add Championship Lode Runner action slideshows

This commit is contained in:
4am 2018-12-31 12:16:13 -05:00
parent 77f687db54
commit 030f0dd5a3
58 changed files with 62 additions and 2 deletions

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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 global prefs file. # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 for self-running demo (|key| is an executable binary file in /demo/) # 1 for title slideshow (|key| is a file containing a list of HGR graphics in /hgr/) # 2 for action slideshow (|key| is a file containing a list of HGR graphics in /action/) # 3 for DHGR title slideshow (|key| is a file containing a list of DHGR graphics in /dhgr/) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing # LODERUNNER001=2 LODERUNNER011=2 LODERUNNER021=2 LODERUNNER031=2 LODERUNNER041=2 LODERUNNER051=2 LODERUNNER061=2 LODERUNNER071=2 LODERUNNER081=2 LODERUNNER091=2 LODERUNNER101=2 LODERUNNER111=2 LODERUNNER121=2 LODERUNNER131=2 LODERUNNER141=2 ACTIONAB.CONF=2 ACTIONCD.CONF=2 ACTIONEFG.CONF=2 ACTIONHIJK.CONF=2 ACTIONMNO.CONF=2 ACTIONPQR.CONF=2 ACTIONS.CONF=2 ACTIONT.CONF=2 #SPIDER.RAID=0 FAVORITES.CONF=1 DHGR.CONF=3 EFG.CONF=1 ACTIVISION.CONF=1 CD.CONF=1 BRODERBUND.CONF=1 T.CONF=1 ATARI.CONF=1 SIERRA.CONF=1 PQR.CONF=1 DATAMOST.CONF=1 MNO.CONF=1 DATASOFT.CONF=1 S.CONF=1 MICROFUN.CONF=1 AB.CONF=1 PICCADILLY.CONF=1 HIJKL.CONF=1 SIRIUS.CONF=1 EA.CONF=1 SYNERGIST.CONF=1 SEGA.CONF=1 SYNAPSE.CONF=1 EPYX.CONF=1 PENGUIN.CONF=1 BALLY.CONF=1 DATAEAST.CONF=1 MATTEL.CONF=1 SUBLOGIC.CONF=1 TAITO.CONF=1 IDSI.CONF=1 OTHER.CONF=1 TRACK.AND.FIELD=0 STELLAR.7=0 GOONIES=0 ALIEN.DOWNPOUR=0 BOUNCING.KMNGAS=0 CEILING.ZERO=0 ORILEYS.MINE=0 FORMULA.1=0 FIREBIRD=0 #BUZZARD.BAIT=0 #SNAKE.BYTE=0 HIGH.RISE=0 THUNDERBOMBS=0 ROBOTRON=0 NIBBLER=0 LADY.TUT=0 STARGATE=0 FLIP.OUT=0 AGENT.USA=0 GUMBALL=0 TUBEWAY=0 CIDER.SPIDER=0 CONAN=0 MR.COOL=0 CHOPLIFTER=0 HARD.HAT.MACK=0 PACMAN=0 SERPENTINE=0 KARATEKA=0 WARP.DESTROYER=0 LOST.TOMB=0 VINDICATOR=0 REPTON=0 SAMMY.LIGHTFOOT=0 DUNG.BEETLES=0 GAMMA.GOBLINS=0 PIEMAN=0 ALIEN.AMBUSH=0 ALIEN.RAIN=0 AQUATRON=0 JUNGLE.HUNT=0 POOYAN=0 PLASMANIA=0 SPY.HUNTER=0 DINO.EGGS=0 BOLO=0 CHAMP.LODERUN=0 SPYS.DEMISE=0 PEST.PATROL=0 PITFALL.II=0 LODE.RUNNER=0 BURGERTIME=0 SPARE.CHANGE=0 SNEAKERS=0 WAVY.NAVY=0 [eof]
# # 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 global prefs file. # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 for self-running demo (|key| is an executable binary file in /demo/) # 1 for title slideshow (|key| is a file containing a list of HGR graphics in /hgr/) # 2 for action slideshow (|key| is a file containing a list of HGR graphics in /action/) # 3 for DHGR title slideshow (|key| is a file containing a list of DHGR graphics in /dhgr/) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing # CLODERUNNER001=2 CLODERUNNER011=2 CLODERUNNER021=2 CLODERUNNER031=2 CLODERUNNER041=2 LODERUNNER001=2 LODERUNNER011=2 LODERUNNER021=2 LODERUNNER031=2 LODERUNNER041=2 LODERUNNER051=2 LODERUNNER061=2 LODERUNNER071=2 LODERUNNER081=2 LODERUNNER091=2 LODERUNNER101=2 LODERUNNER111=2 LODERUNNER121=2 LODERUNNER131=2 LODERUNNER141=2 ACTIONAB.CONF=2 ACTIONCD.CONF=2 ACTIONEFG.CONF=2 ACTIONHIJK.CONF=2 ACTIONMNO.CONF=2 ACTIONPQR.CONF=2 ACTIONS.CONF=2 ACTIONT.CONF=2 #SPIDER.RAID=0 FAVORITES.CONF=1 DHGR.CONF=3 EFG.CONF=1 ACTIVISION.CONF=1 CD.CONF=1 BRODERBUND.CONF=1 T.CONF=1 ATARI.CONF=1 SIERRA.CONF=1 PQR.CONF=1 DATAMOST.CONF=1 MNO.CONF=1 DATASOFT.CONF=1 S.CONF=1 MICROFUN.CONF=1 AB.CONF=1 PICCADILLY.CONF=1 HIJKL.CONF=1 SIRIUS.CONF=1 EA.CONF=1 SYNERGIST.CONF=1 SEGA.CONF=1 SYNAPSE.CONF=1 EPYX.CONF=1 PENGUIN.CONF=1 BALLY.CONF=1 DATAEAST.CONF=1 MATTEL.CONF=1 SUBLOGIC.CONF=1 TAITO.CONF=1 IDSI.CONF=1 OTHER.CONF=1 TRACK.AND.FIELD=0 STELLAR.7=0 GOONIES=0 ALIEN.DOWNPOUR=0 BOUNCING.KMNGAS=0 CEILING.ZERO=0 ORILEYS.MINE=0 FORMULA.1=0 FIREBIRD=0 #BUZZARD.BAIT=0 #SNAKE.BYTE=0 HIGH.RISE=0 THUNDERBOMBS=0 ROBOTRON=0 NIBBLER=0 LADY.TUT=0 STARGATE=0 FLIP.OUT=0 AGENT.USA=0 GUMBALL=0 TUBEWAY=0 CIDER.SPIDER=0 CONAN=0 MR.COOL=0 CHOPLIFTER=0 HARD.HAT.MACK=0 PACMAN=0 SERPENTINE=0 KARATEKA=0 WARP.DESTROYER=0 LOST.TOMB=0 VINDICATOR=0 REPTON=0 SAMMY.LIGHTFOOT=0 DUNG.BEETLES=0 GAMMA.GOBLINS=0 PIEMAN=0 ALIEN.AMBUSH=0 ALIEN.RAIN=0 AQUATRON=0 JUNGLE.HUNT=0 POOYAN=0 PLASMANIA=0 SPY.HUNTER=0 DINO.EGGS=0 BOLO=0 CHAMP.LODERUN=0 SPYS.DEMISE=0 PEST.PATROL=0 PITFALL.II=0 LODE.RUNNER=0 BURGERTIME=0 SPARE.CHANGE=0 SNEAKERS=0 WAVY.NAVY=0 [eof]

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# # transition effects for HGR slideshows # # Each Mega-Attract Module that is an HGR 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 # hi-res page 1 showing and the next HGR graphic already loaded at $4000. # A transition effect has full use of main memory, including zero page and # text page if needed. 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. # CRYSTAL STAR RADIAL RIPPLE2 CORNER.CIRCLE SUNRISE SUNSET RADIAL2 RADIAL3 RADIAL4 RADIAL5 CRYSTAL STAR RIPPLE IRIS SPLIT.UD.INTRO DIAGONAL CHECKERBOARD HALF.FIZZLE BAR.DISSOLVE STAGGERWHITE.LR DIAMOND ONESQUARE TWOPASS.LR HALF.MOSAIC STAGGER.LR FOURSQUARE STAGGER.UD INTERLOCK.LR BLOCK.MOSAIC FIZZLE STAGGERWHITE.UD INTERLOCK.UD BLOCK.FIZZLE SPIRAL [eof]
# # transition effects for HGR slideshows # # Each Mega-Attract Module that is an HGR 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 # hi-res page 1 showing and the next HGR graphic already loaded at $4000. # A transition effect has full use of main memory, including zero page and # text page if needed. 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. # STAR RADIAL CRYSTAL RIPPLE2 CRYSTAL CORNER.CIRCLE CRYSTAL SUNRISE SUNSET CORNER.CIRCLE RIPPLE2 RADIAL2 RADIAL3 RADIAL4 RADIAL5 CRYSTAL SUNRISE IRIS SPLIT.UD.INTRO DIAGONAL CHECKERBOARD HALF.FIZZLE BAR.DISSOLVE STAGGERWHITE.LR DIAMOND ONESQUARE TWOPASS.LR HALF.MOSAIC STAGGER.LR FOURSQUARE STAGGER.UD INTERLOCK.LR BLOCK.MOSAIC STAGGERWHITE.UD INTERLOCK.UD BLOCK.FIZZLE SPIRAL [eof]

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# # Championship Lode Runner slideshow (levels 001-010) # CLODE001=CHAMP.LODERUN CLODE002=CHAMP.LODERUN CLODE003=CHAMP.LODERUN CLODE004=CHAMP.LODERUN CLODE005=CHAMP.LODERUN CLODE006=CHAMP.LODERUN CLODE007=CHAMP.LODERUN CLODE008=CHAMP.LODERUN CLODE009=CHAMP.LODERUN CLODE010=CHAMP.LODERUN [eof]

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# # Championship Lode Runner slideshow (levels 011-020) # CLODE011=CHAMP.LODERUN CLODE012=CHAMP.LODERUN CLODE013=CHAMP.LODERUN CLODE014=CHAMP.LODERUN CLODE015=CHAMP.LODERUN CLODE016=CHAMP.LODERUN CLODE017=CHAMP.LODERUN CLODE018=CHAMP.LODERUN CLODE019=CHAMP.LODERUN CLODE020=CHAMP.LODERUN [eof]

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# # Championship Lode Runner slideshow (levels 021-030) # CLODE021=CHAMP.LODERUN CLODE022=CHAMP.LODERUN CLODE023=CHAMP.LODERUN CLODE024=CHAMP.LODERUN CLODE025=CHAMP.LODERUN CLODE026=CHAMP.LODERUN CLODE027=CHAMP.LODERUN CLODE028=CHAMP.LODERUN CLODE029=CHAMP.LODERUN CLODE030=CHAMP.LODERUN [eof]

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# # Championship Lode Runner slideshow (levels 031-040) # CLODE031=CHAMP.LODERUN CLODE032=CHAMP.LODERUN CLODE033=CHAMP.LODERUN CLODE034=CHAMP.LODERUN CLODE035=CHAMP.LODERUN CLODE036=CHAMP.LODERUN CLODE037=CHAMP.LODERUN CLODE038=CHAMP.LODERUN CLODE039=CHAMP.LODERUN CLODE040=CHAMP.LODERUN [eof]

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# # Championship Lode Runner slideshow (levels 041-050) # CLODE041=CHAMP.LODERUN CLODE042=CHAMP.LODERUN CLODE043=CHAMP.LODERUN CLODE044=CHAMP.LODERUN CLODE045=CHAMP.LODERUN CLODE046=CHAMP.LODERUN CLODE047=CHAMP.LODERUN CLODE048=CHAMP.LODERUN CLODE049=CHAMP.LODERUN CLODE050=CHAMP.LODERUN [eof]

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LODERUNNER121=Type(04),AuxType(4000),Access(C3)
LODERUNNER131=Type(04),AuxType(4000),Access(C3)
LODERUNNER141=Type(04),AuxType(4000),Access(C3)
CLODERUNNER001=Type(04),AuxType(4000),Access(C3)
CLODERUNNER011=Type(04),AuxType(4000),Access(C3)
CLODERUNNER021=Type(04),AuxType(4000),Access(C3)
CLODERUNNER031=Type(04),AuxType(4000),Access(C3)
CLODERUNNER041=Type(04),AuxType(4000),Access(C3)