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SA-1 Pack (v1.31)
Forum Index - SMW Hacking - Resource & Tool Releases - SA-1 Pack (v1.31)
Pages: « 1 211 12 13 14 1528 29 »
Is it possible for you to make the freeram addresses in 7F+ to be converted if detected in a sprite? I think I'm about to make the switch to SA-1 and while this incredibly minor, it'd still be nice since the tool is already there.
Is the SA-1 chip available on any flash cart so that you can play it on the original system.

I see a flash cart from stone age gamer

http://www.stoneagegamer.com/sd2snes-board-only.html

and apparently it has lots of special chips on it.

It has MSU1, is that the same thing as SA-1???

I just want to be able to play everything on the original hardware.
MSU-1 isn't the same as SA-1. MSU-1 is a custom chip made by byuu which is basically like the Sega CD for the SNES. (?)

Anyway, SA-1 doesn't seem to be listed, so I'd say it's not supported, but I'm not sure??? I mean, SA-1 is used in a lot of games, so I don't get why not implementing it...

I sure use the question mark a lot today. (?)

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Me and the boys back at Lunariville are hosting a French collab hack! If you are an SMW hacker and can speak French, you're welcome to drop by and contribute to the project. You can submit anything, unless it is Kaizo or it affects things outside of your level. Seriously, do come in, we're kinda dying up in here.
Originally posted by mario90
Is it possible for you to make the freeram addresses in 7F+ to be converted if detected in a sprite? I think I'm about to make the switch to SA-1 and while this incredibly minor, it'd still be nice since the tool is already there.


Well, it's rather difficult to guess accurately, so, unfortunately, nope.

You can change the free ram address and then run SA-1 Convert, it will work fine and it won't require much additional work.

Also, I updated SA-1 Convert: Sprites Edition to version 1.02. Get it here. This version fix a major bug where when you convert multiples tiles, one or another can get mixed or even ignored.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Does SA-1 Convert: Sprites Edition 1.02 fix the glitch, where at ramdom, dynamic sprites won't work right?
Like the YI Dynamic Door displays a glitch, right after the door closes.

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Working on my hack.
I dunno, though it's not impossible. Why don't you give a try?

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
I decided to try the YI Dynamic door, to see if the glitch still exists and it's still there, I hope the next version will have bizarre issues like this fixed.

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Working on my hack.
Sorry for the double post, but I found 2 more glitches when using dynamic sprites converted with the latest sa1 sprite converter.
Pirnha plants and wild Ptooie piranhas don't go through their animation frames, the ball'n'chain, well, watch the video:
http://s87.photobucket.com/user/Reinhold_02/media/aaa_zps25f1a8d6.mp4.html

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Working on my hack.
Hi, quick question: how hard would it be to make an "inverted" Sprite Converter? Like, you input the SA-1 sprite and it converts it to regular format. Not very useful, but I made a sprite I wanted to submit, and it's in SA-1 format and I'm too lazy to re-convert all these complicated subroutines manually :/

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Me and the boys back at Lunariville are hosting a French collab hack! If you are an SMW hacker and can speak French, you're welcome to drop by and contribute to the project. You can submit anything, unless it is Kaizo or it affects things outside of your level. Seriously, do come in, we're kinda dying up in here.
Ehh, nope. I think it's fine if you submit on SA-1 format I guess, just note that it will only work with SA-1.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
I think there is a GFX-related glitch and it's weird.
Baically I applied the SA-1 patch, I selected LZ3 and applied the patch again. So far so good. Then I edited GFX33.bin(the munchers) and inserted the new GFX and saved.
When I opened the ROM, it crahsed after the Nintendo presents screen.
I think there's something wrong with LZ3, because if I try the same thing again, except have LZ2 selected instead of LZ3, the game works perfectly.
Except there's a problemw with dynamic sprites and LZ2.
With LZ3 selected(after I applied SA-1) and SA-1 aplied again, the dynamic sprites show quite perfect.
BUT if I have LZ2 selected, after I applied SA-1, all dynamic sprites turn into normal sprites(shelless koopas most of the time).
Please fix this weird issue.

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Working on my hack.
Probably on next version version I'll remove the LC_LZ3 patch. I never got it work well.

Have you tried using LM's LZ3 patch? When you switch compression setting on LM and don't apply sa1.asm, LZ3 will get decompressed by SNES, which should work fine.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Worked! Thank you! That did the trick.

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Working on my hack.
May be a stupid question, but just to I define what I will do with this project on close future, is anyone still using this project?

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
I would use it, but it's not compatible with almost every tool, sprite, block, etc that I use. I know about the SA-1 sprite converter, but there are complex sprites that I tend to use that it always fails to convert. So sorry, I don't think I'll be using this for quite some time.
Fanatical like a Demon
I REALLY want to use this, most of the custom sprites in my hack are simple ones so SA Convert could work. I actually need this in my hack as the NMSTL patches don't work in some of my levels and in boss rooms, this could speed up the intense slow down I have in some rooms, so I do plan to use this when its 100% done or at least compatible with the few patches and sprites I have and 2 custom blocks I have (Solid ON/OFF blocks).
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 97%
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.
This patch would be so cool to use if it didn't break every tool and resource not updated to be compatible.

That is the only reason I'm not going to use it. I'm starting to get into using more custom stuff, but if I used this patch I would lose the ability to experiment (for the most part). Again, I would really like to use it but the incompatibilities drive me away.

Maybe when more things become compatible I'll use it.
What MercuryPenny and HackerOfTheLegend said. I'd really like to use SA-1 for a hack I'm thinking about starting but it turns me off from using it when it's incompatible with basically every sprite, patch, block and their mothers and so forth.
I'm really excited when you released the first version of SA-1, now I'm more excited because it's compatible with LM and Lunar Fix isn't needed anymore.

In the current state I think the people that can use SA-1 are those that have some ASM experience (for convert resources to being SA-1 compatible) or those that want the "More sprites on screen" feature (this is awesome, indeed) and know what things they have to sacrifice in order to use SA-1. I don't see much sacrifice, but I think this is because the lack of a tool that can insert blocks, we currently have AMK and a special version of SpriteTool, it's a bit complicated for the non-ASM experienced to work with the Manual Block Inserter.

I'm looking foward in this project and I'm waiting for some documentation to exploit SA-1 to its maximum power (there are some things that I can't understand, but that's another thing).
I don't think I'll have much of an issue with manual conversion, but I'd like most of the current existing bugs to go away. I don't want to spend my time doing conversion only to find out X thing won't work because of some unknown bug and I spend hours trying to correcting without knowing what's actually wrong.

Same issue with AMK, I had an old version that worked fine, and from the next update to about 10 updates after had some annoying bugs according to the people using them. If I had used all 10, I would've had to port my stuff to another rom all those 10 times for example.
Pages: « 1 211 12 13 14 1528 29 »
Forum Index - SMW Hacking - Resource & Tool Releases - SA-1 Pack (v1.31)

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