256 lines
5.3 KiB
NASM
256 lines
5.3 KiB
NASM
; -----------------------------------------------------------
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; main.asm - C64 demo: giant TTG logo + credits scroller
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; Build: acme -f cbm -o main.prg main.asm
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; -----------------------------------------------------------
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!to "main.prg", cbm
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* = $0801
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; ---- BASIC stub: 10 SYS 2064 ----
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; so after LOAD"*",8,1 it's enough to type RUN
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!byte $0c, $08 ; address of next line
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!byte $0a, $00 ; line number: 10
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!byte $9e ; SYS token
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!byte $20, $32, $30, $36, $34 ; " 2064"
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!byte $00 ; end of line
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!byte $00, $00 ; end of program
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* = $0810 ; = 2064 in decimal
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; ---- hardware registers ----
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BORDER = $d020 ; border color register
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BG = $d021 ; background color register
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RASTER = $d012 ; current raster line
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SCREEN = $0400 ; screen RAM (40x25 chars)
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COLRAM = $d800 ; color RAM
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; ---- colors ----
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BLACK = 0
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WHITE = 1
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CYAN = 3
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YELLOW = 7
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LGREEN = 13
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LGREY = 15
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; ---- screen layout ----
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BIGROW = 2 ; top row of the giant letters
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BIGCOL = 6 ; left column (3*8 + 2*2 = 28 wide, centered)
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TITLE_POS = 12*40 + 13 ; "TELETYPE GAMES" (14 chars, centered)
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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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CITY_POS = 19*40 + 14 ; "SZEGED, 2026" (12 chars)
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SCROLL_SPEED = 4 ; frames per scroll step
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; ---- zero page pointers ----
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scrlo = $fb
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scrhi = $fc
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collo = $fd
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colhi = $fe
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start:
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lda #BLACK
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sta BORDER
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sta BG
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; clear screen RAM, fill color RAM with white
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ldx #0
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clear_loop:
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lda #$20 ; space
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sta SCREEN,x
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sta SCREEN+$100,x
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sta SCREEN+$200,x
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sta SCREEN+$2e8,x
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lda #WHITE
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sta COLRAM,x
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sta COLRAM+$100,x
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sta COLRAM+$200,x
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sta COLRAM+$2e8,x
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inx
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bne clear_loop
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; ---- draw the giant TTG letters from 8x8 bitmaps ----
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lda #0
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sta letter
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letter_loop:
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ldx letter
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lda letter_off,x
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clc
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adc #<(SCREEN + BIGROW*40 + BIGCOL)
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sta scrlo
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lda #>(SCREEN + BIGROW*40 + BIGCOL)
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adc #0
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sta scrhi
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lda letter_off,x
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clc
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adc #<(COLRAM + BIGROW*40 + BIGCOL)
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sta collo
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lda #>(COLRAM + BIGROW*40 + BIGCOL)
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adc #0
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sta colhi
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lda letter ; bitmap index = letter * 8
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asl
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asl
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asl
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tax
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lda #8
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sta rowcount
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row_loop:
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lda bigfont,x
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sta curbits
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ldy #0
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bit_loop:
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asl curbits ; leftmost pixel first
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bcc no_plot
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lda #$a0 ; inverse space = solid block
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sta (scrlo),y
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lda #YELLOW
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sta (collo),y
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no_plot:
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iny
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cpy #8
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bne bit_loop
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lda scrlo ; advance both pointers one screen row
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clc
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adc #40
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sta scrlo
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bcc scr_nocarry
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inc scrhi
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scr_nocarry:
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lda collo
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clc
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adc #40
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sta collo
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bcc col_nocarry
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inc colhi
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col_nocarry:
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inx
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dec rowcount
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bne row_loop
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inc letter
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lda letter
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cmp #3
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bne letter_loop
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; ---- static texts ----
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ldx #0
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title_loop:
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lda txt_title,x
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sta SCREEN+TITLE_POS,x
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lda #WHITE
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sta COLRAM+TITLE_POS,x
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inx
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cpx #txt_title_end - txt_title
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bne title_loop
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ldx #0
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www_loop:
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lda txt_www,x
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sta SCREEN+WWW_POS,x
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lda #LGREEN
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sta COLRAM+WWW_POS,x
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inx
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cpx #txt_www_end - txt_www
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bne www_loop
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ldx #0
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city_loop:
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lda txt_city,x
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sta SCREEN+CITY_POS,x
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lda #LGREY
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sta COLRAM+CITY_POS,x
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inx
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cpx #txt_city_end - txt_city
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bne city_loop
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; scroller row color
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ldx #39
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lda #CYAN
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scrollcol_loop:
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sta COLRAM+SCROLLROW*40,x
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dex
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bpl scrollcol_loop
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lda #SCROLL_SPEED
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sta framecnt
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lda #0
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sta scrollidx
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; ---- main loop: scroll the credits line ----
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main:
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wait_raster: ; wait for raster line $fe (bottom of screen)
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lda RASTER
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cmp #$fe
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bne wait_raster
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wait_raster2: ; ...and wait until it passes -> exactly one frame
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lda RASTER
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cmp #$fe
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beq wait_raster2
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dec framecnt
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bne main
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lda #SCROLL_SPEED
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sta framecnt
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; shift scroller row one char to the left
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ldx #0
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shift_loop:
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lda SCREEN+SCROLLROW*40+1,x
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sta SCREEN+SCROLLROW*40,x
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inx
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cpx #39
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bne shift_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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lda scrolltext,x
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sta SCREEN+SCROLLROW*40+39
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inx
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cpx #scrolltext_end - scrolltext
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bne no_wrap
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ldx #0
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no_wrap:
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stx scrollidx
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jmp main
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; ---- data ----
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; 8x8 bitmaps of the giant letters (one byte per row, MSB = left pixel)
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bigfont:
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; T
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!byte $ff, $ff, $3c, $3c, $3c, $3c, $3c, $3c
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; T
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!byte $ff, $ff, $3c, $3c, $3c, $3c, $3c, $3c
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; G
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!byte $7e, $c3, $c0, $c0, $cf, $c3, $c3, $7e
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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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; texts in screen codes (!scr); lowercase source shows as uppercase on C64
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txt_title:
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!scr "teletype games"
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txt_title_end:
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txt_www:
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!scr "www.teletypegames.org"
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txt_www_end:
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txt_city:
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!scr "szeged, 2026"
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txt_city_end:
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scrolltext:
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!scr "mr.zero - tasnadi zsolt / mr.one - tari balazs / "
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!scr "mr.two - timar zoltan / mr.three - mezo bela / "
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scrolltext_end:
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; ---- variables ----
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letter: !byte 0
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rowcount: !byte 0
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curbits: !byte 0
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framecnt: !byte 0
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scrollidx: !byte 0
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