diff --git a/Makefile b/Makefile index e712094..f6f32f6 100644 --- a/Makefile +++ b/Makefile @@ -1,6 +1,7 @@ ASM = acme EMU = x64sc SRC = main.asm +SRCS = $(wildcard *.asm) TARGET = main.prg UNAME_S := $(shell uname -s) @@ -19,7 +20,7 @@ endif build: $(TARGET) -$(TARGET): $(SRC) +$(TARGET): $(SRCS) $(ASM) -f cbm -o $(TARGET) $(SRC) run: build diff --git a/README.md b/README.md index cd47f86..2ef098f 100644 --- a/README.md +++ b/README.md @@ -1,12 +1,26 @@ -# C64 Demo — `main.asm` +# C64 Demo — Teletype Games slide show -A Commodore 64 intro written in 6502 assembly (compiled with the ACME assembler). The screen shows: +A Commodore 64 slide show written in 6502 assembly (built with the ACME assembler). Five slides rotate automatically, cross-fading through black between switches, and the show can also be driven from the keyboard. -- giant **TTG** letters in the top half (built from 8×8 bitmaps, drawn with solid block characters), -- **TELETYPE GAMES** centered below, -- a horizontally scrolling credits line (`MR.ZERO - TASNADI ZSOLT / MR.ONE - TARI BALAZS / MR.TWO - TIMAR ZOLTAN / MR.THREE - MEZO BELA`), -- **WWW.TELETYPEGAMES.ORG**, -- **SZEGED, 2026**. +## The slides + +1. **TTG logo + credits scroller** — giant TTG letters built from 8×8 bitmaps with a gold color wash running across them, a pulsing **TELETYPE GAMES** title, and a smooth pixel scroller with the crew credits. +2. **Our first game** — *DEFINITELY NOT AN IMPOSTOR* in big 3×5 block letters with the gold wash, "introduced on TIC-80". +3. **Our second game** — *IS COMING* in big letters with a drop shadow; raster bars run on the border only, so the text stays readable. A new point and click adventure, will be available on Steam. +4. **Contact** — pulsing big *CONTACT* title, web / BBS / IRC lines. +5. **The assembly confession** — a justified-text apology explaining that this slide show was written with a little help from an AI. + +Each slide is shown for 6 seconds (`SLIDE_TIME` in `defs.asm`, PAL frames). + +## Controls + +| Key | Action | +|-----|--------| +| `SPACE` | next slide immediately | +| `INST/DEL` (backspace) | previous slide | +| `P` | pause toggle — the countdown freezes and a white `P` marker appears in the top-right corner; effects keep running, and SPACE/DEL still work while paused | + +Keys are read directly from the CIA1 keyboard matrix (the KERNAL is switched off). ## Build and run @@ -24,42 +38,47 @@ LOAD"*",8,1 RUN ``` -## Structure of `main.asm` +## Source layout -### 1. BASIC stub (from `$0801`) +| File | Contents | +|------|----------| +| `main.asm` | BASIC stub, main loop, slide sequencer, fade transition, keyboard scanning; includes the other files via `!src` | +| `defs.asm` | hardware registers, colors, layout/timing constants, zero page assignments, the `+prtext` / `+prbig` macros | +| `common.asm` | shared routines (`clear_screen`, `print_text`, `draw_big`), shared tables (row×40 lookup, 3×5 block font, wash/pulse/fade color ramps), shared variables | +| `slide1.asm` … `slide5.asm` | one file per slide: `sN_init` (draws the screen), `sN_update` (runs once per frame), plus slide-local data and variables | -A hand-encoded one-line BASIC program (`10 SYS 2064`) so the user only has to type `RUN`; it jumps to the machine-code entry point at `$0810`. +Everything is assembled in a single ACME pass, so labels can be referenced freely across files. -### 2. Initialization +## How it works -Border and background are set to black, then screen RAM (`$0400`) is filled with spaces and color RAM (`$D800`) with white. Everything is drawn by writing to screen RAM directly — the KERNAL `CHROUT` routine is not used. +### Slide framework -### 3. Giant letters +Every slide consists of an **init** routine (draws the whole screen), an **update** routine (called once per frame through a vector, must return after exactly one frame), and a duration in frames. The main loop in `main.asm` calls the current update, counts the frames down, and steps to the next slide when time runs out — or immediately on SPACE/DEL. Adding a slide means writing a new `slideN.asm`, `!src`-ing it, adding its entries to the vector tables and bumping `NUM_SLIDES`. -Each big letter is an 8×8 bitmap (`bigfont`, one byte per row, MSB = left pixel). The drawing loop walks the three letters, shifts each bitmap row out bit by bit, and writes an inverse-space block (`$A0`) plus yellow into color RAM for every set bit. Letters are 8 columns wide with a 2-column gap, so the 28-column logo is centered starting at column 6, row 2. +### Timing -### 4. Static texts +There are no interrupts: the code polls the raster line register (`$D012`) and does all screen updates while the beam is in the lower border (`RAS_BOTTOM`). Slide 1 additionally splits the frame mid-screen to enable horizontal fine scrolling (`$D016`) for the scroller row only; slide 3 chases the beam down the frame, recoloring the border every 4 lines to draw the raster bars. -Null-loop copies place the screen-code strings (`!scr`) at fixed, centered screen offsets: +### Transition -| Text | Row | Color | -|-------------------------|-----|-------------| -| `TELETYPE GAMES` | 12 | white | -| scroller line | 14 | cyan | -| `WWW.TELETYPEGAMES.ORG` | 17 | light green | -| `SZEGED, 2026` | 19 | light grey | +Slides cross-fade through black. Fading out repeatedly steps every color RAM cell through `fadetbl` (each color → one shade darker; every chain hits black within 4 steps). The new slide is then drawn with the display switched off (`$D011`), its color RAM is snapshotted to a buffer at `$C000` and blanked, the display is switched back on, and the fade-in walks each cell from black back up to its snapshot color. Works cleanly because every slide sits on a black background. -### 5. Scroller (main loop) +### Text rendering -The main loop synchronizes to the display by waiting for raster line `$FE` (`$D012`), giving one iteration per frame. Every `SCROLL_SPEED` (4) frames it shifts row 14 one character to the left and feeds the next character of `scrolltext` into the rightmost column; the index wraps at the end of the text, so the credits loop forever. +Normal lines are printed by `print_text` (row/column/color parameters, driven by the `+prtext` macro). Big titles use `draw_big` (`+prbig`): a 3×5-pixel block font (17 glyphs, only the letters actually used), each letter drawn 3 cells wide + 1 gap from inverse-space blocks — narrow enough to fit "DEFINITELY" (10 letters) on a 40-column row. ## Memory map ``` $0801 .. $080F BASIC stub (10 SYS 2064) -$0810 .. ... machine code + font bitmaps + texts + variables +$0810 .. ... machine code + fonts + texts + variables $0400 .. $07E7 screen RAM (written directly) +$C000 .. $C3E7 color RAM snapshot buffer for the fade-in $D800 .. color RAM -$D012 raster line (frame sync) +$D011 display on/off (hidden slide redraw) +$D012 raster line (frame sync, raster bars) +$D016 horizontal fine scroll (slide 1 scroller) $D020 / $D021 border / background color +$DC00 / $DC01 CIA1 keyboard matrix (SPACE / DEL / P) +$F5 .. $FE zero page pointers ```