Posted Tue Apr 7, 2009 6:30 PM
Posted Tue Apr 7, 2009 6:55 PM
GroovyBee, on Tue Apr 7, 2009 5:30 PM, said:
Posted Tue Apr 7, 2009 7:33 PM
Mitch, on Wed Apr 8, 2009 1:55 AM, said:
Posted Wed Apr 8, 2009 6:53 AM
Posted Wed Apr 8, 2009 9:41 AM
Posted Wed Apr 29, 2009 11:01 AM
High_Score_Cart.29_04_09.v1.00.zip 14.24K
136 downloadsPosted Mon May 4, 2009 10:30 PM
Posted Mon May 4, 2009 11:58 PM
Posted Wed May 6, 2009 6:18 AM
Posted Wed May 6, 2009 6:49 AM
Edited by PacManPlus, Wed May 6, 2009 6:51 AM.
Posted Wed May 6, 2009 7:22 AM
Posted Wed May 6, 2009 7:42 PM
; TEMPLATE FOR HSC TABLE HSCTEMP .byte $80,$00 ;TRASILING ZERO [BIT 7 OF FIRST BYTE], AND ID NUMBER .byte $00 ;DIFFICULTY [BITS 4..2] AND PLAYER [1..0] - PLAYER IS *REQUIRED* .byte $01 ;CONTROLLER TYPE .byte $00,$00 ;POINTER TO GAME NAME (IF LOGO IS USED, MAKE $00,$00) .byte <(HSCDIF),>(HSCDIF) ;POINTER TO DIFFICULTY NAME .byte $00,$00 ;POINTER TO SCORE .byte <(HSCDLL),>(HSCDLL) ;POINTER TO DLL FOR LOGO .byte <(HSCSOUND),>(HSCSOUND);POINTER TO SOUND ROUTINE .byte $00 ;TIME TO WAIT TILL RETURN ;<---------------------------------------------HIGH SCORE CART RPD SECTION---------------------------------------------------> ; HIGH SCORE DISPLAY LIST LIST HSCDLL .byte $8F,>(HSCNLDL),<(HSCNLDL);16 BLANK LINES .byte $47,>(HSCNLDL),<(HSCNLDL);8 BLANK LINES .byte $45,>(HSCDLS0),<(HSCDLS0) .byte $45,>(HSCDLS1),<(HSCDLS1) .byte $45,>(HSCDLS2),<(HSCDLS2) .byte $45,>(HSCDLS3),<(HSCDLS3) .byte $45,>(HSCDLS4),<(HSCDLS4) .byte $45,>(HSCDLS5),<(HSCDLS5) .byte $45,>(HSCDLS6),<(HSCDLS6) .byte $45,>(HSCDLS7),<(HSCDLS7) .byte $00,$00,$00 ; HIGH SCORE DISPLAY LIST (ONLY USES CHARACTER MODE) HSCDLS0 .byte <(HLIST00),$60,>(HLIST00),$00+$04,$14,$00,$00,$00 HSCDLS1 .byte <(HLIST01),$60,>(HLIST01),$00+$04,$14,$00,$00,$00 HSCDLS2 .byte <(HLIST02),$60,>(HLIST02),$00+$04,$14,$00,$00,$00 HSCDLS3 .byte <(HLIST03),$60,>(HLIST03),$00+$04,$14,$00,$00,$00 HSCDLS4 .byte <(HLIST04),$60,>(HLIST04),$00+$04,$14,$00,$00,$00 HSCDLS5 .byte <(HLIST05),$60,>(HLIST05),$00+$04,$14,$00,$00,$00 HSCDLS6 .byte <(HLIST06),$60,>(HLIST06),$00+$04,$14,$00,$00,$00 HSCDLS7 .byte <(HLIST07),$60,>(HLIST07),$00+$04,$14,$00,$00,$00 ; CHAR MODE DATA-DON'T CHNG,PAL+LNG,POS,END MARKER HSCNLDL .byte $00,$00,$00 ; HIGH SCORE SCREEN MEMORY - THIS IS WHERE THE CHARACTER MODE LOGO IS STORED HLIST00 .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 HLIST01 .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 HLIST02 .byte $00,$00,$00,$00,$00,$00,$00,$83,$88,$8D,$92,$97,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 HLIST03 .byte $00,$00,$00,$00,$00,$00,$00,$84,$89,$8E,$93,$98,$9C,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 HLIST04 .byte $00,$00,$00,$00,$00,$00,$00,$85,$8A,$8F,$94,$99,$9D,$A0,$00,$A4,$A7,$AA,$AD,$AF,$A4,$B2,$B3,$00,$00,$00,$00,$00,$00 HLIST05 .byte $00,$00,$00,$00,$00,$00,$00,$86,$8B,$90,$95,$9A,$9E,$A1,$A3,$A5,$A8,$AB,$AE,$95,$B0,$A8,$AB,$00,$00,$00,$00,$00,$00 HLIST06 .byte $00,$00,$00,$00,$00,$00,$00,$87,$8C,$91,$96,$9B,$9F,$A2,$00,$A6,$A9,$AC,$91,$96,$B1,$A9,$AC,$00,$00,$00,$00,$00,$00 HLIST07 .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
Posted Tue Sep 28, 2010 5:53 AM
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