2020-03-23 01:58:26 +00:00
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RIPPLE
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STAR.IN
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SOFT.DIAGONAL
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MANDELBROT.IN
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RADIAL
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STAGGER.LR
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SOFT.UD
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HEART.IN
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CRYSTAL
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STAR.RIPPLE
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BIT.FIZZLE
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APPLE.IN
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MEETINTHEMIDDLE
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FLOWER.RAD.RIP
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SOFT.IRIS
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W.RIPPLE.BLOOM
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DIAGONAL
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PINWHEELS
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STAGGERWHITE.UD
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CORNER.SUPERRIP
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BOLT
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RADIAL2
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STAR
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FLOWER.IN
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R.BY.PIXEL
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WAVY.IRIS
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APPLE
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MANDELBROT.RIP
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SOFT.L
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HEART.RIPPLE
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FLOWER.RAD
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SLOW.STAR.IN
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IRIS.IN
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BUTTERFLYRIPPLE
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W.IRIS.BLOOM.IN
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CENTER.BY.PIXEL
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RADBUBBLES
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SNOWFLAKE.IN
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FLOWER
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APPLE.RIPPLE
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DIAGONAL2
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STAR.BLOOM
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PALETTE.FIZZLE
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BUTTERFLY
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BUBBLES
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FLOWER.RIPPLE
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SPLIT.UD.INTRO
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WAVY.IRIS.IN
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R.BY.2
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HALF.FIZZLE
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SNOWFLAKE.RIP
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RADIAL3
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HEART
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BOLT.IN
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FLOWER.RAD.IN
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DIAGONAL3
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MANDELBROT
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WAVY.RIPPLE
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CORNER4.OUT
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LATTICE
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BAR.DISSOLVE
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R.BY.PALETTE
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FOURSPIRAL
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SOFT.R
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MAPLE.IN
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RADIAL4
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IRIS
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CASCADE
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SNOWFLAKE
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VERTICAL.BLINDS
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BUTTERFLY.IN
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CHECKERBOARD
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LR.BY.PIXEL
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CHECKER.FIZZLE
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STAGGERWHITE.LR
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SOFT.UD.OUT
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ONESQUARE
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W.IRIS.BLOOM
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MAPLE
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SWIRL
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FIZZLE
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SLOW.STAR
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ARROW.WHITE
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TRI.FIZZLE
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SOFT.IRIS.IN
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DIAMOND
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BUBBLES.IN
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TWOPASS.LR
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RADIAL5
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HALF.MOSAIC
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BOLT.RIPPLE
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ARROW
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FOURSQUARE
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FULL.OF.STARS
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BLOCK.FIZZLE
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DIAGONAL4
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STAGGER.UD
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INTERLOCK.LR
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SOFT.UD.IN
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BLOCK.MOSAIC
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CORNER4.IN
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MAPLE.RIPPLE
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INTERLOCK.UD
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LITTLE.BOXES
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SPIRAL
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WAVY.CORNER
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[eof]
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#
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# transition effects for HGR slideshows
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#
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# Each Mega-Attract Module that is an HGR slideshow (see attract.conf)
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# will use a single transition effect for the length of the module.
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# Transition effects are loaded in the order listed in this file. Each line
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# of this file is a filename (not including comments, like this one). The
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# name of the next transition effect is stored in the global prefs, so this
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# file should not contain duplicates.
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#
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# Transition effects are binary files loaded at $6000 and called with
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# hi-res page 1 showing and the next HGR graphic already loaded at $4000.
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# A transition effect can use $6000-$BFFF in main memory, zero page, and
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# text page if needed (but preserve the screen holes). $800-$1FFF is reserved
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# for the slideshow data. LC RAM banks 1 and 2 are reserved for the launcher.
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#
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# Important: LC RAM bank 1 will be read/write on entry and must be read/write
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# on exit. If you need ROM routines, you are responsible for switching to ROM
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# then switching back to RAM bank 1 (read/write) before returning.
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#
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