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update some comments
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@ -1,3 +1,39 @@
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#
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# Mega-Attract-Mode configuration file
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#
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# Mega-Attract-Mode is split into modules. Each module can be a short
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# slideshow, a self-running demo (like a game's built-in 'attract mode'), or
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# even just a single screenshot. Modules are run in the order listed here, one
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# after the next, until interrupted by user input. The last-run module is
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# tracked in the global prefs file (PREFS.CONF).
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#
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# The same format is used by the per-game ("mini-attract-mode") configuration files.
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#
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# This file is converted to a binary data structure at build time and stored in
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# ATTRACT.IDX on the final disk image.
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#
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# Format:
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# key=value
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#
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# |key| must be unique within this file
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#
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# |value| must be one of
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# 0 = self-running demo (|key| is an executable binary file in /DEMO/)
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# 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/)
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# 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/)
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# 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/)
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# 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/)
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# 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/)
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# 6 = GR action slideshow (|key| is a file in /SS/ containing files in /ACTION.GR/)
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# A = single HGR file (|key| is a file in /ACTION.HGR/)
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# B = single DHGR file (|key| is arbitrary path from program root directory)
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# C = single SHR file (|key| is a file in /ARTWORK.SHR/)
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# D = single GR file (|key| is arbitrary path from program root directory)
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#
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# Blank lines and lines beginning with '#' are ignored (like this one!)
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# A line beginning with '[' terminates the parsing
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#
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# set 1
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FAVORITES2.CONF=1
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ACTIONHIJ1.CONF=2
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@ -366,36 +402,3 @@ LADY.TUT=0
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SHR22.CONF=5
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[eof]
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#
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# Mega-Attract-Mode configuration file
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#
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# Mega-Attract-Mode is split into modules. Each module can be a short
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# slideshow, a self-running demo (like a game's built-in 'attract mode'), or
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# even just a single screenshot. Modules are run in the order listed here, one
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# after the next, until interrupted by user input. The last-run module is
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# tracked in the global prefs file.
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#
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# The same format is used by the per-game attract mode configuration files.
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#
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# Format:
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# key=value
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#
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# |key| must be unique within this file
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#
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# |value| must be one of
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# 0 = self-running demo (|key| is an executable binary file in /DEMO/)
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# 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/)
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# 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/)
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# 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/)
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# 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/)
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# 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/)
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# 6 = GR action slideshow (|key| is a file in /SS/ containing files in /ACTION.GR/)
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# A = single HGR file (|key| is arbitrary path from program root directory)
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# B = single DHGR file (|key| is arbitrary path from program root directory)
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# C = single SHR file (|key| is arbitrary path from program root directory)
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# D = single GR file (|key| is arbitrary path from program root directory)
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#
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# Blank lines and lines beginning with '#' are ignored (like this one!)
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# A line beginning with '[' terminates the parsing
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#
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47
res/DFX.CONF
47
res/DFX.CONF
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#
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# Transition effects for DHGR slideshows
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#
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# Each Mega-Attract Module that is a DHGR slideshow (see ATTRACT.CONF)
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# will use a single transition effect for the length of the module.
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# Transition effects are loaded in the order listed in this file. Each line
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# of this file is a filename (not including comments, like this one). The
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# name of the next transition effect is stored in the global prefs, so this
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# file should not contain duplicates.
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#
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# Transition effects are binary files loaded at $6000 and called with main
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# memory banked in, DHGR page 1 showing, and the next DHGR graphic already
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# loaded at $4000/main and $4000/aux. A transition effect has full use of
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# auxiliary memory, zero pages (both), text pages (both, but preserve screen
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# holes), and main memory $6000-$BEFF. $BF00-$BFFF/main is reserved for the
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# ProDOS shim. LC RAM banks 1 and 2 are reserved for the launcher.
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#
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# Important: LC RAM bank 1 will be read/write on entry and must be read/write
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# on exit. If you need ROM routines, you are responsible for switching to ROM
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# then switching back to RAM bank 1 (read/write) before returning.
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#
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# This file is converted to a binary data structure during build and stored
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# in DFX.IDX on the final disk image.
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#
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DHGR.FIZZLE2BIT
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DHGR.RIPPLE
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DHGR.SOFT.DIAG
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@ -60,27 +84,4 @@ DHGR.WAVY.IRIS
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DHGR.BLOOM.RIP
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DHGR.48.SYNC
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DHGR.FLICK
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[eof]
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#
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# transition effects for DHGR slideshows
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#
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# Each Mega-Attract Module that is a DHGR slideshow (see attract.conf)
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# will use a single transition effect for the length of the module.
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# Transition effects are loaded in the order listed in this file. Each line
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# of this file is a filename (not including comments, like this one). The
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# name of the next transition effect is stored in the global prefs, so this
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# file should not contain duplicates.
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#
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# Transition effects are binary files loaded at $6000 and called with main
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# memory banked in, DHGR page 1 showing, and the next DHGR graphic already
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# loaded at $4000/main and $4000/aux. A transition effect has full use of
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# auxiliary memory, zero pages (both), text pages (both, but preserve screen
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# holes), and main memory $6000-$BEFF. $BF00-$BFFF/main is reserved for the
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# ProDOS shim. LC RAM banks 1 and 2 are reserved for the launcher.
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#
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# Important: LC RAM bank 1 will be read/write on entry and must be read/write
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# on exit. If you need ROM routines, you are responsible for switching to ROM
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# then switching back to RAM bank 1 (read/write) before returning.
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#
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46
res/FX.CONF
46
res/FX.CONF
@ -1,3 +1,27 @@
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#
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# Transition effects for HGR slideshows
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#
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# Each Mega-Attract Module that is an HGR slideshow (see ATTRACT.CONF)
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# will use a single transition effect for the length of the module.
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# Transition effects are loaded in the order listed in this file. Each line
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# of this file is a filename (not including comments, like this one). The
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# name of the next transition effect is stored in the global prefs, so this
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# file should not contain duplicates.
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#
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# Transition effects are binary files loaded at $6000 and called with
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# hi-res page 1 showing and the next HGR graphic already loaded at $4000.
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# A transition effect can use $6000-$BEFF in main memory, zero page, and
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# text page if needed (but preserve the screen holes). $800-$1FFF is reserved
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# for the slideshow data. $BF00-$BFFF is reserved for the ProDOS shim.
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# LC RAM banks 1 and 2 are reserved for the launcher.
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#
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# Important: LC RAM bank 1 will be read/write on entry and must be read/write
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# on exit. If you need ROM routines, you are responsible for switching to ROM
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# then switching back to RAM bank 1 (read/write) before returning.
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#
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# This file is converted to a binary data structure during build and stored
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# in FX.IDX on the final disk image.
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#
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BOXES48.SNAKE
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RIPPLE
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SOFT.DIAGONAL
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@ -123,25 +147,3 @@ BOXES48.ARROW
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REDLINES
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FLICK
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[eof]
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#
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# transition effects for HGR slideshows
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#
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# Each Mega-Attract Module that is an HGR slideshow (see attract.conf)
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# will use a single transition effect for the length of the module.
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# Transition effects are loaded in the order listed in this file. Each line
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# of this file is a filename (not including comments, like this one). The
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# name of the next transition effect is stored in the global prefs, so this
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# file should not contain duplicates.
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#
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# Transition effects are binary files loaded at $6000 and called with
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# hi-res page 1 showing and the next HGR graphic already loaded at $4000.
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# A transition effect can use $6000-$BEFF in main memory, zero page, and
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# text page if needed (but preserve the screen holes). $800-$1FFF is reserved
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# for the slideshow data. $BF00-$BFFF is reserved for the ProDOS shim.
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# LC RAM banks 1 and 2 are reserved for the launcher.
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#
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# Important: LC RAM bank 1 will be read/write on entry and must be read/write
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# on exit. If you need ROM routines, you are responsible for switching to ROM
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# then switching back to RAM bank 1 (read/write) before returning.
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#
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#
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# Master game list
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#
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# This file is stored as-is on the final disk image. (Hi!)
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#
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# Format:
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# ABCD,directory=name
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#
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