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64 lines
2.5 KiB
Plaintext
64 lines
2.5 KiB
Plaintext
#
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# Transition effects for SHR slideshows
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#
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# Each Mega-Attract Module that is an SHR 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 $A000 and called with main
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# memory banked in (read/write) and the next SHR graphic already loaded at
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# $2000/main. A transition effect has full use of zero page (main),
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# $0200-$07FF (main), and $A000-$BEFF/main. $BF00-$BFFF/main is reserved for
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# the ProDOS shim. LC RAM banks 1 and 2 are reserved for the launcher.
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#
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# /!\ You can not assume auxiliary memory exists! No, really.
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#
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# Consider this (supported) configuration: Apple ][+, 64K, VidHD card.
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# This machine is capable of displaying SHR graphics by copying pixel and
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# palette data from $2000-$9FFF/main to $2000-$9FFF/aux, despite the fact
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# that auxiliary memory does not exist and the writes will actually go to
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# main memory. However, the VidHD card notices and respects the WRITEAUXMEM
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# softswitch and will cache the data in its internal cache and ultimately
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# display it.
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#
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# Even worse, this means that SHR transitions must be careful about writing
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# to aux anything other than the current value of that address in main,
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# because in some (supported) configurations, those writes will actually
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# be altering main memory. Example: you want to clear the palettes space
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# before progressively fading them in. Writing all zeros to the palettes
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# in "auxiliary" memory will actually overwrite the original palettes in
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# main memory.
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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. However,
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# you can leave WRITEAUXMEM active; the calling code unconditionally switches
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# back to WRITEMAINMEM after the transition code returns.
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#
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# This file is converted to a binary data structure (SFX.IDX) during build
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# then added to TOTAL.DATA on the final disk image.
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#
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SHR.80BOXES
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SHR.FIZZLE
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SHR.RIPPLE
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SHR.TWOPASS.LR
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SHR.RADIAL
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SHR.80.SNAKE
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SHR.SOFT.IRIS
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SHR.DIAGONAL
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SHR.80.DOWN
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SHR.IRIS.IN
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SHR.LR
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SHR.RADIAL2
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SHR.80.SPIRAL
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SHR.FADEIN
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SHR.SOFTIRIS.IN
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SHR.80.SIDE2
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SHR.LR2
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SHR.80.ARROW
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SHR.IRIS
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SHR.UD
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