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add Championship Lode Runner captive demo
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parent
b5a7bf783a
commit
081d40af62
@ -40,7 +40,6 @@ Bouncing Kamungas
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Buzzard Bait
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Canyon Climber
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Ceiling Zero
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Championship Lode Runner [priority]
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Choplifter
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Conan
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Dino Eggs [priority]
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@ -84,6 +83,7 @@ Vindicator
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# uncompressed but unpatched
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Bolo
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Championship Lode Runner
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Hard Hat Mack
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Spy Hunter
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@ -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 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
SPYS.DEMISE=3
PEST.PATROL=3
PITFALL.II=3
LODE.RUNNER=3
BURGERTIME=3
SPARE.CHANGE=3
SNEAKERS=3
WAVY.NAVY=3
#SPY.HUNTER=3
DHGR.CONF=2
FAVORITES.CONF=1
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
[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
CHAMP.LODERUN=3
SPYS.DEMISE=3
PEST.PATROL=3
PITFALL.II=3
LODE.RUNNER=3
BURGERTIME=3
SPARE.CHANGE=3
SNEAKERS=3
WAVY.NAVY=3
#BOLO=3
#HARD.HAT.MACK=3
#SPY.HUNTER=3
DHGR.CONF=2
FAVORITES.CONF=1
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
[eof]
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BIN
res/demo/CHAMP.LODERUN
Executable file
BIN
res/demo/CHAMP.LODERUN
Executable file
Binary file not shown.
BIN
res/demo/CHAMP.LODERUN.1
Executable file
BIN
res/demo/CHAMP.LODERUN.1
Executable file
Binary file not shown.
BIN
res/demo/CHAMP.LODERUN.Z
Executable file
BIN
res/demo/CHAMP.LODERUN.Z
Executable file
Binary file not shown.
@ -1,21 +1,24 @@
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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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LODE.RUNNER=Type(06),AuxType(1F00),Access(C3)
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LODE.RUNNER.1=Type(06),AuxType(0000),Access(C3)
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LODE.RUNNER.M=Type(06),AuxType(0000),Access(C3)
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PITFALL.II=Type(06),AuxType(08E5),Access(C3)
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SPY.HUNTER=Type(06),AuxType(0B87),Access(C3)
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SPARE.CHANGE=Type(06),AuxType(2700),Access(C3)
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SPARE.CHANGE.A=Type(06),AuxType(8E00),Access(C3)
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SPARE.CHANGE.S=Type(06),AuxType(9600),Access(C3)
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SPARE.CHANGE.Z=Type(06),AuxType(B400),Access(C3)
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BURGERTIME=Type(06),AuxType(3E97),Access(C3)
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BURGERTIME.1=Type(06),AuxType(A402),Access(C3)
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BURGERTIME.2=Type(06),AuxType(6400),Access(C3)
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BURGERTIME.3=Type(06),AuxType(2000),Access(C3)
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BURGERTIME.4=Type(06),AuxType(0C00),Access(C3)
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BURGERTIME.5=Type(06),AuxType(6000),Access(C3)
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BURGERTIME.1=Type(F1),AuxType(A402),Access(C3)
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BURGERTIME.2=Type(F1),AuxType(6400),Access(C3)
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BURGERTIME.3=Type(F1),AuxType(2000),Access(C3)
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BURGERTIME.4=Type(F1),AuxType(0C00),Access(C3)
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BURGERTIME.5=Type(F1),AuxType(6000),Access(C3)
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CHAMP.LODERUN=Type(06),AuxType(0800),Access(C3)
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CHAMP.LODERUN.1=Type(F1),AuxType(0000),Access(C3)
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CHAMP.LODERUN.Z=Type(F1),AuxType(0000),Access(C3)
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LODE.RUNNER=Type(06),AuxType(1F00),Access(C3)
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LODE.RUNNER.1=Type(F1),AuxType(0000),Access(C3)
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LODE.RUNNER.M=Type(F1),AuxType(0000),Access(C3)
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PEST.PATROL=Type(06),AuxType(0800),Access(C3)
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PITFALL.II=Type(06),AuxType(08E5),Access(C3)
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SNEAKERS=Type(06),AuxType(0800),Access(C3)
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SNEAKERS.1=Type(F1),AuxType(0000),Access(C3)
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SPARE.CHANGE=Type(06),AuxType(2700),Access(C3)
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SPARE.CHANGE.A=Type(F1),AuxType(8E00),Access(C3)
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SPARE.CHANGE.S=Type(F1),AuxType(9600),Access(C3)
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SPARE.CHANGE.Z=Type(F1),AuxType(B400),Access(C3)
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SPY.HUNTER=Type(06),AuxType(0B87),Access(C3)
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SPYS.DEMISE=Type(06),AuxType(3FF1),Access(C3)
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WAVY.NAVY=Type(06),AuxType(0800),Access(C3)
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WAVY.NAVY.1=Type(F1),AuxType(0000),Access(C3)
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4
res/notes/championship-lode-runner.txt
Normal file
4
res/notes/championship-lode-runner.txt
Normal file
@ -0,0 +1,4 @@
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$8AD3: C9E19006C9 -> 10084C0001 to exit after user presses key on title screen (context is AD00C0C9E19006C9FBB002)
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$7524: 468F46 -> 4C0001 to exit after user presses button during demo (context is AD62C03005AD61C01009468F46)
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$61FF: 4C8662 -> 4C0001 to exit after user presses button during title screen or high scores screen [3 bytes available] (context is 206B8EB07390034C8662)
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$626D: 4C2760 -> 4C0001 to exit after demo player has died and high score screen has been shown [3 bytes available] (context is A902858A4C02624C2760)
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