S1 LoadPLC problems

Discussion in 'Engineering & Reverse Engineering' started by PsychoSk8r, Oct 18, 2007.

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  1. PsychoSk8r

    PsychoSk8r

    PsychedelAnt | Tone Turner Oldbie
    2,582
    3
    18
    Birmingham, UK
    30 Day Project: Revisited.A New Release!
    <!--c1-->[codebox]; ---------------------------------------------------------------------------
    ; Pattern load cues - index
    ; ---------------------------------------------------------------------------
    dc.w PLC_Main_M-ArtLoadCues, PLC_Main_M2-ArtLoadCues
    dc.w PLC_Explode_M-ArtLoadCues, PLC_GameOver_M-ArtLoadCues
    dc.w PLC_GHZ_M-ArtLoadCues, PLC_GHZ_M2-ArtLoadCues
    dc.w PLC_LZ_M-ArtLoadCues, PLC_LZ_M2-ArtLoadCues
    dc.w PLC_MZ_M-ArtLoadCues, PLC_MZ_M2-ArtLoadCues
    dc.w PLC_SLZ_M-ArtLoadCues, PLC_SLZ_M2-ArtLoadCues
    dc.w PLC_SYZ_M-ArtLoadCues, PLC_SYZ_M2-ArtLoadCues
    dc.w PLC_SBZ_M-ArtLoadCues, PLC_SBZ_M2-ArtLoadCues
    dc.w PLC_TitleCard_M-ArtLoadCues, PLC_Boss_M-ArtLoadCues
    dc.w PLC_Signpost_M-ArtLoadCues, PLC_Warp_M-ArtLoadCues
    dc.w PLC_SpeStage_M-ArtLoadCues, PLC_GHZ_MAnimals-ArtLoadCues
    dc.w PLC_LZ_MAnimals-ArtLoadCues, PLC_MZ_MAnimals-ArtLoadCues
    dc.w PLC_SLZ_MAnimals-ArtLoadCues, PLC_SYZ_MAnimals-ArtLoadCues
    dc.w PLC_SBZ_MAnimals-ArtLoadCues, PLC_SpeStResult_M-ArtLoadCues
    dc.w PLC_Ending_M-ArtLoadCues, PLC_TryAgain_M-ArtLoadCues
    dc.w PLC_EggmanSBZ2_M-ArtLoadCues, PLC_FZBoss_M-ArtLoadCues
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - standard block 1
    ; ---------------------------------------------------------------------------
    PLC_Main_M: dc.w 4
    dc.l Nem_Lamp ; lamppost
    dc.w $F400
    dc.l Nem_Hud ; HUD
    dc.w $D940
    dc.l Nem_Lives_M ; lives counter
    dc.w $FA80
    dc.l Nem_Ring ; rings
    dc.w $F640
    dc.l Nem_Points ; points from enemy
    dc.w $F2E0
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - standard block 2
    ; ---------------------------------------------------------------------------
    PLC_Main_M2: dc.w 2
    dc.l Nem_Monitors ; monitors
    dc.w $D000
    dc.l Nem_Shield ; shield
    dc.w $A820
    dc.l Nem_Stars ; invincibility stars
    dc.w $AB80
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - explosion
    ; ---------------------------------------------------------------------------
    PLC_Explode_M: dc.w 0
    dc.l Nem_Explode ; explosion
    dc.w $B400
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - game/time over
    ; ---------------------------------------------------------------------------
    PLC_GameOver_M: dc.w 0
    dc.l Nem_GameOver ; game/time over
    dc.w $ABC0
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - Green Hill
    ; ---------------------------------------------------------------------------
    PLC_GHZ_M: dc.w $B
    dc.l Nem_GHZ_1st ; GHZ main patterns
    dc.w 0
    dc.l Nem_GHZ_2nd ; GHZ secondary patterns
    dc.w $39A0
    dc.l Nem_Stalk ; flower stalk
    dc.w $6B00
    dc.l Nem_PplRock ; purple rock
    dc.w $7A00
    dc.l Nem_Crabmeat ; crabmeat enemy
    dc.w $8000
    dc.l Nem_Buzz ; buzz bomber enemy
    dc.w $8880
    dc.l Nem_Chopper ; chopper enemy
    dc.w $8F60
    dc.l Nem_Newtron ; newtron enemy
    dc.w $9360
    dc.l Nem_Motobug ; motobug enemy
    dc.w $9E00
    dc.l Nem_Spikes ; spikes
    dc.w $A360
    dc.l Nem_HSpring ; horizontal spring
    dc.w $A460
    dc.l Nem_VSpring ; vertical spring
    dc.w $A660
    PLC_GHZ_M2: dc.w 5
    dc.l Nem_Swing ; swinging platform
    dc.w $7000
    dc.l Nem_Bridge ; bridge
    dc.w $71C0
    dc.l Nem_SpikePole ; spiked pole
    dc.w $7300
    dc.l Nem_Ball ; giant ball
    dc.w $7540
    dc.l Nem_GhzWall1 ; breakable wall
    dc.w $A1E0
    dc.l Nem_GhzWall2 ; normal wall
    dc.w $6980
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - Labyrinth
    ; ---------------------------------------------------------------------------
    PLC_LZ_M: dc.w $B
    dc.l Nem_LZ ; LZ main patterns
    dc.w 0
    dc.l Nem_LzBlock1 ; block
    dc.w $3C00
    dc.l Nem_LzBlock2 ; blocks
    dc.w $3E00
    dc.l Nem_Splash ; waterfalls and splash
    dc.w $4B20
    dc.l Nem_Water ; water surface
    dc.w $6000
    dc.l Nem_LzSpikeBall ; spiked ball
    dc.w $6200
    dc.l Nem_FlapDoor ; flapping door
    dc.w $6500
    dc.l Nem_Bubbles ; bubbles and numbers
    dc.w $6900
    dc.l Nem_LzBlock3 ; block
    dc.w $7780
    dc.l Nem_LzDoor1 ; vertical door
    dc.w $7880
    dc.l Nem_Harpoon ; harpoon
    dc.w $7980
    dc.l Nem_Burrobot ; burrobot enemy
    dc.w $94C0
    PLC_LZ_M2: dc.w $C
    dc.l Nem_LzPole ; pole that breaks
    dc.w $7BC0
    dc.l Nem_LzDoor2 ; large horizontal door
    dc.w $7CC0
    dc.l Nem_LzWheel ; wheel
    dc.w $7EC0
    dc.l Nem_Gargoyle ; gargoyle head
    dc.w $5D20
    dc.l Nem_LzSonic ; Sonic holding his breath
    dc.w $8800
    dc.l Nem_LzPlatfm ; rising platform
    dc.w $89E0
    dc.l Nem_Orbinaut ; orbinaut enemy
    dc.w $8CE0
    dc.l Nem_Jaws ; jaws enemy
    dc.w $90C0
    dc.l Nem_LzSwitch ; switch
    dc.w $A1E0
    dc.l Nem_Cork ; cork block
    dc.w $A000
    dc.l Nem_Spikes ; spikes
    dc.w $A360
    dc.l Nem_HSpring ; horizontal spring
    dc.w $A460
    dc.l Nem_VSpring ; vertical spring
    dc.w $A660
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - Marble
    ; ---------------------------------------------------------------------------
    PLC_MZ_M: dc.w 9
    dc.l Nem_MZ ; MZ main patterns
    dc.w 0
    dc.l Nem_MzMetal ; metal blocks
    dc.w $6000
    dc.l Nem_MzFire ; fireballs
    dc.w $68A0
    dc.l Nem_Swing ; swinging platform
    dc.w $7000
    dc.l Nem_MzGlass ; green glassy block
    dc.w $71C0
    dc.l Nem_Lava ; lava
    dc.w $7500
    dc.l Nem_Buzz ; buzz bomber enemy
    dc.w $8880
    dc.l Nem_Yadrin ; yadrin enemy
    dc.w $8F60
    dc.l Nem_Basaran ; basaran enemy
    dc.w $9700
    dc.l Nem_Cater ; caterkiller enemy
    dc.w $9FE0
    PLC_MZ_M2: dc.w 4
    dc.l Nem_MzSwitch ; switch
    dc.w $A260
    dc.l Nem_Spikes ; spikes
    dc.w $A360
    dc.l Nem_HSpring ; horizontal spring
    dc.w $A460
    dc.l Nem_VSpring ; vertical spring
    dc.w $A660
    dc.l Nem_MzBlock ; green stone block
    dc.w $5700
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - Star Light
    ; ---------------------------------------------------------------------------
    PLC_SLZ_M: dc.w 8
    dc.l Nem_SLZ ; SLZ main patterns
    dc.w 0
    dc.l Nem_Bomb ; bomb enemy
    dc.w $8000
    dc.l Nem_Orbinaut ; orbinaut enemy
    dc.w $8520
    dc.l Nem_MzFire ; fireballs
    dc.w $9000
    dc.l Nem_SlzBlock ; block
    dc.w $9C00
    dc.l Nem_SlzWall ; breakable wall
    dc.w $A260
    dc.l Nem_Spikes ; spikes
    dc.w $A360
    dc.l Nem_HSpring ; horizontal spring
    dc.w $A460
    dc.l Nem_VSpring ; vertical spring
    dc.w $A660
    PLC_SLZ_M2: dc.w 5
    dc.l Nem_Seesaw ; seesaw
    dc.w $6E80
    dc.l Nem_Fan ; fan
    dc.w $7400
    dc.l Nem_Pylon ; foreground pylon
    dc.w $7980
    dc.l Nem_SlzSwing ; swinging platform
    dc.w $7B80
    dc.l Nem_SlzCannon ; fireball launcher
    dc.w $9B00
    dc.l Nem_SlzSpike ; spikeball
    dc.w $9E00
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - Spring Yard
    ; ---------------------------------------------------------------------------
    PLC_SYZ_M: dc.w 4
    dc.l Nem_SYZ ; SYZ main patterns
    dc.w 0
    dc.l Nem_Crabmeat ; crabmeat enemy
    dc.w $8000
    dc.l Nem_Buzz ; buzz bomber enemy
    dc.w $8880
    dc.l Nem_Yadrin ; yadrin enemy
    dc.w $8F60
    dc.l Nem_Roller ; roller enemy
    dc.w $9700
    PLC_SYZ_M2: dc.w 7
    dc.l Nem_Bumper ; bumper
    dc.w $7000
    dc.l Nem_SyzSpike1 ; large spikeball
    dc.w $72C0
    dc.l Nem_SyzSpike2 ; small spikeball
    dc.w $7740
    dc.l Nem_Cater ; caterkiller enemy
    dc.w $9FE0
    dc.l Nem_LzSwitch ; switch
    dc.w $A1E0
    dc.l Nem_Spikes ; spikes
    dc.w $A360
    dc.l Nem_HSpring ; horizontal spring
    dc.w $A460
    dc.l Nem_VSpring ; vertical spring
    dc.w $A660
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - Scrap Brain
    ; ---------------------------------------------------------------------------
    PLC_SBZ_M: dc.w $B
    dc.l Nem_SBZ ; SBZ main patterns
    dc.w 0
    dc.l Nem_Stomper ; moving platform and stomper
    dc.w $5800
    dc.l Nem_SbzDoor1 ; door
    dc.w $5D00
    dc.l Nem_Girder ; girder
    dc.w $5E00
    dc.l Nem_BallHog ; ball hog enemy
    dc.w $6040
    dc.l Nem_SbzWheel1 ; spot on large wheel
    dc.w $6880
    dc.l Nem_SbzWheel2 ; wheel that grabs Sonic
    dc.w $6900
    dc.l Nem_SyzSpike1 ; large spikeball
    dc.w $7220
    dc.l Nem_Cutter ; pizza cutter
    dc.w $76A0
    dc.l Nem_FlamePipe ; flaming pipe
    dc.w $7B20
    dc.l Nem_SbzFloor ; collapsing floor
    dc.w $7EA0
    dc.l Nem_SbzBlock ; vanishing block
    dc.w $9860
    PLC_SBZ_M2: dc.w $C
    dc.l Nem_Cater ; caterkiller enemy
    dc.w $5600
    dc.l Nem_Bomb ; bomb enemy
    dc.w $8000
    dc.l Nem_Orbinaut ; orbinaut enemy
    dc.w $8520
    dc.l Nem_SlideFloor ; floor that slides away
    dc.w $8C00
    dc.l Nem_SbzDoor2 ; horizontal door
    dc.w $8DE0
    dc.l Nem_Electric ; electric orb
    dc.w $8FC0
    dc.l Nem_TrapDoor ; trapdoor
    dc.w $9240
    dc.l Nem_SbzFloor ; collapsing floor
    dc.w $7F20
    dc.l Nem_SpinPform ; small spinning platform
    dc.w $9BE0
    dc.l Nem_LzSwitch ; switch
    dc.w $A1E0
    dc.l Nem_Spikes ; spikes
    dc.w $A360
    dc.l Nem_HSpring ; horizontal spring
    dc.w $A460
    dc.l Nem_VSpring ; vertical spring
    dc.w $A660
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - title card
    ; ---------------------------------------------------------------------------
    PLC_TitleCard_M: dc.w 0
    dc.l Nem_TitleCard_M
    dc.w $B000
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - act 3 boss
    ; ---------------------------------------------------------------------------
    PLC_Boss_M: dc.w 5
    dc.l Nem_Eggman ; Eggman main patterns
    dc.w $8000
    dc.l Nem_Weapons ; Eggman's weapons
    dc.w $8D80
    dc.l Nem_Prison ; prison capsule
    dc.w $93A0
    dc.l Nem_Bomb ; bomb enemy (gets overwritten)
    dc.w $A300
    dc.l Nem_SlzSpike ; spikeball (SLZ boss)
    dc.w $A300
    dc.l Nem_Exhaust ; exhaust flame
    dc.w $A540
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - act 1/2 signpost
    ; ---------------------------------------------------------------------------
    PLC_Signpost_M: dc.w 2
    dc.l Nem_SignPost_M ; signpost
    dc.w $D000
    dc.l Nem_Bonus ; hidden bonus points
    dc.w $96C0
    dc.l Nem_BigFlash ; giant ring flash effect
    dc.w $8C40
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - beta special stage warp effect
    ; ---------------------------------------------------------------------------
    PLC_Warp_M: dc.w 0
    dc.l Nem_Warp
    dc.w $A820
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - special stage
    ; ---------------------------------------------------------------------------
    PLC_SpeStage_M: dc.w $10
    dc.l Nem_SSBgCloud ; bubble and cloud background
    dc.w 0
    dc.l Nem_SSBgFish ; bird and fish background
    dc.w $A20
    dc.l Nem_SSWalls ; walls
    dc.w $2840
    dc.l Nem_Bumper ; bumper
    dc.w $4760
    dc.l Nem_SSGOAL ; GOAL block
    dc.w $4A20
    dc.l Nem_SSUpDown ; UP and DOWN blocks
    dc.w $4C60
    dc.l Nem_SSRBlock ; R block
    dc.w $5E00
    dc.l Nem_SS1UpBlock ; 1UP block
    dc.w $6E00
    dc.l Nem_SSEmStars ; emerald collection stars
    dc.w $7E00
    dc.l Nem_SSRedWhite ; red and white block
    dc.w $8E00
    dc.l Nem_SSGhost ; ghost block
    dc.w $9E00
    dc.l Nem_SSWBlock ; W block
    dc.w $AE00
    dc.l Nem_SSGlass ; glass block
    dc.w $BE00
    dc.l Nem_SSEmerald ; emeralds
    dc.w $EE00
    dc.l Nem_SSZone1 ; ZONE 1 block
    dc.w $F2E0
    dc.l Nem_SSZone2 ; ZONE 2 block
    dc.w $F400
    dc.l Nem_SSZone3 ; ZONE 3 block
    dc.w $F520
    dc.l Nem_SSZone4 ; ZONE 4 block
    dc.w $F2E0
    dc.l Nem_SSZone5 ; ZONE 5 block
    dc.w $F400
    dc.l Nem_SSZone6 ; ZONE 6 block
    dc.w $F520
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - GHZ animals
    ; ---------------------------------------------------------------------------
    PLC_GHZ_MAnimals: dc.w 1
    dc.l Nem_Rabbit ; rabbit
    dc.w $B000
    dc.l Nem_Flicky ; flicky
    dc.w $B240
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - LZ animals
    ; ---------------------------------------------------------------------------
    PLC_LZ_MAnimals: dc.w 1
    dc.l Nem_BlackBird ; blackbird
    dc.w $B000
    dc.l Nem_Seal ; seal
    dc.w $B240
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - MZ animals
    ; ---------------------------------------------------------------------------
    PLC_MZ_MAnimals: dc.w 1
    dc.l Nem_Squirrel ; squirrel
    dc.w $B000
    dc.l Nem_Seal ; seal
    dc.w $B240
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - SLZ animals
    ; ---------------------------------------------------------------------------
    PLC_SLZ_MAnimals: dc.w 1
    dc.l Nem_Pig ; pig
    dc.w $B000
    dc.l Nem_Flicky ; flicky
    dc.w $B240
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - SYZ animals
    ; ---------------------------------------------------------------------------
    PLC_SYZ_MAnimals: dc.w 1
    dc.l Nem_Pig ; pig
    dc.w $B000
    dc.l Nem_Chicken ; chicken
    dc.w $B240
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - SBZ animals
    ; ---------------------------------------------------------------------------
    PLC_SBZ_MAnimals: dc.w 1
    dc.l Nem_Rabbit ; rabbit
    dc.w $B000
    dc.l Nem_Chicken ; chicken
    dc.w $B240
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - special stage results screen
    ; ---------------------------------------------------------------------------
    PLC_SpeStResult_M:dc.w 1
    dc.l Nem_ResultEm ; emeralds
    dc.w $A820
    dc.l Nem_MiniSonic ; mini Sonic
    dc.w $AA20
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - ending sequence
    ; ---------------------------------------------------------------------------
    PLC_Ending_M: dc.w $E
    dc.l Nem_GHZ_1st ; GHZ main patterns
    dc.w 0
    dc.l Nem_GHZ_2nd ; GHZ secondary patterns
    dc.w $39A0
    dc.l Nem_Stalk ; flower stalk
    dc.w $6B00
    dc.l Nem_EndFlower ; flowers
    dc.w $7400
    dc.l Nem_EndEm ; emeralds
    dc.w $78A0
    dc.l Nem_EndSonic ; Sonic
    dc.w $7C20
    dc.l Nem_EndEggman ; Eggman's death (unused)
    dc.w $A480
    dc.l Nem_Rabbit ; rabbit
    dc.w $AA60
    dc.l Nem_Chicken ; chicken
    dc.w $ACA0
    dc.l Nem_BlackBird ; blackbird
    dc.w $AE60
    dc.l Nem_Seal ; seal
    dc.w $B0A0
    dc.l Nem_Pig ; pig
    dc.w $B260
    dc.l Nem_Flicky ; flicky
    dc.w $B4A0
    dc.l Nem_Squirrel ; squirrel
    dc.w $B660
    dc.l Nem_EndStH ; "SONIC THE HEDGEHOG"
    dc.w $B8A0
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - "TRY AGAIN" and "END" screens
    ; ---------------------------------------------------------------------------
    PLC_TryAgain_M: dc.w 2
    dc.l Nem_EndEm ; emeralds
    dc.w $78A0
    dc.l Nem_TryAgain ; Eggman
    dc.w $7C20
    dc.l Nem_CreditText ; credits alphabet
    dc.w $B400
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - Eggman on SBZ 2
    ; ---------------------------------------------------------------------------
    PLC_EggmanSBZ2_M: dc.w 2
    dc.l Nem_SbzBlock ; block
    dc.w $A300
    dc.l Nem_Sbz2Eggman ; Eggman
    dc.w $8000
    dc.l Nem_LzSwitch ; switch
    dc.w $9400
    ; ---------------------------------------------------------------------------
    ; Pattern load cues - final boss
    ; ---------------------------------------------------------------------------
    PLC_FZBoss_M: dc.w 4
    dc.l Nem_FzEggman ; Eggman after boss
    dc.w $7400
    dc.l Nem_FzBoss ; FZ boss
    dc.w $6000
    dc.l Nem_Eggman ; Eggman main patterns
    dc.w $8000
    dc.l Nem_Sbz2Eggman ; Eggman without ship
    dc.w $8E00
    dc.l Nem_Exhaust ; exhaust flame
    dc.w $A540
    even[/codebox]
     
  2. Sonic 65

    Sonic 65

    Tech Member
    Assuming the bottom one is for ArtLoadCues2, that would probably be your problem.

    Code (Text):
    1. dc.w PLC_Main_M-ArtLoadCues, PLC_Main_M2-ArtLoadCues
    should be

    Code (Text):
    1. dc.w PLC_Main_M-ArtLoadCues2, PLC_Main_M2-ArtLoadCues2
    .
     
  3. PsychoSk8r

    PsychoSk8r

    PsychedelAnt | Tone Turner Oldbie
    2,582
    3
    18
    Birmingham, UK
    30 Day Project: Revisited.A New Release!
    It's fixed the problem with the crashing, cheers for that.
    Now another problem: The new art isn't loading D=
     
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