Problem with the Pattern load cues

Discussion in 'Discussion and Q&A Archive' started by Aka Mekon, Apr 18, 2008.

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  1. Aka Mekon

    Aka Mekon is back Member

    Joined:
    Aug 11, 2007
    Messages:
    41
    Location:
    France
    Here's my code:



    Code:
    LoadPLC:
    
    		cmpi.b  #$01, ($FFFFFFFE)		   &#59; is the multiple character flag set to $01?
    
    		bne.s   SonicPLC				&#59; if not, load Sonic's art
    
    								movem.l	a1-a2,-(sp)
    
    		lea	(ArtLoadCues2).l,a1
    
    		bra.s   ContPLC			   &#59; branch to rest of code
    
    SonicPLC:
    
    								movem.l	a1-a2,-(sp)
    
    		lea	(ArtLoadCues).l,a1
    
    ContPLC:
    
    		add.w	d0,d0
    
    		move.w	(a1,d0.w),d0
    
    		lea	(a1,d0.w),a1
    
    		lea	($FFFFF680).w,a2
    I'm changed the "LoadPLC2" and "RunPLC_Rom" subroutine too. The problem is : The new art dosen't load when I play with the second character. Here's the "ArtLoadCues2" file:





    Code:
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - index
    
    ; ---------------------------------------------------------------------------
    
    	dc.w PLC_Main3-ArtLoadCues2, PLC_Main4-ArtLoadCues2
    
    	dc.w PLC_Explode2-ArtLoadCues2, PLC_GameOver2-ArtLoadCues2
    
    	dc.w PLC_GHZ3-ArtLoadCues2, PLC_GHZ4-ArtLoadCues2
    
    	dc.w PLC_LZ3-ArtLoadCues2, PLC_LZ4-ArtLoadCues2
    
    	dc.w PLC_MZ3-ArtLoadCues2, PLC_MZ4-ArtLoadCues2
    
    	dc.w PLC_SLZ3-ArtLoadCues2, PLC_SLZ4-ArtLoadCues2
    
    	dc.w PLC_SYZ3-ArtLoadCues2, PLC_SYZ4-ArtLoadCues2
    
    	dc.w PLC_SBZ3-ArtLoadCues2, PLC_SBZ4-ArtLoadCues2
    
    	dc.w PLC_TitleCard2-ArtLoadCues2,	PLC_Boss2-ArtLoadCues2
    
    	dc.w PLC_Signpost2-ArtLoadCues2, PLC_Warp2-ArtLoadCues2
    
    	dc.w PLC_SpeStage2-ArtLoadCues2, PLC_GHZAnimals2-ArtLoadCues2
    
    	dc.w PLC_LZAnimals2-ArtLoadCues2,	PLC_MZAnimals2-ArtLoadCues2
    
    	dc.w PLC_SLZAnimals2-ArtLoadCues2, PLC_SYZAnimals2-ArtLoadCues2
    
    	dc.w PLC_SBZAnimals2-ArtLoadCues2, PLC_SpeStResult2-ArtLoadCues2
    
    	dc.w PLC_Ending2-ArtLoadCues2, PLC_TryAgain2-ArtLoadCues2
    
    	dc.w PLC_EggmanSBZ22-ArtLoadCues2, PLC_FZBoss2-ArtLoadCues2
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - standard block 1
    
    ; ---------------------------------------------------------------------------
    
    PLC_Main3:	dc.w 4
    
    		dc.l Nem_Lamp	&#59; lamppost
    
    		dc.w $F400
    
    		dc.l Nem_Hud	&#59; HUD
    
    		dc.w $D940
    
    		dc.l Nem_Lives2	&#59; this is what I change
    
    		dc.w $FA80
    
    		dc.l Nem_Ring	&#59; rings
    
    		dc.w $F640
    
    		dc.l Nem_Points	&#59; points from enemy
    
    		dc.w $F2E0
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - standard block 2
    
    ; ---------------------------------------------------------------------------
    
    PLC_Main4:	dc.w 2
    
    		dc.l Nem_Monitors&#59; monitors
    
    		dc.w $D000
    
    		dc.l Nem_Shield	&#59; shield
    
    		dc.w $A820
    
    		dc.l Nem_Stars	&#59; invincibility	stars
    
    		dc.w $AB80
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - explosion
    
    ; ---------------------------------------------------------------------------
    
    PLC_Explode2:	dc.w 0
    
    		dc.l Nem_Explode&#59; explosion
    
    		dc.w $B400
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - game/time	over
    
    ; ---------------------------------------------------------------------------
    
    PLC_GameOver2:	dc.w 0
    
    		dc.l Nem_GameOver&#59; game/time over
    
    		dc.w $ABC0
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - Green Hill
    
    ; ---------------------------------------------------------------------------
    
    PLC_GHZ3:	dc.w $B
    
    		dc.l Nem_GHZ_1st&#59; GHZ main patterns
    
    		dc.w 0
    
    		dc.l Nem_GHZ_2nd&#59; GHZ secondary	patterns
    
    		dc.w $39A0
    
    		dc.l Nem_Stalk	&#59; flower stalk
    
    		dc.w $6B00
    
    		dc.l Nem_PplRock&#59; purple rock
    
    		dc.w $7A00
    
    		dc.l Nem_Crabmeat&#59; crabmeat enemy
    
    		dc.w $8000
    
    		dc.l Nem_Buzz	&#59; buzz bomber enemy
    
    		dc.w $8880
    
    		dc.l Nem_Chopper&#59; chopper enemy
    
    		dc.w $8F60
    
    		dc.l Nem_Newtron&#59; newtron enemy
    
    		dc.w $9360
    
    		dc.l Nem_Motobug&#59; motobug enemy
    
    		dc.w $9E00
    
    		dc.l Nem_Spikes	&#59; spikes
    
    		dc.w $A360
    
    		dc.l Nem_HSpring&#59; horizontal spring
    
    		dc.w $A460
    
    		dc.l Nem_VSpring&#59; vertical spring
    
    		dc.w $A660
    
    PLC_GHZ4:	dc.w 5
    
    		dc.l Nem_Swing	&#59; swinging platform
    
    		dc.w $7000
    
    		dc.l Nem_Bridge	&#59; bridge
    
    		dc.w $71C0
    
    		dc.l Nem_SpikePole&#59; spiked pole
    
    		dc.w $7300
    
    		dc.l Nem_Ball	&#59; giant	ball
    
    		dc.w $7540
    
    		dc.l Nem_GhzWall1&#59; breakable wall
    
    		dc.w $A1E0
    
    		dc.l Nem_GhzWall2&#59; normal wall
    
    		dc.w $6980
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - Labyrinth
    
    ; ---------------------------------------------------------------------------
    
    PLC_LZ3:		dc.w $B
    
    		dc.l Nem_LZ	&#59; LZ main patterns
    
    		dc.w 0
    
    		dc.l Nem_LzBlock1&#59; block
    
    		dc.w $3C00
    
    		dc.l Nem_LzBlock2&#59; blocks
    
    		dc.w $3E00
    
    		dc.l Nem_Splash	&#59; waterfalls and splash
    
    		dc.w $4B20
    
    		dc.l Nem_Water	&#59; water	surface
    
    		dc.w $6000
    
    		dc.l Nem_LzSpikeBall&#59; spiked ball
    
    		dc.w $6200
    
    		dc.l Nem_FlapDoor&#59; flapping door
    
    		dc.w $6500
    
    		dc.l Nem_Bubbles&#59; bubbles and numbers
    
    		dc.w $6900
    
    		dc.l Nem_LzBlock3&#59; block
    
    		dc.w $7780
    
    		dc.l Nem_LzDoor1&#59; vertical door
    
    		dc.w $7880
    
    		dc.l Nem_Harpoon&#59; harpoon
    
    		dc.w $7980
    
    		dc.l Nem_Burrobot&#59; burrobot enemy
    
    		dc.w $94C0
    
    PLC_LZ4:	dc.w $C
    
    		dc.l Nem_LzPole	&#59; pole that breaks
    
    		dc.w $7BC0
    
    		dc.l Nem_LzDoor2&#59; large	horizontal door
    
    		dc.w $7CC0
    
    		dc.l Nem_Crabmeat&#59; crabmeat enemy
    
    		dc.w $8000
    
    		dc.l Nem_Gargoyle&#59; gargoyle head
    
    		dc.w $5D20
    
    		dc.l Nem_LzSonic&#59; Sonic	holding	his breath
    
    		dc.w $8800
    
    		dc.l Nem_LzPlatfm&#59; rising platform
    
    		dc.w $89E0
    
    		dc.l Nem_Orbinaut&#59; orbinaut enemy
    
    		dc.w $8CE0
    
    		dc.l Nem_Jaws	&#59; jaws enemy
    
    		dc.w $90C0
    
    		dc.l Nem_LzSwitch&#59; switch
    
    		dc.w $A1E0
    
    		dc.l Nem_Cork	&#59; cork block
    
    		dc.w $A000
    
    		dc.l Nem_Spikes	&#59; spikes
    
    		dc.w $A360
    
    		dc.l Nem_HSpring&#59; horizontal spring
    
    		dc.w $A460
    
    		dc.l Nem_VSpring&#59; vertical spring
    
    		dc.w $A660
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - Marble
    
    ; ---------------------------------------------------------------------------
    
    PLC_MZ3:		dc.w 9
    
    		dc.l Nem_MZ	&#59; MZ main patterns
    
    		dc.w 0
    
    		dc.l Nem_MzMetal&#59; metal	blocks
    
    		dc.w $6000
    
    		dc.l Nem_MzFire	&#59; fireballs
    
    		dc.w $68A0
    
    		dc.l Nem_Swing	&#59; swinging platform
    
    		dc.w $7000
    
    		dc.l Nem_MzGlass&#59; green	glassy block
    
    		dc.w $71C0
    
    		dc.l Nem_Lava	&#59; lava
    
    		dc.w $7500
    
    		dc.l Nem_Buzz	&#59; buzz bomber enemy
    
    		dc.w $8880
    
    		dc.l Nem_Yadrin	&#59; yadrin enemy
    
    		dc.w $8F60
    
    		dc.l Nem_Basaran&#59; basaran enemy
    
    		dc.w $9700
    
    		dc.l Nem_Cater	&#59; caterkiller enemy
    
    		dc.w $9FE0
    
    PLC_MZ4:	dc.w 4
    
    		dc.l Nem_MzSwitch&#59; switch
    
    		dc.w $A260
    
    		dc.l Nem_Spikes	&#59; spikes
    
    		dc.w $A360
    
    		dc.l Nem_HSpring&#59; horizontal spring
    
    		dc.w $A460
    
    		dc.l Nem_VSpring&#59; vertical spring
    
    		dc.w $A660
    
    		dc.l Nem_MzBlock&#59; green	stone block
    
    		dc.w $5700
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - Star Light
    
    ; ---------------------------------------------------------------------------
    
    PLC_SLZ3:	dc.w 8
    
    		dc.l Nem_SLZ	&#59; SLZ main patterns
    
    		dc.w 0
    
    		dc.l Nem_Bomb	&#59; bomb enemy
    
    		dc.w $8000
    
    		dc.l Nem_Orbinaut&#59; orbinaut enemy
    
    		dc.w $8520
    
    		dc.l Nem_MzFire	&#59; fireballs
    
    		dc.w $9000
    
    		dc.l Nem_SlzBlock&#59; block
    
    		dc.w $9C00
    
    		dc.l Nem_SlzWall&#59; breakable wall
    
    		dc.w $A260
    
    		dc.l Nem_Spikestbz	 &#59; spikes
    
    		dc.w $A360
    
    		dc.l Nem_HSpring2&#59; horizontal spring
    
    		dc.w $A460
    
    		dc.l Nem_VSpring2&#59; vertical spring
    
    		dc.w $A660
    
    PLC_SLZ4:	dc.w 5
    
    		dc.l Nem_BumpSLZ&#59; seesaw(was, now it's the bumper)
    
    		dc.w $7000
    
    		dc.l Nem_Fan	&#59; fan
    
    		dc.w $7400
    
    		dc.l Nem_Pylon	&#59; foreground pylon
    
    		dc.w $7980
    
    		dc.l Nem_SlzSwing&#59; swinging platform
    
    		dc.w $7B80
    
    		dc.l Nem_SlzCannon&#59; fireball launcher
    
    		dc.w $9B00
    
    		dc.l Nem_SlzSpike&#59; spikeball
    
    		dc.w $9E00
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - Spring Yard
    
    ; ---------------------------------------------------------------------------
    
    PLC_SYZ3:	dc.w 4
    
    		dc.l Nem_SYZ	&#59; SYZ main patterns
    
    		dc.w 0
    
    		dc.l Nem_Crabmeat&#59; crabmeat enemy
    
    		dc.w $8000
    
    		dc.l Nem_Buzz	&#59; buzz bomber enemy
    
    		dc.w $8880
    
    		dc.l Nem_Yadrin	&#59; yadrin enemy
    
    		dc.w $8F60
    
    		dc.l Nem_Motobug&#59; motobug enemy
    
    		dc.w $9E00
    
    PLC_SYZ4:	dc.w 6
    
    		dc.l Nem_Bumper	&#59; bumper
    
    		dc.w $7000
    
    		dc.l Nem_SyzSpike1&#59; large	spikeball
    
    		dc.w $72C0
    
    		dc.l Nem_SyzSpike2&#59; small	spikeball
    
    		dc.w $7740
    
    		dc.l Nem_LzSwitch&#59; switch
    
    		dc.w $A1E0
    
    		dc.l Nem_Spikes	&#59; spikes
    
    		dc.w $A360
    
    		dc.l Nem_HSpring&#59; horizontal spring
    
    		dc.w $A460
    
    		dc.l Nem_VSpring&#59; vertical spring
    
    		dc.w $A660
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - Scrap Brain
    
    ; ---------------------------------------------------------------------------
    
    PLC_SBZ3:	dc.w $B
    
    		dc.l Nem_SBZ	&#59; SBZ main patterns
    
    		dc.w 0
    
    		dc.l Nem_Stomper&#59; moving platform and stomper
    
    		dc.w $5800
    
    		dc.l Nem_SbzDoor1&#59; door
    
    		dc.w $5D00
    
    		dc.l Nem_Girder	&#59; girder
    
    		dc.w $5E00
    
    		dc.l Nem_BallHog&#59; ball hog enemy
    
    		dc.w $8F60
    
    		dc.l Nem_SbzWheel1&#59; spot on large	wheel
    
    		dc.w $6880
    
    		dc.l Nem_SbzWheel2&#59; wheel	that grabs Sonic
    
    		dc.w $6900
    
    		dc.l Nem_SyzSpike1&#59; large	spikeball
    
    		dc.w $7220
    
    		dc.l Nem_Cutter	&#59; pizza	cutter
    
    		dc.w $76A0
    
    		dc.l Nem_FlamePipe&#59; flaming pipe
    
    		dc.w $7B20
    
    		dc.l Nem_SbzFloor&#59; collapsing floor
    
    		dc.w $7EA0
    
    		dc.l Nem_SbzBlock&#59; vanishing block
    
    		dc.w $9860
    
    PLC_SBZ4:	dc.w $C
    
    		dc.l Nem_Cater	&#59; caterkiller enemy
    
    		dc.w $5600
    
    		dc.l Nem_Bomb	&#59; bomb enemy
    
    		dc.w $8000
    
    		dc.l Nem_Orbinaut&#59; orbinaut enemy
    
    		dc.w $8520
    
    		dc.l Nem_SlideFloor&#59; floor	that slides away
    
    		dc.w $8C00
    
    		dc.l Nem_SbzDoor2&#59; horizontal door
    
    		dc.w $8DE0
    
    		dc.l Nem_Electric&#59; electric orb
    
    		dc.w $8FC0
    
    		dc.l Nem_TrapDoor&#59; trapdoor
    
    		dc.w $9240
    
    		dc.l Nem_SbzFloor&#59; collapsing floor
    
    		dc.w $7F20
    
    		dc.l Nem_SpinPform&#59; small	spinning platform
    
    		dc.w $9BE0
    
    		dc.l Nem_LzSwitch&#59; switch
    
    		dc.w $A1E0
    
    		dc.l Nem_Spikes	&#59; spikes
    
    		dc.w $A360
    
    		dc.l Nem_HSpring&#59; horizontal spring
    
    		dc.w $A460
    
    		dc.l Nem_VSpring&#59; vertical spring
    
    		dc.w $A660
    
    		dc.l Nem_Lamp2	&#59; lamppost for SBZ
    
    		dc.w $F400
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - title card
    
    ; ---------------------------------------------------------------------------
    
    PLC_TitleCard2:	dc.w 0
    
    		dc.l Nem_TitleCard
    
    		dc.w $B000
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - act 3 boss
    
    ; ---------------------------------------------------------------------------
    
    PLC_Boss2:	dc.w 5
    
    		dc.l Nem_Eggman	&#59; Eggman main patterns
    
    		dc.w $8000
    
    		dc.l Nem_Weapons&#59; Eggman's weapons
    
    		dc.w $8D80
    
    		dc.l Nem_Prison	&#59; prison capsule
    
    		dc.w $93A0
    
    		dc.l Nem_Bomb	&#59; bomb enemy (gets overwritten)
    
    		dc.w $A300
    
    		dc.l Nem_SlzSpike&#59; spikeball (SLZ boss)
    
    		dc.w $A300
    
    		dc.l Nem_Exhaust&#59; exhaust flame
    
    		dc.w $A540
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - act 1/2 signpost
    
    ; ---------------------------------------------------------------------------
    
    PLC_Signpost2:	dc.w 2
    
    		dc.l Nem_SignPost&#59; signpost
    
    		dc.w $D000
    
    		dc.l Nem_Bonus	&#59; hidden bonus points
    
    		dc.w $96C0
    
    		dc.l Nem_BigFlash&#59; giant	ring flash effect
    
    		dc.w $8C40
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - beta special stage warp effect
    
    ; ---------------------------------------------------------------------------
    
    PLC_Warp2:	dc.w 0
    
    		dc.l Nem_Warp
    
    		dc.w $A820
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - special stage
    
    ; ---------------------------------------------------------------------------
    
    PLC_SpeStage2:	dc.w $10
    
    		dc.l Nem_SSBgCloud&#59; bubble and cloud background
    
    		dc.w 0
    
    		dc.l Nem_SSBgFish&#59; bird and fish	background
    
    		dc.w $A20
    
    		dc.l Nem_SSWalls&#59; walls
    
    		dc.w $2840
    
    		dc.l Nem_Bumper	&#59; bumper
    
    		dc.w $4760
    
    		dc.l Nem_SSGOAL	&#59; GOAL block
    
    		dc.w $4A20
    
    		dc.l Nem_SSUpDown&#59; UP and DOWN blocks
    
    		dc.w $4C60
    
    		dc.l Nem_SSRBlock&#59; R block
    
    		dc.w $5E00
    
    		dc.l Nem_SS1UpBlock&#59; 1UP block
    
    		dc.w $6E00
    
    		dc.l Nem_SSEmStars&#59; emerald collection stars
    
    		dc.w $7E00
    
    		dc.l Nem_SSRedWhite&#59; red and white	block
    
    		dc.w $8E00
    
    		dc.l Nem_SSGhost&#59; ghost	block
    
    		dc.w $9E00
    
    		dc.l Nem_SSWBlock&#59; W block
    
    		dc.w $AE00
    
    		dc.l Nem_SSGlass&#59; glass	block
    
    		dc.w $BE00
    
    		dc.l Nem_SSEmerald&#59; emeralds
    
    		dc.w $EE00
    
    		dc.l Nem_SSZone1&#59; ZONE 1 block
    
    		dc.w $F2E0
    
    		dc.l Nem_SSZone2&#59; ZONE 2 block
    
    		dc.w $F400
    
    		dc.l Nem_SSZone3&#59; ZONE 3 block
    
    		dc.w $F520
    
    		dc.l Nem_SSZone4&#59; ZONE 4 block
    
    		dc.w $F2E0
    
    		dc.l Nem_SSZone5&#59; ZONE 5 block
    
    		dc.w $F400
    
    		dc.l Nem_SSZone6&#59; ZONE 6 block
    
    		dc.w $F520
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - GHZ animals
    
    ; ---------------------------------------------------------------------------
    
    PLC_GHZAnimals2:	dc.w 1
    
    		dc.l Nem_Rabbit	&#59; rabbit
    
    		dc.w $B000
    
    		dc.l Nem_Flicky	&#59; flicky
    
    		dc.w $B240
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - LZ animals
    
    ; ---------------------------------------------------------------------------
    
    PLC_LZAnimals2:	dc.w 1
    
    		dc.l Nem_BlackBird&#59; blackbird
    
    		dc.w $B000
    
    		dc.l Nem_Seal	&#59; seal
    
    		dc.w $B240
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - MZ animals
    
    ; ---------------------------------------------------------------------------
    
    PLC_MZAnimals2:	dc.w 1
    
    		dc.l Nem_Squirrel&#59; squirrel
    
    		dc.w $B000
    
    		dc.l Nem_Seal	&#59; seal
    
    		dc.w $B240
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - SLZ animals
    
    ; ---------------------------------------------------------------------------
    
    PLC_SLZAnimals2:	dc.w 1
    
    		dc.l Nem_Pig	&#59; pig
    
    		dc.w $B000
    
    		dc.l Nem_Flicky	&#59; flicky
    
    		dc.w $B240
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - SYZ animals
    
    ; ---------------------------------------------------------------------------
    
    PLC_SYZAnimals2:	dc.w 1
    
    		dc.l Nem_Pig	&#59; pig
    
    		dc.w $B000
    
    		dc.l Nem_Chicken&#59; chicken
    
    		dc.w $B240
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - SBZ animals
    
    ; ---------------------------------------------------------------------------
    
    PLC_SBZAnimals2:	dc.w 1
    
    		dc.l Nem_Rabbit	&#59; rabbit
    
    		dc.w $B000
    
    		dc.l Nem_Chicken&#59; chicken
    
    		dc.w $B240
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - special stage results screen
    
    ; ---------------------------------------------------------------------------
    
    PLC_SpeStResult2:dc.w 1
    
    		dc.l Nem_ResultEm&#59; emeralds
    
    		dc.w $A820
    
    		dc.l Nem_MiniSonic&#59; mini Sonic
    
    		dc.w $AA20
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - ending sequence
    
    ; ---------------------------------------------------------------------------
    
    PLC_Ending2:	dc.w $E
    
    		dc.l Nem_GHZ_1st&#59; GHZ main patterns
    
    		dc.w 0
    
    		dc.l Nem_GHZ_2nd&#59; GHZ secondary	patterns
    
    		dc.w $39A0
    
    		dc.l Nem_Stalk	&#59; flower stalk
    
    		dc.w $6B00
    
    		dc.l Nem_EndFlower&#59; flowers
    
    		dc.w $7400
    
    		dc.l Nem_EndEm	&#59; emeralds
    
    		dc.w $78A0
    
    		dc.l Nem_EndSonic&#59; Sonic
    
    		dc.w $7C20
    
    		dc.l Nem_EndEggman&#59; Eggman's death (unused)
    
    		dc.w $A480
    
    		dc.l Nem_Rabbit	&#59; rabbit
    
    		dc.w $AA60
    
    		dc.l Nem_Chicken&#59; chicken
    
    		dc.w $ACA0
    
    		dc.l Nem_BlackBird&#59; blackbird
    
    		dc.w $AE60
    
    		dc.l Nem_Seal	&#59; seal
    
    		dc.w $B0A0
    
    		dc.l Nem_Pig	&#59; pig
    
    		dc.w $B260
    
    		dc.l Nem_Flicky	&#59; flicky
    
    		dc.w $B4A0
    
    		dc.l Nem_Squirrel&#59; squirrel
    
    		dc.w $B660
    
    		dc.l Nem_EndStH	&#59; "SONIC THE HEDGEHOG"
    
    		dc.w $B8A0
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - "TRY AGAIN" and "END" screens
    
    ; ---------------------------------------------------------------------------
    
    PLC_TryAgain2:	dc.w 2
    
    		dc.l Nem_EndEm	&#59; emeralds
    
    		dc.w $78A0
    
    		dc.l Nem_TryAgain&#59; Eggman
    
    		dc.w $7C20
    
    		dc.l Nem_CreditText&#59; credits alphabet
    
    		dc.w $B400
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - Eggman on SBZ 2
    
    ; ---------------------------------------------------------------------------
    
    PLC_EggmanSBZ22:	dc.w 2
    
    		dc.l Nem_SbzBlock&#59; block
    
    		dc.w $A300
    
    		dc.l Nem_Sbz2Eggman&#59; Eggman
    
    		dc.w $8000
    
    		dc.l Nem_LzSwitch&#59; switch
    
    		dc.w $9400
    
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - final boss
    
    ; ---------------------------------------------------------------------------
    
    PLC_FZBoss2:	dc.w 4
    
    		dc.l Nem_FzEggman&#59; Eggman after boss
    
    		dc.w $7400
    
    		dc.l Nem_FzBoss	&#59; FZ boss
    
    		dc.w $6000
    
    		dc.l Nem_Eggman	&#59; Eggman main patterns
    
    		dc.w $8000
    
    		dc.l Nem_Sbz2Eggman&#59; Eggman without ship
    
    		dc.w $8E00
    
    		dc.l Nem_Exhaust&#59; exhaust flame
    
    		dc.w $A540
    
    		even


    And:



    Code:
    Nem_Lives:	incbin	artnem\lifeicon.bin&#59; life counter icon
    
    		even
    
    Nem_Lives2:	incbin	artnem\lifeico.bin&#59; life counter icon for Blaze
    
    		even
    The second life icon, the "Pattern load cues 2" exist and are in the source code. Any help would be great !
     
  2. Spanner

    Spanner The Tool Member

    Joined:
    Aug 9, 2007
    Messages:
    2,570
    This is a guess, but it could be something to due with the VRAM, perhaps look for an address that is not used or it is being unused then use that address for what you're wanting to due such as the alternative life icon.
     
  3. redhotsonic

    redhotsonic Also known as RHS Member

    Joined:
    Aug 10, 2007
    Messages:
    2,969
    Location:
    England
    I've never knew why it doesn't work. It's as if the hack is ignoring your commands in ASM. My life counters for Sonic, tails and knuckles and RHS and mighty are all there, but they don't always load up. No idea why though.
     
  4. Aka Mekon

    Aka Mekon is back Member

    Joined:
    Aug 11, 2007
    Messages:
    41
    Location:
    France
    Yes, it is. I have created the second file with the second life icon and all, but nothing happens, it loads the Sonic one.


    It's maybe the VRAM, but if it's that, the life icon will be maybe buggy. I'll see what I can do, but I don't know right now.
     
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