more slides

This commit is contained in:
2026-07-13 21:53:53 +02:00
parent 4e5da17a82
commit 96b7961681
+735 -51
View File
@@ -1,7 +1,12 @@
; -----------------------------------------------------------
; main.asm - C64 demo: giant TTG logo + credits scroller
; effects: color wash on the logo, smooth pixel scroll,
; pulsing title - all timed by polling the raster beam
; main.asm - C64 demo: slide show (6 seconds per slide)
; slide 1: giant TTG logo + credits scroller
; slide 2: OUR FIRST GAME - Definitely not an Impostor
; slide 3: OUR SECOND GAME IS COMING (full-screen raster bars)
; slide 4: CONTACT
; slide 5: the assembly confession
; slides cross-fade through black between switches
; all timed by polling the raster beam
; Build: acme -f cbm -o main.prg main.asm
; -----------------------------------------------------------
@@ -21,6 +26,7 @@
* = $0810 ; = 2064 in decimal
; ---- hardware registers ----
SCRCTRL = $d011 ; vertical control: bit 4 switches the display on/off
BORDER = $d020 ; border color register
BG = $d021 ; background color register
RASTER = $d012 ; current raster line
@@ -33,16 +39,15 @@ BLACK = 0
WHITE = 1
CYAN = 3
YELLOW = 7
DGREY = 11
LGREEN = 13
LGREY = 15
; ---- screen layout ----
; ---- screen layout (slide 1) ----
BIGROW = 2 ; top row of the giant letters
BIGCOL = 6 ; left column (3*8 + 2*2 = 28 wide, centered)
TITLE_POS = 12*40 + 13 ; "TELETYPE GAMES" (14 chars, centered)
SCROLLROW = 14 ; scroller row
WWW_POS = 17*40 + 9 ; "WWW.TELETYPEGAMES.ORG" (21 chars)
CITY_POS = 19*40 + 14 ; "SZEGED, 2026" (12 chars)
; ---- timing ----
SCROLL_STEP = 2 ; pixels per frame (8 px / 4 frames = 1 char)
@@ -50,23 +55,282 @@ RAS_SCRTOP = 160 ; just above the scroller row (row 14 = lines 1
RAS_SCRBOT = 171 ; just below it (rows 13 and 15 are blank, so
; a line of jitter here is invisible)
RAS_BOTTOM = 248 ; lower border: safe time for screen updates
RAS_BARTOP = 16 ; first raster line of the bar area (slide 3):
; starts in the upper border
BAR_STEPS = 57 ; 57 steps * 4 lines = up to line 244
NUM_SLIDES = 5
SLIDE_TIME = 300 ; 6 seconds per slide (PAL, 50 frames/s)
FADE_STEPS = 5 ; fade steps (longest fadetbl chain is 4)
FADE_SPEED = 4 ; frames between two fade steps
FADEBUF = $c000 ; snapshot of color RAM for the fade-in
; ---- zero page pointers ----
scrlo = $fb
scrhi = $fc
collo = $fd
colhi = $fe
txtlo = $f5 ; text pointer for the print routines (2 bytes)
txthi = $f6
vec = $f7 ; slide init vector (2 bytes)
updvec = $f9 ; slide update vector (2 bytes)
scrlo = $fb
scrhi = $fc
collo = $fd
colhi = $fe
; ---- helper macros: print a normal / big text line ----
!macro prtext .row, .col, .color, .txt, .len {
lda #<.txt
sta txtlo
lda #>.txt
sta txthi
lda #.row
sta prow
lda #.col
sta pcol
lda #.color
sta pcolor
lda #.len
sta plen
jsr print_text
}
!macro prbig .row, .col, .color, .txt, .len {
lda #<.txt
sta txtlo
lda #>.txt
sta txthi
lda #.row
sta bigrow
lda #.col
sta bigcol
lda #.color
sta bigcolor
lda #.len
sta biglen
jsr draw_big
}
start:
sei ; no KERNAL IRQ - raster polling must not jitter
lda #0
sta framectr
sta slide
jsr show_slide ; draw slide 0 hidden, then fade it in
; ============================================================
; main loop - one update call per frame; when the slide's
; duration runs out, switch to the next slide
; ============================================================
main:
jsr call_update
lda durlo ; 16-bit frame countdown
bne dur_dec
dec durhi
dur_dec:
dec durlo
lda durlo
ora durhi
bne main
jsr fade_out ; time's up: fade the old slide to black
ldx slide ; advance to the next slide
inx
cpx #NUM_SLIDES
bne slide_ok
ldx #0
slide_ok:
stx slide
jsr show_slide ; draw it hidden, then fade it in
jmp main
call_update:
jmp (updvec) ; each update runs exactly one frame, ends with rts
; ---- load a slide's vectors and duration, then run its init ----
slide_setup:
ldx slide
lda slide_dur_lo,x
sta durlo
lda slide_dur_hi,x
sta durhi
lda slide_upd_lo,x
sta updvec
lda slide_upd_hi,x
sta updvec+1
lda slide_init_lo,x
sta vec
lda slide_init_hi,x
sta vec+1
lda #BLACK
sta BORDER
sta BG
jmp (vec) ; init ends with rts -> returns to slide_setup's caller
; clear screen RAM, fill color RAM with white
; ============================================================
; slide transition: fade through black
; ============================================================
; ---- draw the current slide while the display is switched off
; (everything shows border color = black), snapshot its colors,
; blacken them, switch the display back on and fade in ----
show_slide:
lda #$0b ; display off
sta SCRCTRL
jsr slide_setup
jsr snapshot_colram
lda #$1b ; display on
sta SCRCTRL
; fade in: fadecnt counts how many times the target color is
; darkened; counting 4 -> 0 walks each cell from black back
; up to its snapshot color
lda #FADE_STEPS-1
sta fadecnt
fi_step:
jsr build_map
jsr apply_map
ldx #FADE_SPEED
fi_wait:
jsr wait_frame
dex
bne fi_wait
lda fadecnt
beq fi_done
dec fadecnt
jmp fi_step
fi_done:
rts
; ---- darken the whole color RAM step by step until black ----
fade_out:
lda #FADE_STEPS
sta fadecnt
fo_step:
ldx #FADE_SPEED
fo_wait:
jsr wait_frame
dex
bne fo_wait
jsr apply_fade
dec fadecnt
bne fo_step
rts
; ---- wait for the next bottom-border arrival of the beam ----
wait_frame:
wf_leave:
lda RASTER ; first leave line RAS_BOTTOM if we are on it
cmp #RAS_BOTTOM
beq wf_leave
wf_reach:
lda RASTER
cmp #RAS_BOTTOM
bne wf_reach
rts
; ---- one fade-out step: every color RAM cell one shade darker ----
apply_fade:
ldx #0
clear_loop:
af_loop:
lda COLRAM,x
and #15 ; color RAM reads have garbage upper bits
tay
lda fadetbl,y
sta COLRAM,x
lda COLRAM+250,x
and #15
tay
lda fadetbl,y
sta COLRAM+250,x
lda COLRAM+500,x
and #15
tay
lda fadetbl,y
sta COLRAM+500,x
lda COLRAM+750,x
and #15
tay
lda fadetbl,y
sta COLRAM+750,x
inx
cpx #250
bne af_loop
rts
; ---- copy color RAM to FADEBUF, then blacken color RAM ----
snapshot_colram:
ldx #0
sn_loop:
lda COLRAM,x
and #15
sta FADEBUF,x
lda COLRAM+250,x
and #15
sta FADEBUF+250,x
lda COLRAM+500,x
and #15
sta FADEBUF+500,x
lda COLRAM+750,x
and #15
sta FADEBUF+750,x
lda #BLACK
sta COLRAM,x
sta COLRAM+250,x
sta COLRAM+500,x
sta COLRAM+750,x
inx
cpx #250
bne sn_loop
rts
; ---- curmap[c] = color c darkened fadecnt times ----
build_map:
ldx #15
bm_color:
txa
tay
lda fadecnt
sta bmcnt
beq bm_store ; 0 steps: identity map
bm_apply:
lda fadetbl,y
tay
dec bmcnt
bne bm_apply
bm_store:
tya
sta curmap,x
dex
bpl bm_color
rts
; ---- write curmap[FADEBUF] into the whole color RAM ----
apply_map:
ldx #0
am_loop:
ldy FADEBUF,x
lda curmap,y
sta COLRAM,x
ldy FADEBUF+250,x
lda curmap,y
sta COLRAM+250,x
ldy FADEBUF+500,x
lda curmap,y
sta COLRAM+500,x
ldy FADEBUF+750,x
lda curmap,y
sta COLRAM+750,x
inx
cpx #250
bne am_loop
rts
; ---- clear screen RAM, fill color RAM with white ----
clear_screen:
ldx #0
cls_loop:
lda #$20 ; space
sta SCREEN,x
sta SCREEN+$100,x
@@ -78,9 +342,117 @@ clear_loop:
sta COLRAM+$200,x
sta COLRAM+$2e8,x
inx
bne clear_loop
bne cls_loop
rts
; ---- print a text line: txtlo/hi, prow, pcol, pcolor, plen ----
print_text:
ldx prow
lda mul40lo,x
clc
adc pcol
sta scrlo
sta collo
lda mul40hi,x
adc #>SCREEN ; carry still valid from the low-byte add
sta scrhi
clc
adc #$d4 ; COLRAM - SCREEN high byte distance
sta colhi
ldy #0
pt_loop:
lda (txtlo),y
sta (scrlo),y
lda pcolor
sta (collo),y
iny
cpy plen
bne pt_loop
rts
; ---- draw a text line with big 3x5 block letters ----
; txtlo/hi = text (screen codes), bigrow/bigcol = top-left cell,
; bigcolor = color, biglen = char count; each letter is 3 cells
; wide + 1 gap, 5 cells tall
draw_big:
lda #0
sta bigi
db_char:
ldy bigi
lda (txtlo),y
cmp #$20 ; space: leave the cell empty
beq db_next
tax
lda bigmap,x ; screen code -> glyph index
sta glyphbase
asl ; glyph base = index * 5
asl
clc
adc glyphbase
sta glyphbase
lda bigi ; cell x = bigcol + charindex * 4
asl
asl
clc
adc bigcol
sta charx
lda #0
sta rowidx
db_row:
lda bigrow ; row pointers from the row*40 tables
clc
adc rowidx
tax
lda mul40lo,x
sta scrlo
sta collo
lda mul40hi,x
clc
adc #>SCREEN
sta scrhi
clc
adc #$d4
sta colhi
lda glyphbase
clc
adc rowidx
tax
lda bigglyphs,x
asl ; 3-bit pattern up to bits 7-5
asl
asl
asl
asl
sta curbits
ldy charx
lda #3
sta bitcnt
db_bit:
asl curbits ; leftmost pixel first
bcc db_nobit
lda #$a0 ; inverse space = solid block
sta (scrlo),y
lda bigcolor
sta (collo),y
db_nobit:
iny
dec bitcnt
bne db_bit
inc rowidx
lda rowidx
cmp #5
bne db_row
db_next:
inc bigi
lda bigi
cmp biglen
beq db_done
jmp db_char ; too far for a relative branch
db_done:
rts
; ---- draw the giant TTG letters from 8x8 bitmaps ----
draw_logo:
lda #0
sta letter
letter_loop:
@@ -144,37 +516,18 @@ col_nocarry:
lda letter
cmp #3
bne letter_loop
rts
; ---- static texts ----
ldx #0
title_loop:
lda txt_title,x
sta SCREEN+TITLE_POS,x
lda #WHITE
sta COLRAM+TITLE_POS,x
inx
cpx #txt_title_end - txt_title
bne title_loop
; ============================================================
; slide 1: giant logo + credits scroller
; ============================================================
s1_init:
jsr clear_screen
jsr draw_logo
ldx #0
www_loop:
lda txt_www,x
sta SCREEN+WWW_POS,x
lda #LGREEN
sta COLRAM+WWW_POS,x
inx
cpx #txt_www_end - txt_www
bne www_loop
ldx #0
city_loop:
lda txt_city,x
sta SCREEN+CITY_POS,x
lda #LGREY
sta COLRAM+CITY_POS,x
inx
cpx #txt_city_end - txt_city
bne city_loop
+prtext 12, 13, WHITE, txt_title, txt_title_end - txt_title
+prtext 17, 9, LGREEN, txt_www, txt_www_end - txt_www
+prtext 19, 14, LGREY, txt_city, txt_city_end - txt_city
; scroller row color
ldx #39
@@ -188,13 +541,10 @@ scrollcol_loop:
sta xscroll
lda #0
sta scrollidx
sta framectr
sta washphase
rts
; ============================================================
; main loop - one iteration per frame, driven by the raster
; ============================================================
main:
s1_update:
; switch on fine scroll + 38-column mode for the scroller row only
wait_scrtop:
lda RASTER
@@ -239,7 +589,7 @@ wash_hold:
jsr do_wash
jsr do_pulse
jmp main
rts
; ---- shift the scroller row one char left, feed in the next char ----
shift_row:
@@ -299,8 +649,213 @@ dp_loop:
bpl dp_loop
rts
; ============================================================
; slide 2: OUR FIRST GAME - Definitely not an Impostor
; big letters with the gold wash running across them
; ============================================================
s2_init:
jsr clear_screen
+prtext 1, 13, WHITE, txt_firstgame, txt_firstgame_end - txt_firstgame
+prbig 4, 0, YELLOW, big_definitely, 10
+prbig 10, 8, YELLOW, big_notan, 6
+prbig 16, 4, YELLOW, big_impostor, 8
+prtext 23, 10, LGREY, txt_tic80, txt_tic80_end - txt_tic80
rts
s2_update:
lda RASTER
cmp #RAS_BOTTOM
bne s2_update
inc framectr
lda framectr ; wash moves one column every 2nd frame
and #1
bne s2_hold
inc washphase
s2_hold:
; gold wash across all 15 big-letter rows (4-8, 10-14, 16-20)
ldx #39
s2_loop:
txa
clc
adc washphase
and #15
tay
lda washtbl,y
sta COLRAM + 4*40,x
sta COLRAM + 5*40,x
sta COLRAM + 6*40,x
sta COLRAM + 7*40,x
sta COLRAM + 8*40,x
sta COLRAM + 10*40,x
sta COLRAM + 11*40,x
sta COLRAM + 12*40,x
sta COLRAM + 13*40,x
sta COLRAM + 14*40,x
sta COLRAM + 16*40,x
sta COLRAM + 17*40,x
sta COLRAM + 18*40,x
sta COLRAM + 19*40,x
sta COLRAM + 20*40,x
dex
bpl s2_loop
rts
; ============================================================
; slide 3: OUR SECOND GAME IS COMING
; full-screen raster bars (background + border) behind the text
; ============================================================
s3_init:
jsr clear_screen
+prtext 4, 12, WHITE, txt_secondgame, txt_secondgame_end - txt_secondgame
+prbig 8, 3, DGREY, big_iscoming, 9 ; drop shadow first (+1 row, +1 col)
+prbig 7, 2, YELLOW, big_iscoming, 9 ; then the letters on top of it
+prtext 15, 4, WHITE, txt_pointclick, txt_pointclick_end - txt_pointclick
+prtext 18, 7, LGREY, txt_steam, txt_steam_end - txt_steam
lda #0
sta s3phase
rts
s3_update:
inc framectr
lda framectr ; bars scroll one step every 2nd frame
and #1
bne s3_hold
inc s3phase
s3_hold:
; chase the beam: every 4th raster line from RAS_BARTOP down,
; set the BORDER color from the cyclic 64-entry bar table;
; the background stays black so the text remains readable
lda #RAS_BARTOP
sta s3line
ldx #0 ; bar step counter
s3_bar:
lda s3line
s3_wait:
cmp RASTER
bne s3_wait
txa
clc
adc s3phase
and #63
tay
lda rastbl,y
sta BORDER
lda s3line
clc
adc #4
sta s3line
inx
cpx #BAR_STEPS
bne s3_bar
lda #BLACK ; below the bar area: back to black
sta BORDER
s3_wbot: ; keep the one-call-per-frame contract
lda RASTER
cmp #RAS_BOTTOM
bne s3_wbot
rts
; ============================================================
; slide 4: CONTACT
; pulsing big title, contact lines below
; ============================================================
s4_init:
jsr clear_screen
+prbig 2, 6, WHITE, big_contact, 7
+prtext 10, 7, LGREEN, txt_web, txt_web_end - txt_web
+prtext 13, 6, YELLOW, txt_bbs, txt_bbs_end - txt_bbs
+prtext 16, 4, CYAN, txt_irc, txt_irc_end - txt_irc
rts
s4_update:
lda RASTER
cmp #RAS_BOTTOM
bne s4_update
inc framectr
lda framectr ; grey-white pulse on the big title rows (2-6)
lsr
lsr
lsr
and #7
tay
lda pulsetbl,y
ldx #39
s4_loop:
sta COLRAM + 2*40,x
sta COLRAM + 3*40,x
sta COLRAM + 4*40,x
sta COLRAM + 5*40,x
sta COLRAM + 6*40,x
dex
bpl s4_loop
rts
; ============================================================
; slide 5: the assembly confession
; ============================================================
s5_init:
jsr clear_screen
+prtext 3, 11, WHITE, txt_conf1, txt_conf1_end - txt_conf1
+prtext 7, 5, LGREY, txt_conf2, txt_conf2_end - txt_conf2
+prtext 9, 4, LGREY, txt_conf3, txt_conf3_end - txt_conf3
+prtext 12, 5, WHITE, txt_conf4, txt_conf4_end - txt_conf4
+prtext 15, 5, LGREY, txt_conf5, txt_conf5_end - txt_conf5
+prtext 17, 5, LGREY, txt_conf6, txt_conf6_end - txt_conf6
+prtext 21, 11, CYAN, txt_conf7, txt_conf7_end - txt_conf7
rts
s5_update:
lda RASTER
cmp #RAS_BOTTOM
bne s5_update
inc framectr
lda framectr ; pulse on the "(the ai says hi.)" line
lsr
lsr
lsr
and #7
tay
lda pulsetbl,y
ldx #txt_conf7_end - txt_conf7 - 1
s5_loop:
sta COLRAM + 21*40 + 11,x
dex
bpl s5_loop
rts
; ---- data ----
; slide table: init vector, update vector, duration in frames
slide_init_lo:
!byte <s1_init, <s2_init, <s3_init, <s4_init, <s5_init
slide_init_hi:
!byte >s1_init, >s2_init, >s3_init, >s4_init, >s5_init
slide_upd_lo:
!byte <s1_update, <s2_update, <s3_update, <s4_update, <s5_update
slide_upd_hi:
!byte >s1_update, >s2_update, >s3_update, >s4_update, >s5_update
slide_dur_lo:
!byte <SLIDE_TIME, <SLIDE_TIME, <SLIDE_TIME, <SLIDE_TIME, <SLIDE_TIME
slide_dur_hi:
!byte >SLIDE_TIME, >SLIDE_TIME, >SLIDE_TIME, >SLIDE_TIME, >SLIDE_TIME
; row * 40 lookup tables (25 rows)
mul40lo:
!byte $00, $28, $50, $78, $a0, $c8, $f0, $18, $40, $68
!byte $90, $b8, $e0, $08, $30, $58, $80, $a8, $d0, $f8
!byte $20, $48, $70, $98, $c0
mul40hi:
!byte $00, $00, $00, $00, $00, $00, $00, $01, $01, $01
!byte $01, $01, $01, $02, $02, $02, $02, $02, $02, $02
!byte $03, $03, $03, $03, $03
; 8x8 bitmaps of the giant letters (one byte per row, MSB = left pixel)
bigfont:
; T
@@ -313,6 +868,33 @@ bigfont:
letter_off: ; column offset of each letter (8 wide + 2 gap)
!byte 0, 10, 20
; 3x5 block font for the big slide titles (5 bytes per glyph,
; low 3 bits used, MSB side = left)
bigglyphs:
!byte 0, 0, 0, 0, 0 ; 0 space
!byte 2, 5, 7, 5, 5 ; 1 A
!byte 3, 4, 4, 4, 3 ; 2 C
!byte 6, 5, 5, 5, 6 ; 3 D
!byte 7, 4, 6, 4, 7 ; 4 E
!byte 7, 4, 6, 4, 4 ; 5 F
!byte 7, 2, 2, 2, 7 ; 6 I
!byte 4, 4, 4, 4, 7 ; 7 L
!byte 5, 7, 7, 5, 5 ; 8 M
!byte 6, 5, 5, 5, 5 ; 9 N
!byte 7, 5, 5, 5, 7 ; 10 O
!byte 6, 5, 6, 4, 4 ; 11 P
!byte 6, 5, 6, 5, 5 ; 12 R
!byte 3, 4, 2, 1, 6 ; 13 S
!byte 7, 2, 2, 2, 2 ; 14 T
!byte 5, 5, 2, 2, 2 ; 15 Y
!byte 3, 4, 5, 5, 7 ; 16 G
bigmap: ; screen code (a=1..z=26) -> glyph index
!byte 0 ; (unused)
!byte 1, 0, 2, 3, 4, 5, 16, 0, 6, 0 ; a-j
!byte 0, 7, 8, 9, 10, 11, 0, 12, 13, 14 ; k-t
!byte 0, 0, 0, 0, 15, 0 ; u-z
washtbl: ; gold glow ramp (16 entries, cyclic)
!byte $09, $02, $08, $0a, $07, $07, $01, $01
!byte $01, $01, $07, $07, $0a, $08, $02, $09
@@ -320,24 +902,105 @@ washtbl: ; gold glow ramp (16 entries, cyclic)
pulsetbl: ; grey-white pulse (8 entries, cyclic)
!byte $0b, $0c, $0f, $01, $01, $0f, $0c, $0b
fadetbl: ; fade-to-black: each color -> one shade darker,
; every chain reaches black in at most 4 steps
; (e.g. white -> lgrey -> mgrey -> dgrey -> black)
; blk wht red cyn pur grn blu yel
!byte $00, $0f, $09, $0e, $06, $0b, $00, $08
; org brn lrd dgr mgr lgn lbl lgr
!byte $02, $00, $02, $00, $0b, $05, $06, $0c
rastbl: ; raster bar colors (64 entries, cyclic):
; red, green, blue, grey ramps
!byte $00, $00, $02, $02, $08, $08, $0a, $01
!byte $0a, $08, $08, $02, $02, $00, $00, $00
!byte $00, $00, $05, $05, $0d, $0d, $07, $01
!byte $07, $0d, $0d, $05, $05, $00, $00, $00
!byte $00, $00, $06, $06, $0e, $0e, $03, $01
!byte $03, $0e, $0e, $06, $06, $00, $00, $00
!byte $00, $00, $0b, $0b, $0c, $0c, $0f, $01
!byte $0f, $0c, $0c, $0b, $0b, $00, $00, $00
; texts in screen codes (!scr); lowercase source shows as uppercase on C64
; slide 1
txt_title:
!scr "teletype games"
txt_title_end:
txt_www:
!scr "www.teletypegames.org"
txt_www_end:
txt_city:
!scr "szeged, 2026"
txt_city_end:
scrolltext:
!scr "mr.zero - tasnadi zsolt / mr.one - tari balazs / "
!scr "mr.two - timar zoltan / mr.three - mezo bela / "
scrolltext_end:
; slide 2
txt_firstgame:
!scr "our first game"
txt_firstgame_end:
big_definitely:
!scr "definitely"
big_notan:
!scr "not an"
big_impostor:
!scr "impostor"
txt_tic80:
!scr "introduced on tic-80"
txt_tic80_end:
; slide 3
txt_secondgame:
!scr "our second game"
txt_secondgame_end:
big_iscoming:
!scr "is coming"
txt_pointclick:
!scr "a new point and click adventure"
txt_pointclick_end:
txt_steam:
!scr "will be available on steam"
txt_steam_end:
; slide 4
big_contact:
!scr "contact"
txt_web:
!scr "web: www.teletypegames.org"
txt_web_end:
txt_bbs:
!scr "bbs: teletypegames.org 2323"
txt_bbs_end:
txt_irc:
!scr "irc: libera.chat #teletypegames"
txt_irc_end:
; slide 5
txt_conf1:
!scr "a quick confession"
txt_conf1_end:
txt_conf2:
!scr "we speak c, c++, python, java,"
txt_conf2_end:
txt_conf3:
!scr "php, javascript and even pascal."
txt_conf3_end:
txt_conf4:
!scr "but 6502 assembly? not a word."
txt_conf4_end:
txt_conf5:
!scr "so this slideshow was written"
txt_conf5_end:
txt_conf6:
!scr "with a little help from an ai."
txt_conf6_end:
txt_conf7:
!scr "(the ai says hi.)"
txt_conf7_end:
; ---- variables ----
letter: !byte 0
rowcount: !byte 0
@@ -346,3 +1009,24 @@ framectr: !byte 0
xscroll: !byte 0
washphase: !byte 0
scrollidx: !byte 0
slide: !byte 0 ; current slide index
durlo: !byte 0 ; frames left on this slide (16 bit)
durhi: !byte 0
s3phase: !byte 0 ; raster bar scroll offset
s3line: !byte 0 ; current raster line while drawing bars
prow: !byte 0 ; print_text: row, column, color, length
pcol: !byte 0
pcolor: !byte 0
plen: !byte 0
bigrow: !byte 0 ; draw_big: row, column, color, length
bigcol: !byte 0
bigcolor: !byte 0
biglen: !byte 0
bigi: !byte 0 ; draw_big internals
glyphbase: !byte 0
charx: !byte 0
rowidx: !byte 0
bitcnt: !byte 0
fadecnt: !byte 0 ; fade step counter
bmcnt: !byte 0 ; build_map inner counter
curmap: !fill 16, 0 ; current fade-in color map