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SA-1 Pack - v1.40 released

Vitor for best promotional technique to use new tools, instead of telling you to change your work/tools he changes it for you <3

SA-1 should seriously be considered if you want to expand your horizons when it comes to SMW.
I wonder what a HFD opcode would do in ASM...
I found a glitch: If I apply the SA-1 patch, after expanding the game and go to the Erase Data option and erase any save game file, it flashes black at the very top. Some V-bliank error. Applying Ice Man's HDMA fix should remove this problem. Here's a custom version: http://bin.smwcentral.net/u/207/hdma4.2.asm
You can try converting this special version.
Edit: The SA-1 sprite converter tool doesnt work with dynamic sprites. It can't remap addresses. I tried ti the YI Wild Ptooie plants.

I've converted some patches to SA-1 and Asar, here are some of them (or at least those that worked for me).

- Mario 8x8 GFX DMAer (Ladida)
- Objectool 0.4 (Imamelia)
- SMB3 Powerdown (Aiyo)
- Wall kick (MarioE)
- $13FB Fix (p4plus2)
- Block duplication fix (lolcats439)
- Bob-omb cape fix (Alcaro)
- Sumo Bro. Flame fix (Roy)
- Walljump/Noteblock Glitch fix (lolcats439)
- 69+83 Fix (Alcaro)

I'm currently experimenting with SA-1 and Asar (I used Xkas for a long time), so the patches may cause a crash or two.

If there are some wrong with these patches, I'll try to see what's wrong with them.
I tried some of those converted patches. I can tell that Mario 8x8 GFX DMAer just crahes the game at the Nintendo Presents secreen.

Here's a short of the patches that are fine, LX5:
-Block duplication fix (lolcats439)
-Walljump/Noteblock Glitch fix (lolcats439)
-Bob-omb cape fix (Alcaro)
-69+83 Fix (Alcaro)
-$13FB Fix (p4plus2)

SA-1 Pack v1.11 Released.

Changes:
  • This version fixes a rare bug which make a GFX gets decompressed incorrectly. Thanks Rykon-V74 for discovering actually remembering >_< this bug.


Grab it here.

Originally posted by Rykon-V73
I found a glitch: If I apply the SA-1 patch, after expanding the game and go to the Erase Data option and erase any save game file, it flashes black at the very top. Some V-bliank error. Applying Ice Man's HDMA fix should remove this problem. Here's a custom version: http://bin.smwcentral.net/u/207/hdma4.2.asm
You can try converting this special version.


I couldn't reproduce this.

Quote
Edit: The SA-1 sprite converter tool doesnt work with dynamic sprites. It can't remap addresses. I tried ti the YI Wild Ptooie plants.


Yeah, it doesn't support yet. Have you read the readme? :P
But don't worry, the next version is coming soon and it will support dynamic sprites (I hope).

-------------

LX5: Nice job, but by the way some are incorrectly converted. I haven't had time to check yet, but I will take a look and say what you did right and wrong to next time you convert them correctly.
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My feedback: it's pretty amazing to see something that pushes the SMW Rom to a big potential (and, if i remember well, it allows sprite rotation), but, seriously, who is going to use 255 sprites in a single level (unless you don't want to make Touhou in SMW). Good, though.
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Thanks for the feedback, Alessio.
I dunno about the 255 sprites.
But by doing some simple math convinced me: 255 / 0x20 screens = ~8 sprites per screen. Assuming the maximum is 20, that is a rather low amount. But since mosts levels are around 0x10 screens, that number increases to 16. It's just to make sure that there won't be any limitation.

SA-1 Convert: Sprites Edition Version 1.01 Released!

This version adds support to dynamic sprites and fixes a couple of bugs and also it has some improvements, basically.

Also I tested with all custom sprites available on SMWC. Around ~98% of them got converted successfully. If you're unluck enough to get the ~2%, just ask me and I will convert and put on SA-1 Compatible Sprites Section.

Grab it here.
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One suitable thing would be making sprites that act like blocks. One would focus on FG graphics without worrying about changing tiles (one coin in a FG background would result in a cutoff blank tile if collected). But, seen without realizing, 255 seems a very big amount.
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It looks like the floating rock dynamic sprite doesn't work. It says can't remap $004204.

SA-1 Pack v1.12 Released.

This version fixes an incompatibility with Lunar Magic. The ROM crashes if you save overworld on Lunar Magic.

Grab it here.

Originally posted by Rykon-V73
It looks like the floating rock dynamic sprite doesn't work. It says can't remap $004204.


Alright, I will convert this sprite.
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OW works fine in this version. Now all this needs is HFD's addmusic to work with the latest version and some other patches and it's perfect. As long as it does work with 6 or 8 MB in its current state.

Fanatical like a Demon
It seems to be incompatible with Reznors (at least for me). Even on a normal level. The only way to make it work is if I change #lm{sprhead} to the NMSTL patch header, but even with that, it places the Reznors on the upper left corner of the screen. Any other headers and the game crashes.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Hmm, for some reason the triple chained platforms make Mario invisible while he steps on them. As soon as he jumps, he reverts to normal. It is not a sprite tile limit error.
Originally posted by LadiesMan_217
It seems to be incompatible with Reznors (at least for me). Even on a normal level. The only way to make it work is if I change #lm{sprhead} to the NMSTL patch header, but even with that, it places the Reznors on the upper left corner of the screen. Any other headers and the game crashes.


Reznor is not yet compatible when extra sprites are enabled (when sprite header is 10). It should still work with the sprite header that it was originally used with though, which is 0E, but you won't be able to have 20 sprites on screen.

Originally posted by Sakuya Izayoi
Hmm, for some reason the triple chained platforms make Mario invisible while he steps on them. As soon as he jumps, he reverts to normal. It is not a sprite tile limit error.


Do you have any more information on how to reproduce this? When I play Donut Plains 3 from the original game the platforms work just fine.
There are 2 single chained platforms in the vicinity of the triple one, a few Paratroopas and the sprite header thingy to 10.

More: I have FuSoYa's Screen Scrolling Pipes installed. I know those hide Mario while in the pipe, so I may as well point it out. Now that I think about it, I could post the SA-1 version here, there were only 5-6 addresses to convert.
Fanatical like a Demon
As far as the no slowdown, it's great! But there still seem to be sprite tile limits (Yes, I'm using the NMSTL patch sprite header). As I thought, the new NMSTL patch doesn't seem to be compatible with the cage sprite (88), swooper death bat ceiling cluster (causes quite a few sprites to jumble up with the bats and they go EVERYWHERE). Arujus, do you plan to make it compatible with these sprites in the future and Reznor? Still got fingers crossed for the mode 7 bosses too #w{=3}. Also, I had 2 red koopas and a message box on screen 00, and 5 bullet bill shooters stacked on screen 01, and only 3 bullet bills shot, didn't matter if I killed the 2 koopas or not.
Quite recently, the orange platform (5D) had a weird glitch that occurred on level 102. I put a jumping fish generator, and was on Yoshi, stepped on a silver POW, and for some reason, it's tilemap used the 1st GFX page, turned to a red palette, and was a harmful sprite (looked quite scary as it floated up with messed up GFX #ab{o_O}). I would think it had nothing to do with the new NMSTL patch as I didn't use that header (was using 00). After exiting to level to 1FF, the game froze upon crossing the finish line, it also froze quite a few times while on Yoshi.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Originally posted by Sakuya Izayoi
There are 2 single chained platforms in the vicinity of the triple one, a few Paratroopas and the sprite header thingy to 10.


Does the disappearing by any chance only happen when Mario is standing on two of the platforms at once? Because he disappears in that case for me but he also disappears in the original game from that as well so it's not a bug of the SA-1 pack. Other than that, I didn't get any disappearing when I tried creating the setup that you described.

Originally posted by LadiesMan_217
As far as the no slowdown, it's great! But there still seem to be sprite tile limits (Yes, I'm using the NMSTL patch sprite header). As I thought, the new NMSTL patch doesn't seem to be compatible with the cage sprite (88), swooper death bat ceiling cluster (causes quite a few sprites to jumble up with the bats and they go EVERYWHERE). Arujus, do you plan to make it compatible with these sprites in the future and Reznor? Still got fingers crossed for the mode 7 bosses too #w{=3}. Also, I had 2 red koopas and a message box on screen 00, and 5 bullet bill shooters stacked on screen 01, and only 3 bullet bills shot, didn't matter if I killed the 2 koopas or not.
Quite recently, the orange platform (5D) had a weird glitch that occurred on level 102. I put a jumping fish generator, and was on Yoshi, stepped on a silver POW, and for some reason, it's tilemap used the 1st GFX page, turned to a red palette, and was a harmful sprite (looked quite scary as it floated up with messed up GFX #ab{o_O}). I would think it had nothing to do with the new NMSTL patch as I didn't use that header (was using 00). After exiting to level to 1FF, the game froze upon crossing the finish line, it also froze quite a few times while on Yoshi.


I'm not getting any of the bugs that you are describing. Swooper death bat ceiling and flying cage sprite work fine for me. Did you apply any NMSTL patch yourself? The the only NMSTL patch that should be used is the one that is applied automatically by the sa1 patch. You shouldn't have to apply NMSTL manually.

Other than that, what other patches have you used on your hack? Maybe you applied something incompatible with the SA-1 pack?

Let me know if you can find a way to get any of the bugs you described in a hack that has nothing but the SA-1 pack inserted.
Originally posted by Arujus
Originally posted by Sakuya Izayoi
There are 2 single chained platforms in the vicinity of the triple one, a few Paratroopas and the sprite header thingy to 10.


Does the disappearing by any chance only happen when Mario is standing on two of the platforms at once? Because he disappears in that case for me but he also disappears in the original game from that as well so it's not a bug of the SA-1 pack. Other than that, I didn't get any disappearing when I tried creating the setup that you described.


The two single platforms aren't near enough for that to be possible, but I found out that I mistakenly put a second triple platform
right under it, so yeah, I was touching two platforms at once. Thanks, fixed.
I (finally) converted some patches to the SA-1 format.
Check out here.

Feel free to request any patch to be converted, I should convert them faster, I hope.
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So uhm. #ab{<_<} #ab{>_>}

I've decided it's about time I concern myself with the SA-1 and its workings, since it's about the only solution I see to the slowdown problems in my hack.

Couple of questions though. (Bear with me, I haven't worked with ASM in forever, let alone the SA-1).
  • In what order should I be doing things? I've applied sa1.asm to an expanded but otherwise untouched ROM, so far so good. Do I absolutely have to apply all other patches right after that, before doing anything in LM? I should still be able to apply them later, shouldn't I?
  • Is transforming RAM addresses all there is to patch converting? There seems to be something I'm not getting. I've tried to convert this patch of mine by simply changing $0E to $300E, but patching that just freezes the ROM after the title screen.


Not really sure where to start looking for information on my own, and those should be fairly to easy to answer either way, so yeah.