new title and over screens

This commit is contained in:
2026-07-15 22:45:56 +02:00
parent 97216d245d
commit c7da1be163
4 changed files with 72 additions and 172 deletions
+5 -4
View File
@@ -22,8 +22,9 @@ in the original.
- PAL frame loop synced by polling the raster beam (no interrupts), one
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*.
color wash from the c64-demo; the menu and the game over screens are
full-screen cards on black — big block-letter titles, *fire = start
game* on the menu, the final score and *fire = retry* after a loss.
- 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.
@@ -44,9 +45,9 @@ in the original.
| `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` | menu screen: logo, start game, demo rabbits |
| `title.asm` | full-screen menu: big logo, start game, hopping rabbits |
| `play.asm` | gameplay: input, spawning, scoring, HUD |
| `over.asm` | game over box + retry |
| `over.asm` | full-screen game over: big title, score, retry |
| `common.asm` | shared routines: printing, road, input, RNG, rabbit positioning |
| `tables.asm` | assembly-time perspective and speed tables |
| `sprites.asm` | sprite art (scooter, 4+4 rabbit frames) |