plc-system

Parse Pattern Load Cue tables into art-loading instructions for Sonic games.

6|1|Updated Jan 16, 2013
One-click install
npx skills add https://github.com/OpenGGF/OpenGGF --skill plc-system-openggf
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: plc-system
Source: https://github.com/OpenGGF/OpenGGF/tree/main/.claude/skills/plc-system
Command: npx skills add https://github.com/OpenGGF/OpenGGF --skill plc-system-openggf

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Use this Skill when you need to understand or apply the shared Pattern Load Cue format that controls how Sonic game art is loaded from a ROM into VRAM or standalone sprite assets, without manually reverse-engineering the table structure every time.

Core Features & Use Cases

  • Parses the common PLC table layout used across Sonic 1, Sonic 2, and Sonic 3K.
  • Converts PLC entries into load operations, VRAM tile indices, or standalone pattern arrays depending on the task.
  • Helps with level initialization, act transitions, boss art handling, and object sprite sheet assembly from decompressed art.
  • Use it to trace per-game PLC addresses, identify empty definitions, or map ROM art data to rendering resources.

Quick Start

Ask for help parsing a specific Sonic game's PLC table and specify whether you need level-buffer loading, runtime application, or standalone decompression for object art.

Frequently Asked Questions about plc-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I parse Pattern Load Cue tables for Sonic ROM art loading?

Pattern Load Cue tables are parsed by converting PLC entries into load operations and VRAM tile indices. This Skill handles the common PLC table layout across Sonic 1, Sonic 2, and Sonic 3K, mapping ROM art data to rendering resources.

When do I need to use PLC parsing for level initialization in Sonic games?

PLC parsing is needed for level initialization, act transitions, and boss art handling in Sonic games. It converts PLC table entries into load operations, ensuring correct VRAM tile index conversion for rendering level-buffer assets.

Can I use this to decompress standalone object sprites from a Sonic ROM?

Yes, standalone object sprite loading is supported via Pl cParser decompression. It converts PLC entries into standalone pattern arrays, allowing you to assemble object sprite sheets from decompressed art data.

Does this Skill work with Sonic 1, Sonic 2, and Sonic 3K workflows?

This Skill works with Sonic 1, Sonic 2, and Sonic 3K workflows. It parses the shared Pattern Load Cue format across these games, requiring correct PLC table addresses to map ROM art data to rendering resources.

What is the best way to trace per-game PLC addresses and identify empty definitions?

The best way to trace per-game PLC addresses is by parsing the Pattern Load Cue tables. This Skill identifies empty definitions and converts PLC entries into load operations or VRAM tile indices for Sonic 1, 2, and 3K.

Why are my VRAM tile index conversions failing during Sonic act transitions?

VRAM tile index conversions fail when correct PLC table addresses are missing. Accurate Pattern Load Cue parsing requires proper addresses to convert entries into load operations for level initialization and act transitions.