This commit is contained in:
Peter Ferrie 2020-03-07 19:55:51 -08:00
commit 81fd961a94
56 changed files with 328 additions and 57 deletions

BIN
res/action.dhgr/CALI.GAMES Normal file

Binary file not shown.

BIN
res/action.dhgr/CALI.GAMES2 Normal file

Binary file not shown.

BIN
res/action.dhgr/CALI.GAMES3 Normal file

Binary file not shown.

BIN
res/action.dhgr/CALI.GAMES4 Normal file

Binary file not shown.

BIN
res/action.dhgr/CALI.GAMES5 Normal file

Binary file not shown.

BIN
res/action.dhgr/CALI.GAMES6 Normal file

Binary file not shown.

BIN
res/action.hgr/CONGO.BONGO Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.1 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.10 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.11 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.12 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.2 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.3 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.4 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.5 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.6 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.7 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.8 Normal file

Binary file not shown.

BIN
res/action.hgr/MONTEZUMA.9 Normal file

Binary file not shown.

BIN
res/action.hgr/ONE.ON.ONE Normal file

Binary file not shown.

BIN
res/action.hgr/ONE.ON.ONE2 Normal file

Binary file not shown.

BIN
res/artwork.shr/CALI.GAMES Normal file

Binary file not shown.

BIN
res/artwork.shr/CONGO.BONGO Normal file

Binary file not shown.

BIN
res/artwork.shr/ONE.ON.ONE Normal file

Binary file not shown.

View File

@ -1 +1 @@
# set 1 FAVORITES1.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 ACTIONEFG4.CONF=2 ATARI2.CONF=1 BRAINTEASERBLVD=0 ACTIONAB5.CONF=2 SPACE.EGGS=0 SHR3.CONF=5 # set 4 FAVORITES3.CONF=1 BOUNCING.KMNGAS=0 BRODERBUND.CONF=1 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 ACTIONAB4.CONF=2 FIREBIRD=0 SHR5.CONF=5 # set 6 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES2.CONF=1 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 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 BOLO=0 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 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTDHGR6.CONF=4 ACTIONT2.CONF=2 CYCLOD=0 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 LABYRINTH=0 HIJKL2.CONF=1 GOONIES=0 SHR11.CONF=5 # set 12 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 ACTIONEFG3.CONF=2 KARATEKA=0 ACTDHGR8.CONF=4 ACTIONS2.CONF=2 ALIEN.TYPHOON=0 S2.CONF=1 SNAKE.BYTE=0 SHR12.CONF=5 # set 13 ACTIVISION.CONF=1 DINO.EGGS=0 SIRIUS2.CONF=1 ACTIONHIJ2.CONF=2 #0 ACTDHGR9.CONF=4 ACTIONCD2.CONF=2 BELLHOP=0 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 ALIEN.MUNCHIES=0 QR.CONF=1 PLASMANIA=0 SHR14.CONF=5 # set 15 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTDHGR11.CONF=4 ACTIONCD3.CONF=2 BEER.RUN=0 OTHER1.CONF=1 SPY.HUNTER=0 SHR15.CONF=5 # set 16 EPYX.CONF=1 NIBBLER=0 AB1.CONF=1 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTDHGR12.CONF=4 ACTIONCAPT.CONF=2 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 BATTLEZONE=0 AB2.CONF=1 SPARE.CHANGE=0 SHR17.CONF=5 # set 18 IDSI.CONF=1 HARD.HAT.MACK=0 BALLY.CONF=1 MR.DO.CONF=2 BURGERTIME=0 DHGR3.CONF=3 ACTIONS3.CONF=2 GUMBALL=0 S3.CONF=1 STARGATE=0 ACTGR1.CONF=6 SHR18.CONF=5 # set 19 / extras MNO2.CONF=1 CANNONBALL.BLTZ=0 OTHER5.CONF=1 CRIME.WAVE=0 SPACE.QUARKS=0 SHR19.CONF=5 [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 #
# set 1 FAVORITES1.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 ACTIONEFG4.CONF=2 ATARI2.CONF=1 BRAINTEASERBLVD=0 ACTIONAB5.CONF=2 SPACE.EGGS=0 SHR3.CONF=5 # set 4 FAVORITES3.CONF=1 BOUNCING.KMNGAS=0 BRODERBUND.CONF=1 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 ACTIONAB4.CONF=2 FIREBIRD=0 SHR5.CONF=5 # set 6 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES2.CONF=1 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 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 BOLO=0 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 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTDHGR6.CONF=4 ACTIONT2.CONF=2 CYCLOD=0 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 LABYRINTH=0 HIJKL2.CONF=1 GOONIES=0 SHR11.CONF=5 # set 12 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 ACTIONEFG3.CONF=2 KARATEKA=0 ACTDHGR8.CONF=4 ACTIONS2.CONF=2 ALIEN.TYPHOON=0 S2.CONF=1 SNAKE.BYTE=0 SHR12.CONF=5 # set 13 ACTIVISION.CONF=1 DINO.EGGS=0 SIRIUS2.CONF=1 ACTIONHIJ2.CONF=2 #0 ACTDHGR9.CONF=4 ACTIONCD2.CONF=2 BELLHOP=0 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 ALIEN.MUNCHIES=0 QR.CONF=1 PLASMANIA=0 SHR14.CONF=5 # set 15 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTDHGR11.CONF=4 ACTIONCD3.CONF=2 BEER.RUN=0 OTHER1.CONF=1 SPY.HUNTER=0 SHR15.CONF=5 # set 16 EPYX.CONF=1 NIBBLER=0 AB1.CONF=1 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTDHGR12.CONF=4 ACTIONCAPT.CONF=2 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 BATTLEZONE=0 AB2.CONF=1 SPARE.CHANGE=0 SHR17.CONF=5 # set 18 IDSI.CONF=1 HARD.HAT.MACK=0 BALLY.CONF=1 MR.DO.CONF=2 BURGERTIME=0 DHGR3.CONF=3 ACTIONS3.CONF=2 GUMBALL=0 S3.CONF=1 STARGATE=0 ACTGR1.CONF=6 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 #0 #2 #0 SHR19.CONF=5 # set 20 MNO3.CONF=1 [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 #

View File

@ -1 +1 @@
# # Attract mode for California Games # TITLE.DHGR/CALI.GAMES=B [eof]
# # Attract mode for California Games # TITLE.DHGR/CALI.GAMES=B ARTWORK.SHR/CALI.GAMES=C ACTION.DHGR/CALI.GAMES2=B ACTION.DHGR/CALI.GAMES3=B ACTION.DHGR/CALI.GAMES4=B ACTION.DHGR/CALI.GAMES5=B ACTION.DHGR/CALI.GAMES6=B ACTION.DHGR/CALI.GAMES=B [eof]

View File

@ -1 +1 @@
# # Attract mode for Congo Bongo # [eof]
# # Attract mode for Congo Bongo # ARTWORK.SHR/CONGO.BONGO=C ACTION.HGR/CONGO.BONGO=A [eof]

View File

@ -1 +1 @@
# # Attract mode for Montezuma's Revenge # ACTION.HGR/MONTEZUMA=A [eof]
# # Attract mode for Montezuma's Revenge # ACTION.HGR/MONTEZUMA.10=A ACTION.HGR/MONTEZUMA.11=A ACTION.HGR/MONTEZUMA.12=A ACTION.HGR/MONTEZUMA.1=A ACTION.HGR/MONTEZUMA.2=A ACTION.HGR/MONTEZUMA.3=A ACTION.HGR/MONTEZUMA.4=A ACTION.HGR/MONTEZUMA.5=A ACTION.HGR/MONTEZUMA.6=A ACTION.HGR/MONTEZUMA.7=A ACTION.HGR/MONTEZUMA.8=A ACTION.HGR/MONTEZUMA.9=A ACTION.HGR/MONTEZUMA=A [eof]

View File

@ -1 +1 @@
# # Attract mode for One on One # [eof]
# # Attract mode for One on One # ARTWORK.SHR/ONE.ON.ONE=C ACTION.HGR/ONE.ON.ONE2=A ACTION.HGR/ONE.ON.ONE=A [eof]

View File

@ -12,17 +12,18 @@ Double Trouble
Elite
G.I. Joe
GBA Championship Basketball
The Heist
The Heist [priority]
Impossible Mission II [DHGR]
Karate Champ
Kung Fu Master
L.A. Crackdown
Little Computer People
Lock 'N' Chase
Mad Rat
Marauder
Mars Cars
Microwave
Miner 2049er II
Miner 2049er II [priority]
Minit Man
MIRV
Monster Mash
@ -32,11 +33,12 @@ Oil's Well
Pandora's Box
Pegasus ][
Roundabout
Run For It
Shanghai
Shifty Sam
Shuttle Intercept
Spindizzy
Station 5
Station 5 [priority]
Super Bunny
Super Huey
Super Taxman II
@ -61,7 +63,7 @@ Space Cadette
Bandits
Injured Engine
Jawbreaker ][
Mating Zone
Mating Zone [priority]
Saracen
Super Zaxxon [priority]
Test Drive [DHGR] [priority]
@ -69,14 +71,19 @@ Test Drive [DHGR] [priority]
//TODO(woz-imaged but uncracked)
A.E.
Alien Lander
Arcade Boot Camp
Beach-Head
Beach-Head II
Boa
Borg
Caverns of Callisto
Copts and Robbers
The Dam Busters
Fight Night
Gauntlet
Gauntlet [priority]
Hardball
Infiltrator
Infiltrator II
International Hockey
Into The Eagle's Nest [DHGR]
Jawbreaker
@ -87,6 +94,9 @@ Pulsar II
Retro-Ball
Roach Hotel
The Asteroid Field
The Last Gladiator
The Last Ninja
The Space Ark
The Snapper
Star Cruiser
Superstar Ice Hockey

View File

@ -1 +1 @@
# # action shots slideshow of double hi-res games # AIRHEART BAD.DUDES BATMAN DEATH.SWORD D.GENERATION [eof]
# # action shots slideshow of double hi-res games # AIRHEART BAD.DUDES BATMAN CALI.GAMES D.GENERATION [eof]

View File

@ -1 +1 @@
# # action shots slideshow of double hi-res games # DEATH.SWORD3=DEATH.SWORD RAMPAGE3=RAMPAGE INDIANA.JONES2=INDIANA.JONES QIX2=QIX TETRIS4=TETRIS [eof]
# # action shots slideshow of double hi-res games # DEATH.SWORD3=DEATH.SWORD RAMPAGE3=RAMPAGE INDIANA.JONES2=INDIANA.JONES QIX2=QIX CALI.GAMES5=CALI.GAMES [eof]

1
res/ss/ACTDHGR14.CONF Normal file
View File

@ -0,0 +1 @@
# # action shots slideshow of double hi-res games # DEATH.SWORD PIPEDREAM SUMMER.EDITION2=SUMMER.EDITION ROBOCOP3=ROBOCOP TETRIS4=TETRIS CALI.GAMES6=CALI.GAMES [eof]

View File

@ -1 +1 @@
# # action shots slideshow of double hi-res games # HEAVY.BARREL PIPEDREAM PLATOON RADWARRIOR RAMPAGE [eof]
# # action shots slideshow of double hi-res games # HEAVY.BARREL CALI.GAMES2=CALI.GAMES PLATOON RADWARRIOR RAMPAGE [eof]

View File

@ -1 +1 @@
# # action shots slideshow of double hi-res games # BATMAN2=BATMAN TETRIS3=TETRIS SUMMER.EDITION2=SUMMER.EDITION WINTER.EDITION2=WINTER.EDITION AIRHEART3=AIRHEART [eof]
# # action shots slideshow of double hi-res games # BATMAN2=BATMAN TETRIS3=TETRIS CALI.GAMES3=CALI.GAMES WINTER.EDITION2=WINTER.EDITION AIRHEART3=AIRHEART [eof]

View File

@ -1 +1 @@
# # action shots slideshow of double hi-res games # DEATH.SWORD4=DEATH.SWORD PLATOON3=PLATOON VICTORY.ROAD3=VICTORY.ROAD QIX3=QIX ROBOCOP3=ROBOCOP [eof]
# # action shots slideshow of double hi-res games # DEATH.SWORD4=DEATH.SWORD PLATOON3=PLATOON VICTORY.ROAD3=VICTORY.ROAD QIX3=QIX CALI.GAMES4=CALI.GAMES [eof]

View File

@ -1 +1 @@
# # action shots slideshow of games that begin with "C","D" # DROL CROSSFIRE DONKEY.KONG2=DONKEY.KONG DUNG.BEETLES2=DUNG.BEETLES CEILING.ZERO CIDER.SPIDER DIAMOND.MINE COMMANDO CRAZY.MAZEY CHOPLIFTER CRIME.WAVE [eof]
# # action shots slideshow of games that begin with "C","D" # DROL CROSSFIRE DONKEY.KONG2=DONKEY.KONG DUNG.BEETLES2=DUNG.BEETLES CEILING.ZERO CIDER.SPIDER DIAMOND.MINE COMMANDO CRAZY.MAZEY CHOPLIFTER [eof]

View File

@ -1 +1 @@
# # action shots slideshow of games that begin with "C","D" # DROL3=DROL CANNONBALL.BLTZ CANYON.CLIMBER DUNG.BEETLES3=DUNG.BEETLES DAVIDS.MAGIC DIAMOND.MINE2=DIAMOND.MINE DEFENDER CENTIPEDE DONKEY.KONG WOLFEN842=WOLFEN84 CRISIS.MOUNTAIN CUBIT2=CUBIT [eof]
# # action shots slideshow of games that begin with "C","D" # DROL3=DROL CANNONBALL.BLTZ CANYON.CLIMBER DUNG.BEETLES3=DUNG.BEETLES DAVIDS.MAGIC DIAMOND.MINE2=DIAMOND.MINE DEFENDER WOLFEN842=WOLFEN84 CRISIS.MOUNTAIN CUBIT2=CUBIT [eof]

View File

@ -1 +1 @@
# # action shots slideshow of games that begin with "C","D" # DUNG.BEETLES DIAMOND.MINE3=DIAMOND.MINE CHAMP.LODERUN DINO.EGGS CYBERSTRIKE DIG.DUG DROL2=DROL CAPTN.GOODNIGHT CYCLOD WOLFEN84 CUBIT CONAN [eof]
# # action shots slideshow of games that begin with "C","D" # DUNG.BEETLES DIAMOND.MINE3=DIAMOND.MINE CHAMP.LODERUN DINO.EGGS CYBERSTRIKE DIG.DUG DROL2=DROL CAPTN.GOODNIGHT CYCLOD WOLFEN84 [eof]

1
res/ss/ACTIONCD4.CONF Normal file
View File

@ -0,0 +1 @@
# # action shots slideshow of games that begin with "C","D" # CONGO.BONGO DONKEY.KONG CRIME.WAVE CENTIPEDE CUBIT CONAN [eof]

View File

@ -1 +1 @@
# # action shots slideshow of games that begin with "M","N","O" # MR.DO.L03=MR.DO MARIO.BROS MOON.PATROL NIBBLER NIGHTMARE NORAD2=NORAD OUTPOST MR.DO.L10=MR.DO [eof]
# # action shots slideshow of games that begin with "M","N","O" # MR.DO.L03=MR.DO MARIO.BROS MOON.PATROL ONE.ON.ONE2=ONE.ON.ONE NIBBLER NIGHTMARE NORAD2=NORAD OUTPOST MR.DO.L10=MR.DO [eof]

View File

@ -1 +1 @@
# # action shots slideshow of games that begin with "M","N","O" # MR.ROBOT MARIO.BROS2=MARIO.BROS MR.DO.L02=MR.DO MINER.2049ER2=MINER.2049ER NIGHT.STALKER MAD.BOMBER MINGS.CHALLENGE [eof]
# # action shots slideshow of games that begin with "M","N","O" # MR.ROBOT MARIO.BROS2=MARIO.BROS MR.DO.L02=MR.DO MINER.2049ER2=MINER.2049ER NIGHT.STALKER MAD.BOMBER MINGS.CHALLENGE ONE.ON.ONE [eof]

1
res/ss/ACTIONMZR.CONF Normal file
View File

@ -0,0 +1 @@
# # Montezuma's Revenge action slideshow # MONTEZUMA MONTEZUMA.1=MONTEZUMA MONTEZUMA.2=MONTEZUMA MONTEZUMA.3=MONTEZUMA MONTEZUMA.4=MONTEZUMA MONTEZUMA.5=MONTEZUMA MONTEZUMA.6=MONTEZUMA MONTEZUMA.7=MONTEZUMA MONTEZUMA.8=MONTEZUMA MONTEZUMA.9=MONTEZUMA MONTEZUMA.10=MONTEZUMA MONTEZUMA.11=MONTEZUMA MONTEZUMA.12=MONTEZUMA [eof]

View File

@ -1 +1 @@
# # slideshow of games that begin with "C","D" # DUNG.BEETLES DRELBS WOLFEN84 CUBIT CYCLOD DIAMOND.MINE [eof]
# # slideshow of games that begin with "C","D" # DUNG.BEETLES DRELBS WOLFEN84 CUBIT CONGO.BONGO CYCLOD DIAMOND.MINE [eof]

View File

@ -1 +1 @@
# # Electronic Arts Software slideshow # HARD.HAT.MACK MARBLE.MADNESS AXIS.ASSASSIN SKYFOX [eof]
# # Electronic Arts Software slideshow # HARD.HAT.MACK MARBLE.MADNESS AXIS.ASSASSIN SKYFOX ONE.ON.ONE [eof]

View File

@ -1 +1 @@
# # Epyx slideshow # IMPOSSIBLE.MISS JUMPMAN PITSTOP.II [eof]
# # Epyx slideshow # SUMMER.GAMES IMPOSSIBLE.MISS JUMPMAN WINTER.GAMES PITSTOP.II SUMMER.GAMES.II [eof]

View File

@ -1 +1 @@
# # slideshow of games that begin with "M","N","O" # MOON.PATROL MONTEZUMA ORBITRON NIGHTMARE ORILEYS.MINE MR.COOL MS.PACMAN NIGHT.STALKER MINER.2049ER MARBLE.MADNESS MARIO.BROS MR.ROBOT MAD.BOMBER MR.DO OUTPOST NIBBLER NIGHT.MISSION NORAD MINGS.CHALLENGE [eof]
# # slideshow of games that begin with "M","N","O" # MOON.PATROL MONTEZUMA ORBITRON NIGHTMARE ORILEYS.MINE MR.COOL MS.PACMAN NIGHT.STALKER MINER.2049ER MARBLE.MADNESS [eof]

1
res/ss/MNO3.CONF Normal file
View File

@ -0,0 +1 @@
# # slideshow of games that begin with "M","N","O" # MARIO.BROS MR.ROBOT MAD.BOMBER MR.DO OUTPOST NIBBLER NIGHT.MISSION NORAD MINGS.CHALLENGE ONE.ON.ONE [eof]

View File

@ -1 +1 @@
# # slideshow of titles not in other company-specific slideshows # SPDWAY.CLASSIC GENIUS POLLYWOG SEA.DRAGON DIAMOND.MINE ASTEROID.BLASTR BLISTER.BALL [eof]
# # slideshow of titles not in other company-specific slideshows # SPDWAY.CLASSIC GENIUS POLLYWOG SEA.DRAGON DIAMOND.MINE ASTEROID.BLASTR BLISTER.BALL SOLO.FLIGHT TRIAD RANDAMN [eof]

1
res/ss/OTHER6.CONF Normal file
View File

@ -0,0 +1 @@
# # slideshow of titles not in other company-specific slideshows # BATTLE.CRUISER GENIUS PENETRATOR GENIUS.2 [eof]

View File

@ -1 +1 @@
# # SEGA Software slideshow # FROGGER UP.N.DOWN FROGGER.II [eof]
# # SEGA Software slideshow # FROGGER UP.N.DOWN FROGGER.II CONGO.BONGO [eof]

View File

@ -1 +1 @@
# # super hi-res slideshow # SOLO.FLIGHT INDIANA.JONES RENEGADE EGGS.IT FORCE.7 [eof]
# # super hi-res slideshow # SOLO.FLIGHT INDIANA.JONES RENEGADE EGGS.IT FORCE.7 ONE.ON.ONE [eof]

View File

@ -1 +1 @@
# # super hi-res slideshow # DRELBS DROL GOONIES GORGON HARD.HAT.MACK [eof]
# # super hi-res slideshow # DRELBS DROL GOONIES GORGON HARD.HAT.MACK CALI.GAMES [eof]

View File

@ -197,6 +197,7 @@ DHGRActionCallback
; can't be played due to memory or joystick requirements, so we hide
; it from slideshows
bcs DHGRRTS
+STAY SAVE ; (SAVE) -> game title
stx gGameToLaunch
; load DHGR screenshot at $4000/main and $4000/aux
@ -204,4 +205,259 @@ DHGRActionCallback
!word kDHGRActionDirectory
+ !word $FDFD
; /!\ execution falls through to ui.wait/ExecuteTransitionAt6000AndWait
; display game name in the bottom-left corner
lda #22
sta VTAB
lda #0 ; solid horizontal bar character
jsr @resetline
lda (SAVE),y ; (SAVE) -> game title, Y = 0, so A = title length
clc
adc #$03
sta gPathname
lda #7 ; top-right rounded corner character
jsr @drawline
inc VTAB
lda #" "
jsr @resetline
lda (SAVE),y ; A = title length
tay
- lda (SAVE),y
sta gPathname+1,y
dey
bne -
lda #3 ; solid vertical bar character
jsr @drawline
jmp ExecuteTransitionAt6000AndWait
@resetline
ldy #40
- sta gPathname,y
dey
bne -
sty HTAB
rts
@drawline
ldy gPathname
sta gPathname,y
lda HTAB
pha
+LDADDR gPathname
sec
jsr DrawString
;RedrawForDHGR
jsr SwitchToBank2
pla
sta HTAB
ldx gPathname
dex
clc
lda DBIRow0+2
sta @row0a+2
sta @row0b+2
sta @row0c+2
adc #$04
sta @row1a+2
sta @row1b+2
sta @row1c+2
adc #$04
sta @row2a+2
sta @row2b+2
sta @row2c+2
adc #$04
sta @row3a+2
sta @row3b+2
sta @row3c+2
adc #$04
sta @row4a+2
sta @row4b+2
sta @row4c+2
adc #$04
sta @row5a+2
sta @row5b+2
sta @row5c+2
adc #$04
sta @row6a+2
sta @row6b+2
sta @row6c+2
adc #$04
sta @row7a+2
sta @row7b+2
sta @row7c+2
lda DBIRow0+1
sta @row0a+1
sta @row0b+1
sta @row0c+1
sta @row1a+1
sta @row1b+1
sta @row1c+1
sta @row2a+1
sta @row2b+1
sta @row2c+1
sta @row3a+1
sta @row3b+1
sta @row3c+1
sta @row4a+1
sta @row4b+1
sta @row4c+1
sta @row5a+1
sta @row5b+1
sta @row5c+1
sta @row6a+1
sta @row6b+1
sta @row6c+1
sta @row7a+1
sta @row7b+1
sta @row7c+1
@loop
@row0a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row0b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row0c sta $FDFD,x
sta WRITEMAINMEM
@row1a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row1b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row1c sta $FDFD,x
sta WRITEMAINMEM
@row2a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row2b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row2c sta $FDFD,x
sta WRITEMAINMEM
@row3a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row3b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row3c sta $FDFD,x
sta WRITEMAINMEM
@row4a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row4b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row4c sta $FDFD,x
sta WRITEMAINMEM
@row5a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row5b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row5c sta $FDFD,x
sta WRITEMAINMEM
@row6a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row6b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row6c sta $FDFD,x
sta WRITEMAINMEM
@row7a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row7b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row7c sta $FDFD,x
sta WRITEMAINMEM
inc HTAB
dex
bmi +
jmp @loop
+
jmp SwitchToBank1
HGRByteToDHGRBytes
;1GFEDCBA ->
;1GGFFEED (main) +
;1DCCBBAA (aux)
;
; in: A = HGR byte
; out: $00 = corresponding DHGR byte in mainmem
; $01 = corresponding DHGR byte in auxmem
; preserves X
ldy #%10000000
sty $00
sty $01
pha
and #%00000001
beq +
lda #%10000011
sta $01
+ pla
pha
and #%00000010
beq +
lda $01
clc
adc #%00001100
sta $01
+ pla
pha
and #%00000100
beq +
lda $01
clc
adc #%00110000
sta $01
+ pla
pha
and #%00001000
beq +
lda $01
clc
adc #%01000000
sta $01
inc $00
+ pla
pha
and #%00010000
beq +
lda $00
clc
adc #%00000110
sta $00
+ pla
pha
and #%00100000
beq +
lda $00
clc
adc #%00011000
sta $00
+ pla
;pha
and #%01000000
beq +
lda $00
clc
adc #%01100000
sta $00
+ rts

View File

@ -141,7 +141,7 @@ DrawBufferInternal
; HTAB is incremented for each character
; VTAB is NOT incremented
; clobbers A/X/Y
+STAY @src+1
+STAY DBISrc+1
php
dex
lda VTAB
@ -171,51 +171,51 @@ DrawBufferInternal
eor #$60
clc
+
sta @row0+2
sta DBIRow0+2
adc #$04
sta @row1+2
sta DBIRow1+2
adc #$04
sta @row2+2
sta DBIRow2+2
adc #$04
sta @row3+2
sta DBIRow3+2
adc #$04
sta @row4+2
sta DBIRow4+2
adc #$04
sta @row5+2
sta DBIRow5+2
adc #$04
sta @row6+2
sta DBIRow6+2
adc #$04
sta @row7+2
sta DBIRow7+2
@hgrlo lda #$FD
clc
adc HTAB
sta @row0+1
sta @row1+1
sta @row2+1
sta @row3+1
sta @row4+1
sta @row5+1
sta @row6+1
sta @row7+1
@loop
@src ldy $FDFD,x
sta DBIRow0+1
sta DBIRow1+1
sta DBIRow2+1
sta DBIRow3+1
sta DBIRow4+1
sta DBIRow5+1
sta DBIRow6+1
sta DBIRow7+1
DBILoop
DBISrc ldy $FDFD,x
lda FontDataRow0,y
@row0 sta $FDFD,x
DBIRow0 sta $FDFD,x
lda FontDataRow1,y
@row1 sta $FDFD,x
DBIRow1 sta $FDFD,x
lda FontDataRow2,y
@row2 sta $FDFD,x
DBIRow2 sta $FDFD,x
lda FontDataRow3,y
@row3 sta $FDFD,x
DBIRow3 sta $FDFD,x
lda FontDataRow4,y
@row4 sta $FDFD,x
DBIRow4 sta $FDFD,x
lda FontDataRow5,y
@row5 sta $FDFD,x
DBIRow5 sta $FDFD,x
lda FontDataRow6,y
@row6 sta $FDFD,x
DBIRow6 sta $FDFD,x
lda FontDataRow7,y
@row7 sta $FDFD,x
DBIRow7 sta $FDFD,x
inc HTAB
dex
bpl @loop
bpl DBILoop
rts