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d3's Issues

Add talking to people

When overlapping other characters process chatter and text routines, also some characters will drop items for you so further processing on a per character basis is required.

Update build script

The build script tests some items to determine if source is newer than target when building, I think it's worth doing this for all items which get built.

Add picking up of coins

When character over a coin and ENTER pressed, show message, update coin count and stop that coin from being displayed further

Process picking up objects

When an attempt is made to pick up an object, run processing required.

Bag will increase inventory size, but not show in inventory

Manure will show message about not being pick up able

Look for available slot to store object in inventory

If no more slots, drop an object to replace it in inventory

Add miner (troll) processing

Once the troll has left the dungeon they appear in the mine (room 41) to prevent player walking off screen to the right.

Add crocodile processing

Croc needs processing, including open/close mouth animation, death when colliding and open mouthed.
Also rope drop to tie it up

Add rug processing

When rug is placed by dagger in room 94 (cloud castle) it forms a barrier so you can walk on daggers to get to Daisy

Change UP/DOWN keys

Change Up/Down keys to

K = Up
M = Down

to match Spectrum, used for inventory

Move Dizzy sprite

When navigating rooms (in test) move Dizzy sprite left/right/up/down and only move to new room when at the edge

Allow bean to be planted

When bean is placed in manure in room 58, make bean disappear, show bean planted message and set flag

Add lift processing

Lifts go up and down, carry player with them

If you collide with the mechanism however, player is killed

Death message in SKY

The death message doesn't work when in any of the SKY rooms, whilst you should never be able to die in the SKY, it's worth looking at what is going on here.

Clear attribs when playarea is cleared

This is used by collision detection

Handled differently if showing room no.3 (hearts demo) : set to NOT solid + black BG, white FG

ld a,(roomno)
cp 3
ld a,%01000111
jp nz,clearattris

All rooms clear : set to NOT solid + black BG, red FG

ld a,%01000010
jp clearattris

Add collision with troll

If you run into the troll in room 36, you get a message, and are then launched back into the room

Process armorog

Add code to handle armorog

states include

0 - sleeping (changes to -> countdown on collision)
1 - countdown (changes to -> running on timeout)
2 - running (changes to -> happy when in den)
3 - guarding
4 - happy (in den)

also add bone collision to change to guarding

death when colliding with character

Add portcullis mechanism

Starts off down

Flicking switch (which breaks) makes portcullis start moving up and down

If end of portcullis collides with player, they are killed

Add debug option seecoins

This was in the original game as a compile time option to see coins by adjusting the draw order so that the coins covered by other objects are drawn on top instead of behind

Add dagger processing

When colliding with daggers, kill player

If dagger death in castle in room 69 down dagger pit, return player to room 84

Otherwise room 94 returns player to entry point for that room.

Add support for SW memory on BBC B+

Current detection of SWRAM just tries to ROMSEL to each bank 0..F and then use the first one which is writeable, however this doesn't seem to work on the B+

Append machine code to BASIC

Write BASIC, tokenise it to binary

Append EOF token pair

0x0d 0xff

Append machine code/data

Then from BASIC use CALL PAGE+&????

Finish title screen music

I did a rough draft of playing back music from AtariST version on the title screen, need to complete this.

Add special room transitions

Some room transitions require extra processing.

Room 55 - The bottomless well (right way up)

Room 39 - Going down the well (gravity either up or down)

Room 23 - A strange new world (upside down)

Add hawk processing

The hawk has a patroling animation state where it goes left/right

When it notices player, it will dive towards them

A collision causes death to the player

Add dragon processing

Dragon needs processing, including breathing fire, moving head/neck up and down

Second dragon (not in room 54) needs golden egg processing

Also need death processing

Add rat processing

Rat starts off moving left/right in the tunnel of the castle dungeon. This is controlled by an element of "randomness".

If the rat encounters the bread, the bread disappears and the rat runs off to the right. With a message being displayed.

Colliding with the rat kills player.

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