Appendices - earok/scorpion-editor-demos GitHub Wiki

Cache Codes

Typically only needed to debug out-of-memory errors on Amiga. On an out-of-memory screen, assets loaded into chipram are flagged with *.

Crunched data is never used “live” and is immediately flushed when memory is running low, it’s only held in order to reduce reloading times on Amigas with enough memory to contain it.

Code Description
AB Asset bundles (crunched)
MA Map actors (crunched)
MC Music (crunched)
MD Map data (crunched)
MH Map header data (crunched)
MP Map parallax data (crunched)
PC Panel graphics (crunched)
PL Panel data (crunched)
PH Project header (crunched)
VR Virtual machine redirects (immediately disposed after use)
Z06 & Z16 Panel buffers for bottom panel (uncrunched)
Z07 & Z17 Panel buffers for top panel (uncrunched)
Z08 & Z18 Panel buffers for talkpad (uncrunched)
Z09 & Z19 Panel buffers for special panel (uncrunched)
ZB Asset bundles (uncrunched)
ZL5 Panel data cache for main panel (uncrunched)
ZL6 Panel data cache for bottom panel (uncrunched)
ZL7 Panel data cache for top panel (uncrunched)
ZL8 Panel data cache for talkpad (uncrunched)
ZL9 Panel data cache for special panel (uncrunched)
ZN Special caches that are never freed during the lifetime of the game.
ZP5 Panel graphics cache for main panel (uncrunched)
ZP6 Panel graphics cache for bottom panel (uncrunched)
ZP7 Panel graphics cache for top panel (uncrunched)
ZP8 Panel graphics cache for talkpad (uncrunched)
ZP9 Panel graphics cache for special panel (uncrunched)
ZZ0 Floppy disk load cache
ZZ1 Floppy disk save cache
ZZ2 Map data cache (uncrunched)
ZZ3 Map background data (uncrunched)
ZZ4 Map parallax data (uncrunched)
ZZ5 Music (uncrunched)
ZZ6 Map asset bundle (tileset and linked animations/sounds) (uncrunched)
ZZ7 Temporary cache (immediately disposed after use)

Special Text Tags

These tags can be used for special control of the text displayed in the “say” and “print” commands.

Tag Description
<br> Line break
<#> Insert wait of # frames, eg <30> means wait for 30 frames.
<COL#> Manually set the X Position of text (column relative)
<ROW#> Manually set the Y Position of text (row relative)
<X#> Manually set the X Position of text (pixel relative)
<Y#> Manually set the Y Position of text (pixel relative)
<PL#> Set palette line of text (0-3, Mega Drive)
<PR#> Set priority (0-1, Mega Drive)
{VarName} Insert a numeric variable
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