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add Jungle Hunt captive demo
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3a9a66061a
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#
# Mega-Attract-Mode configuration file
#
# Mega-Attract-Mode is split into modules. Each module can be a
# short slideshow or a self-running demo (like a game's built-in
# 'attract mode'). 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.
#
# Format:
# key=value
#
# |key| must be unique within this file
#
# |value| must be one of
# 1 for HGR slideshow (|key| is a file containing a list of HGR graphics)
# 2 for DHGR slideshow (|key| is a file containing a list of DHGR graphics)
# 3 for self-running demo (|key| is an executable binary file)
#
# Blank lines and lines beginning with '#' are ignored (like this one!)
# A line beginning with '[' terminates the parsing
#
POOYAN=3
SHORT.CONF=1
PLASMANIA=3
SPY.HUNTER=3
DINO.EGGS=3
BOLO=3
CHAMP.LODERUN=3
SPYS.DEMISE=3
PEST.PATROL=3
PITFALL.II=3
LODE.RUNNER=3
BURGERTIME=3
SPARE.CHANGE=3
SNEAKERS=3
WAVY.NAVY=3
#HARD.HAT.MACK=3
DHGR.CONF=2
FAVORITES.CONF=1
EFG.CONF=1
ACTIVISION.CONF=1
CD.CONF=1
BRODERBUND.CONF=1
T.CONF=1
ATARI.CONF=1
SIERRA.CONF=1
PQR.CONF=1
DATAMOST.CONF=1
MNO.CONF=1
DATASOFT.CONF=1
S.CONF=1
MICROFUN.CONF=1
AB.CONF=1
PICCADILLY.CONF=1
HIJKL.CONF=1
SIRIUS.CONF=1
[eof]
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#
# Mega-Attract-Mode configuration file
#
# Mega-Attract-Mode is split into modules. Each module can be a
# short slideshow or a self-running demo (like a game's built-in
# 'attract mode'). 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.
#
# Format:
# key=value
#
# |key| must be unique within this file
#
# |value| must be one of
# 1 for HGR slideshow (|key| is a file containing a list of HGR graphics)
# 2 for DHGR slideshow (|key| is a file containing a list of DHGR graphics)
# 3 for self-running demo (|key| is an executable binary file)
#
# Blank lines and lines beginning with '#' are ignored (like this one!)
# A line beginning with '[' terminates the parsing
#
JUNGLE.HUNT=3
POOYAN=3
SHORT.CONF=1
PLASMANIA=3
SPY.HUNTER=3
DINO.EGGS=3
BOLO=3
CHAMP.LODERUN=3
SPYS.DEMISE=3
PEST.PATROL=3
PITFALL.II=3
LODE.RUNNER=3
BURGERTIME=3
SPARE.CHANGE=3
SNEAKERS=3
WAVY.NAVY=3
#HARD.HAT.MACK=3
DHGR.CONF=2
FAVORITES.CONF=1
EFG.CONF=1
ACTIVISION.CONF=1
CD.CONF=1
BRODERBUND.CONF=1
T.CONF=1
ATARI.CONF=1
SIERRA.CONF=1
PQR.CONF=1
DATAMOST.CONF=1
MNO.CONF=1
DATASOFT.CONF=1
S.CONF=1
MICROFUN.CONF=1
AB.CONF=1
PICCADILLY.CONF=1
HIJKL.CONF=1
SIRIUS.CONF=1
[eof]
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BIN
res/demo/JUNGLE.HUNT
Executable file
BIN
res/demo/JUNGLE.HUNT
Executable file
Binary file not shown.
BIN
res/demo/JUNGLE.HUNT.1
Executable file
BIN
res/demo/JUNGLE.HUNT.1
Executable file
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BIN
res/demo/JUNGLE.HUNT.A
Executable file
BIN
res/demo/JUNGLE.HUNT.A
Executable file
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BIN
res/demo/JUNGLE.HUNT.C
Executable file
BIN
res/demo/JUNGLE.HUNT.C
Executable file
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BIN
res/demo/JUNGLE.HUNT.F
Executable file
BIN
res/demo/JUNGLE.HUNT.F
Executable file
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BIN
res/demo/JUNGLE.HUNT.H
Executable file
BIN
res/demo/JUNGLE.HUNT.H
Executable file
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BIN
res/demo/JUNGLE.HUNT.J
Executable file
BIN
res/demo/JUNGLE.HUNT.J
Executable file
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@ -10,6 +10,13 @@ CHAMP.LODERUN.1=Type(F1),AuxType(0000),Access(C3)
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CHAMP.LODERUN.Z=Type(F1),AuxType(0000),Access(C3)
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DINO.EGGS.1=Type(F1),AuxType(0000),Access(C3)
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DINO.EGGS=Type(06),AuxType(0300),Access(C3)
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JUNGLE.HUNT.1=Type(F1),AuxType(0000),Access(C3)
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JUNGLE.HUNT=Type(06),AuxType(0300),Access(C3)
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JUNGLE.HUNT.J=Type(F1),AuxType(0000),Access(C3)
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JUNGLE.HUNT.H=Type(F1),AuxType(7700),Access(C3)
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JUNGLE.HUNT.F=Type(F1),AuxType(7700),Access(C3)
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JUNGLE.HUNT.C=Type(F1),AuxType(7700),Access(C3)
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JUNGLE.HUNT.A=Type(F1),AuxType(7700),Access(C3)
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LODE.RUNNER=Type(06),AuxType(1F00),Access(C3)
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LODE.RUNNER.1=Type(F1),AuxType(0000),Access(C3)
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LODE.RUNNER.M=Type(F1),AuxType(0000),Access(C3)
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8
res/notes/jungle-hunt.txt
Normal file
8
res/notes/jungle-hunt.txt
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@ -0,0 +1,8 @@
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$676C: A42AF0 -> 4C0001 to exit when user presses a key on title screen (context AD00C0300160A42AF0)
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$14A0: C0 -> D0 to disable sound (context 4CD014A423AD30C0E625)
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$14BA: C0 -> D0 to disable sound (context 4CB414D0EBA424AD30C0)
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$0BD6: A90085 -> 4C0001 to exit when user presses a key or button (context AD00C03009A52AD01BAD61C01016A900853A)
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$6553: C99BD0 -> 4C0001 to exit when user presses a key (context AD00C01070C99BD06CA900)
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$1425: C0 -> D0 to disable sound during demo (context 8D4214BE4E142C30C0CA)
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$0C28: 4C0C0C -> 4C0001 to exit at end of demo cycle (context C904D0E6E63C4C0C0C)
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$1501: EA -> 60 to reduce wait times while not playing sounds (context EAEA4C0615E625)
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