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# List of candidates for self-running 'captive' demos
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#
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# Not all games are good candidates. Some have no demo mode at all.
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# Others technically have one but it's visually uninteresting or too short.
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# Others are ruled out by technical constraints. Due to the architecture of
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# the launcher, all captive demos must run entirely in main memory (48K).
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# Not all games are good candidates. Some have no demo mode at all. Others
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# technically have one but it's visually uninteresting or too short. Still
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# others are ruled out by technical constraints. Due to the architecture of
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# the launcher, all self-running demos must run entirely in main memory.
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# NO languard card, NO auxmem!
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#
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# We have enough disk space that we don't worry too much about it. (Wow.)
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# - disables all sound output
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#
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# 'Returning control' involves activating RAM bank 1 read access and
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# jumping to $D000 (labeled as |Reenter| in the source code). The launcher
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# puts this code at $0100 before executing a captive demo, so generally
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# you can just put 'JMP $0100' anywhere. If a particular game overwrites
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# this area of the stack page, you will need to find 6 bytes for the
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# 'LDA $C088 / JMP $D000' instructions yourself.
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# jumping indirectly to ($FFFC), which points to the routine labeled as
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# |Reenter| in the source code. The launcher puts this code at $0100 before
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# executing a self-running demo, so generally you can just put 'JMP $0100'
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# anywhere you can find 3 bytes. If a particular game overwrites this area
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# of the stack page, you will need to find 6 bytes for the instructions
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# 'LDA $C088 / JMP ($FFFC)' yourself.
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#
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# Notes on completed and in-progress captive demos are in res/notes/
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# Notes on completed and in-progress demos are in res/notes/demos/
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#
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# uncompressed but unpatched
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