; ----------------------------------------------------------- ; slide2.asm - OUR FIRST GAME: Definitely not an Impostor ; big block letters with the gold wash running across them; ; each text block gets a shifted wash phase, so the glow ; rolls through the three lines diagonally ; ----------------------------------------------------------- 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); ; each block is 5 wash steps behind the one above -> diagonal 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 tya clc adc #5 and #15 tay lda washtbl,y 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 tya clc adc #5 and #15 tay lda washtbl,y 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 ; ---- data ---- 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: