enable correct RAM bank on demo reentry

This commit is contained in:
4am 2019-06-22 16:16:16 -04:00
parent 08ca4a940a
commit 9f20c1042a
2 changed files with 3 additions and 2 deletions

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@ -1 +1 @@
# # Mega-Attract-Mode configuration file # # Mega-Attract-Mode is split into modules. Each module can be a short # slideshow, a self-running demo (like a game's built-in 'attract mode'), or # even just a single screenshot. 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. # # The same format is used by the per-game attract mode configuration files # located in / # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 = self-running demo (|key| is an executable binary file in /DEMO/) # 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/) # 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/) # 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/) # 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/) # 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/) # 7 = single HGR file (|key| is arbitrary path from program root directory) # 8 = single DHGR file (|key| is arbitrary path from program root directory) # 9 = single SHR file (|key| is arbitrary path from program root directory) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing # CHAMP.LODERUN=0 FAVORITES1.CONF=1 ACTIONPOP.CONF=2 JUNGLE.HUNT=0 DHGR1.CONF=3 PITFALL.II=0 ACTIONCD1.CONF=2 SHR1.CONF=5 FAVORITES4.CONF=1 CONAN=0 SYNERGIST.CONF=1 ACTIONMNO1.CONF=2 HARD.HAT.MACK=0 DHGR2.CONF=3 ACTIONCLR1.CONF=2 SHR2.CONF=5 IDSI.CONF=1 AQUATRON=0 BALLY.CONF=1 MR.DO.CONF=2 BOUNCING.KMNGAS=0 ACTIONS3.CONF=2 SHR3.CONF=5 FAVORITES3.CONF=1 LADY.TUT=0 BRODERBUND.CONF=1 ACTIONCLR2.CONF=2 BURGERTIME=0 ACTIONAB1.CONF=2 SHR4.CONF=5 T1.CONF=1 MR.COOL=0 SIRIUS.CONF=1 ACTIONCLR3.CONF=2 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES2.CONF=1 SHR5.CONF=5 ACTIONAB2.CONF=2 VINDICATOR=0 ACTIONBURG.CONF=2 ATARI.CONF=1 ROBOTRON=0 OTHER1.CONF=1 SHR6.CONF=5 ACTIONEFG2.CONF=2 REPTON=0 ACTIONCLR4.CONF=2 DATAMOST.CONF=1 AGENT.USA=0 MNO.CONF=1 SHR7.CONF=5 ACTIONPQR1.CONF=2 ALIEN.DOWNPOUR=0 ACTIONT1.CONF=2 SIERRA.CONF=1 POOYAN=0 CD1.CONF=1 SHR8.CONF=5 ACTIONCLR5.CONF=2 CEILING.ZERO=0 ACTIONPQR2.CONF=2 MICROFUN.CONF=1 GAMMA.GOBLINS=0 OTHER2.CONF=1 SHR9.CONF=5 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTIONT2.CONF=2 SYNAPSE.CONF=1 WARP.DESTROYER=0 PICCADILLY.CONF=1 SHR10.CONF=5 ACTIONMNO2.CONF=2 CHOPLIFTER=0 ACTIONEFG1.CONF=2 DATAEAST.CONF=1 PEST.PATROL=0 EA.CONF=1 SHR11.CONF=5 ACTIONEFG3.CONF=2 KARATEKA=0 ACTIONS2.CONF=2 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 SHR12.CONF=5 ACTIONHIJ2.CONF=2 ALIEN.RAIN=0 ACTIONCD2.CONF=2 ACTIVISION.CONF=1 DINO.EGGS=0 TAITO.CONF=1 SHR13.CONF=5 ACTIONAB3.CONF=2 FLIP.OUT=0 ACTIONHIJ1.CONF=2 PENGUIN.CONF=1 PACMAN=0 DATASOFT.CONF=1 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTIONCD3.CONF=2 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTIONCAPT.CONF=2 EPYX.CONF=1 BOLO=0 AB.CONF=1 ACTIONHIJ3.CONF=2 #CHAMP.LODERUN=0 P1.CONF=1 GUMBALL=0 OTHER3.CONF=1 GOONIES=0 S.CONF=1 PIEMAN=0 T2.CONF=1 SPYS.DEMISE=0 P2.CONF=1 STARGATE=0 CD3.CONF=1 PLASMANIA=0 HIJKL2.CONF=1 SPARE.CHANGE=0 OTHER4.CONF=1 SAMMY.LIGHTFOOT=0 EFG2.CONF=1 SNEAKERS=0 GEBELLI.CONF=1 LODE.RUNNER=0 CD2.CONF=1 SPY.HUNTER=0 QR.CONF=1 NIBBLER=0 SERPENTINE=0 CIDER.SPIDER=0 FIREBIRD=0 TUBEWAY=0 BUZZARD.BAIT=0 SNAKE.BYTE=0 TRACK.AND.FIELD=0 #FORMULA.1=0 #SPIDER.RAID=0 #DUNG.BEETLES=0 #STELLAR.7=0 [eof]
# # Mega-Attract-Mode configuration file # # Mega-Attract-Mode is split into modules. Each module can be a short # slideshow, a self-running demo (like a game's built-in 'attract mode'), or # even just a single screenshot. 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. # # The same format is used by the per-game attract mode configuration files # located in / # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 = self-running demo (|key| is an executable binary file in /DEMO/) # 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/) # 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/) # 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/) # 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/) # 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/) # 7 = single HGR file (|key| is arbitrary path from program root directory) # 8 = single DHGR file (|key| is arbitrary path from program root directory) # 9 = single SHR file (|key| is arbitrary path from program root directory) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing # FAVORITES1.CONF=1 ACTIONPOP.CONF=2 JUNGLE.HUNT=0 DHGR1.CONF=3 PITFALL.II=0 ACTIONCD1.CONF=2 SHR1.CONF=5 FAVORITES4.CONF=1 CONAN=0 SYNERGIST.CONF=1 ACTIONMNO1.CONF=2 HARD.HAT.MACK=0 DHGR2.CONF=3 ACTIONCLR1.CONF=2 SHR2.CONF=5 IDSI.CONF=1 AQUATRON=0 BALLY.CONF=1 MR.DO.CONF=2 BOUNCING.KMNGAS=0 ACTIONS3.CONF=2 SHR3.CONF=5 FAVORITES3.CONF=1 LADY.TUT=0 BRODERBUND.CONF=1 ACTIONCLR2.CONF=2 BURGERTIME=0 ACTIONAB1.CONF=2 SHR4.CONF=5 T1.CONF=1 MR.COOL=0 SIRIUS.CONF=1 ACTIONCLR3.CONF=2 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES2.CONF=1 SHR5.CONF=5 ACTIONAB2.CONF=2 VINDICATOR=0 ACTIONBURG.CONF=2 ATARI.CONF=1 ROBOTRON=0 OTHER1.CONF=1 SHR6.CONF=5 ACTIONEFG2.CONF=2 REPTON=0 ACTIONCLR4.CONF=2 DATAMOST.CONF=1 AGENT.USA=0 MNO.CONF=1 SHR7.CONF=5 ACTIONPQR1.CONF=2 ALIEN.DOWNPOUR=0 ACTIONT1.CONF=2 SIERRA.CONF=1 POOYAN=0 CD1.CONF=1 SHR8.CONF=5 ACTIONCLR5.CONF=2 CEILING.ZERO=0 ACTIONPQR2.CONF=2 MICROFUN.CONF=1 GAMMA.GOBLINS=0 OTHER2.CONF=1 SHR9.CONF=5 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTIONT2.CONF=2 SYNAPSE.CONF=1 WARP.DESTROYER=0 PICCADILLY.CONF=1 SHR10.CONF=5 ACTIONMNO2.CONF=2 CHOPLIFTER=0 ACTIONEFG1.CONF=2 DATAEAST.CONF=1 PEST.PATROL=0 EA.CONF=1 SHR11.CONF=5 ACTIONEFG3.CONF=2 KARATEKA=0 ACTIONS2.CONF=2 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 SHR12.CONF=5 ACTIONHIJ2.CONF=2 ALIEN.RAIN=0 ACTIONCD2.CONF=2 ACTIVISION.CONF=1 DINO.EGGS=0 TAITO.CONF=1 SHR13.CONF=5 ACTIONAB3.CONF=2 FLIP.OUT=0 ACTIONHIJ1.CONF=2 PENGUIN.CONF=1 PACMAN=0 DATASOFT.CONF=1 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTIONCD3.CONF=2 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTIONCAPT.CONF=2 EPYX.CONF=1 BOLO=0 AB.CONF=1 ACTIONHIJ3.CONF=2 CHAMP.LODERUN=0 P1.CONF=1 GUMBALL=0 OTHER3.CONF=1 GOONIES=0 S.CONF=1 PIEMAN=0 T2.CONF=1 SPYS.DEMISE=0 P2.CONF=1 STARGATE=0 CD3.CONF=1 PLASMANIA=0 HIJKL2.CONF=1 SPARE.CHANGE=0 OTHER4.CONF=1 SAMMY.LIGHTFOOT=0 EFG2.CONF=1 SNEAKERS=0 GEBELLI.CONF=1 LODE.RUNNER=0 CD2.CONF=1 SPY.HUNTER=0 QR.CONF=1 NIBBLER=0 SERPENTINE=0 CIDER.SPIDER=0 FIREBIRD=0 TUBEWAY=0 BUZZARD.BAIT=0 SNAKE.BYTE=0 TRACK.AND.FIELD=0 #FORMULA.1=0 #SPIDER.RAID=0 #DUNG.BEETLES=0 #STELLAR.7=0 [eof]

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@ -20,8 +20,9 @@ FirstMover
Reenter ; self-running demos should call this to exit back to 4cade
cld
cli
+READ_RAM1_WRITE_RAM1
+READ_RAM2_WRITE_RAM2
jsr CloseHandles ; close any open handles to restore ProRWTS state to original
; (also switches to LC RAM bank 1)
jsr SaveScreenHoles ; restore screen hole contents from saved copy
Main
ldx #$FF