intro screen
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@@ -20,7 +20,10 @@ in the original.
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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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state update per frame — intro, menu, play and game over are `updvec`
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states. Boot shows the giant TTG / Teletype Games logo with the gold
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color wash from the c64-demo, then the menu with *fire = start game*;
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losing brings up the final score with *fire = retry*.
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- The background is raster-split at the horizon: sky above, grass below.
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The road is a grey wedge of inverse-space characters between painted
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white edge lines, with trees along both shoulders.
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@@ -40,7 +43,8 @@ in the original.
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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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| `intro.asm` | boot screen: giant TTG logo with the gold wash |
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| `title.asm` | menu screen: logo, start game, 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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