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scroller.asm
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scroller.asm
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//used assembler Kickassembler
//this is the example code of 3d dot scroll on the c64
//no irq, without msx, no doubble buffering this is only sample
//i very like this art on this computer
//the rule is simple - on the 3d trajectory data of charset are writting
//the trajectory was prepared in my program created in delphi
//=======================
//= c64 3d dot scroll =
//= by wegi /bs/smr/ftm =
//= https://codebase64.org/doku.php?id=base:3d_dot_scroll =
//=======================
.namespace PART5_ns {
#import "fm_const.asm"
#import "loadersymbols-c64.inc"
//--------
.const countlines = 8 //8 lines in char
.const countchar = 16 //16 chars to shift
.const lenloop = $62 //length loop for speedcode iteration
.const CHECK_DISK_TURN_EVERY_JIFFY = 255
.const storeplot = $04 //4 vector for store misc data
.const vectr1 = $06
.const vectr2 = $08
.const vectr3 = $0a
.const screen = $2000 //screen addres
//of course speedcode from $4000 to $7d03 still over here
.const speedcode = $4000 //unroled code addres for display data
.const speedclear = speedcode + ( countchar * lenloop * countlines)+1
//speed clear all 1024 plot
.const char1 = $20 //char to shift (on zp)
.const char2 = char1 + countchar
.const char3 = char2 + countchar
.const char4 = char3 + countchar
.const char5 = char4 + countchar
.const char6 = char5 + countchar
.const char7 = char6 + countchar
.const char8 = char7 + countchar
.const cset2 = char8 + countchar
#if RUNNING_COMPLETE
// Started as whole compilation of parts
#else
// This has to happen only when starting separately
*= install "loader_install" // same as install jsr
.var installer_c64 = LoadBinary("install-c64.prgx", BF_C64FILE)
installer_ptr: .fill installer_c64.getSize(), installer_c64.get(i)
*= loadraw "loader_resident" // this will be moved to 9000 (loadraw)
.var loader_c64 = LoadBinary("loader-c64.prgx", BF_C64FILE)
loader_ptr: .fill loader_c64.getSize(), loader_c64.get(i)
BasicUpstart2(start)
#endif
//---
*= $9b00 "Part5_code"
start:
#if RUNNING_COMPLETE
#else
jsr install
bcs load_error
clc
ldx #<file_music // Vector pointing to a string containing loaded file name
ldy #>file_music
jsr loadcompd
bcs load_error
#endif
jmp cont1
file_music:.text "MUSIC" //filename on diskette
.byte $00
pbtmp: .text "PBTMP" //filename on diskette
.byte $00
pcolr: .text "PCOLR" //filename on diskette
.byte $00
cbtmp: .text "CBTMP" //filename on diskette
.byte $00
ccolr: .text "CCOLR" //filename on diskette
.byte $00
load_error:
sta $0400 // display error screen code
lda #$04
sta $d020
sta $d021
jmp *
cont1:
// load bitmap
clc
ldx #<pbtmp // Vector pointing to a string containing loaded file name
ldy #>pbtmp
jsr loadcompd
bcs load_error
// load color data
clc
ldx #<pcolr // Vector pointing to a string containing loaded file name
ldy #>pcolr
jsr loadraw
bcc !+
jmp load_error
!:
clc
ldx #<cbtmp // Vector pointing to a string containing loaded file name
ldy #>cbtmp
jsr loadcompd
bcs load_error
// load color data
clc
ldx #<ccolr // Vector pointing to a string containing loaded file name
ldy #>ccolr
jsr loadcompd
bcc !+
jmp load_error
!:
// copy CML to $e000
ldy #$00
loop01:
ldx #$00
loop02:
lda $4000,x
loop03:
sta $e000,x
inx
bne loop02
inc loop02+2
inc loop03+2
iny
cpy #$1f
bne loop01
!: ldx #$00
!: lda $5f00,x
sta $ff00,x
inx
cpx #$40
bne !-
#if RUNNING_COMPLETE
#else
// start music
ldx #0
ldy #0
lda #0
jsr $1000
#endif
lda #$36
sta $01
// set colors
lda #BLACK // black large empty space
sta $d020
sta $d021 // does not have real effect due to 0400 color memory
lda $d011
and #%11101111 // disable screen
sta $d011
// jsr fillchar //fill char
jsr settbadr //help proc. for prepare data
jsr makespeedcode //make long and borning code for dotscroll
//and setting plots for wait look
jsr makespeedclear //like before for clear plots and set plots
jsr init_irq2
cld
jsr clearchar
jsr speedclear //clear plots
sta posscroll //start scrol from zero pos.
jsr initgraph //enable hires etc.
lda $d011
ora #%00010000 // enable screen
sta $d011
jsr init_irq2
// monitor space key
retry_detect_sideb:
lda #$ef
cmp $dc01 //space?
beq show_space
// check if disk is turned
lda my_jiffy_clock
beq !+
jmp hide_space
!:
lda #CHECK_DISK_TURN_EVERY_JIFFY
sta my_jiffy_clock
clc
ldx #<file_sideb
ldy #>file_sideb
jsr fileexists
bcs retry_detect_sideb // branch on file not found or error, bcs
// file exists > disk is turned, continue with next part
sei
lda #<irq0
sta $0314
lda #>irq0
sta $0315
cli
clc
ldx #<file_vidfont // Vector pointing to a string containing loaded file name
ldy #>file_vidfont
jsr loadcompd
bcc !+
jmp load_error
!: clc
ldx #<file_font6
ldy #>file_font6
jsr loadcompd
bcc !+
jmp load_error
!: clc
ldx #<file_titles
ldy #>file_titles
jsr loadcompd
bcc !+
jmp load_error
!:
jmp $9300 // jump to next part titles
show_space:
// jsr init_irq2
// jmp retry_detect_sideb
// set hires screen to $8000
lda #$00
sta $dd00
lda $d018
ora #$08 // $e000-$ffe7 bitmap data
sta $d018
lda $d016
ora #$10 // multicolor bitmap
sta $d016
ldx #$00
ssp1:
lda $c000,x
sta $d800,x
lda $c100,x
sta $d900,x
lda $c200,x
sta $da00,x
lda $c2e7,x
sta $dae7,x
inx
bne ssp1
jmp retry_detect_sideb
hide_space:
// set hires screen to $8000
lda #$03
sta $dd00
lda #$18 // bitmap data
sta $d018
lda #$c8 // hires bitmap
sta $d016
jmp retry_detect_sideb
my_jiffy_clock: .byte 0
irq0:
asl $d019
jmp irq2_end
irq2:
asl $d019 // ack irq
jsr rolchar //shift data for dot scroll
jsr speedclear //clear plots on the bitmap
jsr speedcode //display plots of chars on 3d trajectory
irq2_end:
// play music
jsr $1003
dec my_jiffy_clock
pla
tay
pla
tax
pla
rti
file_sideb:
.text "C0" // filename on side b
.byte $00
file_vidfont:
.text "VF" // font for video
.byte $00
file_font6:
.text "F6" // font for titles
.byte $00
file_titles:
.text "TI" // font for titles
.byte $00
init_irq2:
sei
lda #<irq2
sta $0314
lda #>irq2
sta $0315
asl $d019
lda #$7b //7f
sta $dc0d
// sta $dd0d
// lda $dc0d
// lda $dd0d
lda #$81
sta $d01a
lda #$e0 // where raster interrupt will be triggered
sta $d012
cli
//==============
//clear or fill char data
//==============
clearchar:
lda #$00
.byte $2c
fillchar:
lda #$ff
initchar:
ldx #$00
!:
sta char1,x
inx
cpx #countchar*8+8
bcc !-
rts
//================
rolchar:
//=======
//shift all bits for dot scroll
//data on zero page for speed
//=======
asl cset2
rol char1 + countchar-1
rol char1 + countchar-2
rol char1 + countchar-3
rol char1 + countchar-4
rol char1 + countchar-5
rol char1 + countchar-6
rol char1 + countchar-7
rol char1 + countchar-8
rol char1 + countchar-9
rol char1 + countchar-10
rol char1 + countchar-11
rol char1 + countchar-12
rol char1 + countchar-13
rol char1 + countchar-14
rol char1 + countchar-15
rol char1
asl cset2+1
rol char2 + countchar-1
rol char2 + countchar-2
rol char2 + countchar-3
rol char2 + countchar-4
rol char2 + countchar-5
rol char2 + countchar-6
rol char2 + countchar-7
rol char2 + countchar-8
rol char2 + countchar-9
rol char2 + countchar-10
rol char2 + countchar-11
rol char2 + countchar-12
rol char2 + countchar-13
rol char2 + countchar-14
rol char2 + countchar-15
rol char2
asl cset2+2
rol char3 + countchar-1
rol char3 + countchar-2
rol char3 + countchar-3
rol char3 + countchar-4
rol char3 + countchar-5
rol char3 + countchar-6
rol char3 + countchar-7
rol char3 + countchar-8
rol char3 + countchar-9
rol char3 + countchar-10
rol char3 + countchar-11
rol char3 + countchar-12
rol char3 + countchar-13
rol char3 + countchar-14
rol char3 + countchar-15
rol char3
asl cset2+3
rol char4 + countchar-1
rol char4 + countchar-2
rol char4 + countchar-3
rol char4 + countchar-4
rol char4 + countchar-5
rol char4 + countchar-6
rol char4 + countchar-7
rol char4 + countchar-8
rol char4 + countchar-9
rol char4 + countchar-10
rol char4 + countchar-11
rol char4 + countchar-12
rol char4 + countchar-13
rol char4 + countchar-14
rol char4 + countchar-15
rol char4
asl cset2+4
rol char5 + countchar-1
rol char5 + countchar-2
rol char5 + countchar-3
rol char5 + countchar-4
rol char5 + countchar-5
rol char5 + countchar-6
rol char5 + countchar-7
rol char5 + countchar-8
rol char5 + countchar-9
rol char5 + countchar-10
rol char5 + countchar-11
rol char5 + countchar-12
rol char5 + countchar-13
rol char5 + countchar-14
rol char5 + countchar-15
rol char5
asl cset2+5
rol char6 + countchar-1
rol char6 + countchar-2
rol char6 + countchar-3
rol char6 + countchar-4
rol char6 + countchar-5
rol char6 + countchar-6
rol char6 + countchar-7
rol char6 + countchar-8
rol char6 + countchar-9
rol char6 + countchar-10
rol char6 + countchar-11
rol char6 + countchar-12
rol char6 + countchar-13
rol char6 + countchar-14
rol char6 + countchar-15
rol char6
asl cset2+6
rol char7 + countchar-1
rol char7 + countchar-2
rol char7 + countchar-3
rol char7 + countchar-4
rol char7 + countchar-5
rol char7 + countchar-6
rol char7 + countchar-7
rol char7 + countchar-8
rol char7 + countchar-9
rol char7 + countchar-10
rol char7 + countchar-11
rol char7 + countchar-12
rol char7 + countchar-13
rol char7 + countchar-14
rol char7 + countchar-15
rol char7
asl cset2+7
rol char8 + countchar-1
rol char8 + countchar-2
rol char8 + countchar-3
rol char8 + countchar-4
rol char8 + countchar-5
rol char8 + countchar-6
rol char8 + countchar-7
rol char8 + countchar-8
rol char8 + countchar-9
rol char8 + countchar-10
rol char8 + countchar-11
rol char8 + countchar-12
rol char8 + countchar-13
rol char8 + countchar-14
rol char8 + countchar-15
rol char8
inc cntrol
lda cntrol
and #$07 //if all char was shifted then scroll next char
beq myscrol
rts
//=================
myscrol:
//===========
//simple scroll routine (max 256 char!!!)
//===========
ldx posscroll
mst:lda txtscrol, x
pha
bne !+
sta posscroll
lda #>txtscrol
sta mst + 2
!:
pla
and #$3f
asl
asl
asl //char multiply 8 for addres in the chargen
sta vectr1
lda #$00
adc #$d0
sta vectr1+1
php //status register save
ldy #$07
sei
lda $01
pha //save $01
lda #$33 //here is used chargen from c64 rom
sta $01 //you can used something own
!:
lda (vectr1),y
sta cset2,y
dey
bpl !-
pla //recall $01
sta $01
plp //recall status register for "i" (interrupts was blocked?)
inc posscroll
lda posscroll
bne !+
inc mst + 2
!:
rts
posscroll: .byte 0
cntrol: .byte 0
//======================================================
//after init all data and proc. below can be erase
//======================================================
// #if RUNNING_COMPLETE
*= $a000 "initgraph"
// #else
// *= $c000 "initgraph" // melo by byt od $9c00, ale koliduje to s bejzikem
// #endif
initgraph:
//==============
//enable hires, fill collor, clear bitmap
//==============
lda #$03
sta $dd00
lda #$18
sta $d018
lda $d011
ora #$21
sta $d011
rts
//===========
//calculate tb row address in the bitmap
//===========
settbadr:
ldx #$00
lda #>screen
stx vectr1
sta vectr1+1
!:
lda vectr1
sta tbadlo,x
lda vectr1+1
sta tbadhi,x
lda vectr1
clc
adc #$40
sta vectr1
lda vectr1+1
adc #$01
sta vectr1+1
inx
cpx #25
bcc !-
rts
//--------
tbbit:
.byte %10000000
.byte %01000000
.byte %00100000
.byte %00010000
.byte %00001000
.byte %00000100
.byte %00000010
.byte %00000001
//---
tbadlo:
.byte 0,0,0,0,0
.byte 0,0,0,0,0
.byte 0,0,0,0,0
.byte 0,0,0,0,0
.byte 0,0,0,0,0
//---
tbadhi:
.byte 0,0,0,0,0
.byte 0,0,0,0,0
.byte 0,0,0,0,0
.byte 0,0,0,0,0
.byte 0,0,0,0,0
//--------
xposs: .byte 0,0
yposs: .byte 0
//--------
calcplotadd:
//==============================
//convert data from xposs lo hi and ypos (bitmap poss.) and return
//to acc #<plot addres, yreg #>plot addres, xreg bit poss.
//==============================
lda yposs
lsr
lsr
lsr
tax
lda yposs
and #$07
tay
lda xposs
and #$f8
clc
adc tbadlo,x
sta storeplot
lda tbadhi,x
adc xposs+1
sta storeplot+1
lda xposs
and #$07
tax
//set plot this is not necessary only for wait look
lda (storeplot),y
eor tbbit,x
sta (storeplot),y
// rts
//or this is only eor plot procedure
tya
clc
adc storeplot
sta storeplot
bcc !+
inc storeplot+1
!:
lda tbbit,x
tax
lda storeplot
ldy storeplot+1
//in acc #<plot addres, yreg #>plot addres, xreg bit poss.
rts
//===========================
makespeedcode:
//===========================
//iterator for generate unrolled code
//from speedcode base
//===========================
lda #<speedcode
sta vectr3
lda #>speedcode
sta vectr3+1
ldy #$00
sty cntrcolumn
lda #<char1
sta cntchar
mcod0:
lda #<plots
sta vectr1
lda #>plots
sta vectr1+1
lda cntrcolumn
asl
adc cntrcolumn
adc vectr1
sta vectr1
bcc !+
inc vectr1+1
!:
ldy #$00
sty cntrlines
jsr storedata
mcod1:
jsr calcplotadd //in acc #<plot addres, yreg #>plot addres, xreg bit poss.
sta dot8+1
sta dot8+5+1
sty dot8+1+1
sty dot8+6+1
stx dot8+3+1
jsr nextrow
jsr calcplotadd
sta dot7+1
sta dot7+5+1
sty dot7+1+1
sty dot7+6+1
stx dot7+3+1
jsr nextrow
jsr calcplotadd
sta dot6+1
sta dot6+5+1
sty dot6+1+1
sty dot6+6+1
stx dot6+3+1
jsr nextrow
jsr calcplotadd
sta dot5+1
sta dot5+5+1
sty dot5+1+1
sty dot5+6+1
stx dot5+3+1
jsr nextrow
jsr calcplotadd
sta dot4+1
sta dot4+5+1
sty dot4+1+1
sty dot4+6+1
stx dot4+3+1
jsr nextrow
jsr calcplotadd
sta dot3+1
sta dot3+5+1
sty dot3+1+1
sty dot3+6+1
stx dot3+3+1
jsr nextrow
jsr calcplotadd
sta dot2+1
sta dot2+5+1
sty dot2+1+1
sty dot2+6+1
stx dot2+3+1
jsr nextrow
jsr calcplotadd
sta dot1+1
sta dot1+5+1
sty dot1+1+1
sty dot1+6+1
stx dot1+3+1
jsr nextrow
lda cntchar
sta litera1+1
inc cntchar
ldy #$00
!:
lda fcod,y
sta (vectr3),y
iny
cpy #lenloop+1
bne !-
lda vectr3
clc
adc #lenloop
sta vectr3
bcc !+
inc vectr3+1
!:
inc cntrlines
lda cntrlines
cmp #countchar
beq !+
jmp mcod1
!:
inc cntrcolumn
lda cntrcolumn
cmp #countlines
beq !+
jmp mcod0
!:
rts
//=================
//make sta $address plot for fast clear all 1024 bits
//not super optimize!!! cos don't elliminated this same addres for
//any plots
//=================
makespeedclear:
lda #<speedclear
sta vectr3
lda #>speedclear
sta vectr3+1
lda #<plots
sta vectr1
lda #>plots
sta vectr1+1
lda #$a9
ldy #$00
sta (vectr3),y
tya
iny
sta (vectr3),y
lda vectr3
clc
adc #$02
sta vectr3
bcc !+
inc vectr3+1
!:
ll1:
ldy #$00
lda #$8d
sta (vectr3),y
ldy #$03
lda #$60
sta (vectr3),y
jsr storedata
jsr calcplotadd
tax
tya
ldy #$02
sta (vectr3),y
txa
dey
sta (vectr3),y
lda vectr1
clc
adc #$03
sta vectr1
bcc !+
inc vectr1+1
!:
lda vectr3
clc
adc #$03
sta vectr3
bcc !+
inc vectr3+1
!:
lda vectr1+1
cmp #>eplot
bne ll1
lda vectr1
cmp #<eplot
bne ll1
rts
//========
//next 8 dot's
//========
nextrow:
lda vectr1
clc
adc #24
sta vectr1
bcc !+
inc vectr1+1
!:
storedata:
ldy #$00
lda (vectr1),y
sta xposs
iny
lda (vectr1),y
sta yposs
iny
lda (vectr1),y
sta xposs+1
rts
//===========================
cntrlines: .byte 0
cntrcolumn: .byte 0
cntchar: .byte 0
//===========================
//below is the speedcode base for iteration
//===========================
fcod:
litera1:
lda $77
asl //why asl and tax? cos lowest bit in nybbles not working
tax //in illegal opcode $8b (ane... anx) so after asl
and #$10 //hi bit in carry lowest bit is second save acc to xreg
beq !+ //and check the lowest bit in hi nybble (and #$10)
dot4:
lda $1000 //here will be overwrite addres of plot
eor #$10 //and here bit poss. of plot
sta $1000
!:
bcc !+
dot8:
lda $1000
eor #$10
sta $1000
!:
.byte $8b , $80 //anx #$80
beq !+
dot7:
lda $1000 //and like before...
eor #$10
sta $1000
!:
.byte $8b , $40 //anx #$40 you understand i hoppe
beq !+
dot6:
lda $1000
eor #$10
sta $1000
!:
.byte $8b , $20
beq !+ //if bit is set so set bit on the bitmap
dot5:
lda $1000
eor #$10
sta $1000
!:
.byte $8b , $08 //if bit is not set go to the next
beq !+
dot3:
lda $1000
eor #$10
sta $1000
!:
.byte $8b , $04
beq !+
dot2:
lda $1000
eor #$10
sta $1000
!:
.byte $8b , $02
beq !+
dot1:
lda $1000
eor #$10
sta $1000
!:
rts
//==============
//main trajectory 1024 plot poss. in the hires screen
//==============
plots:
#import "data/scroller_data.inc"
eplot:
.text "end of data"
txtscrol: .text " hi folks, guess what? after a long inactivity, we at hondani have figured out that we miss the old days and we want them back for a moment. after a few planning mishaps, we managed to find a date for our gathering and came together to finalize a small demo for you. please note, the story in this demo is purely fictional, please look out of the window, the sun should still be there. in case it is not, make sure to follow further instructions. since ur here for the scroller, lets kick it off. first cut is the deepest, they say. them wrong. last scroller the hardest, they say. them know. do it our way: code hard to become a legend. code harder to become hondani. we know that you love our style. we know that you love our flow. we love you too. take a deep hit and smile. ondra is sending greetings and hugs to barbara, mikes, and minka. barbara is impressed about the coding skills of honza and the combination of the ai and the c64. no matter if the sun is there or far away please stay sane and keep the sun in your heart. honza here. we made it to meet and release this meetro. none of us thought this demo would grow this size. look for source code on github. thanks to dan and ondra for providing more and more ideas. i enjoyed the coding. i am happy to show using assembler to the next generation (say hi to kuba). 64kb of ram is enough for everyone. hawk. greetings go to special old friends: topaz boozeline, success, epic, ghoul, trance, cartel, control, hysteric, the force, jam, trinomic, rebels, enduro, explora, death, the cult, sao, blaze, origo, asphyxia, vagabonds, astral, and a special hi to sam and tommi salo. big credit for the music you are listening to right now goes to marek bilinsky, credits for 3d scroller routine to wegi/bs/smr/ftm, navstevnici for coming to save the world and monty python for final cheer up. hi folks, guess what? is there someting on the other side? try turning the disk. "
.byte 0
}