intro screen

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2026-07-15 22:39:08 +02:00
parent be94eef972
commit 97216d245d
6 changed files with 205 additions and 22 deletions
+6 -2
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@@ -20,7 +20,10 @@ in the original.
## How it works
- PAL frame loop synced by polling the raster beam (no interrupts), one
state update per frame — title, play and game over are `updvec` states.
state update per frame — intro, menu, play and game over are `updvec`
states. Boot shows the giant TTG / Teletype Games logo with the gold
color wash from the c64-demo, then the menu with *fire = start game*;
losing brings up the final score with *fire = retry*.
- The background is raster-split at the horizon: sky above, grass below.
The road is a grey wedge of inverse-space characters between painted
white edge lines, with trees along both shoulders.
@@ -40,7 +43,8 @@ in the original.
|------|----------|
| `main.asm` | BASIC stub, init, frame loop, state dispatch |
| `defs.asm` | registers, constants, zero page, macros |
| `title.asm` | title screen: logo, parked scooters, demo rabbits |
| `intro.asm` | boot screen: giant TTG logo with the gold wash |
| `title.asm` | menu screen: logo, start game, demo rabbits |
| `play.asm` | gameplay: input, spawning, scoring, HUD |
| `over.asm` | game over box + retry |
| `common.asm` | shared routines: printing, road, input, RNG, rabbit positioning |