48 lines
1.7 KiB
Markdown
48 lines
1.7 KiB
Markdown
# labyrinth
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Two-player maze duel for the Commodore 64 (ACME + VICE), in the same
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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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Screens: TTG intro (ported from rabbitc64) -> main menu
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(play / rules / controls / credits) -> game -> win (back to the menu)
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or game over (fire retries with a fresh maze, `m` backs out to the
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menu).
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## Build & run
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```
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make deps # macOS: brew install acme vice
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make build # -> labyrinth.prg
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make run # build + launch in x64sc
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```
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Test builds can boot straight into one state:
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```
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acme -DAUTOPLAY=1 -f cbm -o labyrinth.prg main.asm
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# also: AUTORULES, AUTOCONTROLS, AUTOCREDITS, AUTOWIN, AUTOLOSE
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```
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## Files
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- `main.asm` - entry point, BASIC stub, per-frame state machine
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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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- `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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- `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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