RIPPLE STAR.IN SOFT.DIAGONAL MANDELBROT.IN RADIAL STAGGER.LR SOFT.UD HEART.IN CRYSTAL STAR.RIPPLE BIT2.FIZZLE MEETINTHEMIDDLE APPLE.IN FLOWER.RAD.RIP SOFT.IRIS W.RIPPLE.BLOOM DIAGONAL PINWHEELS STAGGERWHITE.UD CORNER.SUPERRIP BOLT RADIAL2 STAR FLOWER.IN R.BY.PIXEL WAVY.IRIS BIT.FIZZLE APPLE MANDELBROT.RIP SOFT.L HEART.RIPPLE FLOWER.RAD SLOW.STAR.IN IRIS.IN BUTTERFLYRIPPLE W.IRIS.BLOOM.IN CENTER.BY.PIXEL RADBUBBLES SNOWFLAKE.IN FLOWER APPLE.RIPPLE DIAGONAL2 STAR.BLOOM PALETTE.FIZZLE BUTTERFLY BUBBLES FLOWER.RIPPLE SPLIT.UD.INTRO WAVY.IRIS.IN R.BY.2 HALF.FIZZLE SNOWFLAKE.RIP RADIAL3 HEART BOLT.IN FLOWER.RAD.IN DIAGONAL3 MANDELBROT WAVY.RIPPLE CORNER4.OUT LATTICE BAR.DISSOLVE R.BY.PALETTE FOURSPIRAL SOFT.R MAPLE.IN RADIAL4 IRIS CASCADE SNOWFLAKE VERTICAL.BLINDS BUTTERFLY.IN LR.BY.PIXEL CHECKERB.FIZZLE STAGGERWHITE.LR SOFT.UD.OUT ONESQUARE W.IRIS.BLOOM MAPLE SWIRL FIZZLE SLOW.STAR ARROW.WHITE TRI.FIZZLE SOFT.IRIS.IN DIAMOND BUBBLES.IN TWOPASS.LR RADIAL5 HALF.MOSAIC BOLT.RIPPLE ARROW FOURSQUARE FULL.OF.STARS BLOCK.FIZZLE DIAGONAL4 STAGGER.UD INTERLOCK.LR SOFT.UD.IN BLOCK.MOSAIC CORNER4.IN MAPLE.RIPPLE INTERLOCK.UD LITTLE.BOXES SPIRAL WAVY.CORNER REDLINES [eof] # # transition effects for HGR slideshows # # Each Mega-Attract Module that is an HGR slideshow (see attract.conf) # will use a single transition effect for the length of the module. # Transition effects are loaded in the order listed in this file. Each line # of this file is a filename (not including comments, like this one). The # name of the next transition effect is stored in the global prefs, so this # file should not contain duplicates. # # Transition effects are binary files loaded at $6000 and called with # hi-res page 1 showing and the next HGR graphic already loaded at $4000. # A transition effect can use $6000-$BFFF in main memory, zero page, and # text page if needed (but preserve the screen holes). $800-$1FFF is reserved # for the slideshow data. LC RAM banks 1 and 2 are reserved for the launcher. # # Important: LC RAM bank 1 will be read/write on entry and must be read/write # on exit. If you need ROM routines, you are responsible for switching to ROM # then switching back to RAM bank 1 (read/write) before returning. #