#include "relocate.inc"

#include "utilities.asm"
#include "sprite.asm"

do_text_load:
	ld	de,string_buffer
_tl_loop:
	xor	a
	or	(hl)
	jr	z,_tl_done
	ldi
	jr	_tl_loop
_tl_done:
	ld	(de),a
	inc	hl
	ld	(string_backup),hl	;next string, if it exists
	ret

kid_string:	;0123456789ABCDE
	.db	"No matter how",-1
	.db	"fast I run, I",-1
	.db	"can't catch the"
	.db	"clock hands!",0
	
marin_string:	;0123456789ABCDE
	.db	"Eek! What are",-1
	.db	"you doing in my"
	.db	"house!?",0
			
text1:
		;0123456789ABCDE
	.db	"Ha ha ha!! Look"
	.db	"what Graymalkin"
	.db	"dragged in.",-1
	.db	"Something ter-",-1
	.db	"rible happened",-1
	.db	"to you, eh boy?",0
	

rupee_string:
	.db	"You got 30",-1
	.db	"rupees! Wooo!",0
	
death_text:
	.db	"You have died.",0
	
heart_cont_string:
		;;0123456789ABCDE
	.db	"You got a heart"
	.db	"container! Your"
	.db	"life force in-",-1
	.db	"creases by one.",0

text2:		;0123456789ABCDE
	.db	"Hoot! Hoot!",-1
	.db	"I see you've"
	.db	-1
	.db	"made your way",-1
	.db	"to the land of",-1
	.db	"the dead. Watch"
	.db	"your step, dear"
	.db	"boy.",-1
	.db	"Hoot! Hoot!",0	
text3:
		;0123456789ABCDE	
	.db	"Hello Link, I'm"
	.db	"the great fairy"
	.db	"of life.",0	
	
bow_string:
	.db	"You got the",-1
	.db	"bow! It is sure",-1
	.db	"to come in",-1
	.db	"handy.",0
	
	
wake_string:
	.db	"Link...",0
	
wake_string2:
	.db	"Wake up, Link!",0
	
wake_string3:
		;0123456789ABCDE
	.db	"You're having",-1
	.db	"nightmares,",-1
	.db	"again. Calm",-1
	.db	"down...",0
	
wake_string4:
		;0123456789ABCDE
	.db	"It was just a",-1
	.db	"dream.",0

wake_string5:
		;0123456789ABCDE
	.db	"I know there'"
	.db	"s",-1
	.db	"more to it than"
	.db	"just... dreams."
	.db	"I feel it, too."
	.db	"Something bad",-1
	.db	"is going to",-1
	.db	"happen, Link.",0	
	
witch_1:
		;0123456789ABCDE
	.db	"Ha ha ha!! Look"
	.db	"what Graymalkin"
	.db	"dragged in.",-1
	.db	"Something ter-",-1
	.db	"rible happened",-1
	.db	"to you, eh boy?",0
witch_2:
	.db	"E",-2,"e",-2,"e ",-2,"h",-2,"e",-2,"e",-2,"e ",-2,"h",-2,"e",-2,"e",-2,"e!",0
	
witch_3:
		;0123456789ABCDE
	.db	"Oh no sister,",-1
	.db	"you weren't",-1
	.db	"going to tell",-1
	.db	"him, were you?",0
witch_4:
	.db	"No sister, let",-1
	.db	"us watch him a",-1
	.db	"little longer!",0
	
	
#include "decom.asm"


#include "sort.asm"

maps:
dm0:
#include "compd1_0.asm"
dm1:
#include "compd1_1.asm"
dm2:
#include "compd1_2.asm"
dm3:
#include "compd1_3.asm"
dm4:
#include "compd1_4.asm"
dm5:
#include "compd1_5.asm"
dm6:
#include "comptown0.asm"
dm7:
dm8:
#include "comptown1.asm"
dm9:
#include "compgrave.asm"
dm10:
#include "compover.asm"	
dm11:
#include "compover1.asm"
dm12:
dm13:
dm14:
#include "petecomp0.asm"
dm15:
#include "petecomp1.asm"
dm16:
#include "compstart0.asm"
dm17:
#include "compwitch.asm"

small_chu_gfx:
 .db 16,7
 .db $1C,$00	;00011100
 .db $22,$00	;00100010
 .db $41,$00	;01000001
 .db $55,$00	;01010101 0000
 .db $C0,$80	;11000000 1000
 .db $E1,$80
 .db $7F,$00
 .db $E3,$FF
 .db $C1,$FF
 .db $80,$FF
 .db $80,$FF
 .db $00,$7F
 .db $00,$7F
 .db $80,$FF
 
 
 
shadow_gfx:		;ehmmm, 6 tall
big_shadow_gfx:
 .db $07,$E0
 .db $1F,$F8
 .db $3F,$FC
 .db $3F,$FC
 .db $1F,$F8
 .db $07,$E0
 .db $F8,$1F
 .db $E0,$07
 .db $C0,$03
 .db $C0,$03
 .db $E0,$07
 .db $F8,$1F
small_shadow_gfx:	;3 tall
 .db $07,$C0
 .db $0F,$E0
 .db $07,$C0
 .db $F8,$3F
 .db $F0,$1F
 .db $F8,$3F
#include "obj_img.asm"