# Rabbit Scooter — C64 A Commodore 64 port of [rabbitroller](../rabbitroller), the Game & Watch style LCD mini game, written in 6502 assembly (built with the ACME assembler, using the same toolchain and layout as [c64-demo](../c64-demo)). Rabbits hop toward you on a five-lane road. Steer your scooter left and right to dodge them: a rabbit that reaches your lane is a **miss**, one that passes in any other lane is a **point**. Three misses end the round. The spawn rate and the rabbits' speed ramp up with your score, just like in the original. In **multiplayer** the rabbits still spawn on their own, but player 2 steers the closest one left and right, trying to run the scooter down. ## Controls | Input | Action | |-------|--------| | Menu: joystick up/down, or the `S` / `M` keys | pick single player / multiplayer | | Menu: fire (or `SPACE`); the `1` / `2` keys pick and start at once | start the picked mode | | P1: joystick port 2 left/right, or `A` / `D` | move the scooter (auto-repeats while held) | | P2: joystick port 1 left/right, or `J` / `L` | steer the closest rabbit (multiplayer) | | Fire (or `SPACE`) | start; on the game over screen: back to the menu | ## How it works - 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; 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. - The player is hardware sprite 0; up to seven rabbits live on sprites 1–7. Rabbits follow the road's perspective: a linear y ramp and a t² horizontal fan-out, both precomputed into tables at assembly time (`tables.asm`). Far rabbits use small sprite frames, near ones switch to big frames and finally to double-sized expanded sprites. - Random lanes and speeds come from an 8-bit LFSR stirred with the free-running CIA timer. - Sprite art sits below `$1000` so the VIC never sees the character ROM shadow instead of it. ## Files | File | Contents | |------|----------| | `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` | full-screen menu: big logo, start game, hopping rabbits | | `play.asm` | gameplay: input, spawning, scoring, HUD | | `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) | ## Build & run ``` make deps # macOS: brew install acme vice make build # -> rabbit.prg make run # build + launch in VICE (x64sc) ``` The same targets are available as VS Code tasks. A test build that boots straight into gameplay: `acme -DAUTOPLAY=1 -f cbm -o test.prg main.asm`.