; ----------------------------------------------------------- ; title.asm - big RABBIT logo over the road, scooters parked ; on all five lanes, three demo rabbits hopping in, blinking ; "press fire to start" ; ----------------------------------------------------------- title_init: lda #COL_SKY ; back from the intro's black screen sta bg_top lda #COL_GRASS sta bg_bot jsr clear_screen jsr draw_road +prbig 1, 8, RED, txt_rabbit, 6 +prtext 6, 16, WHITE, txt_scooter, 7 +prtext 17, 8, WHITE, txt_info, 23 ; one parked scooter per lane on sprites 0-4, all in red ldx #4 ti_col: lda #RED sta SPR_COL,x dex bne ti_col ldx #4 ti_scoot: txa asl tay lda pxlo,x sta SPRPOS,y lda #PLAYER_SY sta SPRPOS+1,y lda #SPRP_SCOOT sta SPRPTR,x dex bpl ti_scoot lda #0 sta SPR_XEX sta SPR_YEX ; demo rabbits on slots 4-6 (sprites 5-7), staggered starts ldx #4 ti_demo: jsr rand5 sta r_lane,x lda demo_t-4,x sta r_thi,x lda #1 sta r_act,x inx cpx #NRABBITS bne ti_demo +setupd title_update rts title_update: ; shadows: five scooters (lane 4 needs the x MSB), no expand lda #%00011111 sta en_sh lda #%00010000 sta msb_sh lda #0 sta xex_sh sta yex_sh ; demo rabbits: constant lope, respawn on a random lane ldx #4 tu_rab: lda r_thi,x clc adc #3 sta r_thi,x bcc tu_pos lda #0 sta r_thi,x jsr rand5 sta r_lane,x tu_pos: jsr rab_pos inx cpx #NRABBITS bne tu_rab jsr write_shadows ; blink the start line lda framectr and #32 bne tu_hide +prtext 15, 11, YELLOW, txt_press, 17 jmp tu_start tu_hide: lda #9 ; hide: repaint road row 15 over the text sta drtmp jsr road_row tu_start: jsr start_edge beq tu_done jmp play_init ; its rts returns to the main loop tu_done: rts demo_t: !byte 0, 85, 170