road fix
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@@ -5,9 +5,12 @@
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; ---- hardware registers ----
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RASTER = $d012 ; current raster line
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XCTRL = $d016 ; horizontal fine scroll + 38/40 column mode
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XCTRL = $d016 ; fine scroll + 38/40 cols + text multicolor
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VMEM = $d018 ; VIC memory pointers: screen + charset
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BORDER = $d020 ; border color register
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BG = $d021 ; background color register
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CHAR_MC1 = $d022 ; text multicolor 1 (bit pair %01)
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CHAR_MC2 = $d023 ; text multicolor 2 (bit pair %10)
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SCREEN = $0400 ; screen RAM (40x25 chars)
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COLRAM = $d800 ; color RAM
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SPRPTR = $07f8 ; sprite pointers (screen RAM + $3f8)
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@@ -80,8 +83,23 @@ LGREY = 15
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; ---- scene palette ----
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COL_SKY = LBLUE ; background above the horizon
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COL_GRASS = GREEN ; background below it
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COL_ROAD = MGREY ; road surface (inverse-space fill)
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COL_EDGE = WHITE ; painted road edge lines
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COL_ROAD = MGREY ; road surface (via CHAR_MC2)
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COL_LEAF = LGREEN ; tree foliage (via CHAR_MC1)
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; ---- RAM charset: ROM copy + custom multicolor glyphs ----
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; the road and the trees render as multicolor text cells
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; (color RAM bit 3 set): pair %01 = CHAR_MC1 (foliage green),
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; %10 = CHAR_MC2 (road grey), %11 = color RAM bits 0-2
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CHSET = $3800 ; RAM charset location (VIC bank 0)
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CH_EDGEL = $4e ; left road edge: grass|white line|road
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CH_EDGER = $4d ; right road edge, mirrored
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CH_ROADF = $6d ; solid road surface fill
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CH_LEAF = $6e ; tree foliage ball
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CH_TRUNK = $6f ; tree trunk
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MCOL_EDGE = 8 + WHITE ; bit 3 turns the cell multicolor
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MCOL_ROAD = 8
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MCOL_LEAF = 8
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MCOL_TRUNK = 8 + RED
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; ---- joystick port 2 bits (after read_joy, active high) ----
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JOY_LEFT = 4
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