DHGR.FIZZLE2BIT DHGR.RIPPLE DHGR.SOFT.DIAG DHGR.BUBBLES DHGR.RADIAL DHGR.SOFT.IRIS DHGR.WAVY.RIP DHGR.SNOWFL.IN DHGR.MAPLE DHGR.SLOW.STAR DHGR.HEART.RIP DHGR.CORNER4 DHGR.STAR.IN DHGR.REDLINES DHGR.BUTTERFLY DHGR.BLOOM.IN DHGR.RADIAL4 DHGR.TWOPASS.LR DHGR.WAVY.IN DHGR.CORNER4RIP DHGR.STAR DHGR.MAPLE.IN DHGR.BAR.DISSLV DHGR.BLOOM DHGR.SLOW.STARI DHGR.HEART DHGR.RADIAL3 DHGR.STAR.RIP DHGR.BFLY.IN DHGR.DIAGONAL DHGR.SNOWFLAKE DHGR.SOFTIRISIN DHGR.RADIAL2 DHGR.IRIS DHGR.BUBBLES.IN DHGR.SLOWST.RIP DHGR.RADIAL5 DHGR.FIZZLE DHGR.BFLY.RIP DHGR.IRIS.IN DHGR.SWIRL DHGR.MAPLE.RIP DHGR.R.BY.PIXEL DHGR.HEART.IN DHGR.SNOWFL.RIP DHGR.CORNER4.IN DHGR.WAVY.IRIS DHGR.BLOOM.RIP DHGR.FLICK [eof] # # transition effects for DHGR slideshows # # Each Mega-Attract Module that is a DHGR 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 main # memory banked in, DHGR page 1 showing, and the next DHGR graphic already # loaded at $4000/main and $4000/aux. A transition effect has full use of # auxiliary memory, zero pages (both), text pages (both, but preserve screen # holes), and main memory $6000-$BEFF. $BF00-$BFFF/main is reserved for the # ProDOS shim. 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. #