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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 master prefs file.
#
# Format:
# key=value
#
# value must be one of
# 1 for HGR slideshow (key is a file containing a list of HGR graphics)
# 2 for DHGR slideshow (key is a file containing a list of DHGR graphics)
# 3 for self-running demo (key is an executable binary file)
#
# Blank lines and lines beginning with '#' are ignored (like this one!)
# A line beginning with '[' terminates the parsing
#
#SHORT.CONF=1
FAVORITES.CONF=1
WAVY.NAVY=3
AB.CONF=1
DHGR.CONF=2
BRODERBUND.CONF=1
ACTIVISION.CONF=1
CD.CONF=1
ATARI.CONF=1
EFG.CONF=1
SIERRA.CONF=1
DATAMOST.CONF=1
HIJKL.CONF=1
DATASOFT.CONF=1
MNO.CONF=1
MICROFUN.CONF=1
PQR.CONF=1
PICCADILLY.CONF=1
S.CONF=1
SIRIUS.CONF=1
T.CONF=1
[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 master prefs file.
#
# Format:
# key=value
#
# value must be one of
# 1 for HGR slideshow (key is a file containing a list of HGR graphics)
# 2 for DHGR slideshow (key is a file containing a list of DHGR graphics)
# 3 for self-running demo (key is an executable binary file)
#
# Blank lines and lines beginning with '#' are ignored (like this one!)
# A line beginning with '[' terminates the parsing
#
SHORT.CONF=1
SNEAKERS=3
FAVORITES.CONF=1
WAVY.NAVY=3
AB.CONF=1
DHGR.CONF=2
BRODERBUND.CONF=1
ACTIVISION.CONF=1
CD.CONF=1
ATARI.CONF=1
EFG.CONF=1
SIERRA.CONF=1
DATAMOST.CONF=1
HIJKL.CONF=1
DATASOFT.CONF=1
MNO.CONF=1
MICROFUN.CONF=1
PQR.CONF=1
PICCADILLY.CONF=1
S.CONF=1
SIRIUS.CONF=1
T.CONF=1
[eof]
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BIN
res/demo/SNEAKERS
Normal file
BIN
res/demo/SNEAKERS
Normal file
Binary file not shown.
BIN
res/demo/SNEAKERS.1
Normal file
BIN
res/demo/SNEAKERS.1
Normal file
Binary file not shown.
@ -1,2 +1,4 @@
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SNEAKERS=Type(06),AuxType(0800),Access(C3)
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SNEAKERS.1=Type(06),AuxType(0000),Access(C3)
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WAVY.NAVY=Type(06),AuxType(0800),Access(C3)
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WAVY.NAVY.1=Type(06),AuxType(0000),Access(C3)
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17
res/notes/lode-runner.txt
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17
res/notes/lode-runner.txt
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TWO DIFFERENT MODES
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#1 title screen / high scores screen
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$61F6 is after key is pressed
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$6201 is after button is pressed
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#2 demo player playing real levels
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$6056 starts attract mode (after title screen has been shown long enough)
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$69B8 checks for key (or button)
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$69CD is after key/button is detected [9 bytes available]
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$61F3 is after demo player has died, high score screen has been shown, jumps back to $6008 to display title screen again [3 bytes available]
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$61FB: F0 -> 24
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$61FD: F0 -> 24
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$6201: A2008696E886 -> AD88C04C00D0
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$61F4: 0860 -> 0162
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$69CD: 46AC46 -> 4C0162
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$53A4 is (very near to) the start of the attract mode cycle.
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$54AA is at the very end of the attract mode cycle (it jumps back to $53A4) but there are only 3 bytes available.
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$4072 is immediately after it detects a keypress (space only!)
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And $4065 is the code that detects the keypress in case we want to expand it to any key.
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$0100: AD88C04C00D0
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$54AA: 4CAA53 -> 4C0001
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$4068: C9A0F006A9008D10C0 -> 10034C0001EAEAA900
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@ -154,9 +154,11 @@ AttractMode
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sta $bf00,x
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dex
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bpl -
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jmp $100 ; jump to pre-launch code
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jmp $106 ; jump to pre-launch code
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@prelaunch ; this runs from main memory
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+READ_ROM_NO_WRITE
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lda $C088 ; entry point used by some self-running demos
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jmp Reenter
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+READ_ROM_NO_WRITE ; entry point to launch game (called above)
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jsr $FE89 ; initialize machine like a cold boot
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jsr $FE93 ; (many games assume a 'clean slate')
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sta $C000
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@ -168,7 +170,7 @@ AttractMode
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jsr $FC58
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ldx #$FF
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txs
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jmp (ldrlo2) ; jump to entry point
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jmp (ldrlo2) ; jump to game
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@end_prelaunch
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@Slideshow
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