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https://github.com/a2-4am/4cade.git
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more assets for Street Sports Basketball
This commit is contained in:
parent
1060af08df
commit
29345e77b8
BIN
res/ARTWORK.SHR.UNCOMPRESSED/SS.BASKETBALL
Normal file
BIN
res/ARTWORK.SHR.UNCOMPRESSED/SS.BASKETBALL
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BIN
res/ARTWORK.SHR/SS.BASKETBALL
Normal file
BIN
res/ARTWORK.SHR/SS.BASKETBALL
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@ -87,6 +87,7 @@ SPARE.CHANGE=Type(06),AuxType(1FF8),Access(C3)
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SPIDERBOT=Type(06),AuxType(1FF8),Access(C3)
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SPY.STRIKES.BAK=Type(06),AuxType(1FF8),Access(C3)
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SS.BASEBALL=Type(06),AuxType(1FF8),Access(C3)
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SS.BASKETBALL=Type(06),AuxType(1FF8),Access(C3)
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STAR.BLAZER=Type(06),AuxType(1FF8),Access(C3)
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STARBLASTER=Type(06),AuxType(1FF8),Access(C3)
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SUMMER.EDITION=Type(06),AuxType(1FF8),Access(C3)
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@ -1 +1 @@
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# set 1
FAVORITES2.CONF=1
ACTIONHIJ1.CONF=2
JUNGLE.HUNT=0
DHGR1.CONF=3
ACTIONPOP.CONF=2
SAMMY.LIGHTFOOT=0
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
ACTIONCLR1.CONF=2
ATARI.CONF=1
SNEAKERS=0
SHR2.CONF=5
# set 3
AB4.CONF=1
DIG.DUG=0
BRODER2.CONF=1
FALCONS=0
ACTIONT4.CONF=2
STAR.BLAZER=0
ACTDHGR15.CONF=4
ACTIONEFG4.CONF=2
ATARI2.CONF=1
BRAINTEASERBLVD=0
SHR3.CONF=5
# set 4
FAVORITES3.CONF=1
BOUNCING.KMNGAS=0
BRODERBUND.CONF=1
SPACE.EGGS=0
ACTIONCLR2.CONF=2
LADY.TUT=0
DHGR4.CONF=3
ACTIONAB1.CONF=2
CD2.CONF=1
SPYS.DEMISE=0
SHR4.CONF=5
# set 5
P1.CONF=1
PIEMAN=0
OTHER3.CONF=1
SPCARTOON.6.=0
ACTIONHIJ3.CONF=2
CHAMP.LODERUN=0
ACTDHGR13.CONF=4
ACTIONHIJ4.CONF=2
AB3.CONF=1
AXIS.ASSASSIN=0
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
LODE.RUNNER=0
SHR6.CONF=5
# set 7
EFG2.CONF=1
REPTON=0
DATAMOST.CONF=1
BOLO=0
ACTIONCLR4.CONF=2
AGENT.USA=0
ACTDHGR3.CONF=4
ACTIONMNO3.CONF=2
MNO1.CONF=1
AQUATRON=0
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
BUZZARD.BAIT=0
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
ROBOTRON=0
SHR9.CONF=5
# set 10
SYNAPSE.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
TRACK.AND.FIELD=0
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
GOONIES=0
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
SNAKE.BYTE=0
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
SERPENTINE=0
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
PLASMANIA=0
SHR14.CONF=5
# set 15
SUBLOGIC.CONF=1
HIGH.RISE=0
EFG1.CONF=1
HARD.HAT.MACK=0
ACTIONS1.CONF=2
ORILEYS.MINE=0
ACTDHGR11.CONF=4
ACTIONCD3.CONF=2
OTHER1.CONF=1
SPY.HUNTER=0
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
TUBEWAY=0
SHR16.CONF=5
# set 17
T1.CONF=1
MR.COOL=0
SIRIUS.CONF=1
SPCARTOON.2.=0
ACTIONCLR3.CONF=2
CIDER.SPIDER=0
ACTDHGR1.CONF=4
ACTIONAB2.CONF=2
AB2.CONF=1
SPARE.CHANGE=0
SHR17.CONF=5
# set 18
IDSI.CONF=1
BATTLEZONE=0
BALLY.CONF=1
ALIEN.MUNCHIES=0
MR.DO.CONF=2
BURGERTIME=0
DHGR3.CONF=3
ACTIONS3.CONF=2
S3.CONF=1
STARGATE=0
SHR18.CONF=5
# set 19
MNO2.CONF=1
CANNONBALL.BLTZ=0
OTHER5.CONF=1
CRIME.WAVE=0
ACTIONCD4.CONF=2
SPACE.QUARKS=0
ACTDHGR1.CONF=4
ACTIONMZR.CONF=2
OTHER6.CONF=1
GUMBALL=0
SHR19.CONF=5
# set 20
#1
BEER.RUN=0
#1
#0
ACTIONAB5.CONF=2
#0
ACTDHGR16.CONF=4
ACTIONS6.CONF=2
#1
#0
#5
# extras
ACTIONAB4.CONF=2
ACTGR1.CONF=6
[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
#
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# set 1
FAVORITES2.CONF=1
ACTIONHIJ1.CONF=2
JUNGLE.HUNT=0
DHGR1.CONF=3
ACTIONPOP.CONF=2
SAMMY.LIGHTFOOT=0
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
ACTIONCLR1.CONF=2
ATARI.CONF=1
SNEAKERS=0
SHR2.CONF=5
# set 3
AB4.CONF=1
DIG.DUG=0
BRODER2.CONF=1
FALCONS=0
ACTIONT4.CONF=2
STAR.BLAZER=0
ACTDHGR15.CONF=4
ACTIONEFG4.CONF=2
ATARI2.CONF=1
BRAINTEASERBLVD=0
SHR3.CONF=5
# set 4
FAVORITES3.CONF=1
BOUNCING.KMNGAS=0
BRODERBUND.CONF=1
SPACE.EGGS=0
ACTIONCLR2.CONF=2
LADY.TUT=0
DHGR4.CONF=3
ACTIONAB1.CONF=2
CD2.CONF=1
SPYS.DEMISE=0
SHR4.CONF=5
# set 5
P1.CONF=1
PIEMAN=0
OTHER3.CONF=1
SPCARTOON.6.=0
ACTIONHIJ3.CONF=2
CHAMP.LODERUN=0
ACTDHGR13.CONF=4
ACTIONHIJ4.CONF=2
AB3.CONF=1
AXIS.ASSASSIN=0
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
LODE.RUNNER=0
SHR6.CONF=5
# set 7
EFG2.CONF=1
REPTON=0
DATAMOST.CONF=1
BOLO=0
ACTIONCLR4.CONF=2
AGENT.USA=0
ACTDHGR3.CONF=4
ACTIONMNO3.CONF=2
MNO1.CONF=1
AQUATRON=0
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
BUZZARD.BAIT=0
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
ROBOTRON=0
SHR9.CONF=5
# set 10
SYNAPSE.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
TRACK.AND.FIELD=0
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
GOONIES=0
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
SNAKE.BYTE=0
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
SERPENTINE=0
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
PLASMANIA=0
SHR14.CONF=5
# set 15
SUBLOGIC.CONF=1
HIGH.RISE=0
EFG1.CONF=1
HARD.HAT.MACK=0
ACTIONS1.CONF=2
ORILEYS.MINE=0
ACTDHGR11.CONF=4
ACTIONCD3.CONF=2
OTHER1.CONF=1
SPY.HUNTER=0
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
TUBEWAY=0
SHR16.CONF=5
# set 17
T1.CONF=1
MR.COOL=0
SIRIUS.CONF=1
SPCARTOON.2.=0
ACTIONCLR3.CONF=2
CIDER.SPIDER=0
ACTDHGR1.CONF=4
ACTIONAB2.CONF=2
AB2.CONF=1
SPARE.CHANGE=0
SHR17.CONF=5
# set 18
IDSI.CONF=1
BATTLEZONE=0
BALLY.CONF=1
ALIEN.MUNCHIES=0
MR.DO.CONF=2
BURGERTIME=0
DHGR3.CONF=3
ACTIONS3.CONF=2
S3.CONF=1
STARGATE=0
SHR18.CONF=5
# set 19
MNO2.CONF=1
CANNONBALL.BLTZ=0
OTHER5.CONF=1
CRIME.WAVE=0
ACTIONCD4.CONF=2
SPACE.QUARKS=0
ACTDHGR1.CONF=4
ACTIONMZR.CONF=2
OTHER6.CONF=1
GUMBALL=0
SHR19.CONF=5
# set 20
#1
BEER.RUN=0
#1
#0
ACTIONAB5.CONF=2
#0
ACTDHGR16.CONF=4
ACTIONS6.CONF=2
#1
#0
SHR20.CONF=5
# extras
ACTIONAB4.CONF=2
ACTGR1.CONF=6
[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
#
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@ -1 +1 @@
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#
# Attract mode for Street Sports Basketball
#
ACTION.DHGR/SS.BASKETBALL2=B
ACTION.DHGR/SS.BASKETBALL3=B
ACTION.DHGR/SS.BASKETBALL=B
[eof]
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#
# Attract mode for Street Sports Basketball
#
ARTWORK.SHR/SS.BASKETBALL=C
ACTION.DHGR/SS.BASKETBALL2=B
ACTION.DHGR/SS.BASKETBALL3=B
ACTION.DHGR/SS.BASKETBALL=B
[eof]
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@ -1 +1 @@
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#
# super hi-res slideshow
#
APPLE.PANIC
BRUCE.LEE
CHAMP.LODERUN
CANYON.CLIMBER
BOUNCING.KMNGAS
SOKO.BAN
[eof]
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#
# super hi-res slideshow
#
APPLE.PANIC
BRUCE.LEE
CHAMP.LODERUN
CANYON.CLIMBER
BOUNCING.KMNGAS
[eof]
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@ -1 +1 @@
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#
# super hi-res slideshow
#
SOLO.FLIGHT
INDIANA.JONES
RENEGADE
EGGS.IT
FORCE.7
ONE.ON.ONE
[eof]
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#
# super hi-res slideshow
#
SOLO.FLIGHT
INDIANA.JONES
RENEGADE
EGGS.IT
FORCE.7
[eof]
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1
res/SS/SHR20.CONF
Normal file
1
res/SS/SHR20.CONF
Normal file
@ -0,0 +1 @@
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#
# super hi-res slideshow
#
ONE.ON.ONE
SS.BASKETBALL
DAVIDS.MAGIC
CALI.GAMES
SOKO.BAN
[eof]
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@ -1 +1 @@
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#
# super hi-res slideshow
#
CONAN
CRISIS.MOUNTAIN
CROSSFIRE
CYBER.STRIKE
D.GENERATION
DAVIDS.MAGIC
[eof]
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#
# super hi-res slideshow
#
CONAN
CRISIS.MOUNTAIN
CROSSFIRE
CYBER.STRIKE
D.GENERATION
[eof]
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@ -1 +1 @@
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#
# super hi-res slideshow
#
DRELBS
DROL
GOONIES
GORGON
HARD.HAT.MACK
CALI.GAMES
[eof]
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#
# super hi-res slideshow
#
DRELBS
DROL
GOONIES
GORGON
HARD.HAT.MACK
[eof]
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@ -122,6 +122,7 @@ SHR17.CONF=Type(04),AuxType(4000),Access(C3)
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SHR18.CONF=Type(04),AuxType(4000),Access(C3)
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SHR19.CONF=Type(04),AuxType(4000),Access(C3)
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SHR2.CONF=Type(04),AuxType(4000),Access(C3)
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SHR20.CONF=Type(04),AuxType(4000),Access(C3)
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SHR3.CONF=Type(04),AuxType(4000),Access(C3)
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SHR4.CONF=Type(04),AuxType(4000),Access(C3)
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SHR5.CONF=Type(04),AuxType(4000),Access(C3)
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