graphics tweaks
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@@ -3,23 +3,30 @@
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**LabyrinTwo** - a two-player maze duel for the Commodore 64
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(ACME + VICE), in the same spirit as [rabbitc64](../rabbitc64).
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A fresh maze is carved every round on a 39x23 lattice where the walls
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are exactly as wide as the corridors. **Player 1** (joystick 2, or
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`w a s d`) runs the corridors toward the green diamond exit while
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dodging the roaming colored enemies. **Player 2** (joystick 1, or
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`i j k l`) rides the corners of the walls with a blinking cursor -
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fire (or `return`) spins the four wall pieces around the cursor by
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90 degrees, reshaping the maze in real time. A spin is denied while
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anyone is standing in one of the four slots.
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A fresh maze carves itself on screen at the start of every round on
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a 39x23 lattice where the walls are exactly as wide as the corridors.
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**Player 1** (joystick 2, or `w a s d`) runs the corridors toward the
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green exit portal while dodging the roaming enemies. **Player 2**
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(joystick 1, or `i j k l`) rides the corners of the walls with a
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bracket cursor - fire (or `return`) spins the four wall pieces around
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the cursor by 90 degrees, reshaping the maze in real time. A spin is
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denied while anyone is standing in one of the four slots (the border
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blips red); the spun pieces flash white.
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The look: brick walls and bolted pivot posts from a custom RAM
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charset, every actor (runner, cursor, bullet, enemies) a hardware
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sprite gliding smoothly between the cells, an animated exit portal,
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a raster color band behind the status row, and a fade to black
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between all screens. The menu floats over a dark maze backdrop.
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The options screen adds two optional twists:
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- **runner gun** - player 1 shoots a bullet with fire/`space`; a hit
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enemy respawns on a random cell after a pause.
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- **spin cooldown** - each spin starts a recharge; further spins are
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denied until the draining bar on the status row runs out and the
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readout flips back from *wait* to *ready* (the cursor also dims
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while recharging).
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denied until the bar on the status row drains (pixel by pixel) and
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the readout flips back from *wait* to *ready* (the cursor also
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turns red while recharging).
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Screens: TTG intro (ported from rabbitc64) -> main menu
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(play / options / rules / controls / credits) -> game -> win (back
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@@ -45,15 +52,19 @@ acme -DAUTOPLAY=1 -f cbm -o labyrintwo.prg main.asm
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## Files
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- `main.asm` - entry point, BASIC stub, per-frame state machine
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- `main.asm` - entry point, BASIC stub, per-frame state machine,
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the border/status-band raster work
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- `defs.asm` - registers, constants, zero page, macros
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- `intro.asm` - TTG boot logo with the gold color wash
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- `menu.asm` - main menu card
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- `menu.asm` - main menu card over a dark maze backdrop
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- `options.asm` - the optional extras and their toggle screen
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- `rules.asm` - how to play
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- `controls.asm` - joystick + keyboard mappings
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- `credits.asm` - the crew
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- `play.asm` - maze generation (recursive backtracker) + the game
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- `play.asm` - maze generation (recursive backtracker, animated)
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+ the game
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- `win.asm` / `over.asm` - end screens
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- `common.asm` - shared routines: printing, big block font, input, RNG
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- `sound.asm` - single-voice SID SFX driver
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- `gfx.asm` - RAM charset with the custom tiles, the sprite engine,
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the portal animation and the fade-to-black transition
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