new title and over screens
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@@ -22,8 +22,9 @@ in the original.
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- PAL frame loop synced by polling the raster beam (no interrupts), one
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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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color wash from the c64-demo; the menu and the game over screens are
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full-screen cards on black — big block-letter titles, *fire = start
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game* on the menu, the final score and *fire = retry* after a loss.
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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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@@ -44,9 +45,9 @@ in the original.
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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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| `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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| `title.asm` | full-screen menu: big logo, start game, hopping 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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| `over.asm` | full-screen game over: big title, score, retry |
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| `common.asm` | shared routines: printing, road, input, RNG, rabbit positioning |
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| `tables.asm` | assembly-time perspective and speed tables |
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| `sprites.asm` | sprite art (scooter, 4+4 rabbit frames) |
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