mirror of
https://github.com/a2-4am/4cade.git
synced 2025-04-08 08:37:51 +00:00
add GR attract mode and action screenshots for lo-res games
This commit is contained in:
parent
7c2174cfca
commit
e453a52256
2
Makefile
2
Makefile
@ -108,7 +108,7 @@ dsk: md asm
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bin/buildfileinfo.py build/ACTION.DHGR "06" "4000" >>build/log
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$(CADIUS) ADDFOLDER build/"$(DISK)" "/${VOLUME}/ACTION.DHGR" "build/ACTION.DHGR" >>build/log
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rsync -aP res/action.gr/* build/ACTION.GR >>build/log
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bin/buildfileinfo.py build/ACTION.GR "06" "0800" >>build/log
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bin/buildfileinfo.py build/ACTION.GR "06" "6000" >>build/log
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$(CADIUS) ADDFOLDER build/"$(DISK)" "/${VOLUME}/ACTION.GR" "build/ACTION.GR" >>build/log
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rsync -aP res/artwork.shr/* build/ARTWORK.SHR >>build/log
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bin/buildfileinfo.py build/ARTWORK.SHR "C1" "2000" >>build/log
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@ -17,11 +17,11 @@ cat res/games.conf |
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# add DHGR title screenshot, if any
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[ -f res/title.dhgr/"$game" ] &&
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echo "TITLE.DHGR/$game=8" >> /tmp/g
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echo "TITLE.DHGR/$game=B" >> /tmp/g
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# add box art, if any
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[ -f res/artwork.shr/"$game" ] &&
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echo "ARTWORK.SHR/$game=9" >> /tmp/g
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echo "ARTWORK.SHR/$game=C" >> /tmp/g
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# add DHGR action screenshots, if any
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cat res/ss/ACTDHGR*.CONF |
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@ -29,7 +29,7 @@ cat res/games.conf |
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grep "$game""$" |
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cut -d"=" -f1 |
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sed -e "s/^/ACTION.DHGR\//g" |
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sed -e "s/$/=8/g" |
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sed -e "s/$/=B/g" |
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sort |
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uniq >> /tmp/g
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@ -39,7 +39,17 @@ cat res/games.conf |
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grep "$game""$" |
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cut -d"=" -f1 |
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sed -e "s/^/ACTION.HGR\//g" |
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sed -e "s/$/=7/g" |
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sed -e "s/$/=A/g" |
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sort |
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uniq >> /tmp/g
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# add GR action screenshots, if any
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cat res/ss/ACTGR*.CONF |
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tr "\r" "\n" |
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grep "$game""$" |
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cut -d"=" -f1 |
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sed -e "s/^/ACTION.GR\//g" |
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sed -e "s/$/=D/g" |
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sort |
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uniq >> /tmp/g
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@ -58,7 +68,7 @@ cat res/games.conf |
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fi
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if [ "$game" == "PRINCEUNP" ]; then
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echo "ARTWORK.SHR/POP.END=9" >> /tmp/g
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echo "ARTWORK.SHR/POP.END=C" >> /tmp/g
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fi
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# add eof
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BIN
res/action.gr/POLLYWOG
Normal file
BIN
res/action.gr/POLLYWOG
Normal file
Binary file not shown.
@ -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, 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.
#
# 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
#
# set 1
FAVORITES1.CONF=1
ACTIONHIJ1.CONF=2
JUNGLE.HUNT=0
DHGR1.CONF=3
ACTIONPOP.CONF=2
SAMMY.LIGHTFOOT=0
OTHER4.CONF=1
SHR1.CONF=5
# set 2
FAVORITES4.CONF=1
PITFALL.II=0
SYNERGIST.CONF=1
SPCARTOON.1.=0
ACTIONMNO1.CONF=2
CONAN=0
DHGR2.CONF=3
ACTIONCLR1.CONF=2
ATARI.CONF=1
SNEAKERS=0
SHR2.CONF=5
# set 3
IDSI.CONF=1
HARD.HAT.MACK=0
BALLY.CONF=1
MR.DO.CONF=2
BURGERTIME=0
DHGR3.CONF=3
ACTIONS3.CONF=2
GUMBALL=0
S3.CONF=1
STARGATE=0
SHR3.CONF=5
# set 4
FAVORITES3.CONF=1
BOUNCING.KMNGAS=0
BRODERBUND.CONF=1
ACTIONCLR2.CONF=2
LADY.TUT=0
DHGR4.CONF=3
ACTIONAB1.CONF=2
CD2.CONF=1
SPYS.DEMISE=0
SHR4.CONF=5
# set 5
T1.CONF=1
MR.COOL=0
SIRIUS.CONF=1
SPCARTOON.2.=0
ACTIONCLR3.CONF=2
CIDER.SPIDER=0
ACTDHGR1.CONF=4
ACTIONAB2.CONF=2
AB2.CONF=1
SPARE.CHANGE=0
SHR5.CONF=5
# set 6
MATTEL.CONF=1
THUNDERBOMBS=0
FAVORITES2.CONF=1
ACTIONBURG.CONF=2
VINDICATOR=0
ACTDHGR2.CONF=4
ACTIONEFG2.CONF=2
S1.CONF=1
LODE.RUNNER=0
SHR6.CONF=5
# set 7
EFG2.CONF=1
REPTON=0
DATAMOST.CONF=1
ACTIONCLR4.CONF=2
AGENT.USA=0
ACTDHGR3.CONF=4
ACTIONMNO3.CONF=2
MNO.CONF=1
AQUATRON=0
SHR7.CONF=5
# set 8
SIERRA.CONF=1
POOYAN=0
CD1.CONF=1
SPCARTOON.3.=0
ACTIONPQR1.CONF=2
ALIEN.DOWNPOUR=0
ACTDHGR4.CONF=4
ACTIONT1.CONF=2
BOLO=0
T2.CONF=1
BUZZARD.BAIT=0
SHR8.CONF=5
# set 9
MICROFUN.CONF=1
GAMMA.GOBLINS=0
OTHER2.CONF=1
ACTIONCLR5.CONF=2
CEILING.ZERO=0
ACTDHGR5.CONF=4
ACTIONPQR2.CONF=2
P2.CONF=1
ROBOTRON=0
SHR9.CONF=5
# set 10
SYNAPSE.CONF=1
WARP.DESTROYER=0
PICCADILLY.CONF=1
ACTIONT3.CONF=2
WAVY.NAVY=0
ACTDHGR6.CONF=4
ACTIONT2.CONF=2
CD3.CONF=1
TRACK.AND.FIELD=0
SHR10.CONF=5
# set 11
DATAEAST.CONF=1
PEST.PATROL=0
EA.CONF=1
SPCARTOON.4.=0
ACTIONMNO2.CONF=2
CHOPLIFTER=0
ACTDHGR7.CONF=4
ACTIONEFG1.CONF=2
HIJKL2.CONF=1
GOONIES=0
SHR11.CONF=5
# set 12
SEGA.CONF=1
LOST.TOMB=0
HIJKL.CONF=1
ACTIONEFG3.CONF=2
KARATEKA=0
ACTDHGR8.CONF=4
ACTIONS2.CONF=2
S2.CONF=1
SNAKE.BYTE=0
SHR12.CONF=5
# set 13
ACTIVISION.CONF=1
DINO.EGGS=0
TAITO.CONF=1
ACTIONHIJ2.CONF=2
ALIEN.RAIN=0
ACTDHGR9.CONF=4
ACTIONCD2.CONF=2
GEBELLI.CONF=1
SERPENTINE=0
SHR13.CONF=5
# set 14
PENGUIN.CONF=1
PACMAN=0
DATASOFT.CONF=1
SPCARTOON.5.=0
ACTIONAB3.CONF=2
FLIP.OUT=0
ACTDHGR10.CONF=4
ACTIONCD1.CONF=2
QR.CONF=1
PLASMANIA=0
SHR14.CONF=5
# set 15
SUBLOGIC.CONF=1
HIGH.RISE=0
EFG1.CONF=1
ACTIONS1.CONF=2
ORILEYS.MINE=0
ACTDHGR11.CONF=4
ACTIONCD3.CONF=2
OTHER1.CONF=1
SPY.HUNTER=0
SHR15.CONF=5
# set 16
EPYX.CONF=1
NIBBLER=0
AB1.CONF=1
ACTIONPQR3.CONF=2
ALIEN.AMBUSH=0
ACTDHGR12.CONF=4
ACTIONCAPT.CONF=2
TUBEWAY=0
SHR16.CONF=5
# set 17
P1.CONF=1
PIEMAN=0
OTHER3.CONF=1
SPCARTOON.6.=0
ACTIONHIJ3.CONF=2
CHAMP.LODERUN=0
ACTDHGR13.CONF=4
AB3.CONF=1
ACTIONAB4.CONF=2
FIREBIRD=0
# 5
[eof]
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#
# 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.
#
# 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/)
# 6 = GR action slideshow (|key| is a file in /SS/ containing files in /ACTION.GR/)
# A = single HGR file (|key| is arbitrary path from program root directory)
# B = single DHGR file (|key| is arbitrary path from program root directory)
# C = single SHR file (|key| is arbitrary path from program root directory)
# D = single GR 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
#
# set 1
FAVORITES1.CONF=1
ACTIONHIJ1.CONF=2
JUNGLE.HUNT=0
DHGR1.CONF=3
ACTIONPOP.CONF=2
SAMMY.LIGHTFOOT=0
OTHER4.CONF=1
SHR1.CONF=5
# set 2
FAVORITES4.CONF=1
PITFALL.II=0
SYNERGIST.CONF=1
SPCARTOON.1.=0
ACTIONMNO1.CONF=2
CONAN=0
DHGR2.CONF=3
ACTIONCLR1.CONF=2
ATARI.CONF=1
SNEAKERS=0
SHR2.CONF=5
# set 3
IDSI.CONF=1
HARD.HAT.MACK=0
BALLY.CONF=1
MR.DO.CONF=2
BURGERTIME=0
DHGR3.CONF=3
ACTIONS3.CONF=2
GUMBALL=0
S3.CONF=1
STARGATE=0
SHR3.CONF=5
# set 4
FAVORITES3.CONF=1
BOUNCING.KMNGAS=0
BRODERBUND.CONF=1
ACTIONCLR2.CONF=2
LADY.TUT=0
DHGR4.CONF=3
ACTIONAB1.CONF=2
CD2.CONF=1
SPYS.DEMISE=0
SHR4.CONF=5
# set 5
T1.CONF=1
MR.COOL=0
SIRIUS.CONF=1
SPCARTOON.2.=0
ACTIONCLR3.CONF=2
CIDER.SPIDER=0
ACTDHGR1.CONF=4
ACTIONAB2.CONF=2
AB2.CONF=1
SPARE.CHANGE=0
SHR5.CONF=5
# set 6
MATTEL.CONF=1
THUNDERBOMBS=0
FAVORITES2.CONF=1
ACTIONBURG.CONF=2
VINDICATOR=0
ACTDHGR2.CONF=4
ACTIONEFG2.CONF=2
S1.CONF=1
LODE.RUNNER=0
SHR6.CONF=5
# set 7
EFG2.CONF=1
REPTON=0
DATAMOST.CONF=1
ACTIONCLR4.CONF=2
AGENT.USA=0
ACTDHGR3.CONF=4
ACTIONMNO3.CONF=2
MNO.CONF=1
AQUATRON=0
SHR7.CONF=5
# set 8
SIERRA.CONF=1
POOYAN=0
CD1.CONF=1
SPCARTOON.3.=0
ACTIONPQR1.CONF=2
ALIEN.DOWNPOUR=0
ACTDHGR4.CONF=4
ACTIONT1.CONF=2
BOLO=0
T2.CONF=1
BUZZARD.BAIT=0
SHR8.CONF=5
# set 9
MICROFUN.CONF=1
GAMMA.GOBLINS=0
OTHER2.CONF=1
ACTIONCLR5.CONF=2
CEILING.ZERO=0
ACTDHGR5.CONF=4
ACTIONPQR2.CONF=2
P2.CONF=1
ROBOTRON=0
SHR9.CONF=5
# set 10
SYNAPSE.CONF=1
WARP.DESTROYER=0
PICCADILLY.CONF=1
ACTIONT3.CONF=2
WAVY.NAVY=0
ACTDHGR6.CONF=4
ACTIONT2.CONF=2
CD3.CONF=1
TRACK.AND.FIELD=0
SHR10.CONF=5
# set 11
DATAEAST.CONF=1
PEST.PATROL=0
EA.CONF=1
SPCARTOON.4.=0
ACTIONMNO2.CONF=2
CHOPLIFTER=0
ACTDHGR7.CONF=4
ACTIONEFG1.CONF=2
HIJKL2.CONF=1
GOONIES=0
SHR11.CONF=5
# set 12
SEGA.CONF=1
LOST.TOMB=0
HIJKL.CONF=1
ACTIONEFG3.CONF=2
KARATEKA=0
ACTDHGR8.CONF=4
ACTIONS2.CONF=2
S2.CONF=1
SNAKE.BYTE=0
SHR12.CONF=5
# set 13
ACTIVISION.CONF=1
DINO.EGGS=0
TAITO.CONF=1
ACTIONHIJ2.CONF=2
ALIEN.RAIN=0
ACTDHGR9.CONF=4
ACTIONCD2.CONF=2
GEBELLI.CONF=1
SERPENTINE=0
SHR13.CONF=5
# set 14
PENGUIN.CONF=1
PACMAN=0
DATASOFT.CONF=1
SPCARTOON.5.=0
ACTIONAB3.CONF=2
FLIP.OUT=0
ACTDHGR10.CONF=4
ACTIONCD1.CONF=2
QR.CONF=1
PLASMANIA=0
SHR14.CONF=5
# set 15
SUBLOGIC.CONF=1
HIGH.RISE=0
EFG1.CONF=1
ACTIONS1.CONF=2
ORILEYS.MINE=0
ACTDHGR11.CONF=4
ACTIONCD3.CONF=2
OTHER1.CONF=1
SPY.HUNTER=0
SHR15.CONF=5
# set 16
EPYX.CONF=1
NIBBLER=0
AB1.CONF=1
ACTIONPQR3.CONF=2
ALIEN.AMBUSH=0
ACTDHGR12.CONF=4
ACTIONCAPT.CONF=2
TUBEWAY=0
SHR16.CONF=5
# set 17
P1.CONF=1
PIEMAN=0
OTHER3.CONF=1
SPCARTOON.6.=0
ACTIONHIJ3.CONF=2
CHAMP.LODERUN=0
ACTDHGR13.CONF=4
AB3.CONF=1
ACTIONAB4.CONF=2
FIREBIRD=0
# 5
[eof]
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@ -1 +1 @@
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#
# Attract mode for Agent U S A
#
ARTWORK.SHR/AGENT.USA=9
ACTION.HGR/AGENT.USA=7
AGENT.USA=0
[eof]
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#
# Attract mode for Agent U S A
#
ARTWORK.SHR/AGENT.USA=C
ACTION.HGR/AGENT.USA=A
AGENT.USA=0
[eof]
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@ -1 +1 @@
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#
# Attract mode for Airheart
#
TITLE.DHGR/AIRHEART=8
ACTION.DHGR/AIRHEART2=8
ACTION.DHGR/AIRHEART3=8
ACTION.DHGR/AIRHEART=8
[eof]
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#
# Attract mode for Airheart
#
TITLE.DHGR/AIRHEART=B
ACTION.DHGR/AIRHEART2=B
ACTION.DHGR/AIRHEART3=B
ACTION.DHGR/AIRHEART=B
[eof]
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@ -1 +1 @@
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#
# Attract mode for Alcazar
#
ARTWORK.SHR/ALCAZAR=9
ACTION.HGR/ALCAZAR=7
[eof]
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#
# Attract mode for Alcazar
#
ARTWORK.SHR/ALCAZAR=C
ACTION.HGR/ALCAZAR=A
[eof]
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@ -1 +1 @@
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#
# Attract mode for Alien Ambush
#
ARTWORK.SHR/ALIEN.AMBUSH=9
ACTION.HGR/ALIEN.AMBUSH=7
ALIEN.AMBUSH=0
[eof]
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#
# Attract mode for Alien Ambush
#
ARTWORK.SHR/ALIEN.AMBUSH=C
ACTION.HGR/ALIEN.AMBUSH=A
ALIEN.AMBUSH=0
[eof]
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@ -1 +1 @@
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#
# Attract mode for Alien Downpour
#
ACTION.HGR/ALIEN.DOWNPOUR=7
ALIEN.DOWNPOUR=0
[eof]
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#
# Attract mode for Alien Downpour
#
ACTION.HGR/ALIEN.DOWNPOUR=A
ALIEN.DOWNPOUR=0
[eof]
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@ -1 +1 @@
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#
# Attract mode for Alien Munchies
#
ACTION.HGR/ALIEN.MUNCHIES=7
[eof]
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#
# Attract mode for Alien Munchies
#
ACTION.HGR/ALIEN.MUNCHIES=A
[eof]
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@ -1 +1 @@
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#
# Attract mode for Alien Rain
#
ACTION.HGR/ALIEN.RAIN=7
ALIEN.RAIN=0
[eof]
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#
# Attract mode for Alien Rain
#
ACTION.HGR/ALIEN.RAIN=A
ALIEN.RAIN=0
[eof]
|
@ -1 +1 @@
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#
# Attract mode for Ankh
#
ACTION.HGR/ANKH=7
[eof]
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#
# Attract mode for Ankh
#
ACTION.HGR/ANKH=A
[eof]
|
@ -1 +1 @@
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#
# Attract mode for Apple Panic
#
ARTWORK.SHR/APPLE.PANIC=9
ACTION.HGR/APPLE.PANIC=7
[eof]
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#
# Attract mode for Apple Panic
#
ARTWORK.SHR/APPLE.PANIC=C
ACTION.HGR/APPLE.PANIC=A
[eof]
|
@ -1 +1 @@
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#
# Attract mode for Aquatron
#
ACTION.HGR/AQUATRON=7
AQUATRON=0
[eof]
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#
# Attract mode for Aquatron
#
ACTION.HGR/AQUATRON=A
AQUATRON=0
[eof]
|
@ -1 +1 @@
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#
# Attract mode for Argos
#
ACTION.HGR/ARGOS=7
[eof]
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#
# Attract mode for Argos
#
ACTION.HGR/ARGOS=A
[eof]
|
@ -1 +1 @@
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#
# Attract mode for Arkanoid
#
ACTION.HGR/ARKANOID=7
[eof]
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#
# Attract mode for Arkanoid
#
ACTION.HGR/ARKANOID=A
[eof]
|
@ -1 +1 @@
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#
# Attract mode for Axis Assassin
#
ACTION.HGR/AXIS.ASSASSIN2=7
ACTION.HGR/AXIS.ASSASSIN3=7
ACTION.HGR/AXIS.ASSASSIN4=7
ACTION.HGR/AXIS.ASSASSIN5=7
ACTION.HGR/AXIS.ASSASSIN=7
[eof]
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#
# Attract mode for Axis Assassin
#
ACTION.HGR/AXIS.ASSASSIN2=A
ACTION.HGR/AXIS.ASSASSIN3=A
ACTION.HGR/AXIS.ASSASSIN4=A
ACTION.HGR/AXIS.ASSASSIN5=A
ACTION.HGR/AXIS.ASSASSIN=A
[eof]
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@ -1 +1 @@
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#
# Attract mode for Bad Dudes
#
TITLE.DHGR/BAD.DUDES=8
ACTION.DHGR/BAD.DUDES2=8
ACTION.DHGR/BAD.DUDES3=8
ACTION.DHGR/BAD.DUDES=8
[eof]
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#
# Attract mode for Bad Dudes
#
TITLE.DHGR/BAD.DUDES=B
ACTION.DHGR/BAD.DUDES2=B
ACTION.DHGR/BAD.DUDES3=B
ACTION.DHGR/BAD.DUDES=B
[eof]
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@ -1 +1 @@
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#
# Attract mode for Batman
#
TITLE.DHGR/BATMAN=8
ARTWORK.SHR/BATMAN=9
ACTION.DHGR/BATMAN2=8
ACTION.DHGR/BATMAN3=8
ACTION.DHGR/BATMAN4=8
ACTION.DHGR/BATMAN5=8
ACTION.DHGR/BATMAN=8
[eof]
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#
# Attract mode for Batman
#
TITLE.DHGR/BATMAN=B
ARTWORK.SHR/BATMAN=C
ACTION.DHGR/BATMAN2=B
ACTION.DHGR/BATMAN3=B
ACTION.DHGR/BATMAN4=B
ACTION.DHGR/BATMAN5=B
ACTION.DHGR/BATMAN=B
[eof]
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@ -1 +1 @@
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#
# Attract mode for Battlezone
#
ACTION.HGR/BATTLEZONE=7
[eof]
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#
# Attract mode for Battlezone
#
ACTION.HGR/BATTLEZONE=A
[eof]
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@ -1 +1 @@
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#
# Attract mode for BC's Quest For Tires
#
ARTWORK.SHR/BCS.QUEST=9
ACTION.HGR/BCS.QUEST=7
[eof]
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#
# Attract mode for BC's Quest For Tires
#
ARTWORK.SHR/BCS.QUEST=C
ACTION.HGR/BCS.QUEST=A
[eof]
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@ -1 +1 @@
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#
# Attract mode for Beer Run
#
ACTION.HGR/BEER.RUN=7
[eof]
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||||
#
# Attract mode for Beer Run
#
ACTION.HGR/BEER.RUN=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Bellhop
#
ACTION.HGR/BELLHOP=7
[eof]
|
||||
#
# Attract mode for Bellhop
#
ACTION.HGR/BELLHOP=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Berzap
#
ACTION.HGR/BERZAP=7
[eof]
|
||||
#
# Attract mode for Berzap
#
ACTION.HGR/BERZAP=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Blister Ball
#
ACTION.HGR/BLISTER.BALL=7
[eof]
|
||||
#
# Attract mode for Blister Ball
#
ACTION.HGR/BLISTER.BALL=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for BlockChain
#
[eof]
|
||||
#
# Attract mode for BlockChain
#
ACTION.GR/BLOCKCHAIN=D
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Bolo
#
ARTWORK.SHR/BOLO=9
ACTION.HGR/BOLO=7
BOLO=0
[eof]
|
||||
#
# Attract mode for Bolo
#
ARTWORK.SHR/BOLO=C
ACTION.HGR/BOLO=A
BOLO=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Bouncing Kamungas
#
ARTWORK.SHR/BOUNCING.KMNGAS=9
ACTION.HGR/BOUNCING.KMNGA2=7
ACTION.HGR/BOUNCING.KMNGAS=7
BOUNCING.KMNGAS=0
[eof]
|
||||
#
# Attract mode for Bouncing Kamungas
#
ARTWORK.SHR/BOUNCING.KMNGAS=C
ACTION.HGR/BOUNCING.KMNGA2=A
ACTION.HGR/BOUNCING.KMNGAS=A
BOUNCING.KMNGAS=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Brainteaser Boulevard
#
ARTWORK.SHR/BRAINTEASERBLVD=9
ACTION.HGR/BRAINTEASERBLVD=7
[eof]
|
||||
#
# Attract mode for Brainteaser Boulevard
#
ARTWORK.SHR/BRAINTEASERBLVD=C
ACTION.HGR/BRAINTEASERBLVD=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Bruce Lee
#
TITLE.DHGR/BRUCE.LEE=8
ARTWORK.SHR/BRUCE.LEE=9
ACTION.HGR/BRUCE.LEE=7
[eof]
|
||||
#
# Attract mode for Bruce Lee
#
TITLE.DHGR/BRUCE.LEE=B
ARTWORK.SHR/BRUCE.LEE=C
ACTION.HGR/BRUCE.LEE=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Bubble Bobble
#
ACTION.HGR/BUBBLE.BOBBLE=7
[eof]
|
||||
#
# Attract mode for Bubble Bobble
#
ACTION.HGR/BUBBLE.BOBBLE=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Bill Budge's Trilogy
#
ACTION.HGR/BUDGETRILOGY=7
[eof]
|
||||
#
# Attract mode for Bill Budge's Trilogy
#
ACTION.HGR/BUDGETRILOGY=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for BurgerTime
#
ACTION.HGR/BURGERTIMEL1=7
ACTION.HGR/BURGERTIMEL2=7
ACTION.HGR/BURGERTIMEL3=7
ACTION.HGR/BURGERTIMEL4=7
ACTION.HGR/BURGERTIMEL5=7
ACTION.HGR/BURGERTIMEL6=7
ACTION.HGR/BURGERTIMEL7=7
ACTION.HGR/BURGERTIMEL8=7
ACTION.HGR/BURGERTIMEL9=7
BURGERTIME=0
[eof]
|
||||
#
# Attract mode for BurgerTime
#
ACTION.HGR/BURGERTIMEL1=A
ACTION.HGR/BURGERTIMEL2=A
ACTION.HGR/BURGERTIMEL3=A
ACTION.HGR/BURGERTIMEL4=A
ACTION.HGR/BURGERTIMEL5=A
ACTION.HGR/BURGERTIMEL6=A
ACTION.HGR/BURGERTIMEL7=A
ACTION.HGR/BURGERTIMEL8=A
ACTION.HGR/BURGERTIMEL9=A
BURGERTIME=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Buzzard Bait
#
ACTION.HGR/BUZZARD.BAIT=7
BUZZARD.BAIT=0
[eof]
|
||||
#
# Attract mode for Buzzard Bait
#
ACTION.HGR/BUZZARD.BAIT=A
BUZZARD.BAIT=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Cannonball Blitz
#
ARTWORK.SHR/CANNONBALL.BLTZ=9
ACTION.HGR/CANNONBALL.BLTZ=7
[eof]
|
||||
#
# Attract mode for Cannonball Blitz
#
ARTWORK.SHR/CANNONBALL.BLTZ=C
ACTION.HGR/CANNONBALL.BLTZ=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Canyon Climber
#
ARTWORK.SHR/CANYON.CLIMBER=9
ACTION.HGR/CANYON.CLIMBER=7
[eof]
|
||||
#
# Attract mode for Canyon Climber
#
ARTWORK.SHR/CANYON.CLIMBER=C
ACTION.HGR/CANYON.CLIMBER=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Captain Goodnight
#
ARTWORK.SHR/CAPTN.GOODNIGHT=9
ACTION.HGR/CAPTN.GOODNIGH1=7
ACTION.HGR/CAPTN.GOODNIGH2=7
ACTION.HGR/CAPTN.GOODNIGH3=7
ACTION.HGR/CAPTN.GOODNIGH4=7
ACTION.HGR/CAPTN.GOODNIGH5=7
ACTION.HGR/CAPTN.GOODNIGH6=7
ACTION.HGR/CAPTN.GOODNIGH7=7
ACTION.HGR/CAPTN.GOODNIGH8=7
ACTION.HGR/CAPTN.GOODNIGH9=7
ACTION.HGR/CAPTN.GOODNIGHT=7
[eof]
|
||||
#
# Attract mode for Captain Goodnight
#
ARTWORK.SHR/CAPTN.GOODNIGHT=C
ACTION.HGR/CAPTN.GOODNIGH1=A
ACTION.HGR/CAPTN.GOODNIGH2=A
ACTION.HGR/CAPTN.GOODNIGH3=A
ACTION.HGR/CAPTN.GOODNIGH4=A
ACTION.HGR/CAPTN.GOODNIGH5=A
ACTION.HGR/CAPTN.GOODNIGH6=A
ACTION.HGR/CAPTN.GOODNIGH7=A
ACTION.HGR/CAPTN.GOODNIGH8=A
ACTION.HGR/CAPTN.GOODNIGH9=A
ACTION.HGR/CAPTN.GOODNIGHT=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Ceiling Zero
#
ACTION.HGR/CEILING.ZERO=7
CEILING.ZERO=0
[eof]
|
||||
#
# Attract mode for Ceiling Zero
#
ACTION.HGR/CEILING.ZERO=A
CEILING.ZERO=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Centipede
#
ACTION.HGR/CENTIPEDE=7
[eof]
|
||||
#
# Attract mode for Centipede
#
ACTION.HGR/CENTIPEDE=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Championship Lode Runner
#
ARTWORK.SHR/CHAMP.LODERUN=9
ACTION.HGR/CHAMP.LODERUN=7
ACTION.HGR/CLODE001=7
ACTION.HGR/CLODE002=7
ACTION.HGR/CLODE003=7
ACTION.HGR/CLODE004=7
ACTION.HGR/CLODE005=7
ACTION.HGR/CLODE006=7
ACTION.HGR/CLODE007=7
ACTION.HGR/CLODE008=7
ACTION.HGR/CLODE009=7
ACTION.HGR/CLODE010=7
ACTION.HGR/CLODE011=7
ACTION.HGR/CLODE012=7
ACTION.HGR/CLODE013=7
ACTION.HGR/CLODE014=7
ACTION.HGR/CLODE015=7
ACTION.HGR/CLODE016=7
ACTION.HGR/CLODE017=7
ACTION.HGR/CLODE018=7
ACTION.HGR/CLODE019=7
ACTION.HGR/CLODE020=7
ACTION.HGR/CLODE021=7
ACTION.HGR/CLODE022=7
ACTION.HGR/CLODE023=7
ACTION.HGR/CLODE024=7
ACTION.HGR/CLODE025=7
ACTION.HGR/CLODE026=7
ACTION.HGR/CLODE027=7
ACTION.HGR/CLODE028=7
ACTION.HGR/CLODE029=7
ACTION.HGR/CLODE030=7
ACTION.HGR/CLODE031=7
ACTION.HGR/CLODE032=7
ACTION.HGR/CLODE033=7
ACTION.HGR/CLODE034=7
ACTION.HGR/CLODE035=7
ACTION.HGR/CLODE036=7
ACTION.HGR/CLODE037=7
ACTION.HGR/CLODE038=7
ACTION.HGR/CLODE039=7
ACTION.HGR/CLODE040=7
ACTION.HGR/CLODE041=7
ACTION.HGR/CLODE042=7
ACTION.HGR/CLODE043=7
ACTION.HGR/CLODE044=7
ACTION.HGR/CLODE045=7
ACTION.HGR/CLODE046=7
ACTION.HGR/CLODE047=7
ACTION.HGR/CLODE048=7
ACTION.HGR/CLODE049=7
ACTION.HGR/CLODE050=7
CHAMP.LODERUN=0
[eof]
|
||||
#
# Attract mode for Championship Lode Runner
#
ARTWORK.SHR/CHAMP.LODERUN=C
ACTION.HGR/CHAMP.LODERUN=A
ACTION.HGR/CLODE001=A
ACTION.HGR/CLODE002=A
ACTION.HGR/CLODE003=A
ACTION.HGR/CLODE004=A
ACTION.HGR/CLODE005=A
ACTION.HGR/CLODE006=A
ACTION.HGR/CLODE007=A
ACTION.HGR/CLODE008=A
ACTION.HGR/CLODE009=A
ACTION.HGR/CLODE010=A
ACTION.HGR/CLODE011=A
ACTION.HGR/CLODE012=A
ACTION.HGR/CLODE013=A
ACTION.HGR/CLODE014=A
ACTION.HGR/CLODE015=A
ACTION.HGR/CLODE016=A
ACTION.HGR/CLODE017=A
ACTION.HGR/CLODE018=A
ACTION.HGR/CLODE019=A
ACTION.HGR/CLODE020=A
ACTION.HGR/CLODE021=A
ACTION.HGR/CLODE022=A
ACTION.HGR/CLODE023=A
ACTION.HGR/CLODE024=A
ACTION.HGR/CLODE025=A
ACTION.HGR/CLODE026=A
ACTION.HGR/CLODE027=A
ACTION.HGR/CLODE028=A
ACTION.HGR/CLODE029=A
ACTION.HGR/CLODE030=A
ACTION.HGR/CLODE031=A
ACTION.HGR/CLODE032=A
ACTION.HGR/CLODE033=A
ACTION.HGR/CLODE034=A
ACTION.HGR/CLODE035=A
ACTION.HGR/CLODE036=A
ACTION.HGR/CLODE037=A
ACTION.HGR/CLODE038=A
ACTION.HGR/CLODE039=A
ACTION.HGR/CLODE040=A
ACTION.HGR/CLODE041=A
ACTION.HGR/CLODE042=A
ACTION.HGR/CLODE043=A
ACTION.HGR/CLODE044=A
ACTION.HGR/CLODE045=A
ACTION.HGR/CLODE046=A
ACTION.HGR/CLODE047=A
ACTION.HGR/CLODE048=A
ACTION.HGR/CLODE049=A
ACTION.HGR/CLODE050=A
CHAMP.LODERUN=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Choplifter
#
ARTWORK.SHR/CHOPLIFTER=9
ACTION.HGR/CHOPLIFTER=7
CHOPLIFTER=0
[eof]
|
||||
#
# Attract mode for Choplifter
#
ARTWORK.SHR/CHOPLIFTER=C
ACTION.HGR/CHOPLIFTER=A
CHOPLIFTER=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Apple Cider Spider
#
ACTION.HGR/CIDER.SPIDER=7
CIDER.SPIDER=0
[eof]
|
||||
#
# Attract mode for Apple Cider Spider
#
ACTION.HGR/CIDER.SPIDER=A
CIDER.SPIDER=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Commando
#
ARTWORK.SHR/COMMANDO=9
ACTION.HGR/COMMANDO=7
[eof]
|
||||
#
# Attract mode for Commando
#
ARTWORK.SHR/COMMANDO=C
ACTION.HGR/COMMANDO=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Conan
#
ARTWORK.SHR/CONAN=9
ACTION.HGR/CONAN=7
CONAN=0
[eof]
|
||||
#
# Attract mode for Conan
#
ARTWORK.SHR/CONAN=C
ACTION.HGR/CONAN=A
CONAN=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Crazy Mazey
#
ACTION.HGR/CRAZY.MAZY=7
[eof]
|
||||
#
# Attract mode for Crazy Mazey
#
ACTION.HGR/CRAZY.MAZY=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Crime Wave
#
ACTION.HGR/CRIME.WAVE=7
[eof]
|
||||
#
# Attract mode for Crime Wave
#
ACTION.HGR/CRIME.WAVE=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Crisis Mountain
#
ARTWORK.SHR/CRISIS.MOUNTAIN=9
ACTION.HGR/CRISIS.MOUNTAIN=7
[eof]
|
||||
#
# Attract mode for Crisis Mountain
#
ARTWORK.SHR/CRISIS.MOUNTAIN=C
ACTION.HGR/CRISIS.MOUNTAIN=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Crossfire
#
ARTWORK.SHR/CROSSFIRE=9
ACTION.HGR/CROSSFIRE=7
[eof]
|
||||
#
# Attract mode for Crossfire
#
ARTWORK.SHR/CROSSFIRE=C
ACTION.HGR/CROSSFIRE=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Cyber Strike
#
ACTION.HGR/CYBERSTRIKE=7
[eof]
|
||||
#
# Attract mode for Cyber Strike
#
ACTION.HGR/CYBERSTRIKE=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Cyclod
#
ARTWORK.SHR/CYCLOD=9
ACTION.HGR/CYCLOD=7
[eof]
|
||||
#
# Attract mode for Cyclod
#
ARTWORK.SHR/CYCLOD=C
ACTION.HGR/CYCLOD=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for D-Generation
#
TITLE.DHGR/D.GENERATION=8
ARTWORK.SHR/D.GENERATION=9
ACTION.DHGR/D.GENERATION=8
[eof]
|
||||
#
# Attract mode for D-Generation
#
TITLE.DHGR/D.GENERATION=B
ARTWORK.SHR/D.GENERATION=C
ACTION.DHGR/D.GENERATION=B
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for David's Midnight Magic
#
ARTWORK.SHR/DAVIDS.MAGIC=9
ACTION.HGR/DAVIDS.MAGIC=7
[eof]
|
||||
#
# Attract mode for David's Midnight Magic
#
ARTWORK.SHR/DAVIDS.MAGIC=C
ACTION.HGR/DAVIDS.MAGIC=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Death Sword
#
TITLE.DHGR/DEATH.SWORD=8
ARTWORK.SHR/DEATH.SWORD=9
ACTION.DHGR/DEATH.SWORD2=8
ACTION.DHGR/DEATH.SWORD3=8
ACTION.DHGR/DEATH.SWORD4=8
ACTION.DHGR/DEATH.SWORD=8
[eof]
|
||||
#
# Attract mode for Death Sword
#
TITLE.DHGR/DEATH.SWORD=B
ARTWORK.SHR/DEATH.SWORD=C
ACTION.DHGR/DEATH.SWORD2=B
ACTION.DHGR/DEATH.SWORD3=B
ACTION.DHGR/DEATH.SWORD4=B
ACTION.DHGR/DEATH.SWORD=B
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Defender
#
ACTION.HGR/DEFENDER=7
[eof]
|
||||
#
# Attract mode for Defender
#
ACTION.HGR/DEFENDER=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Dig Dug
#
ACTION.HGR/DIG.DUG=7
[eof]
|
||||
#
# Attract mode for Dig Dug
#
ACTION.HGR/DIG.DUG=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Dino Eggs
#
ACTION.HGR/DINO.EGGS=7
DINO.EGGS=0
[eof]
|
||||
#
# Attract mode for Dino Eggs
#
ACTION.HGR/DINO.EGGS=A
DINO.EGGS=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Donkey Kong
#
ACTION.HGR/DONKEY.KONG2=7
ACTION.HGR/DONKEY.KONG=7
[eof]
|
||||
#
# Attract mode for Donkey Kong
#
ACTION.HGR/DONKEY.KONG2=A
ACTION.HGR/DONKEY.KONG=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Drelbs
#
ARTWORK.SHR/DRELBS=9
[eof]
|
||||
#
# Attract mode for Drelbs
#
ARTWORK.SHR/DRELBS=C
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Drol
#
ARTWORK.SHR/DROL=9
ACTION.HGR/DROL2=7
ACTION.HGR/DROL3=7
ACTION.HGR/DROL=7
[eof]
|
||||
#
# Attract mode for Drol
#
ARTWORK.SHR/DROL=C
ACTION.HGR/DROL2=A
ACTION.HGR/DROL3=A
ACTION.HGR/DROL=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Dung Beetles
#
ACTION.HGR/DUNG.BEETLES2=7
ACTION.HGR/DUNG.BEETLES3=7
ACTION.HGR/DUNG.BEETLES=7
[eof]
|
||||
#
# Attract mode for Dung Beetles
#
ACTION.HGR/DUNG.BEETLES2=A
ACTION.HGR/DUNG.BEETLES3=A
ACTION.HGR/DUNG.BEETLES=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Eggs-It
#
ARTWORK.SHR/EGGS.IT=9
ACTION.HGR/EGGS.IT=7
[eof]
|
||||
#
# Attract mode for Eggs-It
#
ARTWORK.SHR/EGGS.IT=C
ACTION.HGR/EGGS.IT=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Epoch
#
ACTION.HGR/EPOCH=7
[eof]
|
||||
#
# Attract mode for Epoch
#
ACTION.HGR/EPOCH=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Falcons
#
ACTION.HGR/FALCONS.SCORE=7
ACTION.HGR/FALCONS=7
[eof]
|
||||
#
# Attract mode for Falcons
#
ACTION.HGR/FALCONS.SCORE=A
ACTION.HGR/FALCONS=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Firebird
#
ACTION.HGR/FIREBIRD2=7
ACTION.HGR/FIREBIRD=7
FIREBIRD=0
[eof]
|
||||
#
# Attract mode for Firebird
#
ACTION.HGR/FIREBIRD2=A
ACTION.HGR/FIREBIRD=A
FIREBIRD=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Flip Out
#
ACTION.HGR/FLIP.OUT=7
FLIP.OUT=0
[eof]
|
||||
#
# Attract mode for Flip Out
#
ACTION.HGR/FLIP.OUT=A
FLIP.OUT=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Formula 1 Racer
#
ACTION.HGR/FORMULA.1=7
[eof]
|
||||
#
# Attract mode for Formula 1 Racer
#
ACTION.HGR/FORMULA.1=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Frogger
#
ACTION.HGR/FROGGER2=7
ACTION.HGR/FROGGER=7
[eof]
|
||||
#
# Attract mode for Frogger
#
ACTION.HGR/FROGGER2=A
ACTION.HGR/FROGGER=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Flight Simulator I
#
ACTION.HGR/FS1=7
[eof]
|
||||
#
# Attract mode for Flight Simulator I
#
ACTION.HGR/FS1=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Galaxian
#
ACTION.HGR/GALAXIAN2=7
ACTION.HGR/GALAXIAN=7
[eof]
|
||||
#
# Attract mode for Galaxian
#
ACTION.HGR/GALAXIAN2=A
ACTION.HGR/GALAXIAN=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Gamma Goblins
#
ACTION.HGR/GAMMA.GOBLINS2=7
ACTION.HGR/GAMMA.GOBLINS3=7
ACTION.HGR/GAMMA.GOBLINS4=7
ACTION.HGR/GAMMA.GOBLINS5=7
ACTION.HGR/GAMMA.GOBLINS=7
GAMMA.GOBLINS=0
[eof]
|
||||
#
# Attract mode for Gamma Goblins
#
ACTION.HGR/GAMMA.GOBLINS2=A
ACTION.HGR/GAMMA.GOBLINS3=A
ACTION.HGR/GAMMA.GOBLINS4=A
ACTION.HGR/GAMMA.GOBLINS5=A
ACTION.HGR/GAMMA.GOBLINS=A
GAMMA.GOBLINS=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Genetic Drift
#
ACTION.HGR/GENETIC.DRIFT=7
[eof]
|
||||
#
# Attract mode for Genetic Drift
#
ACTION.HGR/GENETIC.DRIFT=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Gold Rush
#
ACTION.HGR/GOLD.RUSH=7
[eof]
|
||||
#
# Attract mode for Gold Rush
#
ACTION.HGR/GOLD.RUSH=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for The Goonies
#
ARTWORK.SHR/GOONIES=9
ACTION.HGR/GOONIES2=7
ACTION.HGR/GOONIES3=7
ACTION.HGR/GOONIES4=7
ACTION.HGR/GOONIES5=7
ACTION.HGR/GOONIES6=7
ACTION.HGR/GOONIES=7
GOONIES=0
[eof]
|
||||
#
# Attract mode for The Goonies
#
ARTWORK.SHR/GOONIES=C
ACTION.HGR/GOONIES2=A
ACTION.HGR/GOONIES3=A
ACTION.HGR/GOONIES4=A
ACTION.HGR/GOONIES5=A
ACTION.HGR/GOONIES6=A
ACTION.HGR/GOONIES=A
GOONIES=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Gorgon
#
ARTWORK.SHR/GORGON=9
ACTION.HGR/GORGON=7
[eof]
|
||||
#
# Attract mode for Gorgon
#
ARTWORK.SHR/GORGON=C
ACTION.HGR/GORGON=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Gremlins
#
ACTION.HGR/GREMLINS=7
[eof]
|
||||
#
# Attract mode for Gremlins
#
ACTION.HGR/GREMLINS=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Gumball
#
ARTWORK.SHR/GUMBALL=9
ACTION.HGR/GUMBALL2=7
ACTION.HGR/GUMBALL=7
GUMBALL=0
[eof]
|
||||
#
# Attract mode for Gumball
#
ARTWORK.SHR/GUMBALL=C
ACTION.HGR/GUMBALL2=A
ACTION.HGR/GUMBALL=A
GUMBALL=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Hadron
#
ACTION.HGR/HADRON=7
[eof]
|
||||
#
# Attract mode for Hadron
#
ACTION.HGR/HADRON=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Hard Hat Mack
#
ARTWORK.SHR/HARD.HAT.MACK=9
ACTION.HGR/HARD.HAT.MACK2=7
ACTION.HGR/HARD.HAT.MACK3=7
ACTION.HGR/HARD.HAT.MACK=7
HARD.HAT.MACK=0
[eof]
|
||||
#
# Attract mode for Hard Hat Mack
#
ARTWORK.SHR/HARD.HAT.MACK=C
ACTION.HGR/HARD.HAT.MACK2=A
ACTION.HGR/HARD.HAT.MACK3=A
ACTION.HGR/HARD.HAT.MACK=A
HARD.HAT.MACK=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Head On
#
ACTION.HGR/HEAD.ON=7
[eof]
|
||||
#
# Attract mode for Head On
#
ACTION.HGR/HEAD.ON=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Heavy Barrel
#
TITLE.DHGR/HEAVY.BARREL=8
ARTWORK.SHR/HEAVY.BARREL=9
ACTION.DHGR/HEAVY.BARREL=8
ACTION.DHGR/HEAVY2=8
ACTION.DHGR/HEAVY3=8
[eof]
|
||||
#
# Attract mode for Heavy Barrel
#
TITLE.DHGR/HEAVY.BARREL=B
ARTWORK.SHR/HEAVY.BARREL=C
ACTION.DHGR/HEAVY.BARREL=B
ACTION.DHGR/HEAVY2=B
ACTION.DHGR/HEAVY3=B
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for H E R O
#
ARTWORK.SHR/HERO=9
ACTION.HGR/HERO=7
[eof]
|
||||
#
# Attract mode for H E R O
#
ARTWORK.SHR/HERO=C
ACTION.HGR/HERO=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for High Rise
#
ACTION.HGR/HIGH.RISE=7
HIGH.RISE=0
[eof]
|
||||
#
# Attract mode for High Rise
#
ACTION.HGR/HIGH.RISE=A
HIGH.RISE=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Hungry Boy
#
ACTION.HGR/HUNGRYBOY2=7
ACTION.HGR/HUNGRYBOY=7
[eof]
|
||||
#
# Attract mode for Hungry Boy
#
ACTION.HGR/HUNGRYBOY2=A
ACTION.HGR/HUNGRYBOY=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Ikari Warriors
#
ARTWORK.SHR/IKARI.WARRIORS=9
ACTION.HGR/IKARI.WARRIORS=7
[eof]
|
||||
#
# Attract mode for Ikari Warriors
#
ARTWORK.SHR/IKARI.WARRIORS=C
ACTION.HGR/IKARI.WARRIORS=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Impossible Mission
#
ARTWORK.SHR/IMPOSSIBLE.MISS=9
ACTION.HGR/IMPOSSIBLE.MISS=7
[eof]
|
||||
#
# Attract mode for Impossible Mission
#
ARTWORK.SHR/IMPOSSIBLE.MISS=C
ACTION.HGR/IMPOSSIBLE.MISS=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for International Gran Prix
#
ACTION.HGR/INTL.GRAN.PRIX=7
[eof]
|
||||
#
# Attract mode for International Gran Prix
#
ACTION.HGR/INTL.GRAN.PRIX=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Joust
#
ACTION.HGR/JOUST2=7
ACTION.HGR/JOUST=7
[eof]
|
||||
#
# Attract mode for Joust
#
ACTION.HGR/JOUST2=A
ACTION.HGR/JOUST=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Juggler
#
ACTION.HGR/JUGGLER2=7
ACTION.HGR/JUGGLER=7
[eof]
|
||||
#
# Attract mode for Juggler
#
ACTION.HGR/JUGGLER2=A
ACTION.HGR/JUGGLER=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Jumpman
#
ARTWORK.SHR/JUMPMAN=9
ACTION.HGR/JUMPMAN=7
[eof]
|
||||
#
# Attract mode for Jumpman
#
ARTWORK.SHR/JUMPMAN=C
ACTION.HGR/JUMPMAN=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Jungle Hunt
#
ACTION.HGR/JUNGLE.HUNT2=7
ACTION.HGR/JUNGLE.HUNT=7
JUNGLE.HUNT=0
[eof]
|
||||
#
# Attract mode for Jungle Hunt
#
ACTION.HGR/JUNGLE.HUNT2=A
ACTION.HGR/JUNGLE.HUNT=A
JUNGLE.HUNT=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Karateka
#
ARTWORK.SHR/KARATEKA=9
ACTION.HGR/KARATEKA=7
KARATEKA=0
[eof]
|
||||
#
# Attract mode for Karateka
#
ARTWORK.SHR/KARATEKA=C
ACTION.HGR/KARATEKA=A
KARATEKA=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Kid Niki
#
ARTWORK.SHR/KID.NIKI=9
ACTION.HGR/KID.NIKI=7
[eof]
|
||||
#
# Attract mode for Kid Niki
#
ARTWORK.SHR/KID.NIKI=C
ACTION.HGR/KID.NIKI=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Lady Tut
#
ARTWORK.SHR/LADY.TUT=9
ACTION.HGR/LADY.TUT=7
LADY.TUT=0
[eof]
|
||||
#
# Attract mode for Lady Tut
#
ARTWORK.SHR/LADY.TUT=C
ACTION.HGR/LADY.TUT=A
LADY.TUT=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Lancaster
#
ARTWORK.SHR/LANCASTER=9
ACTION.HGR/LANCASTER=7
[eof]
|
||||
#
# Attract mode for Lancaster
#
ARTWORK.SHR/LANCASTER=C
ACTION.HGR/LANCASTER=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Lazer Silk
#
ARTWORK.SHR/LAZER.SILK=9
ACTION.HGR/LAZER.SILK=7
[eof]
|
||||
#
# Attract mode for Lazer Silk
#
ARTWORK.SHR/LAZER.SILK=C
ACTION.HGR/LAZER.SILK=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Lode Runner
#
ACTION.HGR/LODE001=7
ACTION.HGR/LODE137=7
LODE.RUNNER=0
[eof]
|
||||
#
# Attract mode for Lode Runner
#
ACTION.HGR/LODE001=A
ACTION.HGR/LODE137=A
LODE.RUNNER=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Lost Tomb
#
ARTWORK.SHR/LOST.TOMB=9
ACTION.HGR/LOST.TOMB2=7
ACTION.HGR/LOST.TOMB=7
LOST.TOMB=0
[eof]
|
||||
#
# Attract mode for Lost Tomb
#
ARTWORK.SHR/LOST.TOMB=C
ACTION.HGR/LOST.TOMB2=A
ACTION.HGR/LOST.TOMB=A
LOST.TOMB=0
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Mad Bomber
#
ACTION.HGR/MAD.BOMBER=7
[eof]
|
||||
#
# Attract mode for Mad Bomber
#
ACTION.HGR/MAD.BOMBER=A
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Marble Madness
#
ARTWORK.SHR/MARBLE.MADNESS=9
[eof]
|
||||
#
# Attract mode for Marble Madness
#
ARTWORK.SHR/MARBLE.MADNESS=C
[eof]
|
@ -1 +1 @@
|
||||
#
# Attract mode for Mario Bros
#
ARTWORK.SHR/MARIO.BROS=9
ACTION.HGR/MARIO.BROS2=7
ACTION.HGR/MARIO.BROS3=7
ACTION.HGR/MARIO.BROS=7
[eof]
|
||||
#
# Attract mode for Mario Bros
#
ARTWORK.SHR/MARIO.BROS=C
ACTION.HGR/MARIO.BROS2=A
ACTION.HGR/MARIO.BROS3=A
ACTION.HGR/MARIO.BROS=A
[eof]
|
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Reference in New Issue
Block a user