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Group:
Pending Approval: Pending Approvals
Active Posts:
21 (0.01 per day)
Most Active In:
Engineering & Reverse Engineering (19 posts)
Joined:
20-January 07
Profile Views:
300
Last Active:
User is offline Aug 29 2012 01:28 PM
Currently:
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My Information

Age:
21 years old
Birthday:
August 14, 1991
Gender:
Not Telling Not Telling

Previous Fields

Project:
Sonic 1: Eggman's Vengance
National Flag:
us

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Posts I've Made

  1. In Topic: Basic Questions & Answers thread

    26 June 2010 - 03:01 PM

    This is a Sonic 2 disassembly (Xenowhirl's disassembly) I'm using.
  2. In Topic: Basic Questions & Answers thread

    26 June 2010 - 02:53 PM

    I'm a bit confused. What do you replace these with?:

    CODE
    @fail
    @wait
    @notmoving
    @noflip


    Help me out there, please?
  3. In Topic: Basic Questions & Answers thread

    25 June 2010 - 09:18 PM

    I'm actually talking about this list of pattern load cue lists:

    CODE
    ; ---------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LISTS
    ;
    ; Pattern load request lists are simple structures used to load
    ; Nemesis-compressed art for sprites.
    ;
    ; The decompressor predictably moves down the list, so request 0 is processed first, etc.
    ; This only matters if your addresses are bad and you overwrite art loaded in a previous request.
    ;
    ; NOTICE: The load queue buffer can only hold $15 (21) load requests. None of the routines
    ; that load PLRs into the queue do any bounds checking, so it's possible to create a buffer
    ; overflow and completely screw up the variables stored directly after the queue buffer.
    ;
    ; Of course, this problem is mitigated by the difficulty one will have in finding space
    ; to load 21 Nemesis-compressed bits of art. It's still something you need to be aware of
    ; before adding PLRs.
    ; ---------------------------------------------------------------------------

    ;---------------------------------------------------------------------------------------
    ; Table of pattern load request lists. Remember to use word-length data when adding lists
    ; otherwise you'll break the array.
    ;---------------------------------------------------------------------------------------
    ; word_42660 ; OffInd_PlrLists:
    ArtLoadCues:
    dc.w PlrList_Std1 - ArtLoadCues ; 0
    dc.w PlrList_Std2 - ArtLoadCues ; 1
    dc.w PlrList_StdWtr - ArtLoadCues ; 2
    dc.w PlrList_GameOver - ArtLoadCues ; 3
    dc.w PlrList_Ehz1 - ArtLoadCues ; 4
    dc.w PlrList_Ehz2 - ArtLoadCues ; 5
    dc.w PLC_6 - ArtLoadCues ; 6
    dc.w PLC_7 - ArtLoadCues ; 7
    dc.w PLC_8 - ArtLoadCues ; 8
    dc.w PLC_9 - ArtLoadCues ; 9
    dc.w PlrList_Mtz1 - ArtLoadCues ; 10
    dc.w PlrList_Mtz1 - ArtLoadCues ; 11
    dc.w PlrList_Mtz1 - ArtLoadCues ; 12
    dc.w PlrList_Mtz2 - ArtLoadCues ; 13
    dc.w PlrList_Wfz1 - ArtLoadCues ; 14
    dc.w PlrList_Wfz1 - ArtLoadCues ; 15
    dc.w PlrList_Wfz1 - ArtLoadCues ; 16
    dc.w PlrList_Wfz2 - ArtLoadCues ; 17
    dc.w PlrList_Htz1 - ArtLoadCues ; 18
    dc.w PlrList_Htz2 - ArtLoadCues ; 19
    dc.w PLC_10 - ArtLoadCues ; 20
    dc.w PLC_10 - ArtLoadCues ; 21
    dc.w PLC_10 - ArtLoadCues ; 22
    dc.w PLC_10 - ArtLoadCues ; 23
    dc.w PLC_10 - ArtLoadCues ; 24
    dc.w PLC_11 - ArtLoadCues ; 25
    dc.w PLC_12 - ArtLoadCues ; 26
    dc.w PLC_13 - ArtLoadCues ; 27
    dc.w PLC_14 - ArtLoadCues ; 28
    dc.w PLC_15 - ArtLoadCues ; 29
    dc.w PLC_16 - ArtLoadCues ; 30
    dc.w PLC_17 - ArtLoadCues ; 31
    dc.w PLC_18 - ArtLoadCues ; 32
    dc.w PLC_19 - ArtLoadCues ; 33
    dc.w PLC_1A - ArtLoadCues ; 34
    dc.w PLC_1B - ArtLoadCues ; 35
    dc.w PLC_1C - ArtLoadCues ; 36
    dc.w PLC_1D - ArtLoadCues ; 37
    dc.w PLC_1E - ArtLoadCues ; 38
    dc.w PLC_1F - ArtLoadCues ; 39
    dc.w PLC_20 - ArtLoadCues ; 40
    dc.w PLC_21 - ArtLoadCues ; 41
    dc.w PLC_22 - ArtLoadCues ; 42
    dc.w PLC_23 - ArtLoadCues ; 43
    dc.w PLC_24 - ArtLoadCues ; 44
    dc.w PLC_25 - ArtLoadCues ; 45
    dc.w PLC_26 - ArtLoadCues ; 46
    dc.w PLC_27 - ArtLoadCues ; 47
    dc.w PLC_28 - ArtLoadCues ; 48
    dc.w PLC_29 - ArtLoadCues ; 49
    dc.w PLC_2A - ArtLoadCues ; 50
    dc.w PLC_2B - ArtLoadCues ; 51
    dc.w PLC_2C - ArtLoadCues ; 52
    dc.w PLC_2D - ArtLoadCues ; 53
    dc.w PLC_2E - ArtLoadCues ; 54
    dc.w PLC_2F - ArtLoadCues ; 55
    dc.w PLC_30 - ArtLoadCues ; 56
    dc.w PLC_31 - ArtLoadCues ; 57
    dc.w PLC_32 - ArtLoadCues ; 58
    dc.w PLC_33 - ArtLoadCues ; 59
    dc.w PLC_34 - ArtLoadCues ; 60
    dc.w PLC_35 - ArtLoadCues ; 61
    dc.w PLC_36 - ArtLoadCues ; 62
    dc.w PLC_37 - ArtLoadCues ; 63
    dc.w PLC_38 - ArtLoadCues ; 64
    dc.w PLC_39 - ArtLoadCues ; 65
    dc.w PLC_3A - ArtLoadCues ; 66
    dc.w PLC_3B - ArtLoadCues ; 67
    dc.w PLC_3C - ArtLoadCues ; 68
    ; macro for a pattern load request list header
    ; must be on the same line as a label that has a corresponding _End label later
    plrlistheader macro {INTLABEL}
    __LABEL__ label *
    dc.w ((__LABEL___End - __LABEL__ - 8) / 6)
    endm

    ; macro for a pattern load request
    plreq macro toVRAMaddr,fromROMaddr
    dc.l fromROMaddr
    dc.w toVRAMaddr
    endm

    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Standard 1 - loaded for every level
    ;---------------------------------------------------------------------------------------
    PlrList_Std1: plrlistheader
    plreq $D940, ArtNem_HUD
    plreq $FA80, ArtNem_Sonic_life_counter
    plreq $D780, ArtNem_Ring
    plreq $9580, ArtNem_Numbers
    PlrList_Std1_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Standard 2 - loaded for every level
    ;---------------------------------------------------------------------------------------
    PlrList_Std2: plrlistheader
    plreq $8F80, ArtNem_Checkpoint
    plreq $D000, ArtNem_Powerups
    plreq $97C0, ArtNem_Shield
    plreq $9BC0, ArtNem_Invincible_stars
    PlrList_Std2_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Aquatic level standard
    ;---------------------------------------------------------------------------------------
    PlrList_StdWtr: plrlistheader
    plreq $B480, ArtNem_Explosion
    plreq $BE40, ArtNem_SuperSonic_stars
    plreq $BD00, ArtNem_Bubbles
    PlrList_StdWtr_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Game/Time over
    ;---------------------------------------------------------------------------------------
    PlrList_GameOver: plrlistheader
    plreq $9BC0, ArtNem_Game_Over
    PlrList_GameOver_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Emerald Hill Zone primary
    ;---------------------------------------------------------------------------------------
    PlrList_Ehz1: plrlistheader
    plreq $73C0, ArtNem_Waterfall
    plreq $76C0, ArtNem_EHZ_Bridge
    plreq $77C0, ArtNem_Buzzer_Fireball
    plreq $7A40, ArtNem_Buzzer
    plreq $7DC0, ArtNem_Coconuts
    plreq $8280, ArtNem_Masher
    PlrList_Ehz1_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Emerald Hill Zone secondary
    ;---------------------------------------------------------------------------------------
    PlrList_Ehz2: plrlistheader
    plreq $8680, ArtNem_Spikes
    plreq $8780, ArtNem_DignlSprng
    plreq $8B80, ArtNem_VrtclSprng
    plreq $8E00, ArtNem_HrzntlSprng
    PlrList_Ehz2_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Wood Zone primary
    ;---------------------------------------------------------------------------------------
    PLC_3B: plrlistheader
    plreq $6380, ArtNem_Crabmeat
    plreq $7DC0, ArtNem_Coconuts
    plreq $7800, ArtNem_Crawlton
    PLC_3B_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Miles 1up patch
    ;---------------------------------------------------------------------------------------
    PLC_6: plrlistheader
    plreq $DE80, ArtUnc_MilesLife
    PLC_6_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Miles life counter
    ;---------------------------------------------------------------------------------------
    PLC_7: plrlistheader
    plreq $FA80, ArtUnc_MilesLife
    PLC_7_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Tails 1up patch
    ;---------------------------------------------------------------------------------------
    PLC_8: plrlistheader
    plreq $DE80, ArtNem_TailsLife
    PLC_8_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Tails life counter
    ;---------------------------------------------------------------------------------------
    PLC_9: plrlistheader
    plreq $FA80, ArtNem_TailsLife
    PLC_9_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Metropolis Zone primary
    ;---------------------------------------------------------------------------------------
    PlrList_Mtz1: plrlistheader
    plreq $6F00, ArtNem_MtzWheel
    plreq $7E00, ArtNem_MtzWheelIndent
    plreq $7F20, ArtNem_LavaCup
    plreq $7FA0, ArtNem_BoltEnd_Rope
    plreq $80A0, ArtNem_MtzSteam
    plreq $8280, ArtNem_MtzSpikeBlock
    plreq $8380, ArtNem_MtzSpike
    plreq $6380, ArtNem_Crabmeat
    plreq $6D00, ArtNem_MtzSupernova
    PlrList_Mtz1_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Metropolis Zone secondary
    ;---------------------------------------------------------------------------------------
    PlrList_Mtz2: plrlistheader
    plreq $8480, ArtNem_Button
    plreq $8680, ArtNem_Spikes
    plreq $8780, ArtNem_MtzMantis
    plreq $8B80, ArtNem_VrtclSprng
    plreq $8E00, ArtNem_HrzntlSprng
    plreq $A000, ArtNem_MtzAsstBlocks
    plreq $A6C0, ArtNem_MtzLavaBubble
    plreq $ABE0, ArtNem_MtzCog
    plreq $AD60, ArtNem_MtzUnkBlocks
    PlrList_Mtz2_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Wing Fortress Zone primary
    ;---------------------------------------------------------------------------------------
    PlrList_Wfz1: plrlistheader
    plreq $A000, ArtNem_Tornado
    plreq $A9E0, ArtNem_Clouds
    plreq $AC20, ArtNem_WfzVrtclPrpllr
    plreq $79A0, ArtNem_WfzHrzntlPrpllr
    plreq $ACA0, ArtNem_Balkrie
    plreq $9180, ArtNem_BreakPanels
    plreq $6F20, ArtNem_WfzScratch
    plreq $7260, ArtNem_WfzTiltPlatforms
    plreq $A000, ArtNem_Tornado
    plreq $A9E0, ArtNem_Clouds
    PlrList_Wfz1_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Wing Fortress Zone secondary
    ;---------------------------------------------------------------------------------------
    PlrList_Wfz2: plrlistheader
    plreq $AC20, ArtNem_WfzVrtclPrpllr
    plreq $79A0, ArtNem_WfzHrzntlPrpllr
    plreq $73E0, ArtNem_WfzVrtclLazer
    plreq $7560, ArtNem_WfzWallTurret
    plreq $7860, ArtNem_WfzHrzntlLazer
    plreq $7D40, ArtNem_WfzConveyorBeltWheel
    plreq $7F40, ArtNem_WfzHook
    plreq $8CA0, ArtNem_WfzThrust
    plreq $81C0, ArtNem_WfzBeltPlatform
    plreq $8340, ArtNem_WfzGunPlatform
    plreq $8A00, ArtNem_WfzUnusedBadnik
    plreq $8B80, ArtNem_WfzLaunchCatapult
    plreq $8C20, ArtNem_WfzSwitch
    plreq $8DA0, ArtNem_WfzFloatingPlatform
    PlrList_Wfz2_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Hill Top Zone primary
    ;---------------------------------------------------------------------------------------
    PlrList_Htz1: plrlistheader
    plreq $73C0, ArtNem_Buzzer_Fireball
    plreq $7640, ArtNem_HtzRock
    plreq $78C0, ArtNem_HtzSeeSaw
    plreq $7BC0, ArtNem_Sol
    plreq $6FC0, ArtNem_Rexon
    plreq $A400, ArtNem_Spiker
    plreq $8680, ArtNem_Spikes
    plreq $8780, ArtNem_DignlSprng
    plreq $8B80, ArtNem_VrtclSprng
    plreq $8E00, ArtNem_HrzntlSprng
    PlrList_Htz1_End
    ;---------------------------------------------------------------------------------------
    ; PATTERN LOAD REQUEST LIST
    ; Hill Top Zone secondary
    ;---------------------------------------------------------------------------------------
    PlrList_Htz2: plrlistheader
    plreq $7CC0, ArtNem_HtzZipline
    plreq $82C0, ArtNem_HtzFireball
    plreq $84C0, ArtNem_HtzValveBarrier
    PlrList_Htz2_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; OOZ Primary
    ;---------------------------------------------------------------------------------------
    PLC_10: plrlistheader
    plreq $5C40, ArtNem_OOZBurn
    plreq $5E80, ArtNem_OOZElevator
    plreq $6180, ArtNem_SpikyThing
    plreq $6580, ArtNem_BurnerLid
    plreq $6640, ArtNem_StripedBlocksVert
    plreq $66C0, ArtNem_Oilfall
    plreq $68C0, ArtNem_Oilfall2
    plreq $6A80, ArtNem_BallThing
    plreq $6D00, ArtNem_LaunchBall
    PLC_10_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; OOZ Secondary
    ;---------------------------------------------------------------------------------------
    PLC_11: plrlistheader
    plreq $73A0, ArtNem_OOZPlatform
    plreq $78A0, ArtNem_PushSpring
    plreq $7C60, ArtNem_OOZSwingPlat
    plreq $7FE0, ArtNem_StripedBlocksHoriz
    plreq $8060, ArtNem_OOZFanHoriz
    plreq $8480, ArtNem_Button
    plreq $8680, ArtNem_Spikes
    plreq $8780, ArtNem_DignlSprng
    plreq $8B80, ArtNem_VrtclSprng
    plreq $8E00, ArtNem_HrzntlSprng
    plreq $A000, ArtNem_Aquis
    plreq $A700, ArtNem_Octus
    PLC_11_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; MCZ Primary
    ;---------------------------------------------------------------------------------------
    PLC_12: plrlistheader
    plreq $7A80, ArtNem_Crate
    plreq $7E80, ArtNem_MCZCollapsePlat
    plreq $81C0, ArtNem_VineSwitch
    plreq $83C0, ArtNem_VinePulley
    plreq $7500, ArtNem_Flasher
    plreq $7800, ArtNem_Crawlton
    PLC_12_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; MCZ Secondary
    ;---------------------------------------------------------------------------------------
    PLC_13: plrlistheader
    plreq $8580, ArtNem_HorizSpike
    plreq $8680, ArtNem_Spikes
    plreq $8780, ArtNem_MCZGateLog
    plreq $8800, ArtNem_LeverSpring
    plreq $8B80, ArtNem_VrtclSprng
    plreq $8E00, ArtNem_HrzntlSprng
    PLC_13_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; CNZ Primary
    ;---------------------------------------------------------------------------------------
    PLC_14: plrlistheader
    plreq $6800, ArtNem_Crawl
    plreq $6D80, ArtNem_BigMovingBlock
    plreq $6F80, ArtNem_CNZSnake
    plreq $7000, ArtNem_CNZBonusSpike
    plreq $7080, ArtNem_CNZElevator
    plreq $7100, ArtNem_CNZCage
    plreq $7280, ArtNem_CNZHexBumper
    plreq $7340, ArtNem_CNZRoundBumper
    plreq $7640, ArtNem_CNZFlipper
    plreq $7CC0, ArtNem_CNZMiniBumper
    PLC_14_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; CNZ Secondary
    ;---------------------------------------------------------------------------------------
    PLC_15: plrlistheader
    plreq $8040, ArtNem_CNZDiagPlunger
    plreq $8440, ArtNem_CNZVertPlunger
    plreq $8680, ArtNem_Spikes
    plreq $8780, ArtNem_DignlSprng
    plreq $8B80, ArtNem_VrtclSprng
    plreq $8E00, ArtNem_HrzntlSprng
    PLC_15_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; CPZ Primary
    ;---------------------------------------------------------------------------------------
    PLC_16: plrlistheader
    plreq $6E60, ArtNem_CPZMetalThings
    plreq $7280, ArtNem_ConstructionStripes
    plreq $7380, ArtNem_CPZBooster
    plreq $7400, ArtNem_CPZElevator
    plreq $7600, ArtNem_CPZAnimatedBits
    plreq $7C00, ArtNem_CPZTubeSpring
    plreq $8000, ArtNem_WaterSurface
    plreq $8300, ArtNem_CPZStairBlock
    plreq $8600, ArtNem_CPZMetalBlock
    PLC_16_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; CPZ Secondary
    ;---------------------------------------------------------------------------------------
    PLC_17: plrlistheader
    plreq $A000, ArtNem_Grabber
    plreq $A5A0, ArtNem_Spiny
    plreq $8680, ArtNem_Spikes
    plreq $8780, ArtNem_CPZDroplet
    plreq $8800, ArtNem_LeverSpring
    plreq $8B80, ArtNem_VrtclSprng
    plreq $8E00, ArtNem_HrzntlSprng
    PLC_17_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; DEZ Primary
    ;---------------------------------------------------------------------------------------
    PLC_18: plrlistheader
    plreq $6500, ArtNem_ConstructionStripes
    PLC_18_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; DEZ Secondary
    ;---------------------------------------------------------------------------------------
    PLC_19: plrlistheader
    plreq $7000, ArtNem_SilverSonic
    plreq $6F00, ArtNem_DEZWindow
    plreq $A300, ArtNem_RobotnikRunning
    plreq $A000, ArtNem_RobotnikUpper
    plreq $AC80, ArtNem_RobotnikLower
    PLC_19_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; ARZ Primary
    ;---------------------------------------------------------------------------------------
    PLC_1A: plrlistheader
    plreq $7F00, ArtNem_ARZBarrierThing
    plreq $8000, ArtNem_WaterSurface2
    plreq $8200, ArtNem_Leaves
    plreq $82E0, ArtNem_ArrowAndShooter
    PLC_1A_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; ARZ Secondary
    ;---------------------------------------------------------------------------------------
    PLC_1B: plrlistheader
    plreq $A760, ArtNem_ChopChop
    plreq $A000, ArtNem_Whisp
    plreq $A120, ArtNem_Grounder
    plreq $AB60, ArtNem_BigBubbles
    plreq $8680, ArtNem_Spikes
    plreq $8800, ArtNem_LeverSpring
    plreq $8B80, ArtNem_VrtclSprng
    plreq $8E00, ArtNem_HrzntlSprng
    PLC_1B_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; SCZ Primary
    ;---------------------------------------------------------------------------------------
    PLC_1C: plrlistheader
    plreq $A000, ArtNem_Tornado
    PLC_1C_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; SCZ Secondary
    ;---------------------------------------------------------------------------------------
    PLC_1D: plrlistheader
    plreq $A9E0, ArtNem_Clouds
    plreq $AC20, ArtNem_WfzVrtclPrpllr
    plreq $79A0, ArtNem_WfzHrzntlPrpllr
    plreq $ACA0, ArtNem_Balkrie
    plreq $7140, ArtNem_Turtloid
    plreq $6DC0, ArtNem_Nebula
    PLC_1D_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Sonic end of level results screen
    ;---------------------------------------------------------------------------------------
    PLC_1E: plrlistheader
    plreq $B000, ArtNem_TitleCard
    plreq $B600, ArtNem_ResultsText
    plreq $BE80, ArtNem_MiniSonic
    plreq $A800, ArtNem_Perfect
    PLC_1E_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; End of level signpost
    ;---------------------------------------------------------------------------------------
    PLC_1F: plrlistheader
    plreq $8680, ArtNem_Signpost
    PLC_1F_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; CPZ Boss
    ;---------------------------------------------------------------------------------------
    PLC_20: plrlistheader
    plreq $8400, ArtNem_Eggpod
    plreq $A000, ArtNem_CPZBoss
    plreq $8300, ArtNem_EggpodJets
    plreq $AE00, ArtNem_BossSmoke
    plreq $B000, ArtNem_FieryExplosion
    PLC_20_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; EHZ Boss
    ;---------------------------------------------------------------------------------------
    PLC_21: plrlistheader
    plreq $7400, ArtNem_Eggpod
    plreq $8000, ArtNem_EHZBoss
    plreq $AD80, ArtNem_EggChoppers
    plreq $B000, ArtNem_FieryExplosion
    PLC_21_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; HTZ Boss
    ;---------------------------------------------------------------------------------------
    PLC_22: plrlistheader
    plreq $7820, ArtNem_Eggpod
    plreq $8420, ArtNem_HTZBoss
    plreq $B000, ArtNem_FieryExplosion
    plreq $BC80, ArtNem_BossSmoke
    PLC_22_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; ARZ Boss
    ;---------------------------------------------------------------------------------------
    PLC_23: plrlistheader
    plreq $A000, ArtNem_Eggpod
    plreq $7C00, ArtNem_ARZBoss
    plreq $B000, ArtNem_FieryExplosion
    PLC_23_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; MCZ Boss
    ;---------------------------------------------------------------------------------------
    PLC_24: plrlistheader
    plreq $A000, ArtNem_Eggpod
    plreq $7800, ArtNem_MCZBoss
    plreq $B000, ArtNem_FieryExplosion
    PLC_24_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; CNZ Boss
    ;---------------------------------------------------------------------------------------
    PLC_25: plrlistheader
    plreq $A000, ArtNem_Eggpod
    plreq $80E0, ArtNem_CNZBoss
    plreq $B000, ArtNem_FieryExplosion
    PLC_25_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; MTZ Boss
    ;---------------------------------------------------------------------------------------
    PLC_26: plrlistheader
    plreq $A000, ArtNem_Eggpod
    plreq $6F80, ArtNem_MTZBoss
    plreq $AC00, ArtNem_EggpodJets
    plreq $B000, ArtNem_FieryExplosion
    PLC_26_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; OOZ Boss
    ;---------------------------------------------------------------------------------------
    PLC_27: plrlistheader
    plreq $7180, ArtNem_OOZBoss
    plreq $B000, ArtNem_FieryExplosion
    PLC_27_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Fiery Explosion
    ;---------------------------------------------------------------------------------------
    PLC_28: plrlistheader
    plreq $B000, ArtNem_FieryExplosion
    PLC_28_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Death Egg
    ;---------------------------------------------------------------------------------------
    PLC_29: plrlistheader
    plreq $6600, ArtNem_DEZBoss
    PLC_29_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; EHZ Animals
    ;---------------------------------------------------------------------------------------
    PLC_2A: plrlistheader
    plreq $B000, ArtNem_Squirrel
    plreq $B280, ArtNem_Bird
    PLC_2A_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; WZ animals
    ;---------------------------------------------------------------------------------------
    PLC_3C: plrlistheader
    plreq $B000, ArtNem_Pig
    plreq $B280, ArtNem_Bird
    PLC_3C_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; MCZ Animals
    ;---------------------------------------------------------------------------------------
    PLC_2B: plrlistheader
    plreq $B000, ArtNem_Mouse
    plreq $B280, ArtNem_Chicken
    PLC_2B_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; HTZ/MTZ/WFZ animals
    ;---------------------------------------------------------------------------------------
    PLC_2C: plrlistheader
    plreq $B000, ArtNem_Beaver
    plreq $B280, ArtNem_Eagle
    PLC_2C_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; DEZ Animals
    ;---------------------------------------------------------------------------------------
    PLC_2D: plrlistheader
    plreq $B000, ArtNem_Pig
    plreq $B280, ArtNem_Chicken
    PLC_2D_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; HPZ animals
    ;---------------------------------------------------------------------------------------
    PLC_2E: plrlistheader
    plreq $B000, ArtNem_Mouse
    plreq $B280, ArtNem_Seal
    PLC_2E_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; OOZ Animals
    ;---------------------------------------------------------------------------------------
    PLC_2F: plrlistheader
    plreq $B000, ArtNem_Penguin
    plreq $B280, ArtNem_Seal
    PLC_2F_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; SCZ Animals
    ;---------------------------------------------------------------------------------------
    PLC_30: plrlistheader
    plreq $B000, ArtNem_Turtle
    plreq $B280, ArtNem_Chicken
    PLC_30_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; CNZ Animals
    ;---------------------------------------------------------------------------------------
    PLC_31: plrlistheader
    plreq $B000, ArtNem_Bear
    plreq $B280, ArtNem_Bird
    PLC_31_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; CPZ Animals
    ;---------------------------------------------------------------------------------------
    PLC_32: plrlistheader
    plreq $B000, ArtNem_Rabbit
    plreq $B280, ArtNem_Eagle
    PLC_32_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; ARZ Animals
    ;---------------------------------------------------------------------------------------
    PLC_33: plrlistheader
    plreq $B000, ArtNem_Penguin
    plreq $B280, ArtNem_Bird
    PLC_33_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Special Stage
    ;---------------------------------------------------------------------------------------
    PLC_34: plrlistheader
    plreq $2E80, ArtNem_SpecialEmerald
    plreq $3440, ArtNem_SpecialMessages
    plreq $3F40, MapEng_SpecialHUD
    plreq $4780, ArtNem_SpecialFlatShadow
    plreq $4C40, ArtNem_SpecialDiagShadow
    plreq $5380, ArtNem_SpecialSideShadow
    plreq $56A0, ArtNem_SpecialExplosion
    plreq $6440, ArtNem_SpecialRings
    plreq $7140, ArtNem_SpecialStart
    plreq $7BE0, ArtNem_SpecialPlayerVSPlayer
    plreq $E000, ArtNem_SpecialBack
    plreq $EFE0, ArtNem_SpecialStars
    plreq $F480, ArtNem_SpecialTailsText
    PLC_34_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Special Stage Bombs
    ;---------------------------------------------------------------------------------------
    PLC_35: plrlistheader
    plreq $7140, ArtNem_SpecialBomb
    PLC_35_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; WFZ Boss
    ;---------------------------------------------------------------------------------------
    PLC_36: plrlistheader
    plreq $6F20, ArtNem_WFZBoss
    plreq $A300, ArtNem_RobotnikRunning
    plreq $A000, ArtNem_RobotnikUpper
    plreq $AC80, ArtNem_RobotnikLower
    plreq $B000, ArtNem_FieryExplosion
    PLC_36_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Tornado
    ;---------------------------------------------------------------------------------------
    PLC_37: plrlistheader
    plreq $A000, ArtNem_Tornado
    plreq $AC20, ArtNem_TornadoThruster
    plreq $A9E0, ArtNem_Clouds
    PLC_37_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Egg Prison
    ;---------------------------------------------------------------------------------------
    PLC_38: plrlistheader
    plreq $D000, ArtNem_Capsule
    PLC_38_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Normal explosion
    ;---------------------------------------------------------------------------------------
    PLC_39: plrlistheader
    plreq $B480, ArtNem_Explosion
    PLC_39_End
    ;---------------------------------------------------------------------------------------
    ; Pattern load queue
    ; Tails end of level results screen
    ;---------------------------------------------------------------------------------------
    PLC_3A: plrlistheader
    plreq $B000, ArtNem_TitleCard
    plreq $B600, ArtNem_ResultsText
    plreq $BE80, ArtNem_MiniTails
    plreq $A800, ArtNem_Perfect
    PLC_3A_End


    Plus, I'm adding Caterkiller and this is what the code looks like:

    CODE
    ; ---------------------------------------------------------------------------
    ; Object 4C - Caterkiller enemy (MTZ, WZ)
    ; ---------------------------------------------------------------------------

    Caterkiller: ; XREF: Obj_Index
    moveq #0,d0
    move.b obRoutine(a0),d0
    move.w Cat_Index(pc,d0.w),d1
    jmp Cat_Index(pc,d1.w)
    ; ===========================================================================
    Cat_Index: dc.w Cat_Main-Cat_Index
    dc.w Cat_Head-Cat_Index
    dc.w Cat_BodySeg1-Cat_Index
    dc.w Cat_BodySeg2-Cat_Index
    dc.w Cat_BodySeg1-Cat_Index
    dc.w Cat_Delete-Cat_Index
    dc.w loc_16CC0-Cat_Index

    cat_parent: = $3C ; address of parent object
    ; ===========================================================================

    locret_100000:
    rts
    ; ===========================================================================

    Cat_Main: ; Routine 0
    move.b #7,obWidth(a0)
    move.b #8,obHeight(a0)
    jsr ObjectFall
    jsr ObjFloorDist
    tst.w d1
    bpl.s locret_100000
    add.w d1,obY(a0)
    clr.w obVelY(a0)
    addq.b #2,obRoutine(a0)
    move.l #Map_Cat,obMap(a0)
    move.w #$22B0,obGfx(a0)
    cmpi.b #id_WZ,(v_zone).w ; if level is WZ, branch
    beq.s @iswood
    move.w #$24FF,obGfx(a0) ; MTZ specific code

    @iswood:
    andi.b #3,obRender(a0)
    ori.b #4,obRender(a0)
    move.b obRender(a0),obStatus(a0)
    move.b #4,obPriority(a0)
    move.b #8,obActWid(a0)
    move.b #$B,obColType(a0)
    move.w obX(a0),d2
    moveq #$C,d5
    btst #0,obStatus(a0)
    beq.s @noflip
    neg.w d5

    @noflip:
    move.b #4,d6
    moveq #0,d3
    moveq #4,d4
    movea.l a0,a2
    moveq #2,d1

    Cat_Loop:
    jsr FindNextFreeObj
    if Revision=0
    bne.s @fail
    else
    bne.w Cat_ChkGone
    endc
    move.b #id_Caterkiller,0(a1) ; load body segment object
    move.b d6,obRoutine(a1) ; goto Cat_BodySeg1 or Cat_BodySeg2 next
    addq.b #2,d6 ; alternate between the two
    move.l obMap(a0),obMap(a1)
    move.w obGfx(a0),obGfx(a1)
    move.b #5,obPriority(a1)
    move.b #8,obActWid(a1)
    move.b #$CB,obColType(a1)
    add.w d5,d2
    move.w d2,obX(a1)
    move.w obY(a0),obY(a1)
    move.b obStatus(a0),obStatus(a1)
    move.b obStatus(a0),obRender(a1)
    move.b #8,obFrame(a1)
    move.l a2,cat_parent(a1)
    move.b d4,cat_parent(a1)
    addq.b #4,d4
    movea.l a1,a2

    @fail:
    dbf d1,Cat_Loop ; repeat sequence 2 more times

    move.b #7,$2A(a0)
    clr.b cat_parent(a0)

    Cat_Head: ; Routine 2
    tst.b obStatus(a0)
    bmi.w loc_16C96
    moveq #0,d0
    move.b ob2ndRout(a0),d0
    move.w Cat_Index2(pc,d0.w),d1
    jsr Cat_Index2(pc,d1.w)
    move.b $2B(a0),d1
    bpl.s @display
    lea (Ani_Cat).l,a1
    move.b obAngle(a0),d0
    andi.w #$7F,d0
    addq.b #4,obAngle(a0)
    move.b (a1,d0.w),d0
    bpl.s @animate
    bclr #7,$2B(a0)
    bra.s @display

    @animate:
    andi.b #$10,d1
    add.b d1,d0
    move.b d0,obFrame(a0)

    @display:
    obRange Cat_ChkGone
    jmp DisplaySprite

    Cat_ChkGone:
    lea (v_objstate).w,a2
    moveq #0,d0
    move.b obRespawnNo(a0),d0
    beq.s @delete
    bclr #7,2(a2,d0.w)

    @delete:
    move.b #$A,obRoutine(a0) ; goto Cat_Delete next
    rts
    ; ===========================================================================

    Cat_Delete: ; Routine $A
    jmp DeleteObject
    ; ===========================================================================
    Cat_Index2: dc.w @wait-Cat_Index2
    dc.w loc_1001B2-Cat_Index2
    ; ===========================================================================

    @wait:
    subq.b #1,$2A(a0)
    bmi.s @move
    rts
    ; ===========================================================================

    @move:
    addq.b #2,ob2ndRout(a0)
    move.b #$10,$2A(a0)
    move.w #-$C0,obVelX(a0)
    move.w #$40,obInertia(a0)
    bchg #4,$2B(a0)
    bne.s loc_1001AC
    clr.w obVelX(a0)
    neg.w obInertia(a0)

    loc_1001AC:
    bset #7,$2B(a0)

    loc_1001B2: ; XREF: Cat_Index2
    subq.b #1,$2A(a0)
    bmi.s @loc_10020E
    if Revision=0
    move.l obX(a0),-(sp)
    move.l obX(a0),d2
    else
    tst.w obVelX(a0)
    beq.s @notmoving
    move.l obX(a0),d2
    move.l d2,d3
    endc
    move.w obVelX(a0),d0
    btst #0,obStatus(a0)
    beq.s @noflip
    neg.w d0

    @noflip:
    ext.l d0
    asl.l #8,d0
    add.l d0,d2
    move.l d2,obX(a0)
    if Revision=0
    jsr ObjFloorDist
    move.l (sp)+,d2
    cmpi.w #-8,d1
    blt.s @loc_100220
    cmpi.w #$C,d1
    bge.s @loc_100220
    add.w d1,obY(a0)
    swap d2
    cmp.w obX(a0),d2
    beq.s @notmoving
    else
    swap.w d3
    cmp.w obX(a0),d3
    beq.s @notmoving
    jsr ObjFloorDist
    cmpi.w #$FFF8,d1
    blt.s @loc_100220
    cmpi.w #$C,d1
    bge.s @loc_100220
    add.w d1,obY(a0)
    endc
    moveq #0,d0
    move.b cat_parent(a0),d0
    addq.b #1,cat_parent(a0)
    andi.b #$F,cat_parent(a0)
    move.b d1,$2C(a0,d0.w)

    @notmoving:
    rts
    ; ===========================================================================

    @loc_10020E:
    subq.b #2,ob2ndRout(a0)
    move.b #7,$2A(a0)
    if Revision=0
    move.w #0,obVelX(a0)
    else
    clr.w obVelX(a0)
    clr.w obInertia(a0)
    endc
    rts
    ; ===========================================================================

    @loc_100220:
    if Revision=0
    move.l d2,obX(a0)
    bchg #0,obStatus(a0)
    move.b obStatus(a0),obRender(a0)
    moveq #0,d0
    move.b cat_parent(a0),d0
    move.b #$80,$2C(a0,d0.w)
    else
    moveq #0,d0
    move.b cat_parent(a0),d0
    move.b #$80,$2C(a0,d0)
    neg.w obX+2(a0)
    beq.s @loc_1730A
    btst #0,obStatus(a0)
    beq.s @loc_1730A
    subq.w #1,obX(a0)
    addq.b #1,cat_parent(a0)
    moveq #0,d0
    move.b cat_parent(a0),d0
    clr.b $2C(a0,d0)
    @loc_1009BA:
    bchg #0,obStatus(a0)
    move.b obStatus(a0),obRender(a0)
    endc
    addq.b #1,cat_parent(a0)
    andi.b #$F,cat_parent(a0)
    rts
    ; ===========================================================================

    Cat_BodySeg2: ; Routine 6
    movea.l cat_parent(a0),a1
    move.b $2B(a1),$2B(a0)
    bpl.s Cat_BodySeg1
    lea (Ani_Cat).l,a1
    move.b obAngle(a0),d0
    andi.w #$7F,d0
    addq.b #4,obAngle(a0)
    tst.b 4(a1,d0.w)
    bpl.s Cat_AniBody
    addq.b #4,obAngle(a0)

    Cat_AniBody:
    move.b (a1,d0.w),d0
    addq.b #8,d0
    move.b d0,obFrame(a0)

    Cat_BodySeg1: ; Routine 4, 8
    movea.l cat_parent(a0),a1
    tst.b obStatus(a0)
    bmi.w loc_16C90
    move.b $2B(a1),$2B(a0)
    move.b ob2ndRout(a1),ob2ndRout(a0)
    beq.w loc_16C64
    move.w obInertia(a1),obInertia(a0)
    move.w obVelX(a1),d0
    if Revision=0
    add.w obInertia(a1),d0
    else
    add.w obInertia(a0),d0
    endc
    move.w d0,obVelX(a0)
    move.l obX(a0),d2
    move.l d2,d3
    move.w obVelX(a0),d0
    btst #0,obStatus(a0)
    beq.s loc_16C0C
    neg.w d0

    loc_1002BC:
    ext.l d0
    asl.l #8,d0
    add.l d0,d2
    move.l d2,obX(a0)
    swap d3
    cmp.w obX(a0),d3
    beq.s loc_16C64
    moveq #0,d0
    move.b cat_parent(a0),d0
    move.b $2C(a1,d0.w),d1
    cmpi.b #$80,d1
    bne.s loc_16C50
    if Revision=0
    swap d3
    move.l d3,obX(a0)
    move.b d1,$2C(a0,d0.w)
    else
    move.b d1,$2C(a0,d0)
    neg.w obX+2(a0)
    beq.s locj_173E4
    btst #0,obStatus(a0)
    beq.s locj_173E4
    cmpi.w #-$C0,obVelX(a0)
    bne.s locj_173E4
    subq.w #1,obX(a0)
    addq.b #1,cat_parent(a0)
    moveq #0,d0
    move.b cat_parent(a0),d0
    clr.b $2C(a0,d0)
    locj_100A94:
    endc
    bchg #0,obStatus(a0)
    move.b obStatus(a0),1(a0)
    addq.b #1,cat_parent(a0)
    andi.b #$F,cat_parent(a0)
    bra.s loc_16C64
    ; ===========================================================================

    loc_100300:
    ext.w d1
    add.w d1,obY(a0)
    addq.b #1,cat_parent(a0)
    andi.b #$F,cat_parent(a0)
    move.b d1,$2C(a0,d0.w)

    loc_100314:
    cmpi.b #$C,obRoutine(a1)
    beq.s loc_16C90
    cmpi.b #id_ExplosionItem,0(a1)
    beq.s loc_16C7C
    cmpi.b #$A,obRoutine(a1)
    bne.s loc_16C82

    loc_10032C:
    move.b #$A,obRoutine(a0)

    loc_100332:
    jmp DisplaySprite

    ; ===========================================================================
    Cat_FragSpeed: dc.w -$200, -$180, $180, $200
    ; ===========================================================================

    loc_100340:
    bset #7,obStatus(a1)

    loc_100346:
    moveq #0,d0
    move.b obRoutine(a0),d0
    move.w Cat_FragSpeed-2(pc,d0.w),d0
    btst #0,obStatus(a0)
    beq.s loc_10035A
    neg.w d0

    loc_10035A:
    move.w d0,obVelX(a0)
    move.w #-$400,obVelY(a0)
    move.b #$C,obRoutine(a0)
    andi.b #$F8,obFrame(a0)

    loc_100370: ; Routine $C
    jsr ObjectFall
    tst.w obVelY(a0)
    bmi.s loc_16CE0
    jsr ObjFloorDist
    tst.w d1
    bpl.s loc_16CE0
    add.w d1,obY(a0)
    move.w #-$400,obVelY(a0)

    loc_100390:
    tst.b obRender(a0)
    bpl.w Cat_ChkGone
    jmp DisplaySprite


    But when I used build.bat, I get this
    CODE
    macro assembler 1.42 Beta [Bld 55]
    (i386-unknown-win32)
    © 1992,2007 Alfred Arnold
    68RS08-Generator © 2006 Andreas Bolsch
    Mitsubishi M16C-Generator also © 1999 RMS
    XILINX KCPSM(Picoblaze)-Generator © 2003 Andreas Wassatsch
    TMS320C2x-Generator © 1994/96 Thomas Sailer
    TMS320C5x-Generator © 1995/96 Thomas Sailer

    assembling s2.asm
    PASS 1
    s2.macrosetup.asm(201)
    > > >s2.asm(57546): error: addressing mode not allowed on 68000
    > > > move.b obRoutine(a0),d0
    > > >s2.asm(57546): error: addressing mode not allowed here
    > > > move.b obRoutine(a0),d0
    > > >s2.asm(57566): error: addressing mode not allowed on 68000
    > > > move.b #7,obWidth(a0)
    > > >s2.asm(57566): error: addressing mode not allowed here
    > > > move.b #7,obWidth(a0)
    > > >s2.asm(57567): error: addressing mode not allowed on 68000
    > > > move.b #8,obHeight(a0)
    > > >s2.asm(57567): error: addressing mode not allowed here
    > > > move.b #8,obHeight(a0)
    > > >s2.asm(57572): error: addressing mode not allowed on 68000
    > > > add.w d1,obY(a0)
    > > >s2.asm(57572): error: addressing mode not allowed here
    > > > add.w d1,obY(a0)
    > > >s2.asm(57572): error: addressing mode not allowed on 68000
    > > > add.w d1,obY(a0)
    > > >s2.asm(57572): error: addressing mode not allowed here
    > > > add.w d1,obY(a0)
    > > >s2.asm(57573): error: addressing mode not allowed on 68000
    > > > clr.w obVelY(a0)
    > > >s2.asm(57573): error: addressing mode not allowed here
    > > > clr.w obVelY(a0)
    > > >s2.asm(57574): error: addressing mode not allowed on 68000
    > > > addq.b #2,obRoutine(a0)
    > > >s2.asm(57574): error: addressing mode not allowed here
    > > > addq.b #2,obRoutine(a0)
    > > >s2.asm(57575): error: addressing mode not allowed on 68000
    > > > move.l #Map_Cat,obMap(a0)
    > > >s2.asm(57575): error: addressing mode not allowed here
    > > > move.l #Map_Cat,obMap(a0)
    > > >s2.asm(57576): error: addressing mode not allowed on 68000
    > > > move.w #$22B0,obGfx(a0)
    > > >s2.asm(57576): error: addressing mode not allowed here
    > > > move.w #$22B0,obGfx(a0)
    > > >s2.asm(57577): error: short addressing not allowed
    > > > cmpi.b #id_WZ,(v_zone).w ; if level is WZ, branch
    > > >s2.asm(57577): error: addressing mode not allowed here
    > > > cmpi.b #id_WZ,(v_zone).w ; if level is WZ, branch
    > > >s2.asm(57577): error: short addressing not allowed
    > > > cmpi.b #id_WZ,(v_zone).w ; if level is WZ, branch
    > > >s2.asm(57577): error: addressing mode not allowed here
    > > > cmpi.b #id_WZ,(v_zone).w ; if level is WZ, branch
    > > >s2.asm(57578): error: invalid symbol name
    > > > @iswood
    > > > beq.s @iswood
    > > >s2.asm(57579): error: addressing mode not allowed on 68000
    > > > move.w #$24FF,obGfx(a0) ; MTZ specific code
    > > >s2.asm(57579): error: addressing mode not allowed here
    > > > move.w #$24FF,obGfx(a0) ; MTZ specific code
    > > >s2.asm(57581): error: invalid symbol name
    > > > @iswood
    > > > @iswood:
    > > >s2.asm(57582): error: addressing mode not allowed on 68000
    > > > andi.b #3,obRender(a0)
    > > >s2.asm(57582): error: addressing mode not allowed here
    > > > andi.b #3,obRender(a0)
    > > >s2.asm(57583): error: addressing mode not allowed on 68000
    > > > ori.b #4,obRender(a0)
    > > >s2.asm(57583): error: addressing mode not allowed here
    > > > ori.b #4,obRender(a0)
    > > >s2.asm(57584): error: addressing mode not allowed on 68000
    > > > move.b obRender(a0),obStatus(a0)
    > > >s2.asm(57584): error: addressing mode not allowed here
    > > > move.b obRender(a0),obStatus(a0)
    > > >s2.asm(57585): error: addressing mode not allowed on 68000
    > > > move.b #4,obPriority(a0)
    > > >s2.asm(57585): error: addressing mode not allowed here
    > > > move.b #4,obPriority(a0)
    > > >s2.asm(57586): error: addressing mode not allowed on 68000
    > > > move.b #8,obActWid(a0)
    > > >s2.asm(57586): error: addressing mode not allowed here
    > > > move.b #8,obActWid(a0)
    > > >s2.asm(57587): error: addressing mode not allowed on 68000
    > > > move.b #$B,obColType(a0)
    > > >s2.asm(57587): error: addressing mode not allowed here
    > > > move.b #$B,obColType(a0)
    > > >s2.asm(57588): error: addressing mode not allowed on 68000
    > > > move.w obX(a0),d2
    > > >s2.asm(57588): error: addressing mode not allowed here
    > > > move.w obX(a0),d2
    > > >s2.asm(57590): error: addressing mode not allowed on 68000
    > > > btst #0,obStatus(a0)
    > > >s2.asm(57590): error: addressing mode not allowed here
    > > > btst #0,obStatus(a0)
    > > >s2.asm(57591): error: invalid symbol name
    > > > @noflip
    > > > beq.s @noflip
    > > >s2.asm(57594): error: invalid symbol name
    > > > @noflip
    > > > @noflip:
    > > >s2.asm(57603): error: expression must be evaluatable in first pass
    > > > if Revision=0
    > > >s2.asm(57604): error: invalid symbol name
    > > > @fail
    > > > bne.s @fail
    s2.asm(88234)
    > > >: error: missing ENDIF/ENDCASE
    > > >

    18.66 seconds assembly time

    88435 lines source file
    110192 lines incl. macro expansions
    1 pass
    47 errors
    0 warnings
    Press any key to continue . . .


    I wonder what I did wrong?
  4. In Topic: Basic Questions & Answers thread

    25 June 2010 - 06:01 PM

    I'm making the pattern load cues for Wood Zone (Which I already ported). Where in the list of pattern load cues lists should I put it?
  5. In Topic: Project Sonic 1: Two-Eight

    23 June 2010 - 08:22 PM

    Thank you, pal! You know, you make a great idea like this one. I'm also converting something also: Sonic 1 badniks into Sonic 2. I'm still having trouble converting the Caterkiller to Sonic 2. (Question posted on pg 172 of "Basic Questions & Answers thread")

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