Appendices - earok/scorpion-editor-demos GitHub Wiki
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 in slow) |
| ZZ6 | Map asset bundle (tileset and linked animations/sounds) (uncrunched) |
| ZZ7 | Temporary cache (immediately disposed after use) |
| ZZ8 | Floppy disk saving buffer |
| ZZ9 | Music samples (uncrunched in chip) |
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 variable (or a property from the properties file) |
On the Mega Drive and NeoGeo platforms, this is a very useful tool to quantize a palette so that more than one palette line can be used in a tileset.
https://rilden.github.io/tiledpalettequant/
Below are the recommended settings for those two platforms - but feel free to experiment if these settings don't give the results you want.
| Platform | Tile width/height | Max Palettes | Colors per palette | Bits per channel |
|---|---|---|---|---|
| Mega Drive | 8 | 4 | 16 | 3 |
| NeoGeo | 16 | 16 | 16 | 6 |
| Lowest Common Denominator | 16 | 4 | 16 | 3 |
Assuming there is no parallax "behind" the tileset, Color zero index color should be set to shared color (so that there doesn't need to be two black colors in a single palette line). Otherwise should be set to transparent color.
If you're making a cross platform game, use the lowest common denominator settings to be safe.