dialog to $D000
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lda #<trogdor_text_zx02
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sta zx_src_l+1
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lda #>trogdor_text_zx02
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sta zx_src_h+1
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lda #$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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sta FRAME
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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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; local verb table
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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 priority to $400
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; indirectly as we can't trash screen holes
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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 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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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 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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jsr hgr_copy
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;=====================
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; update name/score
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jsr update_top
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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_1x5
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jsr draw_peasant_tiny
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;===========================
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; intro message
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ldx #<trogdor_entry_message
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ldy #>trogdor_entry_message
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jsr finish_parse_message
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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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; move peasant
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jsr move_peasant_tiny
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;===================
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; always draw peasant
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jsr draw_peasant_tiny
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;====================
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; increment 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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lda LEVEL_OVER
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bmi oops_new_location
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bne level_over
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; draw sleeping trogdor
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; actual:
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; 16 frames of nothing
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; 17 - open mouth
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; 60 - close mouth, puff1
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; 64 puff2, 68 puff3, 72 puff4
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; 76 puff5, 80 puff6, 84 nothing
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; ours:
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; 16 frames of nothing
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; 17 open mouth
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; 48 puff2, 52 puff3, 56 puff4 60 puff5
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ldx #0
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lda FRAME ; mask off at 64
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and #$3f
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beq draw_sleep_sprites
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inx ; 1
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cmp #17
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beq draw_sleep_sprites
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inx ; 2
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cmp #48
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beq draw_sleep_sprites
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inx ; 3
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cmp #52
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beq draw_sleep_sprites
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inx ; 4
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cmp #56
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beq draw_sleep_sprites
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inx ; 5
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cmp #60
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beq draw_sleep_sprites
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bne no_sleeping
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draw_sleep_sprites:
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lda erase_sprite_x,X
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sta CURSOR_X
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lda erase_sprite_y,X
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sta CURSOR_Y
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lda erase_sprite_l,X
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sta INL
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lda erase_sprite_h,X
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sta INH
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txa
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pha
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jsr hgr_draw_sprite
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pla
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tax
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lda draw_sprite_x,X
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sta CURSOR_X
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lda draw_sprite_y,X
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sta CURSOR_Y
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lda draw_sprite_l,X
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sta INL
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lda draw_sprite_h,X
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sta INH
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jsr hgr_draw_sprite
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no_sleeping:
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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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level_over:
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; go to end credits
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lda #LOAD_ENDING
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sta WHICH_LOAD
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rts
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erase_sprite_x:
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.byte 18,18, 22, 18, 18,18
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erase_sprite_y:
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.byte 80,80,146,130,108,95
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erase_sprite_l:
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.byte <smoke1_sprite ; erase smoke5
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.byte <smoke1_sprite ; do nothing
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.byte <sleep1_sprite ; erase sleep2
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.byte <smoke1_sprite ; erase smoke2
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.byte <smoke1_sprite ; erase smoke3
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.byte <smoke1_sprite ; erase smoke4
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erase_sprite_h:
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.byte >smoke1_sprite ; erase smoke5
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.byte >smoke1_sprite ; do nothing
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.byte >sleep1_sprite ; erase sleep2
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.byte >smoke1_sprite ; erase smoke2
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.byte >smoke1_sprite ; erase smoke3
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.byte >smoke1_sprite ; erase smoke4
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draw_sprite_x:
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.byte 22, 22, 18, 18,18,18
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draw_sprite_y:
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.byte 146,146,130,108,95,80
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draw_sprite_l:
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.byte <sleep1_sprite ; do nothing
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.byte <sleep2_sprite ; draw open mouth
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.byte <smoke2_sprite ; draw smoke2
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.byte <smoke3_sprite ; draw smoke3
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.byte <smoke4_sprite ; draw smoke4
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.byte <smoke5_sprite ; draw smoke5
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draw_sprite_h:
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.byte >sleep1_sprite
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.byte >sleep2_sprite
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.byte >smoke2_sprite
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.byte >smoke3_sprite
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.byte >smoke4_sprite
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.byte >smoke5_sprite
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.include "move_peasant_tiny.s"
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.include "draw_peasant_tiny.s"
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;.include "hgr_1x5_save_bg.s"
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.include "gr_copy.s"
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.include "hgr_copy.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 "version.inc"
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.include "speaker_beeps.inc"
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.include "hgr_sprite.s"
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.include "ssi263_simple_speech.s"
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.include "trogdor_speech.s"
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.include "graphics_trogdor/trogdor_graphics.inc"
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.include "graphics_trogdor/priority_trogdor.inc"
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.include "sprites/trogdor_sprites.inc"
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update_top:
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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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rts
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map_backgrounds_low:
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.byte <trogdor_sleep_zx02
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map_backgrounds_hi:
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.byte >trogdor_sleep_zx02
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map_priority_low:
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.byte <trogdor_priority_zx02
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map_priority_hi:
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.byte >trogdor_priority_zx02
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verb_tables_low:
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.byte <trogdor_inner_verb_table
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verb_tables_hi:
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.byte >trogdor_inner_verb_table
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trogdor_text_zx02:
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.incbin "DIALOG_TROGDOR.ZX02"
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.include "trogdor_actions.s"
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