credits screen

This commit is contained in:
2026-07-15 23:17:11 +02:00
parent aa44c389ba
commit 9153c1199d
6 changed files with 459 additions and 50 deletions
+4 -3
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@@ -17,8 +17,8 @@ steers the closest one left and right, trying to run the scooter down.
| Input | Action |
|-------|--------|
| Menu: joystick up/down, or the `S` / `M` keys | pick single player / multiplayer |
| Menu: fire (or `SPACE`); the `1` / `2` keys pick and start at once | start the picked mode |
| Menu: joystick up/down, or the `S` / `M` / `C` keys | pick single player / multiplayer / credits |
| Menu: fire (or `SPACE`); the `1` / `2` keys pick and start at once | open the picked line |
| P1: joystick port 2 left/right, or `A` / `D` | move the scooter (auto-repeats while held) |
| P2: joystick port 1 left/right, or `J` / `L` | steer the closest rabbit (multiplayer) |
| Fire (or `SPACE`) | start; on the game over screen: back to the menu |
@@ -51,7 +51,8 @@ steers the closest one left and right, trying to run the scooter down.
| `main.asm` | BASIC stub, init, frame loop, state dispatch |
| `defs.asm` | registers, constants, zero page, macros |
| `intro.asm` | boot screen: giant TTG logo with the gold wash |
| `title.asm` | full-screen menu: big logo, start game, hopping rabbits |
| `title.asm` | full-screen menu: big logo, mode picker, hopping rabbits |
| `credits.asm` | demo-style credits: pixel scroller, gold wash, rainbow crew, sprite parade + AI warning |
| `play.asm` | gameplay: input, spawning, scoring, HUD |
| `over.asm` | full-screen game over: big title, score, retry |
| `common.asm` | shared routines: printing, road, input, RNG, rabbit positioning |
+7
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@@ -586,6 +586,13 @@ txt_rabbit: !scr "rabbit"
txt_scooter: !scr "scooter"
txt_1p: !scr "single player"
txt_2p: !scr "multiplayer"
txt_credits: !scr "credits"
txt_crew0: !scr "mr.zero - tasnadi zsolt"
txt_crew1: !scr "mr.one - tari balazs"
txt_crew2: !scr "mr.two - timar zoltan"
txt_crew3: !scr "mr.three - mezo bela"
txt_ai1: !scr "warning: this game was"
txt_ai2: !scr "written by an ai"
txt_info: !scr "p1: joystick 2 or a/d"
txt_info2: !scr "p2: joystick 1 or j/l"
txt_ttgname: !scr "teletype games"
+314
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@@ -0,0 +1,314 @@
; -----------------------------------------------------------
; credits.asm - demo style credits: a smooth pixel scroller
; along the top (slide1's fine-scroll trick), gold wash on the
; big CREDITS, pulsing TELETYPE GAMES, rainbow crew names and
; a sprite parade of the scooter chasing the rabbits
; -----------------------------------------------------------
CR_SCROW = 1 ; scroller char row (raster lines 58-65)
CR_RASTOP = 56 ; switch fine scroll on just above it
CR_RASBOT = 66 ; ... and off just below (rows 0/2 are blank)
CR_STEP = 2 ; scroll speed: 8 px / 4 frames = 1 char
CR_PARADE_Y = 228 ; the parade runs along the bottom rows
credits_init:
lda #BLACK ; same black card style as the menu
sta bg_top
sta bg_bot
jsr clear_screen
+prbig 4, 6, YELLOW, txt_credits, 7
+prtext 11, 13, WHITE, txt_ttgname, 14
+prtext 13, 8, LGREEN, txt_crew0, 23
+prtext 14, 10, LGREEN, txt_crew1, 20
+prtext 15, 9, LGREEN, txt_crew2, 21
+prtext 16, 10, LGREEN, txt_crew3, 20
+prtext 18, 9, LGREY, txt_ai1, 22
+prtext 19, 12, LGREY, txt_ai2, 16
; the scroller row renders in white
ldx #39
ci_scol:
lda #WHITE
sta COLRAM+CR_SCROW*40,x
dex
bpl ci_scol
lda #6 ; multiple of CR_STEP -> clean 4-frame cycle
sta xscroll
lda #0
sta scrollidx
sta washphase
; parade sprites: the red scooter chases seven white rabbits
lda #RED
sta SPR_COL
ldx #7
ci_col:
lda #WHITE
sta SPR_COL,x
dex
bne ci_col
lda #SPRP_SCOOT
sta SPRPTR
lda #0
sta SPR_XEX
sta SPR_YEX
lda #$ff
sta SPR_EN
+setupd credits_update
rts
credits_update:
; ---- all the heavy drawing runs first, while the beam
; is still far above the scroller row ----
; scroller: step the fine scroll, shift on wrap-around
lda xscroll
sec
sbc #CR_STEP
bpl cu_noshift
clc
adc #8
sta xscroll
ldx #0
cu_shift:
lda SCREEN+CR_SCROW*40+1,x
sta SCREEN+CR_SCROW*40,x
inx
cpx #39
bne cu_shift
ldx scrollidx ; feed the next char in on the right
lda scrolltext,x
sta SCREEN+CR_SCROW*40+39
inx
cpx #scrolltext_end - scrolltext
bne cu_feedok
ldx #0
cu_feedok:
stx scrollidx
jmp cu_scrolled
cu_noshift:
sta xscroll
cu_scrolled:
; gold wash rolling down the big CREDITS (rows 4-8; the
; letters are inverse spaces, color RAM on blanks is moot)
inc washphase
lda #0
sta g8row
cu_wash:
lda #4
clc
adc g8row
tax
jsr row_ptr
lda washphase
lsr
clc
adc g8row
and #15
tax
lda washtbl,x
ldy #33
cu_wcol:
sta (collo),y
dey
cpy #5
bne cu_wcol
inc g8row
lda g8row
cmp #5
bne cu_wash
; TELETYPE GAMES pulses grey-white
ldx #11
jsr row_ptr
lda framectr
lsr
lsr
lsr
and #7
tax
lda pulsetbl,x
ldy #26
cu_pulse:
sta (collo),y
dey
cpy #12
bne cu_pulse
; rainbow runs down the crew lines
lda #0
sta rtmp2 ; line counter
cu_crew:
lda #13
clc
adc rtmp2
tax
jsr row_ptr
lda framectr
lsr
lsr
clc
adc rtmp2
and #7
tax
lda raintbl,x
ldy #31
cu_ccol:
sta (collo),y
dey
cpy #7
bne cu_ccol
inc rtmp2
lda rtmp2
cmp #4
bne cu_crew
; the parade: everything scoots right to left, wraps at 344
ldx #7
cu_par:
lda crx_lo,x
sec
sbc crspd,x
sta crx_lo,x
lda crx_hi,x
sbc #0
sta crx_hi,x
bne cu_ponscr ; x >= 256: still on screen
lda crx_lo,x
cmp #24
bcs cu_ponscr
lda #$58 ; wrapped: back to x = 344
sta crx_lo,x
lda #1
sta crx_hi,x
cu_ponscr:
txa
asl
tay
lda crx_lo,x
sta SPRPOS,y
cpx #0
beq cu_pscoot
; rabbits bob and cycle their hop frames
lda framectr
lsr
lsr
lsr
sta rtmp
txa
clc
adc rtmp
and #7
tay
lda hoptab,y
sta rtmp
lda #CR_PARADE_Y
sec
sbc rtmp
pha
lda framectr
lsr
lsr
lsr
sta rtmp
txa
clc
adc rtmp
and #3
clc
adc #SPRP_BIG
sta SPRPTR,x
txa
asl
tay
pla
sta SPRPOS+1,y
jmp cu_pnext
cu_pscoot:
lda #CR_PARADE_Y
sta SPRPOS+1
cu_pnext:
dex
bpl cu_par
; x MSB shadow from the high bytes
lda #0
sta rtmp
ldx #7
cu_pmsb:
lda crx_hi,x
beq cu_pmnext
lda crbit,x
ora rtmp
sta rtmp
cu_pmnext:
dex
bpl cu_pmsb
lda rtmp
sta SPR_MSBX
; blink the return prompt
lda framectr
and #32
bne cu_hide
+prtext 21, 13, YELLOW, txt_return, 13
jmp cu_input
cu_hide:
+prtext 21, 13, YELLOW, txt_blank, 13
cu_input:
jsr start_edge
beq cu_stay
lda #$c8 ; leave with the scroll register clean
sta XCTRL
jmp title_init ; back to the menu
cu_stay:
; ---- beam work: fine scroll on for the scroller row only ----
cu_wtop:
lda RASTER
cmp #CR_RASTOP
bne cu_wtop
lda xscroll ; bits 0-2 = x scroll, bit 3 = 0 -> 38 cols
sta XCTRL
cu_wbot:
lda RASTER
cmp #CR_RASBOT
bne cu_wbot
lda #$c8 ; back to default: 40 columns, no scroll
sta XCTRL
rts
; ---- tables ----
pulsetbl: ; grey-white pulse (8 entries, cyclic)
!byte $0b, $0c, $0f, $01, $01, $0f, $0c, $0b
raintbl: ; rainbow ramp for the crew lines
!byte $02, $08, $07, $0d, $03, $0e, $04, $0a
crbit: ; sprite number -> register bit
!byte 1, 2, 4, 8, 16, 32, 64, 128
crspd: ; parade speeds (sprite 0 = the scooter)
!byte 2, 1, 3, 1, 2, 1, 3, 2
crx_lo: ; parade x positions (16 bit, start staggered)
!byte 60, 100, 140, 180, 220, 4, 44, 84
crx_hi:
!byte 0, 0, 0, 0, 0, 1, 1, 1
; ---- scrolltext (wraps around) ----
scrolltext:
!scr "welcome to rabbit scooter ... the crew: "
!scr "mr.zero - tasnadi zsolt ... mr.one - tari balazs ... "
!scr "mr.two - timar zoltan ... mr.three - mezo bela ... "
!scr "this whole game was written by an ai - honest! ... "
!scr "greetings to all sceners out there ... "
scrolltext_end:
; ---- credits variables ----
xscroll: !byte 6 ; fine scroll register value (0-7)
scrollidx: !byte 0 ; next scrolltext char to feed in
+1
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@@ -5,6 +5,7 @@
; ---- hardware registers ----
RASTER = $d012 ; current raster line
XCTRL = $d016 ; horizontal fine scroll + 38/40 column mode
BORDER = $d020 ; border color register
BG = $d021 ; background color register
SCREEN = $0400 ; screen RAM (40x25 chars)
+1
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@@ -116,6 +116,7 @@ wf_hit:
; ============================================================
!src "intro.asm"
!src "title.asm"
!src "credits.asm"
!src "play.asm"
!src "over.asm"
!src "common.asm"
+132 -47
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@@ -1,7 +1,8 @@
; -----------------------------------------------------------
; title.asm - full-screen menu card: big RABBIT / SCOOTER
; logo flanked by two hopping rabbits, single/multiplayer
; picker (joystick up/down + fire, or the 1 / 2 keys)
; logo flanked by two hopping rabbits, and a three-item menu:
; single player / multiplayer / credits (joystick up/down +
; fire; s, m, c pick; 1 and 2 pick and start at once)
; -----------------------------------------------------------
title_init:
@@ -10,10 +11,11 @@ title_init:
sta bg_bot
jsr clear_screen
+prbig 2, 8, RED, txt_rabbit, 6
+prbig 8, 6, WHITE, txt_scooter, 7
+prtext 18, 9, LGREY, txt_info, 21
+prtext 19, 9, LGREY, txt_info2, 21
+prbig 1, 8, RED, txt_rabbit, 6
+prbig 7, 6, WHITE, txt_scooter, 7
lda mp_mode ; cursor starts on the last played mode
sta menusel
; decoration: white rabbits flank the logo (sprites 1-2,
; double-sized), the red scooter waits at the bottom
@@ -26,11 +28,11 @@ title_init:
sta SPRPTR
lda #172 ; center lane position
sta SPRPOS
lda #210
lda #226 ; just below the footer line
sta SPRPOS+1
lda #30 ; left rabbit
sta SPRPOS+2
lda #66
lda #58
sta SPRPOS+3
sta SPRPOS+5
lda #34 ; right rabbit: x = 290, MSB below
@@ -66,29 +68,48 @@ title_update:
adc #SPRP_BIG
sta SPRPTR+2
; joystick up/down picks the mode
; joystick up/down steps the cursor (edge detected)
jsr read_joy
lda joyb
and #1 ; up
beq tu_noup
lda #0
sta mp_mode
tu_noup:
lda joyb
and #2 ; down
beq tu_nodown
and #3
beq tu_udrel
lda udheld
bne tu_udend
lda #1
sta mp_mode
tu_nodown:
sta udheld
lda joyb
and #1 ; up
beq tu_down
lda menusel
beq tu_udend
dec menusel
jmp tu_udend
tu_down:
lda menusel
cmp #MENU_ITEMS-1
beq tu_udend
inc menusel
jmp tu_udend
tu_udrel:
lda #0
sta udheld
tu_udend:
; the 's' / 'm' keys pick the mode (fire still starts)
; letter keys pick a line (fire still starts); skipped
; while joystick 1 fire is down, because it grounds the
; same row line the 'm' and 'c' keys sit on
lda #$ff
sta CIA1_PA
lda CIA1_PB
and #$10
beq tu_keydone
lda #$fd ; 's': keyboard column 1, row bit 5
sta CIA1_PA
lda CIA1_PB
and #$20
bne tu_nos
lda #0
sta mp_mode
sta menusel
tu_nos:
lda #$ef ; 'm': keyboard column 4, row bit 4
sta CIA1_PA
@@ -96,8 +117,16 @@ tu_nos:
and #$10
bne tu_nom
lda #1
sta mp_mode
sta menusel
tu_nom:
lda #$fb ; 'c': keyboard column 2, row bit 4
sta CIA1_PA
lda CIA1_PB
and #$10
bne tu_noc
lda #2
sta menusel
tu_noc:
; the 1 / 2 keys pick and start right away (edge detected)
lda #$7f ; keyboard column 7: '1' = bit 0, '2' = bit 3
@@ -107,58 +136,114 @@ tu_nom:
cmp #$09
beq tu_keyup ; neither key held
ldx k12held
bne tu_menu ; still held from an earlier frame
bne tu_keydone ; still held from an earlier frame
inx
stx k12held
and #$01
bne tu_key2
lda #0
sta mp_mode
sta menusel
jmp title_go
tu_key2:
lda #1
sta mp_mode
sta menusel
jmp title_go
tu_keyup:
lda #0
sta k12held
tu_menu:
tu_keydone:
; footer: the two control lines take turns
lda framectr
and #64
beq tu_foot2
+prtext 21, 9, LGREY, txt_info, 21
jmp tu_footdone
tu_foot2:
+prtext 21, 9, LGREY, txt_info2, 21
tu_footdone:
; the menu items: the picked line is yellow
ldx #0
tm_items:
txa
pha
jsr draw_mitem
pla
tax
inx
cpx #MENU_ITEMS
bne tm_items
; the two options: the picked line is yellow
lda mp_mode
bne tm_multi
+prtext 14, 14, YELLOW, txt_1p, 13
+prtext 16, 14, WHITE, txt_2p, 11
jmp tm_cursor
tm_multi:
+prtext 14, 14, WHITE, txt_1p, 13
+prtext 16, 14, YELLOW, txt_2p, 11
tm_cursor:
; blinking '>' cursor in front of the picked line
lda #$20
sta SCREEN+14*40+12
sta SCREEN+16*40+12
sta SCREEN+18*40+12
lda framectr
and #16
bne tu_start
lda mp_mode
bne tm_cur2
ldx menusel
lda mcur_lo,x
sta scrlo
lda mcur_hi,x
sta scrhi
ldy #0
lda #62 ; '>'
sta SCREEN+14*40+12
sta (scrlo),y
lda scrhi
clc
adc #$d4 ; same cell in color RAM
sta scrhi
lda #YELLOW
sta COLRAM+14*40+12
jmp tu_start
tm_cur2:
lda #62
sta SCREEN+16*40+12
lda #YELLOW
sta COLRAM+16*40+12
sta (scrlo),y
tu_start:
; fire or space starts the picked mode
; fire or space opens the picked line
jsr start_edge
beq tu_done
title_go:
lda menusel
cmp #2
beq tg_credits
sta mp_mode ; item 0 / 1 doubles as the player count
jmp play_init ; its rts returns to the main loop
tg_credits:
jmp credits_init
tu_done:
rts
; ---- draw menu item X, yellow when it is the picked one ----
draw_mitem:
lda mitem_lo,x
sta txtlo
lda mitem_hi,x
sta txthi
lda mitem_row,x
sta prow
lda #14
sta pcol
lda mitem_len,x
sta plen
lda #WHITE
cpx menusel
bne dm_store
lda #YELLOW
dm_store:
sta pcolor
jmp print_text
; ---- menu tables ----
MENU_ITEMS = 3
mitem_lo: !byte <txt_1p, <txt_2p, <txt_credits
mitem_hi: !byte >txt_1p, >txt_2p, >txt_credits
mitem_len: !byte 13, 11, 7
mitem_row: !byte 14, 16, 18
mcur_lo: ; cursor cells: column 12 of those rows
!byte <(SCREEN+14*40+12), <(SCREEN+16*40+12), <(SCREEN+18*40+12)
mcur_hi:
!byte >(SCREEN+14*40+12), >(SCREEN+16*40+12), >(SCREEN+18*40+12)
; ---- menu variables ----
menusel: !byte 0 ; picked line: 0-2
udheld: !byte 0 ; joystick up/down edge detection state