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 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)

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 variable (or a property from the properties file)

Tile Quantization

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.

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