mirror of
https://github.com/a2-4am/4cade.git
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add Championship Lode Runner action slideshows
This commit is contained in:
parent
77f687db54
commit
030f0dd5a3
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res/action/CLODE001
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res/action/CLODE001
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res/action/CLODE002
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res/action/CLODE002
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res/action/CLODE003
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res/action/CLODE003
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res/action/CLODE004
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res/action/CLODE004
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res/action/CLODE005
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res/action/CLODE006
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res/action/CLODE006
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res/action/CLODE007
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res/action/CLODE007
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res/action/CLODE008
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res/action/CLODE008
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res/action/CLODE009
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res/action/CLODE009
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res/action/CLODE010
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res/action/CLODE010
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res/action/CLODE011
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res/action/CLODE011
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res/action/CLODE012
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res/action/CLODE012
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res/action/CLODE013
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res/action/CLODE013
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res/action/CLODE014
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res/action/CLODE014
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res/action/CLODE015
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res/action/CLODE015
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res/action/CLODE016
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res/action/CLODE016
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res/action/CLODE017
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res/action/CLODE017
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res/action/CLODE018
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res/action/CLODE018
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res/action/CLODE019
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res/action/CLODE019
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res/action/CLODE020
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res/action/CLODE020
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res/action/CLODE021
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res/action/CLODE021
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res/action/CLODE022
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res/action/CLODE022
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res/action/CLODE023
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res/action/CLODE023
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res/action/CLODE024
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res/action/CLODE024
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res/action/CLODE025
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res/action/CLODE025
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res/action/CLODE026
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res/action/CLODE026
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res/action/CLODE027
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res/action/CLODE027
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res/action/CLODE028
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res/action/CLODE028
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res/action/CLODE029
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res/action/CLODE029
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res/action/CLODE030
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res/action/CLODE030
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res/action/CLODE031
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res/action/CLODE031
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res/action/CLODE032
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res/action/CLODE032
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res/action/CLODE033
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res/action/CLODE033
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res/action/CLODE034
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res/action/CLODE034
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res/action/CLODE035
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res/action/CLODE035
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res/action/CLODE036
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res/action/CLODE036
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res/action/CLODE037
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res/action/CLODE037
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res/action/CLODE038
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res/action/CLODE038
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res/action/CLODE039
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res/action/CLODE039
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res/action/CLODE040
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res/action/CLODE040
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res/action/CLODE041
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res/action/CLODE041
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res/action/CLODE042
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res/action/CLODE042
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res/action/CLODE043
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res/action/CLODE043
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res/action/CLODE044
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res/action/CLODE044
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res/action/CLODE045
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res/action/CLODE045
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res/action/CLODE046
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res/action/CLODE046
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res/action/CLODE047
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res/action/CLODE047
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res/action/CLODE048
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res/action/CLODE048
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res/action/CLODE049
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res/action/CLODE049
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res/action/CLODE050
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res/action/CLODE050
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@ -1 +1 @@
|
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#
# Mega-Attract-Mode configuration file
#
# Mega-Attract-Mode is split into modules. Each module can be a
# short slideshow or a self-running demo (like a game's built-in
# 'attract mode'). Modules are run in the order listed here, one
# after the next, until interrupted by user input. The last-run
# module is tracked in the global prefs file.
#
# Format:
# key=value
#
# |key| must be unique within this file
#
# |value| must be one of
# 0 for self-running demo (|key| is an executable binary file in /demo/)
# 1 for title slideshow (|key| is a file containing a list of HGR graphics in /hgr/)
# 2 for action slideshow (|key| is a file containing a list of HGR graphics in /action/)
# 3 for DHGR title slideshow (|key| is a file containing a list of DHGR graphics in /dhgr/)
#
# Blank lines and lines beginning with '#' are ignored (like this one!)
# A line beginning with '[' terminates the parsing
#
LODERUNNER001=2
LODERUNNER011=2
LODERUNNER021=2
LODERUNNER031=2
LODERUNNER041=2
LODERUNNER051=2
LODERUNNER061=2
LODERUNNER071=2
LODERUNNER081=2
LODERUNNER091=2
LODERUNNER101=2
LODERUNNER111=2
LODERUNNER121=2
LODERUNNER131=2
LODERUNNER141=2
ACTIONAB.CONF=2
ACTIONCD.CONF=2
ACTIONEFG.CONF=2
ACTIONHIJK.CONF=2
ACTIONMNO.CONF=2
ACTIONPQR.CONF=2
ACTIONS.CONF=2
ACTIONT.CONF=2
#SPIDER.RAID=0
FAVORITES.CONF=1
DHGR.CONF=3
EFG.CONF=1
ACTIVISION.CONF=1
CD.CONF=1
BRODERBUND.CONF=1
T.CONF=1
ATARI.CONF=1
SIERRA.CONF=1
PQR.CONF=1
DATAMOST.CONF=1
MNO.CONF=1
DATASOFT.CONF=1
S.CONF=1
MICROFUN.CONF=1
AB.CONF=1
PICCADILLY.CONF=1
HIJKL.CONF=1
SIRIUS.CONF=1
EA.CONF=1
SYNERGIST.CONF=1
SEGA.CONF=1
SYNAPSE.CONF=1
EPYX.CONF=1
PENGUIN.CONF=1
BALLY.CONF=1
DATAEAST.CONF=1
MATTEL.CONF=1
SUBLOGIC.CONF=1
TAITO.CONF=1
IDSI.CONF=1
OTHER.CONF=1
TRACK.AND.FIELD=0
STELLAR.7=0
GOONIES=0
ALIEN.DOWNPOUR=0
BOUNCING.KMNGAS=0
CEILING.ZERO=0
ORILEYS.MINE=0
FORMULA.1=0
FIREBIRD=0
#BUZZARD.BAIT=0
#SNAKE.BYTE=0
HIGH.RISE=0
THUNDERBOMBS=0
ROBOTRON=0
NIBBLER=0
LADY.TUT=0
STARGATE=0
FLIP.OUT=0
AGENT.USA=0
GUMBALL=0
TUBEWAY=0
CIDER.SPIDER=0
CONAN=0
MR.COOL=0
CHOPLIFTER=0
HARD.HAT.MACK=0
PACMAN=0
SERPENTINE=0
KARATEKA=0
WARP.DESTROYER=0
LOST.TOMB=0
VINDICATOR=0
REPTON=0
SAMMY.LIGHTFOOT=0
DUNG.BEETLES=0
GAMMA.GOBLINS=0
PIEMAN=0
ALIEN.AMBUSH=0
ALIEN.RAIN=0
AQUATRON=0
JUNGLE.HUNT=0
POOYAN=0
PLASMANIA=0
SPY.HUNTER=0
DINO.EGGS=0
BOLO=0
CHAMP.LODERUN=0
SPYS.DEMISE=0
PEST.PATROL=0
PITFALL.II=0
LODE.RUNNER=0
BURGERTIME=0
SPARE.CHANGE=0
SNEAKERS=0
WAVY.NAVY=0
[eof]
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#
# Mega-Attract-Mode configuration file
#
# Mega-Attract-Mode is split into modules. Each module can be a
# short slideshow or a self-running demo (like a game's built-in
# 'attract mode'). Modules are run in the order listed here, one
# after the next, until interrupted by user input. The last-run
# module is tracked in the global prefs file.
#
# Format:
# key=value
#
# |key| must be unique within this file
#
# |value| must be one of
# 0 for self-running demo (|key| is an executable binary file in /demo/)
# 1 for title slideshow (|key| is a file containing a list of HGR graphics in /hgr/)
# 2 for action slideshow (|key| is a file containing a list of HGR graphics in /action/)
# 3 for DHGR title slideshow (|key| is a file containing a list of DHGR graphics in /dhgr/)
#
# Blank lines and lines beginning with '#' are ignored (like this one!)
# A line beginning with '[' terminates the parsing
#
CLODERUNNER001=2
CLODERUNNER011=2
CLODERUNNER021=2
CLODERUNNER031=2
CLODERUNNER041=2
LODERUNNER001=2
LODERUNNER011=2
LODERUNNER021=2
LODERUNNER031=2
LODERUNNER041=2
LODERUNNER051=2
LODERUNNER061=2
LODERUNNER071=2
LODERUNNER081=2
LODERUNNER091=2
LODERUNNER101=2
LODERUNNER111=2
LODERUNNER121=2
LODERUNNER131=2
LODERUNNER141=2
ACTIONAB.CONF=2
ACTIONCD.CONF=2
ACTIONEFG.CONF=2
ACTIONHIJK.CONF=2
ACTIONMNO.CONF=2
ACTIONPQR.CONF=2
ACTIONS.CONF=2
ACTIONT.CONF=2
#SPIDER.RAID=0
FAVORITES.CONF=1
DHGR.CONF=3
EFG.CONF=1
ACTIVISION.CONF=1
CD.CONF=1
BRODERBUND.CONF=1
T.CONF=1
ATARI.CONF=1
SIERRA.CONF=1
PQR.CONF=1
DATAMOST.CONF=1
MNO.CONF=1
DATASOFT.CONF=1
S.CONF=1
MICROFUN.CONF=1
AB.CONF=1
PICCADILLY.CONF=1
HIJKL.CONF=1
SIRIUS.CONF=1
EA.CONF=1
SYNERGIST.CONF=1
SEGA.CONF=1
SYNAPSE.CONF=1
EPYX.CONF=1
PENGUIN.CONF=1
BALLY.CONF=1
DATAEAST.CONF=1
MATTEL.CONF=1
SUBLOGIC.CONF=1
TAITO.CONF=1
IDSI.CONF=1
OTHER.CONF=1
TRACK.AND.FIELD=0
STELLAR.7=0
GOONIES=0
ALIEN.DOWNPOUR=0
BOUNCING.KMNGAS=0
CEILING.ZERO=0
ORILEYS.MINE=0
FORMULA.1=0
FIREBIRD=0
#BUZZARD.BAIT=0
#SNAKE.BYTE=0
HIGH.RISE=0
THUNDERBOMBS=0
ROBOTRON=0
NIBBLER=0
LADY.TUT=0
STARGATE=0
FLIP.OUT=0
AGENT.USA=0
GUMBALL=0
TUBEWAY=0
CIDER.SPIDER=0
CONAN=0
MR.COOL=0
CHOPLIFTER=0
HARD.HAT.MACK=0
PACMAN=0
SERPENTINE=0
KARATEKA=0
WARP.DESTROYER=0
LOST.TOMB=0
VINDICATOR=0
REPTON=0
SAMMY.LIGHTFOOT=0
DUNG.BEETLES=0
GAMMA.GOBLINS=0
PIEMAN=0
ALIEN.AMBUSH=0
ALIEN.RAIN=0
AQUATRON=0
JUNGLE.HUNT=0
POOYAN=0
PLASMANIA=0
SPY.HUNTER=0
DINO.EGGS=0
BOLO=0
CHAMP.LODERUN=0
SPYS.DEMISE=0
PEST.PATROL=0
PITFALL.II=0
LODE.RUNNER=0
BURGERTIME=0
SPARE.CHANGE=0
SNEAKERS=0
WAVY.NAVY=0
[eof]
|
@ -1 +1 @@
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#
# transition effects for HGR slideshows
#
# Each Mega-Attract Module that is an HGR slideshow (see attract.conf)
# will use a single transition effect for the length of the module.
# Transition effects are loaded in the order listed in this file. Each line
# of this file is a filename (not including comments, like this one). The
# name of the next transition effect is stored in the global prefs, so this
# file should not contain duplicates.
#
# Transition effects are binary files loaded at $6000 and called with
# hi-res page 1 showing and the next HGR graphic already loaded at $4000.
# A transition effect has full use of main memory, including zero page and
# text page if needed. LC RAM banks 1 and 2 are reserved for the launcher.
#
# Important: LC RAM bank 1 will be read/write on entry and must be read/write
# on exit. If you need ROM routines, you are responsible for switching to ROM
# then switching back to RAM bank 1 (read/write) before returning.
#
CRYSTAL
STAR
RADIAL
RIPPLE2
CORNER.CIRCLE
SUNRISE
SUNSET
RADIAL2
RADIAL3
RADIAL4
RADIAL5
FOURSPIRAL
RIPPLE
IRIS
SPLIT.UD.INTRO
DIAGONAL
CHECKERBOARD
HALF.FIZZLE
BAR.DISSOLVE
STAGGERWHITE.LR
DIAMOND
ONESQUARE
TWOPASS.LR
HALF.MOSAIC
STAGGER.LR
FOURSQUARE
STAGGER.UD
INTERLOCK.LR
BLOCK.MOSAIC
FIZZLE
STAGGERWHITE.UD
INTERLOCK.UD
BLOCK.FIZZLE
SPIRAL
[eof]
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#
# transition effects for HGR slideshows
#
# Each Mega-Attract Module that is an HGR slideshow (see attract.conf)
# will use a single transition effect for the length of the module.
# Transition effects are loaded in the order listed in this file. Each line
# of this file is a filename (not including comments, like this one). The
# name of the next transition effect is stored in the global prefs, so this
# file should not contain duplicates.
#
# Transition effects are binary files loaded at $6000 and called with
# hi-res page 1 showing and the next HGR graphic already loaded at $4000.
# A transition effect has full use of main memory, including zero page and
# text page if needed. LC RAM banks 1 and 2 are reserved for the launcher.
#
# Important: LC RAM bank 1 will be read/write on entry and must be read/write
# on exit. If you need ROM routines, you are responsible for switching to ROM
# then switching back to RAM bank 1 (read/write) before returning.
#
STAR
RADIAL
RIPPLE
FIZZLE
CRYSTAL
SUNRISE
SUNSET
CORNER.CIRCLE
RIPPLE2
RADIAL2
RADIAL3
RADIAL4
RADIAL5
FOURSPIRAL
IRIS
SPLIT.UD.INTRO
DIAGONAL
CHECKERBOARD
HALF.FIZZLE
BAR.DISSOLVE
STAGGERWHITE.LR
DIAMOND
ONESQUARE
TWOPASS.LR
HALF.MOSAIC
STAGGER.LR
FOURSQUARE
STAGGER.UD
INTERLOCK.LR
BLOCK.MOSAIC
STAGGERWHITE.UD
INTERLOCK.UD
BLOCK.FIZZLE
SPIRAL
[eof]
|
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res/ss/CLODERUNNER001
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res/ss/CLODERUNNER001
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#
# Championship Lode Runner slideshow (levels 001-010)
#
CLODE001=CHAMP.LODERUN
CLODE002=CHAMP.LODERUN
CLODE003=CHAMP.LODERUN
CLODE004=CHAMP.LODERUN
CLODE005=CHAMP.LODERUN
CLODE006=CHAMP.LODERUN
CLODE007=CHAMP.LODERUN
CLODE008=CHAMP.LODERUN
CLODE009=CHAMP.LODERUN
CLODE010=CHAMP.LODERUN
[eof]
|
1
res/ss/CLODERUNNER011
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res/ss/CLODERUNNER011
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#
# Championship Lode Runner slideshow (levels 011-020)
#
CLODE011=CHAMP.LODERUN
CLODE012=CHAMP.LODERUN
CLODE013=CHAMP.LODERUN
CLODE014=CHAMP.LODERUN
CLODE015=CHAMP.LODERUN
CLODE016=CHAMP.LODERUN
CLODE017=CHAMP.LODERUN
CLODE018=CHAMP.LODERUN
CLODE019=CHAMP.LODERUN
CLODE020=CHAMP.LODERUN
[eof]
|
1
res/ss/CLODERUNNER021
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1
res/ss/CLODERUNNER021
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#
# Championship Lode Runner slideshow (levels 021-030)
#
CLODE021=CHAMP.LODERUN
CLODE022=CHAMP.LODERUN
CLODE023=CHAMP.LODERUN
CLODE024=CHAMP.LODERUN
CLODE025=CHAMP.LODERUN
CLODE026=CHAMP.LODERUN
CLODE027=CHAMP.LODERUN
CLODE028=CHAMP.LODERUN
CLODE029=CHAMP.LODERUN
CLODE030=CHAMP.LODERUN
[eof]
|
1
res/ss/CLODERUNNER031
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res/ss/CLODERUNNER031
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#
# Championship Lode Runner slideshow (levels 031-040)
#
CLODE031=CHAMP.LODERUN
CLODE032=CHAMP.LODERUN
CLODE033=CHAMP.LODERUN
CLODE034=CHAMP.LODERUN
CLODE035=CHAMP.LODERUN
CLODE036=CHAMP.LODERUN
CLODE037=CHAMP.LODERUN
CLODE038=CHAMP.LODERUN
CLODE039=CHAMP.LODERUN
CLODE040=CHAMP.LODERUN
[eof]
|
1
res/ss/CLODERUNNER041
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res/ss/CLODERUNNER041
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#
# Championship Lode Runner slideshow (levels 041-050)
#
CLODE041=CHAMP.LODERUN
CLODE042=CHAMP.LODERUN
CLODE043=CHAMP.LODERUN
CLODE044=CHAMP.LODERUN
CLODE045=CHAMP.LODERUN
CLODE046=CHAMP.LODERUN
CLODE047=CHAMP.LODERUN
CLODE048=CHAMP.LODERUN
CLODE049=CHAMP.LODERUN
CLODE050=CHAMP.LODERUN
[eof]
|
@ -54,3 +54,8 @@ LODERUNNER111=Type(04),AuxType(4000),Access(C3)
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LODERUNNER121=Type(04),AuxType(4000),Access(C3)
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LODERUNNER131=Type(04),AuxType(4000),Access(C3)
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LODERUNNER141=Type(04),AuxType(4000),Access(C3)
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CLODERUNNER001=Type(04),AuxType(4000),Access(C3)
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CLODERUNNER011=Type(04),AuxType(4000),Access(C3)
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CLODERUNNER021=Type(04),AuxType(4000),Access(C3)
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CLODERUNNER031=Type(04),AuxType(4000),Access(C3)
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CLODERUNNER041=Type(04),AuxType(4000),Access(C3)
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|
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