; sample commented age.ini file 

; unless noted, all blah_0000 items start at 0, and increment 
; sequencially.  If there is a gap, ie 0, 1, 2, 4, 5 then 0-2 will 
; be loaded, and 4&5 ignored.  All numbers in the 00, 000 or 0000 fields
; are decimal (base 10), not hex (base 16)
;
; all items with multiple fields should have the fields seperated
; by white space (tab, space)
;
; all external files should have the following sections:
;[System]
;    version
;    info
;    author
;[Drivers]
;    driver_0000
;    ...
    

[System]
version_major = 0
version_minor = 5
; major and minor .ini version.  should corrolate with the current
; version of age.  (age should be higher)

info = This is an ini example file
author = Scott "Jerry" Lawrence



[User]
; user data
default_driver = pacman		; which driver to start the cursor on
PCX_Increment = 8		; default skip resolution for pcx loader
Maped_Stretch = 1		; should maped stretch the display?



[Drivers]
; these must be sequencial starting at 0000
driver_0000 = pacman_001
; that states that in the "pacman_001" section in THIS ini file, there is a 
; driver.  the name "pacman_001" has no significance, other than that it
; must be unique 

driver_0001 = add_on.ini
; this one states that in the file add_on.ini, there is a section called
; "Drivers", and it contains more drivers listed as with this section



[pacman_001]
; GAMEINFO analog.
gamename = Pac Man (Namco)
; the name to display and sort on.

basename = namcopac
; the base game name - roms are in this directory 

drom_000  = namcopac.5e
; name of rom 000 - these must be sequencial, starting at 000

size_000 = 0x1000
; how big the rom is.  (roms are stored in memory sequencially)

drom_001  = namcopac.5f
size_001 = 0x1000

gfx_bank = pacman_gfx_banks
; where are the graphics bank in this file?  which section

palettes = pacman_palettes
; palettes for the set..

romdata = pacman_romdata
; where the rom data is -- if there is none, then this item does not exist



[pacman_char_layout]
; GFXLAYOUT analog
width = 8
height = 8
total = 256
planes = 2
plane_offset = 0 4
xoffset_00 = 56 48 40 32 24 16 8 0
yoffset_00 = 64 65 66 67
yoffset_01 =  0  1  2  3
; these can continue in the next item if necessary...
charinc = 128



[pacman_sprite_layout]
; same as above
width = 16
height = 16
total = 64
planes = 2
plane_offset = 0 4
xoffset_00 = 312  304  296  288  280  272 .....
yoffset_00 =  ....  you get the idea...
charinc = 512



[pacman_gfx_banks]
bank_000 = pacman_char_layout
; use the layout "pacman_char_layout" for bank 0

data_000 = 0x0000
; bank 0 starts in rom location 0x0000

bank_001 = pacman_sprite_layout
data_001 = 0x1000



[pacman_colors]
color_00 = 0  0  0
; color listings are 0..63, red, green, blue
color_01 = 63 63 63
color_02 = 50 50 50
color_03 = 40 40 40
color_04 = 30 30 30
color_05 = 20 20 20



[pacman_palettes]
colors = pacman_colors
palette_00 = 1 2 3 0
palette_01 = 5 3 2 0
palette_02 = 0 3 5 2



; now the additional information... 
[pacman_romdata]
drom_000 = namcopac.6e
drom_001 = namcopac.6f
drom_002 = namcopac.6h
drom_003 = namcopac.6j
; rom datas

size_000 = 0x1000
size_001 = 0x1000
size_002 = 0x1000
size_003 = 0x1000
; rom sizes

map_000 = pacman_map
; map information - if none, do not include the map_000 line.

text_000 = ghost_0
; first text category (must be 000, all others are consecutive...)

text_001 = screen_0



[pacman_map]
driver = pacman
; map driver name

start = 0x3436
; start pos of map data

overlay = 0x35b5
; start pos of overlay data

width = 28
; width of map in characters

height = 32
; height of map in characters

bank = 0
; which bank's characters to display



[ghost_0]
name = Ghost Names
; name of the category

lookup = pacman_lookup
; which lookup table to use

text_000 = Red Name
; what to display for the name

spos_000 = 0x3d59
; location in data roms

leng_000 = 10
; length of string (max 23)

text_000 = Red Nick
spos_000 = 0x3d69
leng_000 = 9



[screen_0]
name = Screen Text
lookup = pacman_lookup
text_000 = High Score
spos_000 = 0x3715
leng_000 = 10



[pacman_lookup]
insert = 0x40
; what character to insert when the user hits "insert"

char_032 = 0x40
char_033 = 0x41
; one for each typeable character.  
; the format is: char_nnn, where "nnn" is the ascii value 0..255, and the
; value of that item is the replacement character
; if a value of 0xffff is used, the character will be ignored.

