add Championship Lode Runner captive demo

This commit is contained in:
4am 2018-11-16 14:54:24 -05:00
parent b5a7bf783a
commit 081d40af62
7 changed files with 27 additions and 20 deletions

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@ -40,7 +40,6 @@ Bouncing Kamungas
Buzzard Bait
Canyon Climber
Ceiling Zero
Championship Lode Runner [priority]
Choplifter
Conan
Dino Eggs [priority]
@ -84,6 +83,7 @@ Vindicator
# uncompressed but unpatched
Bolo
Championship Lode Runner
Hard Hat Mack
Spy Hunter

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@ -1 +1 @@
# # 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]
# # 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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res/demo/CHAMP.LODERUN Executable file

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res/demo/CHAMP.LODERUN.1 Executable file

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res/demo/CHAMP.LODERUN.Z Executable file

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@ -1,21 +1,24 @@
SNEAKERS=Type(06),AuxType(0800),Access(C3)
SNEAKERS.1=Type(06),AuxType(0000),Access(C3)
WAVY.NAVY=Type(06),AuxType(0800),Access(C3)
WAVY.NAVY.1=Type(06),AuxType(0000),Access(C3)
LODE.RUNNER=Type(06),AuxType(1F00),Access(C3)
LODE.RUNNER.1=Type(06),AuxType(0000),Access(C3)
LODE.RUNNER.M=Type(06),AuxType(0000),Access(C3)
PITFALL.II=Type(06),AuxType(08E5),Access(C3)
SPY.HUNTER=Type(06),AuxType(0B87),Access(C3)
SPARE.CHANGE=Type(06),AuxType(2700),Access(C3)
SPARE.CHANGE.A=Type(06),AuxType(8E00),Access(C3)
SPARE.CHANGE.S=Type(06),AuxType(9600),Access(C3)
SPARE.CHANGE.Z=Type(06),AuxType(B400),Access(C3)
BURGERTIME=Type(06),AuxType(3E97),Access(C3)
BURGERTIME.1=Type(06),AuxType(A402),Access(C3)
BURGERTIME.2=Type(06),AuxType(6400),Access(C3)
BURGERTIME.3=Type(06),AuxType(2000),Access(C3)
BURGERTIME.4=Type(06),AuxType(0C00),Access(C3)
BURGERTIME.5=Type(06),AuxType(6000),Access(C3)
BURGERTIME.1=Type(F1),AuxType(A402),Access(C3)
BURGERTIME.2=Type(F1),AuxType(6400),Access(C3)
BURGERTIME.3=Type(F1),AuxType(2000),Access(C3)
BURGERTIME.4=Type(F1),AuxType(0C00),Access(C3)
BURGERTIME.5=Type(F1),AuxType(6000),Access(C3)
CHAMP.LODERUN=Type(06),AuxType(0800),Access(C3)
CHAMP.LODERUN.1=Type(F1),AuxType(0000),Access(C3)
CHAMP.LODERUN.Z=Type(F1),AuxType(0000),Access(C3)
LODE.RUNNER=Type(06),AuxType(1F00),Access(C3)
LODE.RUNNER.1=Type(F1),AuxType(0000),Access(C3)
LODE.RUNNER.M=Type(F1),AuxType(0000),Access(C3)
PEST.PATROL=Type(06),AuxType(0800),Access(C3)
PITFALL.II=Type(06),AuxType(08E5),Access(C3)
SNEAKERS=Type(06),AuxType(0800),Access(C3)
SNEAKERS.1=Type(F1),AuxType(0000),Access(C3)
SPARE.CHANGE=Type(06),AuxType(2700),Access(C3)
SPARE.CHANGE.A=Type(F1),AuxType(8E00),Access(C3)
SPARE.CHANGE.S=Type(F1),AuxType(9600),Access(C3)
SPARE.CHANGE.Z=Type(F1),AuxType(B400),Access(C3)
SPY.HUNTER=Type(06),AuxType(0B87),Access(C3)
SPYS.DEMISE=Type(06),AuxType(3FF1),Access(C3)
WAVY.NAVY=Type(06),AuxType(0800),Access(C3)
WAVY.NAVY.1=Type(F1),AuxType(0000),Access(C3)

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@ -0,0 +1,4 @@
$8AD3: C9E19006C9 -> 10084C0001 to exit after user presses key on title screen (context is AD00C0C9E19006C9FBB002)
$7524: 468F46 -> 4C0001 to exit after user presses button during demo (context is AD62C03005AD61C01009468F46)
$61FF: 4C8662 -> 4C0001 to exit after user presses button during title screen or high scores screen [3 bytes available] (context is 206B8EB07390034C8662)
$626D: 4C2760 -> 4C0001 to exit after demo player has died and high score screen has been shown [3 bytes available] (context is A902858A4C02624C2760)