4cade/res/ATTRACT.CONF

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# set 1
FAVORITES2.CONF=1
ACTIONHIJ1.CONF=2
JUNGLE.HUNT=0
DHGR1.CONF=3
ACTIONPOP.CONF=2
SAMMY.LIGHTFOOT=0
ACTIONEFG6.CONF=2
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
ACTIONMNO5.CONF=2
ATARI.CONF=1
ACTIONPQR4.CONF=2
SNEAKERS=0
ACTIONMR2.CONF=2
SHR2.CONF=5
# set 3
AB4.CONF=1
DIG.DUG=0
BRODER2.CONF=1
FALCONS=0
ACTIONCLR1.CONF=2
STAR.BLAZER=0
ACTDHGR15.CONF=4
ACTIONEFG4.CONF=2
ATARI2.CONF=1
ACTIONPQR5.CONF=2
BB=0
ACTIONPOP2.CONF=2
SHR3.CONF=5
# set 4
FAVORITES3.CONF=1
BK=0
BRODERBUND.CONF=1
SPACE.EGGS=0
ACTIONCLR2.CONF=2
LADY.TUT=0
DHGR4.CONF=3
ACTIONAB1.CONF=2
CD2.CONF=1
ACTIONAB4.CONF=2
SD=0
ACTIONHERO.CONF=2
SHR4.CONF=5
# set 5
P1.CONF=1
PM=0
OTHER3.CONF=1
SPCARTOON.6.=0
ACTIONHIJ3.CONF=2
CL=0
ACTDHGR13.CONF=4
ACTIONHIJ4.CONF=2
AB3.CONF=1
ACTIONAB6.CONF=2
AXIS.ASSASSIN=0
ACTIONPOP3.CONF=2
SHR5.CONF=5
# set 6
MATTEL.CONF=1
THUNDERBOMBS=0
FAVORITES1.CONF=1
FIREBIRD=0
ACTIONBURG.CONF=2
VINDICATOR=0
ACTDHGR2.CONF=4
ACTIONEFG2.CONF=2
S1.CONF=1
ACTIONAB7.CONF=2
LODE.RUNNER=0
ACTIONMPM.CONF=2
SHR6.CONF=5
# set 7
EFG2.CONF=1
REPTON=0
DATAMOST.CONF=1
BOLO=0
ACTIONCLR4.CONF=2
AGENT.U.S.A=0
ACTDHGR3.CONF=4
ACTIONMNO3.CONF=2
MNO1.CONF=1
ACTIONCD5.CONF=2
AQUATRON=0
ACTIONPOP4.CONF=2
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
T2.CONF=1
ACTIONEFG5.CONF=2
BUZZARD.BAIT=0
ACTIONLR.CONF=2
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
ACTIONMNO4.CONF=2
ROBOTRON.2084=0
ACTIONPOP5.CONF=2
SHR9.CONF=5
# set 10
OTHER7.CONF=1
WARP.DESTROYER=0
PICCADILLY.CONF=1
CYCLOD=0
ACTIONT3.CONF=2
WAVY.NAVY=0
ACTDHGR6.CONF=4
ACTIONT2.CONF=2
CD3.CONF=1
ACTIONBH.CONF=2
NI=0
ACTION2049.CONF=2
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
ACTIONT5.CONF=2
THE.GOONIES=0
ACTIONBH2.CONF=2
SHR11.CONF=5
# set 12
SEGA.CONF=1
LOST.TOMB=0
HIJKL.CONF=1
LABYRINTH=0
ACTIONEFG3.CONF=2
KARATEKA=0
ACTDHGR8.CONF=4
ACTIONS2.CONF=2
S2.CONF=1
DHGR5.CONF=3
SNAKE.BYTE=0
ACTIONMR1.CONF=2
SHR12.CONF=5
# set 13
ACTIVISION.CONF=1
DINO.EGGS=0
SIRIUS2.CONF=1
ACTIONHIJ2.CONF=2
ALIEN.TYPHOON=0
ACTDHGR9.CONF=4
ACTIONCD2.CONF=2
GEBELLI.CONF=1
DHGR6.CONF=3
SERPENTINE=0
ACTIONT4.CONF=2
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
DHGREPYX.CONF=3
PLASMANIA=0
ACTIONMHS.CONF=2
SHR14.CONF=5
# set 15
SUBLOGIC.CONF=1
HIGH.RISE=0
EFG1.CONF=1
HARD.HAT.MACK=0
ACTIONS1.CONF=2
OM=0
ACTDHGR11.CONF=4
ACTIONCD3.CONF=2
OTHER1.CONF=1
SPY.HUNTER=0
ACTIONBL.CONF=2
S4.CONF=1
SHR15.CONF=5
# set 16
EPYX.CONF=1
NIBBLER=0
AB1.CONF=1
BELLHOP=0
ACTIONPQR3.CONF=2
ALIEN.AMBUSH=0
ACTDHGR12.CONF=4
ACTIONCAPT.CONF=2
MNO3.CONF=1
TB=0
ACTIONANKH.CONF=2
ACCESS.CONF=1
SHR16.CONF=5
# set 17
T1.CONF=1
MC=0
SIRIUS.CONF=1
SPCARTOON.2.=0
ACTIONCLR3.CONF=2
AC=0
ACTDHGR1.CONF=4
ACTIONAB2.CONF=2
AB2.CONF=1
SPARE.CHANGE=0
ACTIONDD.CONF=2
T3.CONF=1
SHR17.CONF=5
# set 18
INDIE.CONF=1
BATTLEZONE=0
BALLY.CONF=1
ALIEN.MUNCHIES=0
MR.DO.CONF=2
BU=0
DHGR3.CONF=3
ACTIONS3.CONF=2
S3.CONF=1
STARGATE=0
ACTIONTH.CONF=2
SIRIUS3.CONF=1
SHR18.CONF=5
# set 19
MNO2.CONF=1
CB=0
OTHER5.CONF=1
CRIME.WAVE=0
ACTIONCD4.CONF=2
SPACE.QUARKS=0
ACTDHGR17.CONF=4
ACTIONMZR.CONF=2
OTHER6.CONF=1
GUMBALL=0
ACTIONKN.CONF=2
EFG3.CONF=1
SHR19.CONF=5
# set 20
DATASOFT2.CONF=1
BEER.RUN=0
HIJKL3.CONF=1
TUNNEL.TERROR=0
ACTIONAB5.CONF=2
PHASER.FIRE=0
ACTDHGR16.CONF=4
ACTIONS6.CONF=2
MNO4.CONF=1
N.O.R.A.D=0
ACTIONCD6.CONF=2
SHR20.CONF=5
# set 21
CD4.CONF=1
LASER.BOUNCE=0
ACTDHGR18.CONF=4
LAZER.SILK=0
ACTIONROM.CONF=2
NIGHT.STALKER=0
SHR21.CONF=5
DATAMOST2.CONF=1
ACTGR1.CONF=6
SHR22.CONF=5
[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.
#
# 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
#