full screen demo colorized
This commit is contained in:
@@ -1,5 +1,7 @@
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; -----------------------------------------------------------
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; -----------------------------------------------------------
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; main.asm - C64 demo: giant TTG logo + credits scroller
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; main.asm - C64 demo: giant TTG logo + credits scroller
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; effects: color wash on the logo, smooth pixel scroll,
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; pulsing title - all timed by polling the raster beam
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; Build: acme -f cbm -o main.prg main.asm
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; Build: acme -f cbm -o main.prg main.asm
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; -----------------------------------------------------------
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; -----------------------------------------------------------
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@@ -22,6 +24,7 @@
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BORDER = $d020 ; border color register
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BORDER = $d020 ; border color register
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BG = $d021 ; background color register
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BG = $d021 ; background color register
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RASTER = $d012 ; current raster line
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RASTER = $d012 ; current raster line
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XCTRL = $d016 ; horizontal fine scroll + 38/40 column mode
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SCREEN = $0400 ; screen RAM (40x25 chars)
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SCREEN = $0400 ; screen RAM (40x25 chars)
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COLRAM = $d800 ; color RAM
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COLRAM = $d800 ; color RAM
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@@ -40,7 +43,13 @@ TITLE_POS = 12*40 + 13 ; "TELETYPE GAMES" (14 chars, centered)
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SCROLLROW = 14 ; scroller row
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SCROLLROW = 14 ; scroller row
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WWW_POS = 17*40 + 9 ; "WWW.TELETYPEGAMES.ORG" (21 chars)
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WWW_POS = 17*40 + 9 ; "WWW.TELETYPEGAMES.ORG" (21 chars)
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CITY_POS = 19*40 + 14 ; "SZEGED, 2026" (12 chars)
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CITY_POS = 19*40 + 14 ; "SZEGED, 2026" (12 chars)
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SCROLL_SPEED = 4 ; frames per scroll step
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; ---- timing ----
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SCROLL_STEP = 2 ; pixels per frame (8 px / 4 frames = 1 char)
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RAS_SCRTOP = 160 ; just above the scroller row (row 14 = lines 162-169)
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RAS_SCRBOT = 171 ; just below it (rows 13 and 15 are blank, so
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; a line of jitter here is invisible)
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RAS_BOTTOM = 248 ; lower border: safe time for screen updates
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; ---- zero page pointers ----
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; ---- zero page pointers ----
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scrlo = $fb
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scrlo = $fb
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@@ -49,6 +58,8 @@ collo = $fd
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colhi = $fe
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colhi = $fe
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start:
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start:
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sei ; no KERNAL IRQ - raster polling must not jitter
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lda #BLACK
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lda #BLACK
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sta BORDER
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sta BORDER
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sta BG
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sta BG
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@@ -173,47 +184,120 @@ scrollcol_loop:
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dex
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dex
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bpl scrollcol_loop
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bpl scrollcol_loop
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lda #SCROLL_SPEED
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lda #6 ; multiple of SCROLL_STEP -> clean 4-frame cycle
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sta framecnt
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sta xscroll
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lda #0
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lda #0
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sta scrollidx
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sta scrollidx
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sta framectr
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sta washphase
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; ---- main loop: scroll the credits line ----
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; ============================================================
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; main loop - one iteration per frame, driven by the raster
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; ============================================================
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main:
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main:
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wait_raster: ; wait for raster line $fe (bottom of screen)
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; switch on fine scroll + 38-column mode for the scroller row only
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wait_scrtop:
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lda RASTER
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lda RASTER
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cmp #$fe
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cmp #RAS_SCRTOP
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bne wait_raster
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bne wait_scrtop
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wait_raster2: ; ...and wait until it passes -> exactly one frame
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lda xscroll ; bits 0-2 = x scroll, bit 3 = 0 -> 38 columns
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sta XCTRL
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wait_scrbot:
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lda RASTER
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lda RASTER
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cmp #$fe
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cmp #RAS_SCRBOT
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beq wait_raster2
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bne wait_scrbot
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lda #$c8 ; back to default: 40 columns, no scroll
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sta XCTRL
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dec framecnt
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; beam is in the lower border: do all updates now, invisibly
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bne main
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wait_bottom:
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lda #SCROLL_SPEED
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lda RASTER
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sta framecnt
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cmp #RAS_BOTTOM
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bne wait_bottom
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; shift scroller row one char to the left
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inc framectr
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; smooth scroll: move SCROLL_STEP pixels, shift chars on wrap
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lda xscroll
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sec
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sbc #SCROLL_STEP
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bcs xs_store ; still 0..7: just store
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adc #8 ; wrap (carry clear, so this adds exactly 8)
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sta xscroll
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jsr shift_row
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jmp xs_done
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xs_store:
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sta xscroll
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xs_done:
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lda framectr ; wash moves one column every 2nd frame
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and #1
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bne wash_hold
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inc washphase
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wash_hold:
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jsr do_wash
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jsr do_pulse
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jmp main
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; ---- shift the scroller row one char left, feed in the next char ----
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shift_row:
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ldx #0
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ldx #0
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shift_loop:
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sr_loop:
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lda SCREEN+SCROLLROW*40+1,x
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lda SCREEN+SCROLLROW*40+1,x
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sta SCREEN+SCROLLROW*40,x
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sta SCREEN+SCROLLROW*40,x
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inx
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inx
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cpx #39
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cpx #39
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bne shift_loop
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bne sr_loop
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; fetch next char of the scrolltext into the rightmost column
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ldx scrollidx
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ldx scrollidx
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lda scrolltext,x
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lda scrolltext,x
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sta SCREEN+SCROLLROW*40+39
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sta SCREEN+SCROLLROW*40+39
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inx
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inx
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cpx #scrolltext_end - scrolltext
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cpx #scrolltext_end - scrolltext
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bne no_wrap
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bne sr_nowrap
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ldx #0
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ldx #0
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no_wrap:
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sr_nowrap:
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stx scrollidx
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stx scrollidx
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jmp main
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rts
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; ---- color wash: gold gradient running across the logo columns ----
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do_wash:
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ldx #27 ; 28 logo columns
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dw_loop:
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txa
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clc
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adc washphase
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and #15
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tay
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lda washtbl,y
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sta COLRAM + (BIGROW+0)*40 + BIGCOL,x
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sta COLRAM + (BIGROW+1)*40 + BIGCOL,x
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sta COLRAM + (BIGROW+2)*40 + BIGCOL,x
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sta COLRAM + (BIGROW+3)*40 + BIGCOL,x
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sta COLRAM + (BIGROW+4)*40 + BIGCOL,x
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sta COLRAM + (BIGROW+5)*40 + BIGCOL,x
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sta COLRAM + (BIGROW+6)*40 + BIGCOL,x
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sta COLRAM + (BIGROW+7)*40 + BIGCOL,x
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dex
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bpl dw_loop
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rts
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; ---- pulsing title: grey-white ramp, one step per 8 frames ----
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do_pulse:
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lda framectr
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lsr
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lsr
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lsr
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and #7
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tay
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lda pulsetbl,y
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ldx #txt_title_end - txt_title - 1
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dp_loop:
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sta COLRAM+TITLE_POS,x
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dex
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bpl dp_loop
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rts
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; ---- data ----
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; ---- data ----
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@@ -229,6 +313,13 @@ bigfont:
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letter_off: ; column offset of each letter (8 wide + 2 gap)
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letter_off: ; column offset of each letter (8 wide + 2 gap)
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!byte 0, 10, 20
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!byte 0, 10, 20
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washtbl: ; gold glow ramp (16 entries, cyclic)
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!byte $09, $02, $08, $0a, $07, $07, $01, $01
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!byte $01, $01, $07, $07, $0a, $08, $02, $09
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pulsetbl: ; grey-white pulse (8 entries, cyclic)
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!byte $0b, $0c, $0f, $01, $01, $0f, $0c, $0b
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; texts in screen codes (!scr); lowercase source shows as uppercase on C64
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; texts in screen codes (!scr); lowercase source shows as uppercase on C64
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txt_title:
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txt_title:
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!scr "teletype games"
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!scr "teletype games"
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@@ -251,5 +342,7 @@ scrolltext_end:
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letter: !byte 0
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letter: !byte 0
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rowcount: !byte 0
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rowcount: !byte 0
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curbits: !byte 0
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curbits: !byte 0
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framecnt: !byte 0
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framectr: !byte 0
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xscroll: !byte 0
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washphase: !byte 0
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scrollidx: !byte 0
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scrollidx: !byte 0
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