add Lode Runner captive demo

This commit is contained in:
4am 2018-11-11 16:40:01 -05:00
parent 6bed398091
commit afa41e9ecf
4 changed files with 6 additions and 7 deletions

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@ -1 +1 @@
# # 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 master prefs file. # # Format: # key=value # # 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 # #SPY.HUNTER=3 SHORT.CONF=1 BURGERTIME=3 SHORT.CONF=1 PITFALL.II=3 SHORT.CONF=1 SPARE.CHANGE=3 SHORT.CONF=1 SNEAKERS=3 SHORT.CONF=1 WAVY.NAVY=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]
# # 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 master prefs file. # # Format: # key=value # # 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 # #SPY.HUNTER=3 SHORT.CONF=1 LODE.RUNNER=3 SHORT.CONF=1 BURGERTIME=3 SHORT.CONF=1 PITFALL.II=3 SHORT.CONF=1 SPARE.CHANGE=3 SHORT.CONF=1 SNEAKERS=3 SHORT.CONF=1 WAVY.NAVY=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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@ -10,8 +10,8 @@ $69B8 checks for key (or button)
$69CD is after key/button is detected [9 bytes available]
$61F3 is after demo player has died, high score screen has been shown, jumps back to $6008 to display title screen again [3 bytes available]
$61FB: F0 -> 24
$61FD: F0 -> 24
$6201: A2008696E886 -> AD88C04C00D0
$61F4: 0860 -> 0162
$69CD: 46AC46 -> 4C0162
$61FB: F0 -> 24 to ignore <Ctrl-E> (would otherwise enter editor)
$61FD: F0 -> 24 to ignore <RETURN> (would otherwise show high scores)
$6201: A2008696E886 -> AD88C04C00D0 to exit after user presses any key
$69CD: 46AC46 -> 4C0162 to exit after user presses button
$61F4: 0860 -> 0162 to exit after demo player dies

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@ -10,4 +10,3 @@ $09E8: 20F2098D47.. -> AD88C04C00D0
$1547: 20A61120BF12 -> AD88C04C00D0
$6B22: 30 -> 00 to disable sound
$084C: 20 -> 00 to disable cassette sound