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SRAM Expand and Asar=no
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - SRAM Expand and Asar=no
Pages: « 1 »
It's the 1 player version of SRAM Expand. The error says this now:
:73:Invalid number [ASL ##$02-1+8]
:138:Invalid number [ASL ##$02-1+8]
Errors was[sic] detected, while assembling the patch.

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Working on my hack.
Quote
!SRAMSize = #$02 ; SRAM Size amount of bytes = 2048*decimal value (game default: #$01)
[...]
ASL #!SRAMSize-1+8 ; since we have got 3 files, we give every file a fourth of the expanded SRAM leaving another fourth free

As shown in the error messages, the result of expanding that is ASL ##$02-1+8. xkas accepts #s at weird places (for example this dupe), but Asar gets annoyed. (I think xkas allows it to allow db #$42, but I find blocking LDA #$42,x and similar garbage to be more important.)
Solution: Replace both instances of that code with XBA : ASL !SRAMSize-1. (Replacing the +8 with XBA doesn't fix any bugs, it just shrinks the code and make it faster.)

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<blm> zsnes users are the flatearthers of emulation
Would it be a good idea to re-upload the patches with the fixes you mentioned? I mean, not everyone is gonna figure out how to make a (small) patch compatible with Asar. I'm one example. I know I'm off-topic right now.
Edit: Wait... this fix doesn't work. Now Mario's status, lives and other things don't save anymore. When I restart, it just says 5 lives and Mario's status is small.

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Working on my hack.
Originally posted by Ripperon-X
Would it be a good idea to re-upload the patches with the fixes you mentioned?

I'm trying. I just don't want to flood the patch section. Asar isn't officially supported yet; I think we're waiting for patch remoderation.
Besides, SMWC isn't designed for mass uploads like that. It quickly gets annoying to copypaste hundreds of patch descriptions.

Quote
Edit: Wait... this fix doesn't work. Now Mario's status, lives and other things don't save anymore. When I restart, it just says 5 lives and Mario's status is small.

I'd blame the label optimizer again.
Code
		LDA Table,x			; load the RAM pointer from the table (low byte)
		STA $00				; store it to a temp RAM
		INX
		LDA Table,x			; load the RAM pointer from the table (high byte)
		STA $01				; store it to a temp RAM


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<blm> zsnes users are the flatearthers of emulation
Wow. I didn't even know there's a page with Asar versions of some patches on SMWCentral. In any case, what you posted below actually prevent it from working right.
Edit: Kind of off-topic, but there is a much better version of HDMA bug-fixes patch. I'll put it into my files, so you can update the page you just posted.
http://bin.smwcentral.net/u/207/HDMA%2BBug-fixes%2B4.0.1.asm
This is xkas-compatible.

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Working on my hack.
That link has been in my signature for the last month-or-whatever, but most of them are untested and as likely to break as this one. (There are also a few Asar patches in the section for various reasons.)

I can think of four possible explainations:
1. A buggy SRAM file left over from a buggy version of this patch.
2. An improper transformation on the quoted lines.
3. LDA Tablev,x ; load the starting value from Tablev
4. (insert complicated explaination involving uncertainity and quantum physics)
If it's not one of these four, give me an IPS and I'll take a closer look. It's probably something simple.

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<blm> zsnes users are the flatearthers of emulation
Here: http://bin.smwcentral.net/u/207/Asa2test.ips
The one-player version of SRAM Expand is applied.

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Working on my hack.
Originally posted by snes9x 1.43 debugger
$3F/E0CA BD 4C E1    LDA $E14C,x[$80:E14C]   A:0000 X:0000 Y:0000 D:0000 DB:80 S:01E4 P:enVMxdiZcHC:0474 VC:041 00 FL:12899
$3F/E0CD 85 00 STA $00 [$00:0000] A:006F X:0000 Y:0000 D:0000 DB:80 S:01E4 P:enVMxdizcHC:0512 VC:041 00 FL:12899
$3F/E0CF E8 INX A:006F X:0000 Y:0000 D:0000 DB:80 S:01E4 P:enVMxdizcHC:0544 VC:041 00 FL:12899
$3F/E0D0 BD 4C E1 LDA $E14C,x[$80:E14D] A:006F X:0001 Y:0000 D:0000 DB:80 S:01E4 P:enVMxdizcHC:0566 VC:041 00 FL:12899
$3F/E0D3 85 01 STA $01 [$00:0001] A:006F X:0001 Y:0000 D:0000 DB:80 S:01E4 P:enVMxdizcHC:0604 VC:041 00 FL:12899

Either you forgot reinserting the patch, or you did something that does not involve .l on those LDAs.

Originally posted by Ripperon-X
Edit: Kind of off-topic, but there is a much better version of HDMA bug-fixes patch. I'll put it into my files, so you can update the page you just posted.
http://bin.smwcentral.net/u/207/HDMA%2BBug-fixes%2B4.0.1.asm
This is xkas-compatible.

The point of those conversions is not just getting patches to work with Asar at all, but also to get rid of as many xkas-induced annoyances as possible, including freespace finding. Therefore, this one needs conversion.
However, it takes around half a minute to convert a patch of that size, and it does indeed contain some improvements. Thanks for the information; HDMA Effects 1.0 has been updated.

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<blm> zsnes users are the flatearthers of emulation
Hmmm, I thought I applied the patch. Well, hee's another IPS with the patch applied(I applied it again just to be sure):
http://bin.smwcentral.net/u/207/Asa2test.ips

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Working on my hack.
Originally posted by s9x143d
$3F/E0F7 BD 1E E1 LDA $E11E,x[$00:E11E] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01F4 P:envMxdiZcHC:0846 VC:190 00 FL:525
[...]
$3F/E08A BD 0C E1 LDA $E10C,x[$80:E10C] A:0000 X:0000 Y:0000 D:0000 DB:80 S:01EA P:enVMxdiZcHC:1332 VC:034 00 FL:1898
$3F/E08D 85 00 STA $00 [$00:0000] A:00C5 X:0000 Y:0000 D:0000 DB:80 S:01EA P:eNVMxdizcHC:0002 VC:035 00 FL:1898
$3F/E08F E8 INX A:00C5 X:0000 Y:0000 D:0000 DB:80 S:01EA P:eNVMxdizcHC:0034 VC:035 00 FL:1898
$3F/E090 BD 0C E1 LDA $E10C,x[$80:E10D] A:00C5 X:0001 Y:0000 D:0000 DB:80 S:01EA P:enVMxdizcHC:0056 VC:035 00 FL:1898
$3F/E093 85 01 STA $01 [$00:0001] A:00C5 X:0001 Y:0000 D:0000 DB:80 S:01EA P:eNVMxdizcHC:0094 VC:035 00 FL:1898

Same problem again. I must request that you post the entire patch somewhere (for example here). Yes, all of it, I don't want one single byte omitted. You're doing something weird, and I want to know what.

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<blm> zsnes users are the flatearthers of emulation
Ok: Here it is: http://serioushax.pastebay.org/307152
Edit: Just curious: What does the error Freespace is leaked mean? I got it when I applied the Asar version of the Walljump note block glitch fix patch. It also says that some errors have been detected, yet it gave me the option to choose if it is to be inserted or not. I refused. I didn't want to risk.

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Working on my hack.
Originally posted by Ripperon-X
LDA Table,x ; load the RAM pointer from the table (low byte)
STA $00 ; store it to a temp RAM
INX
LDA Table,x ; load the RAM pointer from the table (high byte)
STA $01 ; store it to a temp RAM

[...]
LDA Tablev,x ; load the starting value from Tablev

Looks like you didn't fix this, even though I told you to thrice, in more or less subtle ways.
So here's a version that should be impossible to misunderstand:
Replace all instances of "LDA" in these lines with "LDA.l".

Quote
What does the error Freespace is leaked mean?

It means that the freespace is not targeted by any prot or autoclean. This is harmless if the patch hasn't been inserted before, but it'll waste some ROM space if the patch (or an older version of it) already exists in the ROM.
Only someone or something who knows what a RATS tag is may remove it (removing unknown RATS tags will crash stuff), and if Asar finds new freespace for a patch without removing the old one, nobody will be left to know what it is, and the (now unused) data will be left there forever. Asar knows that this is undesirable, and tries to detect it.

Quote
I got it when I applied the Asar version of the Walljump note block glitch fix patch.

Whoops, looks like I forgot that one. Fixed.

Quote
It also says that some errors have been detected, yet it gave me the option to choose if it is to be inserted or not. I refused. I didn't want to risk.

It's not an error; it's a warning. A warning may or may not be a problem; usually, they are, but since they're not strictly wrong, Asar offers to write the ROM anyways.

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<blm> zsnes users are the flatearthers of emulation
Thank you. I found something interesting. The patch that seemingly makes the Asar version of Fusoya's SMB3 screen-scrolling pipe patch crash by simply killing Mario, as soon as he enters a screen-scrolling pipe is the Wall jump Note Block glitch fix patch.
Off-edit: You might also wanna know that the Asar version of VWF Dialogues Patch has many errors. Many conditional compilation-xlas format and some invalid numbers.

The rest of the error that aren't on the picture are the same as the very first 4 in the image.

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Working on my hack.
Yeah, that patch is pretty likely to hijack similar spots to the pipe patch. I doubt it's Asar-specific, though.

And I know I fixed the VWF patch...
...unless...
...yep, I uploaded wrong file. How annoying. Fixed.

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<blm> zsnes users are the flatearthers of emulation
Pages: « 1 »
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