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Attract Loops | ||
============= | ||
Most arcade games have an attract sequence of some sort. USER_REQUEST Command 2 | ||
is used to tell the game to run the demo (or possibly even play the game, but | ||
that's beyond the scope of this document). | ||
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Common attract loops typically include the following: | ||
* Content Warning screen (if set to US mode or with a dipswitch [Euro]) | ||
* Introduction sequence | ||
* Title screen | ||
* Gameplay demonstration | ||
* High Score screen | ||
Not every Neo-Geo game released includes all of the above, but they're typically | ||
found within the 273-odd game library. Content Warning screens were only added | ||
to games around the late 1990s (starting with ???). | ||
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In order to have a "good" attract loop setup, you should have the following: | ||
* A variable to note if you're in attract/demo mode or not | ||
* A variable for the current position in the attract/demo sequence | ||
* At least one timer, for timing the attract sequence (can be reused) | ||
* Other timers, for events in the attract sequence | ||
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Multiple Intros | ||
--------------- | ||
Garou: Mark of the Wolves does this, and in theory, it's pretty simple. | ||
* MVS: read and update a value in the MVS Backup RAM. | ||
* Home consoles: One of two options. | ||
1) seed the initial value with a random number, then update that. | ||
2) Don't care and just start with the first one. |
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