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# Rabbit Scooter — C64
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A Commodore 64 port of [rabbitroller](../rabbitroller), the Game & Watch
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style LCD mini game, written in 6502 assembly (built with the ACME
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assembler, using the same toolchain and layout as [c64-demo](../c64-demo)).
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Rabbits hop toward you on a five-lane road. Steer your scooter left and
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right to dodge them: a rabbit that reaches your lane is a **miss**, one
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that passes in any other lane is a **point**. Three misses end the round.
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The spawn rate and the rabbits' speed ramp up with your score, just like
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in the original.
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## Controls
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| Input | Action |
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|-------|--------|
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| Joystick port 2 left/right | change lane (auto-repeats while held) |
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| Fire (or `SPACE`) | start / retry |
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## How it works
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- PAL frame loop synced by polling the raster beam (no interrupts), one
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state update per frame — title, play and game over are `updvec` states.
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- The player is hardware sprite 0; up to seven rabbits live on sprites
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1–7. Rabbits follow the road's perspective: a linear y ramp and a t²
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horizontal fan-out, both precomputed into tables at assembly time
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(`tables.asm`). Far rabbits use small sprite frames, near ones switch
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to big frames and finally to double-sized expanded sprites.
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- Random lanes and speeds come from an 8-bit LFSR stirred with the
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free-running CIA timer.
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- Sprite art sits below `$1000` so the VIC never sees the character ROM
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shadow instead of it.
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## Files
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| File | Contents |
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|------|----------|
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| `main.asm` | BASIC stub, init, frame loop, state dispatch |
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| `defs.asm` | registers, constants, zero page, macros |
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| `title.asm` | title screen: logo, parked scooters, demo rabbits |
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| `play.asm` | gameplay: input, spawning, scoring, HUD |
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| `over.asm` | game over box + retry |
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| `common.asm` | shared routines: printing, road, input, RNG, rabbit positioning |
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| `tables.asm` | assembly-time perspective and speed tables |
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| `sprites.asm` | sprite art (scooter, 4+4 rabbit frames) |
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## Build & run
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```
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make deps # macOS: brew install acme vice
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make build # -> rabbit.prg
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make run # build + launch in VICE (x64sc)
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```
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The same targets are available as VS Code tasks. A test build that boots
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straight into gameplay: `acme -DAUTOPLAY=1 -f cbm -o test.prg main.asm`.
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