S1 LoadPLC problems

Discussion in 'Discussion and Q&A Archive' started by PsychoSk8r, Oct 18, 2007.

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  1. PsychoSk8r

    PsychoSk8r HighKnights Member

    Joined:
    Aug 9, 2007
    Messages:
    271
    Location:
    Birmingham, UK
    Code:
    ; ---------------------------------------------------------------------------
    
    ; Pattern load cues - index
    
    ; ---------------------------------------------------------------------------
    
    	dc.w PLC_Main_M-ArtLoadCues2, PLC_Main_M2-ArtLoadCues2
    
    	dc.w PLC_Explode_M-ArtLoadCues2, PLC_GameOver_M-ArtLoadCues2
    
    	dc.w PLC_GHZ_M-ArtLoadCues2, PLC_GHZ_M2-ArtLoadCues2
    
    	dc.w PLC_LZ_M-ArtLoadCues2, PLC_LZ_M2-ArtLoadCues2
    
    	dc.w PLC_MZ_M-ArtLoadCues2, PLC_MZ_M2-ArtLoadCues2
    
    	dc.w PLC_SLZ_M-ArtLoadCues2, PLC_SLZ_M2-ArtLoadCues2
    
    	dc.w PLC_SYZ_M-ArtLoadCues2, PLC_SYZ_M2-ArtLoadCues2
    
    	dc.w PLC_SBZ_M-ArtLoadCues2, PLC_SBZ_M2-ArtLoadCues2
    
    	dc.w PLC_TitleCard_M-ArtLoadCues2,	PLC_Boss_M-ArtLoadCues2
    
    	dc.w PLC_Signpost_M-ArtLoadCues2, PLC_Warp_M-ArtLoadCues2
    
    	dc.w PLC_SpeStage_M-ArtLoadCues2, PLC_GHZ_MAnimals-ArtLoadCues2
    
    	dc.w PLC_LZ_MAnimals-ArtLoadCues2,	PLC_MZ_MAnimals-ArtLoadCues2
    
    	dc.w PLC_SLZ_MAnimals-ArtLoadCues2, PLC_SYZ_MAnimals-ArtLoadCues2
    
    	dc.w PLC_SBZ_MAnimals-ArtLoadCues2, PLC_SpeStResult_M-ArtLoadCues2
    
    	dc.w PLC_Ending_M-ArtLoadCues2, PLC_TryAgain_M-ArtLoadCues2
    
    	dc.w PLC_EggmanSBZ2_M-ArtLoadCues2, PLC_FZBoss_M-ArtLoadCues2
    
    ; ---------------------------------------------------------------------------
    
    ; 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
     
    Last edited by a moderator: Oct 18, 2007
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