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4am 2019-11-12 11:33:45 -05:00
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commit 35ecbdf478

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VERTICAL.BLINDS # RIPPLE STAR.IN SOFT.DIAGONAL STAGGERWHITE.UD RADIAL STAGGER.LR SOFT.UD HEART.IN CRYSTAL STAR.RIPPLE BIT.FIZZLE APPLE.IN MEETINTHEMIDDLE FLOWER.RAD.RIP SOFT.IRIS W.RIPPLE.BLOOM DIAGONAL MANDELBROT.IN CORNER.SUPERRIP STAR FLOWER.IN R.BY.PIXEL WAVY.IRIS APPLE SUNRISE MANDELBROT.RIP SOFT.L HEART.RIPPLE SUNSET FLOWER.RAD SLOW.STAR.IN IRIS.IN BUTTERFLYRIPPLE W.IRIS.BLOOM.IN CORNER.CIRCLE CENTER.BY.PIXEL SNOWFLAKE.IN FLOWER APPLE.RIPPLE DIAGONAL2 RIPPLE2 STAR.BLOOM PALETTE.FIZZLE RADIAL2 BUTTERFLY FLOWER.RIPPLE SPLIT.UD.INTRO WAVY.IRIS.IN R.BY.2 HALF.FIZZLE SNOWFLAKE.RIP RADIAL3 HEART FLOWER.RAD.IN DIAGONAL3 MANDELBROT WAVY.RIPPLE CORNER4.OUT LATTICE BAR.DISSOLVE R.BY.PALETTE FOURSPIRAL SOFT.R MAPLE.IN IRIS CASCADE SNOWFLAKE VERTICAL.BLINDS BUTTERFLY.IN CHECKERBOARD LR.BY.PIXEL RADIAL4 CHECKER.FIZZLE STAGGERWHITE.LR SOFT.UD.OUT ONESQUARE W.IRIS.BLOOM MAPLE FIZZLE SLOW.STAR ARROW.WHITE TRI.FIZZLE SOFT.IRIS.IN DIAMOND TWOPASS.LR HALF.MOSAIC RADIAL5 ARROW FOURSQUARE BLOCK.FIZZLE DIAGONAL4 STAGGER.UD INTERLOCK.LR SOFT.UD.IN BLOCK.MOSAIC CORNER4.IN MAPLE.RIPPLE INTERLOCK.UD LITTLE.BOXES SPIRAL WAVY.CORNER [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 can use $6000-$BFFF in main memory, zero page, and # text page if needed (but preserve the screen holes). $800-$1FFF is reserved # for the slideshow data. 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. #
RIPPLE STAR.IN SOFT.DIAGONAL STAGGERWHITE.UD RADIAL STAGGER.LR SOFT.UD HEART.IN CRYSTAL STAR.RIPPLE BIT.FIZZLE APPLE.IN MEETINTHEMIDDLE FLOWER.RAD.RIP SOFT.IRIS W.RIPPLE.BLOOM DIAGONAL MANDELBROT.IN CORNER.SUPERRIP STAR FLOWER.IN R.BY.PIXEL WAVY.IRIS APPLE SUNRISE MANDELBROT.RIP SOFT.L HEART.RIPPLE SUNSET FLOWER.RAD SLOW.STAR.IN IRIS.IN BUTTERFLYRIPPLE W.IRIS.BLOOM.IN CORNER.CIRCLE CENTER.BY.PIXEL SNOWFLAKE.IN FLOWER APPLE.RIPPLE DIAGONAL2 RIPPLE2 STAR.BLOOM PALETTE.FIZZLE RADIAL2 BUTTERFLY FLOWER.RIPPLE SPLIT.UD.INTRO WAVY.IRIS.IN R.BY.2 HALF.FIZZLE SNOWFLAKE.RIP RADIAL3 HEART FLOWER.RAD.IN DIAGONAL3 MANDELBROT WAVY.RIPPLE CORNER4.OUT LATTICE BAR.DISSOLVE R.BY.PALETTE FOURSPIRAL SOFT.R MAPLE.IN IRIS CASCADE SNOWFLAKE VERTICAL.BLINDS BUTTERFLY.IN CHECKERBOARD LR.BY.PIXEL RADIAL4 CHECKER.FIZZLE STAGGERWHITE.LR SOFT.UD.OUT ONESQUARE W.IRIS.BLOOM MAPLE FIZZLE SLOW.STAR ARROW.WHITE TRI.FIZZLE SOFT.IRIS.IN DIAMOND TWOPASS.LR HALF.MOSAIC RADIAL5 ARROW FOURSQUARE BLOCK.FIZZLE DIAGONAL4 STAGGER.UD INTERLOCK.LR SOFT.UD.IN BLOCK.MOSAIC CORNER4.IN MAPLE.RIPPLE INTERLOCK.UD LITTLE.BOXES SPIRAL WAVY.CORNER [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 can use $6000-$BFFF in main memory, zero page, and # text page if needed (but preserve the screen holes). $800-$1FFF is reserved # for the slideshow data. 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. #