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4am 2019-06-30 14:27:45 -04:00
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# List of candidates for self-running 'captive' demos
#
# Not all games are good candidates. Some have no demo mode at all.
# Others technically have one but it's visually uninteresting or too short.
# Others are ruled out by technical constraints. Due to the architecture of
# the launcher, all captive demos must run entirely in main memory (48K).
# Not all games are good candidates. Some have no demo mode at all. Others
# technically have one but it's visually uninteresting or too short. Still
# others are ruled out by technical constraints. Due to the architecture of
# the launcher, all self-running demos must run entirely in main memory.
# NO languard card, NO auxmem!
#
# We have enough disk space that we don't worry too much about it. (Wow.)
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# - disables all sound output
#
# 'Returning control' involves activating RAM bank 1 read access and
# jumping to $D000 (labeled as |Reenter| in the source code). The launcher
# puts this code at $0100 before executing a captive demo, so generally
# you can just put 'JMP $0100' anywhere. If a particular game overwrites
# this area of the stack page, you will need to find 6 bytes for the
# 'LDA $C088 / JMP $D000' instructions yourself.
# jumping indirectly to ($FFFC), which points to the routine labeled as
# |Reenter| in the source code. The launcher puts this code at $0100 before
# executing a self-running demo, so generally you can just put 'JMP $0100'
# anywhere you can find 3 bytes. If a particular game overwrites this area
# of the stack page, you will need to find 6 bytes for the instructions
# 'LDA $C088 / JMP ($FFFC)' yourself.
#
# Notes on completed and in-progress captive demos are in res/notes/
# Notes on completed and in-progress demos are in res/notes/demos/
#
# uncompressed but unpatched