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Copy pathPattern Load Cues.asm
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Pattern Load Cues.asm
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; ---------------------------------------------------------------------------
; Pattern load cues
; ---------------------------------------------------------------------------
ArtLoadCues:
ptr_PLC_Main: dc.w PLC_Main-ArtLoadCues
ptr_PLC_Main2: dc.w PLC_Main2-ArtLoadCues
ptr_PLC_Explode: dc.w PLC_Explode-ArtLoadCues
ptr_PLC_GameOver: dc.w PLC_GameOver-ArtLoadCues
PLC_Levels:
ptr_PLC_GHZ: dc.w PLC_GHZ-ArtLoadCues
ptr_PLC_GHZ2: dc.w PLC_GHZ2-ArtLoadCues
ptr_PLC_LZ: dc.w PLC_LZ-ArtLoadCues
ptr_PLC_LZ2: dc.w PLC_LZ2-ArtLoadCues
ptr_PLC_MZ: dc.w PLC_MZ-ArtLoadCues
ptr_PLC_MZ2: dc.w PLC_MZ2-ArtLoadCues
ptr_PLC_SLZ: dc.w PLC_SLZ-ArtLoadCues
ptr_PLC_SLZ2: dc.w PLC_SLZ2-ArtLoadCues
ptr_PLC_SYZ: dc.w PLC_SYZ-ArtLoadCues
ptr_PLC_SYZ2: dc.w PLC_SYZ2-ArtLoadCues
ptr_PLC_SBZ: dc.w PLC_SBZ-ArtLoadCues
ptr_PLC_SBZ2: dc.w PLC_SBZ2-ArtLoadCues
zonewarning PLC_Levels,4
ptr_PLC_TitleCard: dc.w PLC_TitleCard-ArtLoadCues
ptr_PLC_Boss: dc.w PLC_Boss-ArtLoadCues
ptr_PLC_Signpost: dc.w PLC_Signpost-ArtLoadCues
ptr_PLC_Warp: dc.w PLC_Warp-ArtLoadCues
ptr_PLC_SpecialStage: dc.w PLC_SpecialStage-ArtLoadCues
PLC_Animals:
ptr_PLC_GHZAnimals: dc.w PLC_GHZAnimals-ArtLoadCues
ptr_PLC_LZAnimals: dc.w PLC_LZAnimals-ArtLoadCues
ptr_PLC_MZAnimals: dc.w PLC_MZAnimals-ArtLoadCues
ptr_PLC_SLZAnimals: dc.w PLC_SLZAnimals-ArtLoadCues
ptr_PLC_SYZAnimals: dc.w PLC_SYZAnimals-ArtLoadCues
ptr_PLC_SBZAnimals: dc.w PLC_SBZAnimals-ArtLoadCues
zonewarning PLC_Animals,2
ptr_PLC_SSResult: dc.w PLC_SSResult-ArtLoadCues
ptr_PLC_Ending: dc.w PLC_Ending-ArtLoadCues
ptr_PLC_TryAgain: dc.w PLC_TryAgain-ArtLoadCues
ptr_PLC_EggmanSBZ2: dc.w PLC_EggmanSBZ2-ArtLoadCues
ptr_PLC_FZBoss: dc.w PLC_FZBoss-ArtLoadCues
plcm: macro gfx,vram
dc.l gfx
dc.w (vram)*$20
endm
; ---------------------------------------------------------------------------
; Pattern load cues - standard block 1
; ---------------------------------------------------------------------------
PLC_Main: dc.w ((PLC_Mainend-PLC_Main-2)/6)-1
plcm Nem_Lamp, ArtTile_Lamppost ; lamppost
plcm Nem_Hud, ArtTile_HUD ; HUD
plcm Nem_Lives, ArtTile_Lives_Counter ; lives counter
plcm Nem_Ring, ArtTile_Ring ; rings
plcm Nem_Points, ArtTile_Points ; points from enemy
PLC_Mainend:
; ---------------------------------------------------------------------------
; Pattern load cues - standard block 2
; ---------------------------------------------------------------------------
PLC_Main2: dc.w ((PLC_Main2end-PLC_Main2-2)/6)-1
plcm Nem_Monitors, ArtTile_Monitor ; monitors
plcm Nem_Shield, ArtTile_Shield ; shield
plcm Nem_Stars, ArtTile_Invincibility ; invincibility stars
PLC_Main2end:
; ---------------------------------------------------------------------------
; Pattern load cues - explosion
; ---------------------------------------------------------------------------
PLC_Explode: dc.w ((PLC_Explodeend-PLC_Explode-2)/6)-1
plcm Nem_Explode, ArtTile_Explosion ; explosion
PLC_Explodeend:
; ---------------------------------------------------------------------------
; Pattern load cues - game/time over
; ---------------------------------------------------------------------------
PLC_GameOver: dc.w ((PLC_GameOverend-PLC_GameOver-2)/6)-1
plcm Nem_GameOver, ArtTile_Game_Over ; game/time over
PLC_GameOverend:
; ---------------------------------------------------------------------------
; Pattern load cues - Green Hill
; ---------------------------------------------------------------------------
PLC_GHZ: dc.w ((PLC_GHZ2-PLC_GHZ-2)/6)-1
plcm Nem_GHZ_1st, ArtTile_Level ; GHZ main patterns
plcm Nem_GHZ_2nd, ArtTile_Level+$1CD ; GHZ secondary patterns
plcm Nem_Stalk, ArtTile_GHZ_Flower_Stalk ; flower stalk
plcm Nem_PplRock, ArtTile_GHZ_Purple_Rock ; purple rock
plcm Nem_Crabmeat, ArtTile_Crabmeat ; crabmeat enemy
plcm Nem_Buzz, ArtTile_Buzz_Bomber ; buzz bomber enemy
plcm Nem_Chopper, ArtTile_Chopper ; chopper enemy
plcm Nem_Newtron, ArtTile_Newtron ; newtron enemy
plcm Nem_Motobug, ArtTile_Moto_Bug ; motobug enemy
plcm Nem_Spikes, ArtTile_Spikes ; spikes
plcm Nem_HSpring, ArtTile_Spring_Horizontal ; horizontal spring
plcm Nem_VSpring, ArtTile_Spring_Vertical ; vertical spring
PLC_GHZ2: dc.w ((PLC_GHZ2end-PLC_GHZ2-2)/6)-1
plcm Nem_Swing, ArtTile_GHZ_MZ_Swing ; swinging platform
plcm Nem_Bridge, ArtTile_GHZ_Bridge ; bridge
plcm Nem_SpikePole, ArtTile_GHZ_Spike_Pole ; spiked pole
plcm Nem_Ball, ArtTile_GHZ_Giant_Ball ; giant ball
plcm Nem_GhzWall1, ArtTile_GHZ_SLZ_Smashable_Wall ; breakable wall
plcm Nem_GhzWall2, ArtTile_GHZ_Edge_Wall ; normal wall
PLC_GHZ2end:
; ---------------------------------------------------------------------------
; Pattern load cues - Labyrinth
; ---------------------------------------------------------------------------
PLC_LZ: dc.w ((PLC_LZ2-PLC_LZ-2)/6)-1
plcm Nem_LZ, ArtTile_Level ; LZ main patterns
plcm Nem_LzBlock1, ArtTile_LZ_Block_1 ; block
plcm Nem_LzBlock2, ArtTile_LZ_Block_2 ; blocks
plcm Nem_Splash, ArtTile_LZ_Splash ; waterfalls and splash
plcm Nem_Water, ArtTile_LZ_Water_Surface ; water surface
plcm Nem_LzSpikeBall, ArtTile_LZ_Spikeball_Chain ; spiked ball
plcm Nem_FlapDoor, ArtTile_LZ_Flapping_Door ; flapping door
plcm Nem_Bubbles, ArtTile_LZ_Bubbles ; bubbles and numbers
plcm Nem_LzBlock3, ArtTile_LZ_Moving_Block ; block
plcm Nem_LzDoor1, ArtTile_LZ_Door ; vertical door
plcm Nem_Harpoon, ArtTile_LZ_Harpoon ; harpoon
plcm Nem_Burrobot, ArtTile_Burrobot ; burrobot enemy
PLC_LZ2: dc.w ((PLC_LZ2end-PLC_LZ2-2)/6)-1
plcm Nem_LzPole, ArtTile_LZ_Pole ; pole that breaks
plcm Nem_LzDoor2, ArtTile_LZ_Blocks ; large horizontal door
plcm Nem_LzWheel, ArtTile_LZ_Conveyor_Belt ; wheel
plcm Nem_Gargoyle, ArtTile_LZ_Gargoyle ; gargoyle head
if Revision=0
plcm Nem_LzSonic, ArtTile_LZ_Sonic_Drowning ; Sonic holding his breath
endif
plcm Nem_LzPlatfm, ArtTile_LZ_Rising_Platform ; rising platform
plcm Nem_Orbinaut, ArtTile_LZ_Orbinaut ; orbinaut enemy
plcm Nem_Jaws, ArtTile_Jaws ; jaws enemy
plcm Nem_LzSwitch, ArtTile_Button ; switch
plcm Nem_Cork, ArtTile_LZ_Cork ; cork block
plcm Nem_Spikes, ArtTile_Spikes ; spikes
plcm Nem_HSpring, ArtTile_Spring_Horizontal ; horizontal spring
plcm Nem_VSpring, ArtTile_Spring_Vertical ; vertical spring
PLC_LZ2end:
; ---------------------------------------------------------------------------
; Pattern load cues - Marble
; ---------------------------------------------------------------------------
PLC_MZ: dc.w ((PLC_MZ2-PLC_MZ-2)/6)-1
plcm Nem_MZ, ArtTile_Level ; MZ main patterns
plcm Nem_MzMetal, ArtTile_MZ_Spike_Stomper ; metal blocks
plcm Nem_MzFire, ArtTile_MZ_Fireball ; fireballs
plcm Nem_Swing, ArtTile_GHZ_MZ_Swing ; swinging platform
plcm Nem_MzGlass, ArtTile_MZ_Glass_Pillar ; green glassy block
plcm Nem_Lava, ArtTile_MZ_Lava ; lava
plcm Nem_Buzz, ArtTile_Buzz_Bomber ; buzz bomber enemy
plcm Nem_Yadrin, ArtTile_Yadrin ; yadrin enemy
plcm Nem_Basaran, ArtTile_Basaran ; basaran enemy
plcm Nem_Cater, ArtTile_MZ_SYZ_Caterkiller ; caterkiller enemy
PLC_MZ2: dc.w ((PLC_MZ2end-PLC_MZ2-2)/6)-1
plcm Nem_MzSwitch, ArtTile_Button+4 ; switch
plcm Nem_Spikes, ArtTile_Spikes ; spikes
plcm Nem_HSpring, ArtTile_Spring_Horizontal ; horizontal spring
plcm Nem_VSpring, ArtTile_Spring_Vertical ; vertical spring
plcm Nem_MzBlock, ArtTile_MZ_Block ; green stone block
PLC_MZ2end:
; ---------------------------------------------------------------------------
; Pattern load cues - Star Light
; ---------------------------------------------------------------------------
PLC_SLZ: dc.w ((PLC_SLZ2-PLC_SLZ-2)/6)-1
plcm Nem_SLZ, ArtTile_Level ; SLZ main patterns
plcm Nem_Bomb, ArtTile_Bomb ; bomb enemy
plcm Nem_Orbinaut, ArtTile_SLZ_Orbinaut ; orbinaut enemy
plcm Nem_MzFire, ArtTile_SLZ_Fireball ; fireballs
plcm Nem_SlzBlock, ArtTile_SLZ_Collapsing_Floor ; block
plcm Nem_SlzWall, ArtTile_GHZ_SLZ_Smashable_Wall+4 ; breakable wall
plcm Nem_Spikes, ArtTile_Spikes ; spikes
plcm Nem_HSpring, ArtTile_Spring_Horizontal ; horizontal spring
plcm Nem_VSpring, ArtTile_Spring_Vertical ; vertical spring
PLC_SLZ2: dc.w ((PLC_SLZ2end-PLC_SLZ2-2)/6)-1
plcm Nem_Seesaw, ArtTile_SLZ_Seesaw ; seesaw
plcm Nem_Fan, ArtTile_SLZ_Fan ; fan
plcm Nem_Pylon, ArtTile_SLZ_Pylon ; foreground pylon
plcm Nem_SlzSwing, ArtTile_SLZ_Swing ; swinging platform
plcm Nem_SlzCannon, ArtTile_SLZ_Fireball_Launcher ; fireball launcher
plcm Nem_SlzSpike, ArtTile_SLZ_Spikeball ; spikeball
PLC_SLZ2end:
; ---------------------------------------------------------------------------
; Pattern load cues - Spring Yard
; ---------------------------------------------------------------------------
PLC_SYZ: dc.w ((PLC_SYZ2-PLC_SYZ-2)/6)-1
plcm Nem_SYZ, ArtTile_Level ; SYZ main patterns
plcm Nem_Crabmeat, ArtTile_Crabmeat ; crabmeat enemy
plcm Nem_Buzz, ArtTile_Buzz_Bomber ; buzz bomber enemy
plcm Nem_Yadrin, ArtTile_Yadrin ; yadrin enemy
plcm Nem_Roller, ArtTile_Roller ; roller enemy
PLC_SYZ2: dc.w ((PLC_SYZ2end-PLC_SYZ2-2)/6)-1
plcm Nem_Bumper, ArtTile_SYZ_Bumper ; bumper
plcm Nem_SyzSpike1, ArtTile_SYZ_Big_Spikeball ; large spikeball
plcm Nem_SyzSpike2, ArtTile_SYZ_Spikeball_Chain ; small spikeball
plcm Nem_Cater, ArtTile_MZ_SYZ_Caterkiller ; caterkiller enemy
plcm Nem_LzSwitch, ArtTile_Button ; switch
plcm Nem_Spikes, ArtTile_Spikes ; spikes
plcm Nem_HSpring, ArtTile_Spring_Horizontal ; horizontal spring
plcm Nem_VSpring, ArtTile_Spring_Vertical ; vertical spring
PLC_SYZ2end:
; ---------------------------------------------------------------------------
; Pattern load cues - Scrap Brain
; ---------------------------------------------------------------------------
PLC_SBZ: dc.w ((PLC_SBZ2-PLC_SBZ-2)/6)-1
plcm Nem_SBZ, ArtTile_Level ; SBZ main patterns
plcm Nem_Stomper, ArtTile_SBZ_Moving_Block_Short ; moving platform and stomper
plcm Nem_SbzDoor1, ArtTile_SBZ_Door ; door
plcm Nem_Girder, ArtTile_SBZ_Girder ; girder
plcm Nem_BallHog, ArtTile_Ball_Hog ; ball hog enemy
plcm Nem_SbzWheel1, ArtTile_SBZ_Disc ; spot on large wheel
plcm Nem_SbzWheel2, ArtTile_SBZ_Junction ; wheel that grabs Sonic
plcm Nem_SyzSpike1, ArtTile_SBZ_Swing ; large spikeball
plcm Nem_Cutter, ArtTile_SBZ_Saw ; pizza cutter
plcm Nem_FlamePipe, ArtTile_SBZ_Flamethrower ; flaming pipe
plcm Nem_SbzFloor, ArtTile_SBZ_Collapsing_Floor ; collapsing floor
plcm Nem_SbzBlock, ArtTile_SBZ_Vanishing_Block ; vanishing block
PLC_SBZ2: dc.w ((PLC_SBZ2end-PLC_SBZ2-2)/6)-1
plcm Nem_Cater, ArtTile_SBZ_Caterkiller ; caterkiller enemy
plcm Nem_Bomb, ArtTile_Bomb ; bomb enemy
plcm Nem_Orbinaut, ArtTile_SBZ_Orbinaut ; orbinaut enemy
plcm Nem_SlideFloor, ArtTile_SBZ_Moving_Block_Long ; floor that slides away
plcm Nem_SbzDoor2, ArtTile_SBZ_Horizontal_Door ; horizontal door
plcm Nem_Electric, ArtTile_SBZ_Electric_Orb ; electric orb
plcm Nem_TrapDoor, ArtTile_SBZ_Trap_Door ; trapdoor
plcm Nem_SbzFloor, ArtTile_SBZ_Collapsing_Floor+4 ; collapsing floor
plcm Nem_SpinPform, ArtTile_SBZ_Spinning_Platform ; small spinning platform
plcm Nem_LzSwitch, ArtTile_Button ; switch
plcm Nem_Spikes, ArtTile_Spikes ; spikes
plcm Nem_HSpring, ArtTile_Spring_Horizontal ; horizontal spring
plcm Nem_VSpring, ArtTile_Spring_Vertical ; vertical spring
PLC_SBZ2end:
; ---------------------------------------------------------------------------
; Pattern load cues - title card
; ---------------------------------------------------------------------------
PLC_TitleCard: dc.w ((PLC_TitleCardend-PLC_TitleCard-2)/6)-1
plcm Nem_TitleCard, ArtTile_Title_Card
PLC_TitleCardend:
; ---------------------------------------------------------------------------
; Pattern load cues - act 3 boss
; ---------------------------------------------------------------------------
PLC_Boss: dc.w ((PLC_Bossend-PLC_Boss-2)/6)-1
plcm Nem_Eggman, ArtTile_Eggman ; Eggman main patterns
plcm Nem_Weapons, ArtTile_Eggman_Weapons ; Eggman's weapons
plcm Nem_Prison, ArtTile_Prison_Capsule ; prison capsule
plcm Nem_Bomb, ArtTile_Eggman_Spikeball ; bomb enemy (gets overwritten)
plcm Nem_SlzSpike, ArtTile_Eggman_Spikeball ; spikeball (SLZ boss)
plcm Nem_Exhaust, ArtTile_Eggman_Exhaust ; exhaust flame
PLC_Bossend:
; ---------------------------------------------------------------------------
; Pattern load cues - act 1/2 signpost
; ---------------------------------------------------------------------------
PLC_Signpost: dc.w ((PLC_Signpostend-PLC_Signpost-2)/6)-1
plcm Nem_SignPost, ArtTile_Signpost ; signpost
plcm Nem_Bonus, ArtTile_Hidden_Points ; hidden bonus points
plcm Nem_BigFlash, ArtTile_Giant_Ring_Flash ; giant ring flash effect
PLC_Signpostend:
; ---------------------------------------------------------------------------
; Pattern load cues - beta special stage warp effect
; ---------------------------------------------------------------------------
PLC_Warp:
if Revision=0
dc.w ((PLC_Warpend-PLC_Warp-2)/6)-1
plcm Nem_Warp, ArtTile_Warp
endif
PLC_Warpend:
; ---------------------------------------------------------------------------
; Pattern load cues - special stage
; ---------------------------------------------------------------------------
PLC_SpecialStage: dc.w ((PLC_SpeStageend-PLC_SpecialStage-2)/6)-1
plcm Nem_SSBgCloud, ArtTile_SS_Background_Clouds ; bubble and cloud background
plcm Nem_SSBgFish, ArtTile_SS_Background_Fish ; bird and fish background
plcm Nem_SSWalls, ArtTile_SS_Wall ; walls
plcm Nem_Bumper, ArtTile_SS_Bumper ; bumper
plcm Nem_SSGOAL, ArtTile_SS_Goal ; GOAL block
plcm Nem_SSUpDown, ArtTile_SS_Up_Down ; UP and DOWN blocks
plcm Nem_SSRBlock, ArtTile_SS_R_Block ; R block
plcm Nem_SS1UpBlock, ArtTile_SS_Extra_Life ; 1UP block
plcm Nem_SSEmStars, ArtTile_SS_Emerald_Sparkle ; emerald collection stars
plcm Nem_SSRedWhite, ArtTile_SS_Red_White_Block ; red and white block
plcm Nem_SSGhost, ArtTile_SS_Ghost_Block ; ghost block
plcm Nem_SSWBlock, ArtTile_SS_W_Block ; W block
plcm Nem_SSGlass, ArtTile_SS_Glass ; glass block
plcm Nem_SSEmerald, ArtTile_SS_Emerald ; emeralds
plcm Nem_SSZone1, ArtTile_SS_Zone_1 ; ZONE 1 block
plcm Nem_SSZone2, ArtTile_SS_Zone_2 ; ZONE 2 block
plcm Nem_SSZone3, ArtTile_SS_Zone_3 ; ZONE 3 block
PLC_SpeStageend:
; Unused
plcm Nem_SSZone4, ArtTile_SS_Zone_4 ; ZONE 4 block
plcm Nem_SSZone5, ArtTile_SS_Zone_5 ; ZONE 5 block
plcm Nem_SSZone6, ArtTile_SS_Zone_6 ; ZONE 6 block
; ---------------------------------------------------------------------------
; Pattern load cues - GHZ animals
; ---------------------------------------------------------------------------
PLC_GHZAnimals: dc.w ((PLC_GHZAnimalsend-PLC_GHZAnimals-2)/6)-1
plcm Nem_Rabbit, ArtTile_Animal_1 ; rabbit
plcm Nem_Flicky, ArtTile_Animal_2 ; flicky
PLC_GHZAnimalsend:
; ---------------------------------------------------------------------------
; Pattern load cues - LZ animals
; ---------------------------------------------------------------------------
PLC_LZAnimals: dc.w ((PLC_LZAnimalsend-PLC_LZAnimals-2)/6)-1
plcm Nem_Penguin, ArtTile_Animal_1 ; penguin
plcm Nem_Seal, ArtTile_Animal_2 ; seal
PLC_LZAnimalsend:
; ---------------------------------------------------------------------------
; Pattern load cues - MZ animals
; ---------------------------------------------------------------------------
PLC_MZAnimals: dc.w ((PLC_MZAnimalsend-PLC_MZAnimals-2)/6)-1
plcm Nem_Squirrel, ArtTile_Animal_1 ; squirrel
plcm Nem_Seal, ArtTile_Animal_2 ; seal
PLC_MZAnimalsend:
; ---------------------------------------------------------------------------
; Pattern load cues - SLZ animals
; ---------------------------------------------------------------------------
PLC_SLZAnimals: dc.w ((PLC_SLZAnimalsend-PLC_SLZAnimals-2)/6)-1
plcm Nem_Pig, ArtTile_Animal_1 ; pig
plcm Nem_Flicky, ArtTile_Animal_2 ; flicky
PLC_SLZAnimalsend:
; ---------------------------------------------------------------------------
; Pattern load cues - SYZ animals
; ---------------------------------------------------------------------------
PLC_SYZAnimals: dc.w ((PLC_SYZAnimalsend-PLC_SYZAnimals-2)/6)-1
plcm Nem_Pig, ArtTile_Animal_1 ; pig
plcm Nem_Chicken, ArtTile_Animal_2 ; chicken
PLC_SYZAnimalsend:
; ---------------------------------------------------------------------------
; Pattern load cues - SBZ animals
; ---------------------------------------------------------------------------
PLC_SBZAnimals: dc.w ((PLC_SBZAnimalsend-PLC_SBZAnimals-2)/6)-1
plcm Nem_Rabbit, ArtTile_Animal_1 ; rabbit
plcm Nem_Chicken, ArtTile_Animal_2 ; chicken
PLC_SBZAnimalsend:
; ---------------------------------------------------------------------------
; Pattern load cues - special stage results screen
; ---------------------------------------------------------------------------
PLC_SSResult:dc.w ((PLC_SpeStResultend-PLC_SSResult-2)/6)-1
plcm Nem_ResultEm, ArtTile_SS_Results_Emeralds ; emeralds
plcm Nem_MiniSonic, ArtTile_Mini_Sonic ; mini Sonic
PLC_SpeStResultend:
; ---------------------------------------------------------------------------
; Pattern load cues - ending sequence
; ---------------------------------------------------------------------------
PLC_Ending: dc.w ((PLC_Endingend-PLC_Ending-2)/6)-1
plcm Nem_GHZ_1st, ArtTile_Level ; GHZ main patterns
plcm Nem_GHZ_2nd, ArtTile_Level+$1CD ; GHZ secondary patterns
plcm Nem_Stalk, ArtTile_GHZ_Flower_Stalk ; flower stalk
plcm Nem_EndFlower, ArtTile_Ending_Flowers ; flowers
plcm Nem_EndEm, ArtTile_Ending_Emeralds ; emeralds
plcm Nem_EndSonic, ArtTile_Ending_Sonic ; Sonic
if Revision=0
plcm Nem_EndEggman, ArtTile_Ending_Eggman ; Eggman's death (unused)
endif
plcm Nem_Rabbit, ArtTile_Ending_Rabbit ; rabbit
plcm Nem_Chicken, ArtTile_Ending_Chicken ; chicken
plcm Nem_Penguin, ArtTile_Ending_Penguin ; penguin
plcm Nem_Seal, ArtTile_Ending_Seal ; seal
plcm Nem_Pig, ArtTile_Ending_Pig ; pig
plcm Nem_Flicky, ArtTile_Ending_Flicky ; flicky
plcm Nem_Squirrel, ArtTile_Ending_Squirrel ; squirrel
plcm Nem_EndStH, ArtTile_Ending_STH ; "SONIC THE HEDGEHOG"
PLC_Endingend:
; ---------------------------------------------------------------------------
; Pattern load cues - "TRY AGAIN" and "END" screens
; ---------------------------------------------------------------------------
PLC_TryAgain: dc.w ((PLC_TryAgainend-PLC_TryAgain-2)/6)-1
plcm Nem_EndEm, ArtTile_Try_Again_Emeralds ; emeralds
plcm Nem_TryAgain, ArtTile_Try_Again_Eggman ; Eggman
plcm Nem_CreditText, ArtTile_Credits_Font ; credits alphabet
PLC_TryAgainend:
; ---------------------------------------------------------------------------
; Pattern load cues - Eggman on SBZ 2
; ---------------------------------------------------------------------------
PLC_EggmanSBZ2: dc.w ((PLC_EggmanSBZ2end-PLC_EggmanSBZ2-2)/6)-1
plcm Nem_SbzBlock, ArtTile_Eggman_Trap_Floor ; block
plcm Nem_Sbz2Eggman, ArtTile_Eggman ; Eggman
plcm Nem_LzSwitch, ArtTile_Eggman_Button-4 ; switch
PLC_EggmanSBZ2end:
; ---------------------------------------------------------------------------
; Pattern load cues - final boss
; ---------------------------------------------------------------------------
PLC_FZBoss: dc.w ((PLC_FZBossend-PLC_FZBoss-2)/6)-1
plcm Nem_FzEggman, ArtTile_FZ_Eggman_Fleeing ; Eggman after boss
plcm Nem_FzBoss, ArtTile_FZ_Boss ; FZ boss
plcm Nem_Eggman, ArtTile_Eggman ; Eggman main patterns
plcm Nem_Sbz2Eggman, ArtTile_FZ_Eggman_No_Vehicle ; Eggman without ship
plcm Nem_Exhaust, ArtTile_Eggman_Exhaust ; exhaust flame
PLC_FZBossend:
; ---------------------------------------------------------------------------
; Pattern load cue IDs
; ---------------------------------------------------------------------------
plcid_Main: equ (ptr_PLC_Main-ArtLoadCues)/2 ; 0
plcid_Main2: equ (ptr_PLC_Main2-ArtLoadCues)/2 ; 1
plcid_Explode: equ (ptr_PLC_Explode-ArtLoadCues)/2 ; 2
plcid_GameOver: equ (ptr_PLC_GameOver-ArtLoadCues)/2 ; 3
plcid_GHZ: equ (ptr_PLC_GHZ-ArtLoadCues)/2 ; 4
plcid_GHZ2: equ (ptr_PLC_GHZ2-ArtLoadCues)/2 ; 5
plcid_LZ: equ (ptr_PLC_LZ-ArtLoadCues)/2 ; 6
plcid_LZ2: equ (ptr_PLC_LZ2-ArtLoadCues)/2 ; 7
plcid_MZ: equ (ptr_PLC_MZ-ArtLoadCues)/2 ; 8
plcid_MZ2: equ (ptr_PLC_MZ2-ArtLoadCues)/2 ; 9
plcid_SLZ: equ (ptr_PLC_SLZ-ArtLoadCues)/2 ; $A
plcid_SLZ2: equ (ptr_PLC_SLZ2-ArtLoadCues)/2 ; $B
plcid_SYZ: equ (ptr_PLC_SYZ-ArtLoadCues)/2 ; $C
plcid_SYZ2: equ (ptr_PLC_SYZ2-ArtLoadCues)/2 ; $D
plcid_SBZ: equ (ptr_PLC_SBZ-ArtLoadCues)/2 ; $E
plcid_SBZ2: equ (ptr_PLC_SBZ2-ArtLoadCues)/2 ; $F
plcid_TitleCard: equ (ptr_PLC_TitleCard-ArtLoadCues)/2 ; $10
plcid_Boss: equ (ptr_PLC_Boss-ArtLoadCues)/2 ; $11
plcid_Signpost: equ (ptr_PLC_Signpost-ArtLoadCues)/2 ; $12
plcid_Warp: equ (ptr_PLC_Warp-ArtLoadCues)/2 ; $13
plcid_SpecialStage: equ (ptr_PLC_SpecialStage-ArtLoadCues)/2 ; $14
plcid_GHZAnimals: equ (ptr_PLC_GHZAnimals-ArtLoadCues)/2 ; $15
plcid_LZAnimals: equ (ptr_PLC_LZAnimals-ArtLoadCues)/2 ; $16
plcid_MZAnimals: equ (ptr_PLC_MZAnimals-ArtLoadCues)/2 ; $17
plcid_SLZAnimals: equ (ptr_PLC_SLZAnimals-ArtLoadCues)/2 ; $18
plcid_SYZAnimals: equ (ptr_PLC_SYZAnimals-ArtLoadCues)/2 ; $19
plcid_SBZAnimals: equ (ptr_PLC_SBZAnimals-ArtLoadCues)/2 ; $1A
plcid_SSResult: equ (ptr_PLC_SSResult-ArtLoadCues)/2 ; $1B
plcid_Ending: equ (ptr_PLC_Ending-ArtLoadCues)/2 ; $1C
plcid_TryAgain: equ (ptr_PLC_TryAgain-ArtLoadCues)/2 ; $1D
plcid_EggmanSBZ2: equ (ptr_PLC_EggmanSBZ2-ArtLoadCues)/2 ; $1E
plcid_FZBoss: equ (ptr_PLC_FZBoss-ArtLoadCues)/2 ; $1F