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Details for SA-1 Pack v1.26 (Reduces Slowdown)
SMW Patches - SA-1 Pack v1.26 (Reduces Slowdown)
File Name: SA-1 Pack v1.26 (Reduces Slowdown)
Version History: View
Authors: Arujus, Vitor Vilela
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This pack of patches enables the SA-1 chip on your ROM and modify almost all SMW engine to make the sprites (including non-standard) and blocks processed by SA-1, killing almost all slowdown on level and overworld and decreases the level loading time. And as a bonus, it increases the maximum number of sprites on screen to 20 and per level to 255.

Additionally, it includes a couple of minor optimizations, like the circle routine used on level ending.

With this, almost all slowdown possible in-game disappears.

  1. Increases the maximum amount of sprites *on screen* to 22.
  2. Increases the maximum amount of sprites *per level* to 255.
  3. Moves the sprite processing code to SA-1, making all sprites gets processed 4 times as normally
  4. Optimizes some routines to make the level loading faster.
  5. Moves almost all non standard sprites, such as shooters, generators, cluster, extended, minor extended, bounce, score and smoke to SA-1 CPU.
  6. Moves the block/map16 handling to SA-1 CPU.
  7. Moves almost all overworld code to SA-1 side, leaving minimal CPU usage on overworld.
  8. All other SA-1 features like 6 and 8MB support, 10.74 MHz CPU, Character Conversion DMA, fast RAM, etc.

This version fixes various known bugs, such as the blue shelless koopa not catching shells thrown from behind and some mode 7 bosses on ZSNES. Also it updates part of the documentation considering the current hacking scene.
Tags: sa-1, speedup, sprites
Download: Download - 150.07 KiB
Note that the multiplication registers are SIGNED, and performs calculation when $2254 is written.
Posted by: GreenHammerBro -
I notice a bug in ludwig boss fight about the item being dropped from the item box goes behind the sprite background (assuming you must've messed up the OAM order). In the normal original smw, it was fine.

Not much of a problem, since smw bosses are not often used on smw hacks.
Posted by: GreenHammerBro -
the tool should be compatible too. there's a sa-1 spritetool around there but I don't know where. Best to use PIXI.
Posted by: o Erik -
When I insert some sprites with the Romi's SpriteTool v1.41.
The ROM Crashes (Note: I have converted the sprite with sa-1 converter)
Posted by: Aurel509 -
you mean blue shellless koopas not catching moving shells at all.
Posted by: GreenHammerBro -
All of the bugfixes and other features seem to work fine. Good job on this patch!
Posted by: o Erik -
Wind Fish
Is this the version the VLDCX base rom is using? If so, it works fine
Posted by: Wind Fish -
oh my god how do you even start with moderating this
Posted by: o Erik -

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