Build error =(

Discussion in 'Discussion and Q&A Archive' started by liamsonichacker, Feb 20, 2011.

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  1. liamsonichacker

    liamsonichacker Mad Level Skillz ;) Member

    Joined:
    May 29, 2009
    Messages:
    50
    Location:
    Leicester, UK
    When I tried to import the "Sonic 2 level select" screen, I seem to get this:


    [​IMG]


    Kind of embarrassing.


    What can I do?
     
    Last edited by a moderator: Feb 20, 2011
  2. FireRat

    FireRat Do Not Interact With This User, Anywhere!!! Exiled

    Joined:
    Oct 31, 2009
    Messages:
    535
    I think, there s a problem with the "dc" codes...


    Can you show it?
     
  3. liamsonichacker

    liamsonichacker Mad Level Skillz ;) Member

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    Location:
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    All I did is what the tutorial told me... if it is any help... I followed this Guide
     
  4. DanielHall

    DanielHall Well-Known Member Member

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    Meh, I'm gonna guess since I've never attempted to port this but, do you need all those 0s In front of the number? :s
     
  5. MrSpade

    MrSpade It's meant to be Mr_Spad3 but y'know... Member

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    Yeah, my guess is that it don't like that character it's found during the build. (From what I can tell from the screenie, it's a "(" thats causing the error)


    And if this is complete bullshit, blame it on my lack of experience.


    EDIT: Actually, it could be a "<", but I honestly can't tell the difference between them. xD
     
    Last edited by a moderator: Feb 21, 2011
  6. EMK-20218

    EMK-20218 The Fuss Maker Exiled

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    Can you show us the code you used?
     
  7. SpirituInsanum

    SpirituInsanum Well-Known Member Member

    Joined:
    Feb 11, 2010
    Messages:
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    The last line looks so wrong I can't really understand what it means. And the other lines shouldn't be shown if they aren't part of the error :|


    How can you have "add.b $0001(a3),s2_menu.asm"? And is that (695) part of it or is it the line number?


    Besides, I can't find it in the tutorial & related files, the only add.b $0001(a3) there are followed by a "d1" :/
     
  8. warr1or2

    warr1or2 I AM CLG Member

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    Location:
    Town Creek, AL
    the same thing happened to me when i tried to add that same menu.


    It crashed my game and i had to start over.


    http://sonicresearch.org/forums/index.php?showtopic=2473 - read and see if any of the replys i've gotten helps.


    still i was unsucessful, but i may try to "Include s2menu.asm" if possible
     
  9. Animemaster

    Animemaster Lets get to work! Member

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    Try replacing all of this '<' and this '>' with this '(' and this ')'. I can't garuntee this will work.
     
  10. MarkeyJester

    MarkeyJester ♡ ! Member

    Joined:
    Jun 27, 2009
    Messages:
    2,867
    The error message shown here isn't too helpful as it's shown more lines than needed, open "s2_menu.asm" and goto line "695".


    What is on that line?

    Technically speaking, it doesn't matter, the assembler allows the full values to be assembled as well as the half-arsed values, logically speaking, having the full value should be more correct as when you perform a command as an example:



    moveq #$FFFFFFFF,d0
    move.b #2,d0



    d0 = FFFFFFFF, then d0 = FFFFFF02, of course, the 0 was not in the assembly syntax, it is part of the machine's syntax rules to move a full byte including a 0, most tend not to put it in to save productive time, to be lazy, or because they were introduced by other programmers who didn't use the full value (and hence are used to it now).


    I myself tend to put in the full values as it helps to debug my mistakes in the code, noticing two ways to prove a value is longword (the .l and the 8 digits) is easier then just one (the .l alone).
     
  11. liamsonichacker

    liamsonichacker Mad Level Skillz ;) Member

    Joined:
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    Messages:
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    Location:
    Leicester, UK
    Maybe a bit long winded but... here is the code



    ;==========================================================================
    =====


    ; Menu do Sonic 2 No Sonic 1 reprogramado por Esrael L. G. Neto


    ; [ Início ]


    ;


    ; O código deste menu foi desenvolvido para funcionar com


    ; o disassembly do Sonic 1 feito por -> drx (www.hacking-cult.org)


    ;


    ; Se estiver usando um disassembly diferente modifique os jumps no final do


    ; código para que aponte para as rotinas equivalentes.


    ;


    ; Para pode utilizar este menu basta fazer a seguinte modificação no código


    ; original:


    ; Localize o label -> loc_3242 adicione -> jmp Level_Select_Menu


    ; O código deve ficar como abaixo


    ; ......................


    ; loc_3242:


    ; tst.b ($FFFFFFE0).w


    ; beq.w PlayLevel


    ; btst #6,($FFFFF604).w


    ; beq.w PlayLevel


    ; jmp Level_Select_Menu ; <- Carrega o Menu do Sonic 2


    ; moveq #2,d0


    ; bsr.w PalLoad


    ; ...............


    ;


    ; Não esqueça de incluir este asm em seu código com a diretiva include:


    ; include 's2_menu.asm'


    ;===============================================================================


    Slow_Motion_Flag equ $FFFFFFE1


    Debug_Mode_Flag equ $FFFFFFE2


    Level_Select_Menu_snd = $0081


    Emerald_Snd = $0093


    Ring_Snd = $00B5


    Volume_Down = $00E0


    Stop_Sound = $00E4


    ;-------------------------------------------------------------------------------


    Level_Select_Menu:


    move.b #Stop_Sound, D0


    bsr Menu_Play_Music


    bsr Menu_Pal_FadeFrom


    move #$2700, SR


    move.w ($FFFFF60C).w, D0


    andi.b #$BF, D0


    move.w D0, ($00C00004)


    bsr Menu_ClearScreen


    lea ($00C00004), A6


    move.w #$8004, (A6)


    move.w #$8230, (A6)


    move.w #$8407, (A6)


    move.w #$8230, (A6)


    move.w #$8700, (A6)


    move.w #$8C81, (A6)


    move.w #$9001, (A6)


    lea ($FFFFAC00).w, A1


    moveq #$00, D0


    move.w #$00FF, D1


    Offset_0x026ACA:


    move.l D0, (A1)+


    dbra D1, Offset_0x026ACA


    lea ($FFFFB000).w, A1


    moveq #$00, D0


    move.w #$07FF, D1


    Offset_0x026ADA:


    move.l D0, (A1)+


    dbra D1, Offset_0x026ADA


    clr.w ($FFFFDC00).w


    move.l #$FFFFDC00, ($FFFFDCFC).w


    move.l #$42000000, ($00C00004)


    lea (Menu_Font), A0


    bsr Menu_NemesisDec


    move.l #$52000000, ($00C00004)


    lea (Level_Icons), A0


    jsr Menu_NemesisDec


    ;-------------------------------------------------------------------------------


    ; Carrega o Mapeamento do Fundo Sonic/Miles


    ;-------------------------------------------------------------------------------


    lea ($FFFF0000), A1


    lea (Menu_Mappings), A0


    move.w #$6000, D0


    bsr Menu_EnigmaDec


    lea ($FFFF0000), A1


    move.l #$60000003, D0


    moveq #$27, D1


    moveq #$1B, D2


    bsr Menu_ShowVDPGraphics


    ;-------------------------------------------------------------------------------


    ; Carrega o Texto do Menu de Seleção de Fases


    ;-------------------------------------------------------------------------------


    lea ($FFFF0000), A3


    move.w #$045F, D1


    Offset_0x026B4E:


    move.w #$0000, (A3)+


    dbra D1, Offset_0x026B4E


    lea ($FFFF0000), A3


    lea (Menu_Level_Select_Text), A1


    lea (Menu_Text_Positions), A5


    moveq #$00, D0


    move.w #$0009, D1 ; Quantidade de textos a ser carregada e posição do Sound Test


    Menu_Loop_Load_Text:


    move.w (A5)+, D3


    lea $00(A3, D3), A2


    moveq #$00, D2


    move.b (A1)+, D2


    move.w D2, D3


    Offset_0x026B7A:


    move.b (A1)+, D0


    move.w D0, (A2)+


    dbra D2, Offset_0x026B7A


    move.w #$000D, D2


    sub.w D3, D2


    bcs.s Offset_0x026B92


    Offset_0x026B8A:


    move.w #$0000, (A2)+


    dbra D2, Offset_0x026B8A


    Offset_0x026B92:


    move.w #$0011, (A2) ; Load "1"


    lea $0050(A2), A2


    move.w #$0012, (A2) ; Load "2"


    lea $0050(A2), A2


    move.w #$0013, (A2) ; Load "3"


    dbra D1, Menu_Loop_Load_Text


    ;-------------------------------------------------------------------------------


    moveq #$0E, D1


    lea $FFFFFBA0(A2), A2


    Menu_Clear_Act_x: ; Limpa os números dos acts não usados e carrega o "*" do Sound Test


    move.w #$0000, (A2) ; Load " "


    lea $0050(A2), A2


    dbra D1, Menu_Clear_Act_x


    lea $FFFFFF10(A2), A2


    move.w #$001A, (A2) ; Load "*"


    ;-------------------------------------------------------------------------------


    ; Carrega o Mapeamento das Asas onde são mostrados os ícones


    ;-------------------------------------------------------------------------------


    lea (Wings_Mappings), A0


    lea ($FFFF0670), A1


    move #$06, D1


    Menu_Loop_Next_Line:


    move #$09, D0


    Menu_Loop_Load_Wings:


    move.w (A0)+, (A1)+


    dbra D0, Menu_Loop_Load_Wings


    add.w #$3C, A1


    dbra D1, Menu_Loop_Next_Line


    ;-------------------------------------------------------------------------------


    ; Carrega o Mapeamento dos ícones


    ;-------------------------------------------------------------------------------


    lea ($FFFF08C0), A1


    lea (Icons_Mappings), A0


    move.w #$0090, D0


    bsr Menu_EnigmaDec


    lea ($FFFF0000), A1


    move.l #$40000003, D0


    moveq #$27, D1


    moveq #$1B, D2


    bsr Menu_ShowVDPGraphics


    ;-------------------------------------------------------------------------------


    moveq #$00, D3


    bsr Offset_0x027040


    clr.w ($FFFFFF70).w


    clr.w ($FFFFFE40).w


    clr.b ($FFFFF711).w


    clr.w ($FFFFF7F0).w


    ;-------------------------------------------------------------------------------


    move.w #$0000, ($FFFFF7B8).w ; Inicializa os quadros das animações do menu


    move.w #$0000, ($FFFFF7B9).w ; Inicializa o contador das animações do menu


    jsr Dynamic_Menu ; Chama a rotina de animação


    ;-------------------------------------------------------------------------------


    moveq #$14, D0


    bsr Menu_PalLoad1


    lea ($FFFFFB40).w, A1


    lea ($FFFFFBC0).w, A2


    moveq #$07, D1


    Offset_0x026C26:


    move.l (A1), (A2)+


    clr.l (A1)+


    dbra D1, Offset_0x026C26


    move.b #Level_Select_Menu_snd, D0


    bsr Menu_Play_Music


    moveq #$00, D0


    jsr Menu_LoadPLC2


    move.w #$0707, ($FFFFF614).w


    clr.w ($FFFFFFDC).w


    clr.l ($FFFFEE00).w


    clr.l ($FFFFEE04).w


    clr.w ($FFFFFF0C).w


    clr.w ($FFFFFF0E).w


    move.b #$18, ($FFFFF62A).w


    bsr Menu_DelayProgram


    move.w ($FFFFF60C).w, D0


    ori.b #$40, D0


    move.w D0, ($00C00004)


    bsr Menu_Pal_FadeTo


    Menu_Main_Loop:


    move.b #$18, ($FFFFF62A).w


    bsr Menu_DelayProgram


    move #$2700, SR


    moveq #$00, D3


    bsr Offset_0x026ED8


    bsr Offset_0x026DEC


    move.w #$6000, D3


    bsr Offset_0x027048


    move #$2300, SR


    jsr Dynamic_Menu


    bsr Menu_RunPLC


    btst #$04, ($FFFFF604).w


    beq.s Offset_0x026CC6


    move.w #$0001, ($FFFFFFD8).w


    Offset_0x026CC6:


    move.b ($FFFFF605).w, D0


    or.b ($FFFFF607).w, D0


    andi.b #$80, D0


    bne.s Offset_0x026CD8


    bra Menu_Main_Loop


    Offset_0x026CD8:


    move.w ($FFFFFF82).w, D0


    add.w D0, D0


    move.w Menu_Level_Select_Array(PC, D0), D0


    bmi Menu_Game_Reset


    cmpi.w #$0600, D0


    beq Menu_Ending_Sequence


    cmpi.w #$5555, D0


    beq Menu_Main_Loop


    cmpi.w #$4000, D0


    bne Menu_Load_Level


    move.b #$10, ($FFFFF600).w


    clr.w ($FFFFFE10).w


    move.b #$03, ($FFFFFE12).w


    move.b #$03, ($FFFFFEC6).w


    moveq #$00, D0


    move.w D0, ($FFFFFE20).w


    move.l D0, ($FFFFFE22).w


    move.l D0, ($FFFFFE26).w


    move.w D0, ($FFFFFED0).w


    move.l D0, ($FFFFFED2).w


    move.l D0, ($FFFFFED6).w


    move.l #$00001388, ($FFFFFFC0).w


    move.l #$00001388, ($FFFFFFC4).w


    move.w ($FFFFFF72).w, ($FFFFFF70).w


    rts


    Menu_Game_Reset:


    move.b #$0000, ($FFFFF600).w


    rts


    Menu_Ending_Sequence:


    move.b #$0018,($FFFFF600).w


    move.w #$0600,($FFFFFE10).w


    rts


    Menu_Level_Select_Array:


    dc.w $0000, $0001, $0002


    dc.w $0100, $0101, $0102


    dc.w $0200, $0201, $0202


    dc.w $0300, $0301, $0302


    dc.w $0400, $0401, $0402


    dc.w $0500, $0501, $0103


    dc.w $0502, $4000, $0600


    dc.w $FFFF


    Menu_Load_Level:


    andi.w #$3FFF, D0


    move.w D0, ($FFFFFE10).w


    move.b #$0C, ($FFFFF600).w


    move.b #$03, ($FFFFFE12).w


    move.b #$03, ($FFFFFEC6).w


    moveq #$00, D0


    move.w D0, ($FFFFFE20).w


    move.l D0, ($FFFFFE22).w


    move.l D0, ($FFFFFE26).w


    move.w D0, ($FFFFFED0).w


    move.l D0, ($FFFFFED2).w


    move.l D0, ($FFFFFED6).w


    nop


    nop


    move.l #$00001388, ($FFFFFFC0).w


    move.l #$00001388, ($FFFFFFC4).w


    move.b #Volume_Down, D0


    bsr Menu_Play_Music


    moveq #$00, D0


    move.w D0, ($FFFFFF8A).w


    move.w D0, ($FFFFFFDC).w


    rts


    Offset_0x026DEC:


    move.b ($FFFFF605).w, D1


    andi.b #$03, D1


    bne.s Offset_0x026DFC


    subq.w #$01, ($FFFFFF80).w


    bpl.s Offset_0x026E32


    Offset_0x026DFC:


    move.w #$000B, ($FFFFFF80).w


    move.b ($FFFFF604).w, D1


    andi.b #$03, D1


    beq.s Offset_0x026E32


    move.w ($FFFFFF82).w, D0


    btst #$00, D1


    beq.s Offset_0x026E1C


    subq.w #$01, D0


    bcc.s Offset_0x026E1C


    moveq #$15, D0 ; Último item após apertar para cima


    Offset_0x026E1C:


    btst #$01, D1


    beq.s Offset_0x026E2C


    addq.w #$01, D0


    cmpi.w #$0016, D0 ; Verifica qual o último item da lista


    bcs.s Offset_0x026E2C


    moveq #$00, D0


    Offset_0x026E2C:


    move.w D0, ($FFFFFF82).w


    rts


    Offset_0x026E32:


    cmpi.w #$0015, ($FFFFFF82).w ; se o item for igual muda as funções de esquerda e direita


    bne.s Offset_0x026E9C


    move.w ($FFFFFF84).w, D0


    move.b ($FFFFF605).w, D1


    btst #$02, D1


    beq.s Offset_0x026E4E


    subq.b #$01, D0


    bcc.s Offset_0x026E4E


    moveq #$7F, D0


    Offset_0x026E4E:


    btst #$03, D1


    beq.s Offset_0x026E5E


    addq.b #$01, D0


    cmpi.w #$0080, D0


    bcs.s Offset_0x026E5E


    moveq #$00, D0


    Offset_0x026E5E:


    btst #$06, D1


    beq.s Offset_0x026E6C


    addi.b #$10, D0


    andi.b #$7F, D0


    Offset_0x026E6C:


    move.w D0, ($FFFFFF84).w


    andi.w #$0030, D1


    beq.s Offset_0x026E9A


    move.w ($FFFFFF84).w, D0


    addi.w #$0080, D0


    bsr Menu_Play_Music


    lea (Code_Debug_Mode), A0


    lea (Code_All_Emeralds), A2


    lea ($FFFFFF0A).w, A1


    moveq #$01, D2


    bsr Menu_Code_Test


    Offset_0x026E9A:


    rts


    Offset_0x026E9C:


    move.b ($FFFFF605).w, D1


    andi.b #$0C, D1


    beq.s Offset_0x026EB2


    move.w ($FFFFFF82).w, D0


    move.b Menu_Left_Right_Select(PC, D0), D0


    move.w D0, ($FFFFFF82).w


    Offset_0x026EB2:


    rts


    Menu_Left_Right_Select:


    dc.b $0F, $10, $11, $12, $12, $12, $13, $13, $13, $14, $14, $14, $15, $15, $15


    dc.b $00, $01, $02, $03, $06, $09, $0C


    Offset_0x026ED8:


    lea ($FFFF0000), A4


    lea (Menu_Text_Highlight), A5


    lea ($00C00000), A6


    moveq #$00, D0


    move.w ($FFFFFF82).w, D0


    lsl.w #$02, D0


    lea $00(A5, D0), A3


    moveq #$00, D0


    move.b (A3), D0


    mulu.w #$0050, D0


    moveq #$00, D1


    move.b $0001(A3), D1


    add.w D1, D0


    lea $00(A4, D0), A1


    moveq #$00, D1


    move.b (A3), D1


    lsl.w #$07, D1


    add.b $0001(A3), D1


    addi.w #$C000, D1


    lsl.l #$02, D1


    lsr.w #$02, D1


    ori.w #$4000, D1


    swap.w D1


    move.l D1, $0004(A6)


    moveq #$0E, D2 ; Quantidade de letras a selecionar (Highlight)


    Offset_0x026F28:


    move.w (A1)+, D0


    add.w D3, D0


    move.w D0, (A6)


    dbra D2, Offset_0x026F28


    addq.w #$02, A3


    moveq #$00, D0


    move.b (A3), D0


    beq.s Offset_0x026F6C


    mulu.w #$0050, D0


    moveq #$00, D1


    move.b $0001(A3), D1


    add.w D1, D0


    lea $00(A4, D0), A1


    moveq #$00, D1


    move.b (A3), D1


    lsl.w #$07, D1


    add.b $0001(A3), D1


    addi.w #$C000, D1


    lsl.l #$02, D1


    lsr.w #$02, D1


    ori.w #$4000, D1


    swap.w D1


    move.l D1, $0004(A6)


    move.w (A1)+, D0


    add.w D3, D0


    move.w D0, (A6)


    Offset_0x026F6C:


    cmpi.w #$0015, ($FFFFFF82).w ; Se for igual seleciona o número do Sound Test


    bne.s Offset_0x026F78


    bsr Offset_0x026F7A


    Offset_0x026F78:


    rts


    Offset_0x026F7A:


    move.l #$49C60003, ($00C00004) ; Posição dos números do Sound Test


    move.w ($FFFFFF84).w, D0


    move.b D0, D2


    lsr.b #$04, D0


    bsr.s Offset_0x026F90


    move.b D2, D0


    Offset_0x026F90:


    andi.w #$000F, D0


    cmpi.b #$0A, D0


    bcs.s Offset_0x026F9E


    addi.b #$04, D0


    Offset_0x026F9E:


    addi.b #$10, D0


    add.w D3, D0


    move.w D0, (A6)


    rts


    ;-------------------------------------------------------------------------------


    Menu_Code_Test:


    move.w ($FFFFFF0C).w, D0


    adda.w D0, A0


    move.w ($FFFFFF84).w, D0


    cmp.b (A0), D0


    bne.s Menu_Reset_Debug_Mode_Code_Counter


    addq.w #$01, ($FFFFFF0C).w


    tst.b $0001(A0)


    bpl.s Menu_All_Emeralds_Code_Test


    move.w #$0101, (A1)


    bra Menu_Set_Debug_Flag


    Menu_Reset_Debug_Mode_Code_Counter:


    move.w #$0000, ($FFFFFF0C).w


    Menu_All_Emeralds_Code_Test:


    move.w ($FFFFFF0E).w, D0


    adda.w D0, A2


    move.w ($FFFFFF84).w, D0


    cmp.b (A2), D0


    bne.s Menu_Reset_All_Emerald_Code_Counter


    addq.w #$01, ($FFFFFF0E).w


    tst.b $0001(A2)


    bpl.s Menu_Code_Not_0xFF


    tst.w D2


    bne.s Menu_Set_All_Emeralds


    Menu_Set_Debug_Flag:


    move.b #$01, (Slow_Motion_Flag).w


    move.b #$01, (Debug_Mode_Flag).w


    move.b #Ring_Snd, D0


    bsr Menu_Play_Music


    bra.s Menu_Reset_All_Emerald_Code_Counter


    Menu_Set_All_Emeralds:


    move.w #$0006, ($FFFFFE56).w


    move.b #Emerald_Snd, D0


    bsr Menu_Play_Music


    Menu_Reset_All_Emerald_Code_Counter:


    move.w #$0000, ($FFFFFF0E).w


    Menu_Code_Not_0xFF:


    rts


    Code_Debug_Mode:


    dc.b $01, $09, $09, $02, $01, $01, $02, $04, $FF


    Code_All_Emeralds:


    dc.b $04, $01, $02, $06, $FF


    ;-------------------------------------------------------------------------------


    Offset_0x027040:


    bsr Offset_0x026F7A


    bra Offset_0x027050


    Offset_0x027048:


    bsr Offset_0x026ED8


    bra Offset_0x027050


    Offset_0x027050:


    move.w ($FFFFFF82).w, D0


    lea (Menu_Icon_List), A3


    lea $00(A3, D0), A3


    lea ($FFFF08C0), A1


    moveq #$00, D0


    move.b (A3), D0


    lsl.w #$03, D0


    move.w D0, D1


    add.w D0, D0


    add.w D1, D0


    lea $00(A1, D0), A1


    move.l #$4B360003, D0 ; Posição Horizontal dos Ícones


    moveq #$03, D1


    moveq #$02, D2


    bsr Menu_ShowVDPGraphics


    lea (Icon_Palettes), A1


    moveq #$00, D0


    move.b (A3), D0


    lsl.w #$05, D0


    lea $00(A1, D0), A1


    lea ($FFFFFB40).w, A2


    moveq #$07, D1


    Offset_0x027098:


    move.l (A1)+, (A2)+


    dbra D1, Offset_0x027098


    rts


    ;-------------------------------------------------------------------------------


    Dynamic_Menu:


    subq.b #$01, ($FFFFF7B9).w ; Decrementa em 1 o Tempo


    bpl.s Exit_Dinamic_Menu ; Se for maior ou igual a 0 sai da função


    move.b #$07, ($FFFFF7B9).w ; Inicializa o tempo de duração de cada frame


    move.b ($FFFFF7B8).w, D0 ; Carrega o Id do Frame Atual em D0


    addq.b #$01, ($FFFFF7B8).w ; Carrega o próximo frame em $FFFFFFB8


    andi.w #$001F, D0


    move.b Sonic_Miles_Frame_Select(PC, D0), D0 ; Carrega o Id do frame em D0


    muls.w #$0140, D0 ; Multiplica o Id pelo tamanho em bytes de cada frame


    lsl.w #$06, D0


    lea ($00C00000), A6


    move.l #$40200000, $0004(A6)


    lea (Sonic_Miles_Spr), A1


    lea $00(A1, D0), A1


    move.w #$0009, D0 ; Tiles-1 a serem carregados por vez


    Menu_Loop_Load_Tiles:


    move.l (A1)+, (A6)


    move.l (A1)+, (A6)


    move.l (A1)+, (A6)


    move.l (A1)+, (A6)


    move.l (A1)+, (A6)


    move.l (A1)+, (A6)


    move.l (A1)+, (A6)


    move.l (A1)+, (A6)


    dbra D0, Menu_Loop_Load_Tiles


    Exit_Dinamic_Menu:


    rts


    Sonic_Miles_Frame_Select:


    dc.b $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00


    dc.b $05, $0A


    dc.b $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F


    dc.b $0A, $05


    ; 0 = 0000000000 ; 1 = 0101000000 ; 2 = 1010000000 ; 3 = 1111000000


    ;------------------------------------------------------------------------------


    __ = $00


    _A = $1E


    _B = $1F


    _C = $20


    _D = $21


    _E = $22


    _F = $23


    _G = $24


    _H = $25


    _I = $26


    _J = $27


    _K = $28


    _L = $29


    _M = $2A


    _N = $2B


    _O = $2C


    _P = $2D


    _Q = $2E


    _R = $2F


    _S = $30


    _T = $31


    _U = $32


    _V = $33


    _W = $34


    _X = $35


    _Y = $36


    _Z = $37


    _st = $1A


    ;-------------------------------------------------------------------------------


    Icon_Palettes:


    dc.w $0000, $0000, $0048, $006A, $008E, $00CE, $0EEE, $00E0


    dc.w $00A4, $0082, $0062, $0000, $0E86, $0026, $0E42, $0C00


    dc.w $0000, $0000, $0420, $0820, $0C00, $0E60, $0A00, $0000


    dc.w $0E00, $0000, $0000, $0000, $0444, $0666, $0AAA, $0EEE


    dc.w $0000, $0204, $0026, $0248, $046A, $048C, $06CE, $0002


    dc.w $0000, $0220, $0040, $0060, $0080, $02A0, $06E0, $0A0C


    dc.w $0000, $0000, $0A00, $0660, $0C80, $0EC0, $006A, $0008


    dc.w $028A, $00AE, $004C, $006E, $0060, $0066, $00C0, $00CA


    dc.w $0000, $0000, $0CE2, $0000, $0480, $0240, $0EEE, $04AC


    dc.w $006A, $0026, $0842, $0620, $0400, $0000, $0000, $0000


    dc.w $0000, $0000, $0EEE, $0ECA, $0E86, $0E64, $0E42, $06AE


    dc.w $048A, $0268, $0246, $0024, $0888, $0444, $000E, $0008


    dc.w $0000, $0000, $0A26, $0C48, $0E8C, $00CE, $00C4, $0080


    dc.w $0C00, $0000, $0EEE, $0EEA, $0EC8, $006E, $004A, $0028


    dc.w $0000, $0000, $0048, $006A, $008E, $00CE, $0EEE, $00E0


    dc.w $00A4, $0082, $0062, $0808, $0A4A, $0026, $0626, $0404


    dc.w $0000, $0000, $0EEE, $0ECA, $0E86, $0E64, $0E42, $06AE


    dc.w $048A, $0268, $0246, $0024, $0888, $0444, $000E, $0008


    dc.w $0000, $0000, $0048, $006A, $008E, $00CE, $0EEE, $00E0


    dc.w $00A4, $0082, $0062, $0400, $0E86, $006E, $0E42, $0C00


    dc.w $0000, $0000, $0CE2, $08C0, $0480, $0240, $0EEE, $02AC


    dc.w $006A, $0026, $0AA6, $0000, $060A, $0408, $0204, $0000


    dc.w $0000, $0000, $0C06, $0C0A, $0C6E, $0068, $008A, $0000


    dc.w $02CE, $00EC, $00AE, $006E, $0EEE, $0000, $000E, $00C4


    dc.w $0000, $0000, $0EEE, $0AAA, $0000, $0666, $0444, $0E40


    dc.w $0C00, $0800, $00CE, $028E, $000E, $0084, $0062, $0020


    dc.w $0000, $0000, $0004, $0044, $0084, $0088, $00A8, $00AC


    dc.w $006C, $002C, $0028, $0006, $0666, $0888, $0CCC, $0EEE


    dc.w $0000, $0000, $06CE, $04AC, $028A, $0068, $0046, $00E8


    dc.w $00C4, $0080, $0040, $0EEE, $0C00, $0EC0, $0860, $0000


    dc.w $0000, $0000, $0E64, $0E86, $0EA8, $0ECA, $0EEE, $0000


    dc.w $00AE, $006E, $0E22, $00E0, $0000, $0000, $0000, $0000


    dc.w $0000, $0E20, $004E, $006E, $0048, $008C, $00CE, $08EE


    dc.w $0800, $0400, $0000, $0EE8, $0E80, $0E60, $0000, $0000


    dc.w $0000, $0000, $0A22, $0C42, $0000, $0E66, $0EEE, $0AAA


    dc.w $0888, $0444, $08AE, $046A, $000E, $0000, $00EE, $0000


    dc.w $0000, $0000, $0A22, $0C42, $0000, $0E66, $0EEE, $0AAA


    dc.w $0888, $0444, $08AE, $046A, $000E, $0000, $00EE, $0000


    ;-------------------------------------------------------------------------------


    Menu_Icon_List:


    dc.b $00, $00, $00, $0E, $0E, $0E, $06, $06, $06, $0B, $0B, $0B, $0D, $0D, $0D, $09


    dc.b $09, $09, $04, $10, $0F, $11


    ;-------------------------------------------------------------------------------


    Menu_Text_Highlight:


    dc.w $0306, $0324, $0306, $0424, $0306, $0524, $0706, $0724


    dc.w $0706, $0824, $0706, $0924, $0B06, $0B24, $0B06, $0C24


    dc.w $0B06, $0D24, $0F06, $0F24, $0F06, $1024, $0F06, $1124


    dc.w $1306, $1324, $1306, $1424, $1306, $1524, $032C, $034A


    dc.w $032C, $044A, $032C, $054A, $072C, $0000, $0B2C, $0000


    dc.w $0F2C, $0000, $132C, $134A


    ;-------------------------------------------------------------------------------


    Menu_Text_Positions:


    dc.w $00F6, $0236, $0376, $04B6, $05F6, $011C, $025C, $039C


    dc.w $04DC, $061C


    ;-------------------------------------------------------------------------------


    Menu_Level_Select_Text:


    dc.b $0E, _G, _R, _E, _E, _N, __, _H, _I, _L, _L, __, __, __, __, __


    dc.b $0E, _L, _A, _B, _Y, _R, _I, _N, _T, _H, __, __, __, __, __, __


    dc.b $0E, _G, _A, _R, _D, _E, _N, __, __, __, __, __, __, __, __, __


    dc.b $0E, _S, _P, _R, _I, _N, _G, __, _Y, _A, _R, _D, __, __, __, __


    dc.b $0E, _S, _T, _A, _R, __, _L, _I, _G, _H, _T, __, __, __, __, __


    dc.b $0E, _S, _C, _R, _A, _P, __, _B, _R, _A, _I, _N, __, __, __, __


    dc.b $0E, _F, _I, _N, _A, _L, __, __, __, __, __, __, __, __, __, __


    dc.b $0E, _S, _P, _E, _C, _I, _A, _L, __, _S, _T, _A, _G, _E, __, __


    dc.b $0E, _E, _N, _D, _I, _N, _G, __, _S, _E, _Q, _U, _E, _N, _C, _E


    dc.b $0E, _S, _O, _U, _N, _D, __, _T, _E, _S, _T, __, __, _st,__, __


    ;-------------------------------------------------------------------------------


    Wings_Mappings:


    dc.w $6000, $6000, $6000, $604D, $604E, $684E, $684D, $6000, $6000, $6000


    ;Wings_Line_1:


    dc.w $604F, $6050, $6051, $6052, $6053, $6853, $6852, $6851, $6850, $684F


    ;Wings_Line_2:


    dc.w $6054, $6055, $6056, $6057, $6057, $6057, $6057, $6856, $6855, $6854


    ;Wings_Line_3:


    dc.w $6058, $6059, $605A, $6057, $6057, $6057, $6057, $685A, $6859, $6858


    ;Wings_Line_4:


    dc.w $605B, $605C, $605D, $6057, $6057, $6057, $6057, $685D, $685C, $685B


    ;Wings_Line_5:


    dc.w $6000, $605E, $605F, $6060, $6061, $6062, $6063, $6064, $685E, $6000


    ;Wings_Line_6:


    dc.w $6000, $6000, $6065, $6066, $6067, $6867, $6866, $6865, $6000, $6000


    ;-------------------------------------------------------------------------------


    Menu_Palette:


    incbin 'data\menu\menu.pal'


    Menu_ClearScreen:


    jmp ClearScreen


    Menu_ShowVDPGraphics:


    jmp ShowVDPGraphics


    Menu_NemesisDec:


    jmp NemDec


    Menu_LoadPLC2:


    jmp LoadPLC2


    Menu_RunPLC:


    jmp RunPLC_RAM


    Menu_EnigmaDec


    jmp EniDec


    Menu_Pal_FadeTo:


    jmp Pal_FadeTo


    Menu_Pal_FadeFrom:


    jmp Pal_FadeFrom


    Menu_Play_Music:


    jmp PlaySound


    Menu_PalLoad1:


    jmp PalLoad1


    Menu_DelayProgram:


    jmp DelayProgram


    ;-------------------------------------------------------------------------------


    Menu_Font:


    incbin 'data\menu\menufont.nem'


    Level_Icons:


    incbin 'data\menu\levelico.nem'


    Menu_Mappings:


    incbin 'data\menu\menubg.eni'


    Icons_Mappings:


    incbin 'data\menu\iconsmap.eni'


    Sonic_Miles_Spr:


    incbin 'data\menu\soncmils.dat'


    ;===============================================================================


    ; Menu do Sonic 2 No Sonic 1 reprogramado por Esrael L. G. Neto


    ; [ Fim ]


    ;===============================================================================
     
  12. Animemaster

    Animemaster Lets get to work! Member

    Joined:
    Mar 20, 2009
    Messages:
    1,229
    Location:
    UK
    Hm... those are actual brackets and not these '<'..... the only thing i've notuced thus far is this line:


    ; muls.w #$0140, D0


    I downloaded s2_menu, and is commented out, where as your isn't. I doubt it would make a difference though.
     
    Last edited by a moderator: Feb 21, 2011
  13. liamsonichacker

    liamsonichacker Mad Level Skillz ;) Member

    Joined:
    May 29, 2009
    Messages:
    50
    Location:
    Leicester, UK
    I have tried both commenting and un-commenting them.. don't seem to make a difference.


    I guess I will start again and see what happens
     
  14. Animemaster

    Animemaster Lets get to work! Member

    Joined:
    Mar 20, 2009
    Messages:
    1,229
    Location:
    UK
    Hang on.... Go to line (695), where does it take you?
     
  15. SpirituInsanum

    SpirituInsanum Well-Known Member Member

    Joined:
    Feb 11, 2010
    Messages:
    642
    There are 694 lines in the original s2_menu.asm, maybe you mistakenly typed a character at the bottom?
     
  16. liamsonichacker

    liamsonichacker Mad Level Skillz ;) Member

    Joined:
    May 29, 2009
    Messages:
    50
    Location:
    Leicester, UK
    Only 694 lines. I'm going to have another go from the start, I will let you know how it goes


    EDIT:


    I got it to build, then I fixed the "SEGA" sound, then I went to re build it and the the same error again.


    So I put the code back to normal and I still get the error... This is annoying.
     
    Last edited by a moderator: Feb 22, 2011
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