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SuperFX Patch Released
Forum Index - SMW Hacking - Resource & Tool Releases - SuperFX Patch Released
Pages: « 1 2 3 4 »
Also, don't forget that the newer versions have bugfixes in their "firmware", like the chips DSP-1A and DSP-1B but if you want (?) you can change the chip used to SuperFX2 to SuperFX if you want.
Can you also give the rotation example?
Unfortunately, I haven't reached this part yet, although the code in the pack is a simple "example" showing that SuperFX is RUNNING and executing codes inputted.

But I'll check YI codes and "grab" some codes for me/example if needed.
I think this is a great contribution in terms of asm Truth looks great, good work disco man
SuperFX? Really impressive. It seems to me that the SMW Hacking goes far, far away. Congratulations Disco, is an excellent tool.
PMBRProfilebye
Oh, man! You really have changed the manner in SMW is hacked. I don't know, but I can test it later. Congratulations, Disco, the SMW Hacking is in a new age, a very new age. #w{=)}

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I thought I knew better, wish I knew better,
Thank you guys, I really think that everyone should get benefits from using this patch and actually integrating it into LM (as I've suggested before) because it'll reduce incompatibilities and will make things easier for new users and a good benefit is that you can draw polygons and make graphical enhancements for your hack!

Also, another benefit of this chip is that you can use it to process/decompress GFX data thus loading the level/object/sprite faster also, like YI did, the hacker could move all sprite slots to the GSU-1 thus making slowdowns a thing from the past, since it's clock speed is 21,4 MHz aside from the pipelined processing, making it faster and useful for any purpose.
You could even try to check those gigantic bosses from Yoshi's island, where things are stretched via special effects rather than real pixel graphics, you know, things like Salvo the Slime. Let's see what we will come up with...

Or some neat sprite seen in this video at 3:33

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Heh, finally something revolutionary!!!

Of course, it's not 100% usable yet. But if FuSoYa make something to make it compatible with ExGFX (as I know, it's incompatible with ExGFX), it's going to be AWESOME.

Nice work, Disco.
Thanks Grate, also Dinomar you CAN do these effects with sprite, like YI did, so it's possible doing that. ^^

Originally posted by wiiqwertyuiop
I'm wondering, does this work with LM?


Sorry for not answering you but Lunar Magic isn't 100% compatible with the patch, well you can edit levels, Map16, overworld, etc but you can't insert ExGFX for some reason and that's why I think that my patch should be included in Lunar Magic as a option, so users could choose if they want a Super FX ROM or not and make LM "compatible" like not using +2MB if Super FX option is on and etc.
Allow ExGFX or custom sprites for the SuperFX patch would be awesome, but i don't know how much complicated it may be.

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It's possible Dinomar but I think that will be necessary to look up the code in YI to replicate the same thing in SMW because YI sprite slots are processed by Super FX and that's why there's less slowdowns and such.

Also, speaking of ExGFX, if I'm not mistaken, Bio managed to adapt the Block Tool code to work with Super FX (the old BT one).
YI Effects in SMW? Amazing!
Originally posted by DiscoMan
Also, speaking of ExGFX, if I'm not mistaken, Bio managed to adapt the Block Tool code to work with Super FX (the old BT one).

Yeah. For the curious ones, it's here.

Also, it's possible to do some nifty effects with SuperFX, yeah, but let's not forget that you can also make the SuperFX process the more 'intense' stuff to reduce slowdown. For example, decompressing graphics, mathematical functions, etc.

The problem is that you have to code everything yourself, so you have to learn SuperFX ASM. I have decent knowledge of the SuperFX, its ups and downs, how it runs, and other stuff. The opcodes always remain a mystery to me, however. Maybe I'm past the learning age.
My blog. I could post stuff now and then
Layout by Counterfeit.
Originally posted by Ersanio
Originally posted by DiscoMan
Also, speaking of ExGFX, if I'm not mistaken, Bio managed to adapt the Block Tool code to work with Super FX (the old BT one).

Yeah. For the curious ones, it's here.

Also, it's possible to do some nifty effects with SuperFX, yeah, but let's not forget that you can also make the SuperFX process the more 'intense' stuff to reduce slowdown. For example, decompressing graphics, mathematical functions, etc.

The problem is that you have to code everything yourself, so you have to learn SuperFX ASM. I have decent knowledge of the SuperFX, its ups and downs, how it runs, and other stuff. The opcodes always remain a mystery to me, however. Maybe I'm past the learning age.


Well Ersan, I think that the question is: "Choose a patch for it's practicality or it's functionally?"

I know that Super FX ASM is a bit tricky and coding everything is hard but I tell ya, WHY not encourage users to learn Super FX ASM? Why don't we do ASM Workshop "about" Super FX, so users could enter in Super ASM area and we could have more experienced users. Telling that's too difficult is somewhat true but it's not a correct thing to say when we have such experienced hackers.

Trust me, when users get involved with Super FX, THEN SMW Hacking community will advance. Users need to get "involved" otherwise my patch won't have "ANY" functionality, this means, 21.4 MHz wasted, Graphical processing wasted and etc. That's my point, this patch is super underrated...
Originally posted by DiscoMan
Well Ersan, I think that the question is: "Choose a patch for it's practicality or it's functionally?"

I dunno. This patch seems to add extra functionality to SMW - coding your own things using a (graphical) support unit coprocessor. Only downside is a bunch of incompatibilities, but eventually it should be fixed (just make a bunch of "SuperFX" version of existing, incompatible patches).

If I were to choose SuperFX for a reason, it'd be because it's extremely fast.

Originally posted by DiscoMan
I know that Super FX ASM is a bit tricky and coding everything is hard but I tell ya, WHY not encourage users to learn Super FX ASM? Why don't we do ASM Workshop "about" Super FX, so users could enter in Super ASM area and we could have more experienced users. Telling that's too difficult is somewhat true but it's not a correct thing to say when we have such experienced hackers.

Trust me, when users get involved with Super FX, THEN SMW Hacking community will advance. Users need to get "involved" otherwise my patch won't have "ANY" functionality, this means, 21.4 MHz wasted, Graphical processing wasted and etc. That's my point, this patch is super underrated...

Was this directed particularly to me or the users in general in this thread?

If we were to encourage users to learn SuperFX ASM, then we'll have to bring out some nice things first, like true dynamic sprites, zero slowdown like vitor's SA-1 patch, etc.

However, it just requires a lot of 'effort' because you need to learn an entirely new instruction set, so you'll have to 'recode' things like the LC_LZ2 decompression routine in SuperFX to make it faster. Frankly, that's the only 'effort' part, nothing else. If people want to make use of this patch, they should take the time to learn SuperFX ASM.

Of course this patch will become useless if nobody is coding anything for it, so hopefully people will start learning SuperFX ASM soon, but it's completely up to the community.

SuperFX workshop sounds nice but you'll need someone who has a lot of SuperFX experience, like on the scale of "Roy knowing ASM" (just an example).

In the past I had time to study ASM, but that's not the case anymore. Even though I know a bit of SuperFX ASM, I'm unable to pump out SuperFX stuff besides a few stores to the SRAM.

These are my thoughts.

P.S. An easy way (the only way actually) to learn SuperFX ASM is to read the SNES Dev. Manual, book 2. See the advanced documentation sticky for that.
My blog. I could post stuff now and then
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Originally posted by Ersanio
Was this directed particularly to me or the users in general in this thread?

This part is actually directed not just for you but for other users, I think that encouraging users is the best way to "learn" Super FX ASM since I've included the registers in the 'readme.txt' aside from opcodes in SNES Dev. Manual thingy. Every bit of help matters, even if you forget how to code "advanced" gimmicks...
Originally posted by Ersanio
If we were to encourage users to learn SuperFX ASM, then we'll have to bring out some nice things first, like true dynamic sprites, zero slowdown like vitor's SA-1 patch, etc.

However, it just requires a lot of 'effort' because you need to learn an entirely new instruction set, so you'll have to 'recode' things like the LC_LZ2 decompression routine in SuperFX to make it faster. Frankly, that's the only 'effort' part, nothing else. If people want to make use of this patch, they should take the time to learn SuperFX ASM.

Of course this patch will become useless if nobody is coding anything for it, so hopefully people will start learning SuperFX ASM soon, but it's completely up to the community.

You've said everything, even though it's a completely new instruction set, if users here wants to do new things to their hacks, they need to work and have 'efforts', otherwise, it's a complete waste of time.
Originally posted by Ersanio
SuperFX workshop sounds nice but you'll need someone who has a lot of SuperFX experience, like on the scale of "Roy knowing ASM" (just an example).

In the past I had time to study ASM, but that's not the case anymore. Even though I know a bit of SuperFX ASM, I'm unable to pump out SuperFX stuff besides a few stores to the SRAM.

So? Is it hard to learn (re-learn) Super FX ASM? Yes, indeed but like I've said, every help matters, even if the level of this workshop is a basic-intermediate level, users will learn the basics, will start working with a new instruction set and then will learn it and THEN we'll make a good use of this patch, because I doubt that this patch have a lot of incompatibilities, since it hijacks ONE address and uses $7Fxxxx (I can't remember though) as it's FreeRAM, it's just a matter for FuSoYa to implement a "option" so we don't have any problems with it.
Originally posted by Ersanio
P.S. An easy way (the only way actually) to learn SuperFX ASM is to read the SNES Dev. Manual, book 2. See the advanced documentation sticky for that.

If this helps, then it's welcome.

Edit:
Originally posted by Ersanio
If we were to encourage users to learn SuperFX ASM, then we'll have to bring out some nice things first, like true dynamic sprites, zero slowdown like vitor's SA-1 patch, etc.

Video 1
Video 2
Video 3
Video 4
Bonus Video
SuperFXkas by Romi. I'm pretty sure he won't mind getting this released seeing he isn't interested in ROM hacking anymore. This is normal xkas, except it supports SuperFX opcodes as well. I once made a homebrew ROM with this, and so did Romi.

SuperFX Disassembler by Romi. Originally he provided this in the Yoshi's Island disassembly thread by SNN. Romi used this tool to disassemble Yoshi's Island in order to work on Golden Egg. An example of a routine he disassembled is the graphics decompression routine. The decompression is pixel-plotting based.

Thankfully, both of them has a readme.

This should help people getting started in a more... convenient way of working on SuperFX stuff.
My blog. I could post stuff now and then
Layout by Counterfeit.
Unfortunately, I can't insert ExGFX with SuperFX, but Lemme See if I can make a good hack with this!
Actually, I've tested here and you CAN insert ExGFX, although you need to fix a single address using the hex editor.

The buggy address is $0101 and $0105, if FuSoYa agrees to add a option for Super FX, then incompatibility issues will be a "thing from the past" and it'll be more easier for novice users.
Pages: « 1 2 3 4 »
Forum Index - SMW Hacking - Resource & Tool Releases - SuperFX Patch Released

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