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SA-1 Pack (v1.31)
Forum Index - SMW Hacking - Resource & Tool Releases - SA-1 Pack (v1.31)
Pages: « 1 212 13 14 15 1628 29 »
I sldo want to use it a lot. My new hack is gonna feature the SA-1. I try to use all the compatible resources with this, but at the same time, some tools should be compatible with SA-1.

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Working on my hack.
I won't use it but for much different reasons.


I'm always considering putting my hack on a flash cart and playing it on the SNES. To my knowledge there are no flash carts that support the SA-1 without weird crap like piggybacking an old SNES cart with the chip on it.
I'm so using it. Faster loading, more sprites on-screen, bigger ROMs. There would be a lot more stuff I could do with it, but I do not have the required ASM skills to use them, so these 3 reasons are the only ones.

Also, struggling and working around stuff is my favorite part of hacking for some weird reason, and the SA-1 gives me that, by forcing conversion of everything and making tools incompatible and stuff. This is not stupid hate sarcasm, I seriously like these, because they're usually simple but tedious. Everything else, like level design, graphics and music is hell for me. Trying to convert stuff also helps me understand some code sometimes (because it forces me to read it), and I like that.

...Wait what am I doing? Didn't I quit hacking? I can't goddamn keep my good studies resolutions for 2 days. Damn.

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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 Kaijyuu
I won't use it but for much different reasons.


I'm always considering putting my hack on a flash cart and playing it on the SNES. To my knowledge there are no flash carts that support the SA-1 without weird crap like piggybacking an old SNES cart with the chip on it.

So, there's no way to get SA-1 hacks working on real hardware? I've never looked into those things, so I wouldn't know if flash carts are different from SD2SNES or whatever alternatives there are.

If so, that'd be a bummer, since I'm pretty much forced to use the SA-1 to deal with the huge amount of slowdown. (Not that I intend to play it on real hardware, but it being impossible would bother me.)

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Something that people not on IRC (#serioushax specifically) wouldn't know is that I'm working on expanding the sd2snes to have SA-1 support.

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I can often be found at #serioushax, as well as some other channels, on IRC.

However, IRC is freaking dead.
That would be very cool for sd2snes users.

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Working on my hack.
Expect an increase in stupid questions on my end as I once again attempt to make myself familiar with this.

What is it about the "DMA remap" patch that crashes SA-1 roms when applied? It seems to only write to registers, and I believe those aren't affected by the SA-1 (if they are, I wouldn't know how).

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Originally posted by WhiteYoshiEgg
Expect an increase in stupid questions on my end as I once again attempt to make myself familiar with this.

What is it about the "DMA remap" patch that crashes SA-1 roms when applied? It seems to only write to registers, and I believe those aren't affected by the SA-1 (if they are, I wouldn't know how).

I was wondering the same thing, too.

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Working on my hack.
To everyone: I know it's hard to work with SA-1, but I always try making it easiest as possible with my resources. I believe on future things may change with new resources released being compatible with SA-1 (or not), but for now, use who think it's really need. I kinda gave up this project anyway.

Well, my question was more who is using the patch and not why you're not using the patch, but whatever.

To WYE: I'll check what's going, but I guess it's because of the hijacks.



SA-1 Pack v1.20 Released!


This version is the biggest one I have released and suffered at making. I never had so much pain at doing this version, but it's worthy the result.

Changes:
  • Moved routines $00E2BD and $00C47E to SA-1 side on level game mode, which seems to handle mario physics, mario oam, most sprites types (shooters, generators, clusters, extended, minor extended, bounce, score and smoke) plus block/map16 handling. With that, the CPU usage on levels decreased a lot, almost by half.
  • Moved almost all overworld code to SA-1 CPU. Now the CPU usage on overworld is around 22% and the [!] blocks spreading event runs without slowdown chance.
  • Made the sprite C6 (Light) update every frame instead of every four frames.
  • Fixed IRQ issues with ZSNES and bsnes accuracy. Layer 3 won't glitch anymore.
  • Fixed LZ3 making the ROM crash if "case 00" wraps a bank.
  • Fixed stairs GFX being messed up. The cause was of wrong bank being used on two STA opcodes on clear stack routine.
  • Fixed an issue with sprite loading code, which could crash the ROM if more than 84 sprites gets loaded when placed on specific positions.
  • Fixed pos-Bowser's battle.
  • Fixed fireworks.
  • Fixed two missing addresses from The Last Remap patch.
  • Lowercased files lzx.asm, lz2.asm and lz3.asm. It should make SA-1 Pack patchable on case-sensitible OS.
  • Restored old and fast MVN code on LZ2/LZ3 patches, but if ZSNES runs the old (slow) code will be used.


As I said above, it was the hardest update. Mainly, to fix some issues like with LZ3 patch. I had to look various times to 400MB logs and compare instruction-instruction each one until I found that a BRA opcode was branching to wrong label. I accidentally generated a 35GB log file. I had to test myself the entire SMW since my tester wasn't available.... The overworld optimization was too pretty hard to work, since randomly a routine started to use $7E/$7F RAM on SA-1 suddenly. And together I trigged the weirdest bug ever on ZSNES: low FPS even with 5% of CPU usage. Welp, I have fixed it by exploting another ZSNES bug. It won't affect other emulators since it checks if the current emulator is ZSNES or not. And well, that's all. Oh, plus I moved some routines from level game mode to SA-1 and I *accidentally* made almost all non-standard sprites (shooters, generators, clusters, extended, minor extended, bounce, score and smoke) and blocks get processed by the SA-1 and other level game mode stuff. Well, the CPU usage dropped pretty much on this update and I guess this will be the last version in terms of something being put on SA-1 side. It's enough. I'm pretty happy with other CPU usage, specially for a hack I'm working which each cycle saved is precious even with SA-1.

(tl;dr: This was the craziest update I made and I'm happy but tired.)

Oh and last thing: You don't need to port your ROM to use this update. Simply patch and run again Sprite Tool, since it will corrupt part of its hijack, but running it will make custom sprites work fine.

Also the I'll have to update the block inserter, it will crash now since it uses SNES multiplication registers on non-sprite offsets. The manual block inserter should be updated 15 minutes after I publish this post.

Welp, that's all.

Download

I hope you guys enjoy it.
That's some huge update. I'm glad that porting to a fresh ROM isn't mandatory.
Also, will this update conflict by any chance with AddmusicK?

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Working on my hack.
No, I tested with my hack which uses lastest AMK.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Originally posted by Vitor Vilela

SA-1 Pack v1.20 Released!

I hope you guys enjoy it.

Rest assured, we all really appreciate your effort. It's incredible what you went through to make this.

Asking what feels like the tenth time just to be safe: On which occasions do I have to reapply this version of the patch? Will it be enough to just patch it to a clean, expanded ROM and then never worry about it again?

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I think it's safe to apply it over the former version of the sa1 patch, provided that you use SPrite Tool 1.40 on the ROM afterwards.
Also, will the Sprite Converter tool get an eventual update?

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Working on my hack.
Originally posted by Rykon-V73
I think it's safe to apply it over the former version of the sa1 patch, provided that you use SPrite Tool 1.40 on the ROM afterwards.

That's exactly what I'm asking - do I have to use Sprite Tool on the ROM every time (and immediately after) I apply the SA-1 patch, or can I just apply the patch once and forget about it afterwards?

Also, three possibly stupid questions regarding the conversion tool:
  • Why is it advertised as something that converts nothing but sprites? Is there any reason I can't use it on patches and blocks?
  • The files it generates are UTF-8, so it'll break special characters like umlauts in files written in plain old Notepad.
  • What exactly is the purpose of the ;@sa1 line it adds? (If it's only to prevent converting more than once, why does that matter?) Also, Asar seems to strongly dislike that line, throwing an "unrecognized command" error every time on version 1.36.


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I think you need to use the new sa1.asm and apply Sprite Tool every time, in order to prevent sprite corruption, as Vitor mentioned above.
Also, I was also wondering why the tool wouldn't be able to convert blocks to SA-1 format.
Patches might have an excuse, as it probably requires hijack changing or something like this, before actually doing so.

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Working on my hack.
Originally posted by WhiteYoshiEgg
Asking what feels like the tenth time just to be safe: On which occasions do I have to reapply this version of the patch? Will it be enough to just patch it to a clean, expanded ROM and then never worry about it again?


You only need to reapply the patch if it gets a update or you change the compression method on Lunar Magic.

Plus, if you apply the patch again and you used Sprite Tool, you must run Sprite Tool again since the sprites hijack will kinda undo Sprite Tool's hijacks, making a high chance of your hack crash.

Originally posted by Rykon-V73
I think it's safe to apply it over the former version of the sa1 patch, provided that you use SPrite Tool 1.40 on the ROM afterwards.
Also, will the Sprite Converter tool get an eventual update?


Yes, it will specially with the asar thing and UTF-8, but unfortunately I won't be able to do soon since my school is coming back with lots of homework to do #ab{>_>}

Originally posted by WhiteYoshiEgg
Originally posted by Rykon-V73
I think it's safe to apply it over the former version of the sa1 patch, provided that you use SPrite Tool 1.40 on the ROM afterwards.

That's exactly what I'm asking - do I have to use Sprite Tool on the ROM every time (and immediately after) I apply the SA-1 patch, or can I just apply the patch once and forget about it afterwards?

Also, three possibly stupid questions regarding the conversion tool:
  • Why is it advertised as something that converts nothing but sprites? Is there any reason I can't use it on patches and blocks?
  • The files it generates are UTF-8, so it'll break special characters like umlauts in files written in plain old Notepad.
  • What exactly is the purpose of the ;@sa1 line it adds? (If it's only to prevent converting more than once, why does that matter?) Also, Asar seems to strongly dislike that line, throwing an "unrecognized command" error every time on version 1.36.


1. Blocks are hard to convert since some good amount changes the map16 number or some function related to map16, that will pretty much sure use indirect addressing and... I don't know a good method of guessing indirect writes yet.

Also there's nothing defined about the inserting method. GPS got dead again, p4 don't want to make it support SA-1, BTSD isn't compatible with ROMs larger than 2MB with SA-1 even with btsdsa1.asm and Manual Custom Block Inserter isn't the best solution.

And for patches, it's the hijack problem + freespace. Plus there's a high chance of it accessing addresses that weren't remapped to SA-1 side and I can't make it guess if the code will get ran by SA-1 or SNES, unless if I throw everywhere PHA : TSC : XBA : CMP #$37 : BNE .notSA1 [...] on patch and force SA-1->SNES IRQ, but it'd bring other consequences (forcing to SNES when it shouldn't).

2. Uhh... Welp, I'll update it once I get time to work on SA-1 Convert.

3. It tells to SA-1 Convert don't convert the file again. If SA-1 Convert process the file again, the remapped will get totally bugged since some addresses are used again, for example, $74C8,x is transformed to $3242,x and $14EC,x gets converted to $74C8,x. If you run the converter again, it will make $14EC,x be $3242,x.

Sorry about Asar, I forgot about it. Actually I didn't know that asar complained about non ;@asar at start, but I guess I'll change to another mark like ;!sa1 since seriously, a sprite can't get converted twice or it will bug badly.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
There is no SA-1 compatible version of the Custom Sprite Clipping Patch yet, is there?

I can do the conversion myself if needed; I'd ljust like someone to confirm that all I have to do (besides the obvious address conversion) is expand the tables to 20 bytes.

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22 bytes. There's two reserved slots, one for item box and another for falling item, if I remember correctly.

Anyway, I already converted it, but I forgot to upload it.

I'll put on SA-1 Compatible Patches page soon.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Ah, thanks for that.

On a semi-related note, I've just taken a look at the converted version of the Layer 3 ExGFX patch, and near the bottom of the file came across this piece of code:
Code
STZ $00               ; \ Buffer = $7EB900
LDA #$B9	      ;  |
STA $01               ;  |
LDA #$7E              ;  |
STA $02               ; /

Just wondering if this is intentional, since $7EB900 looks an awful lot like a non-SA-1 address to me.

On another semi-related note: not too sound impatient or anything, but I hope you're not forgetting to look into the DMA remap patch breaking the ROM. Sorry, I really don't want to sound this needy - I appreciate all the work you're doing, and I understand if there's more important things to do.

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Not to mentioned that the SA-1 Patches Section hasn't been updated for quite a while. I can still wait.

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Working on my hack.
Pages: « 1 212 13 14 15 1628 29 »
Forum Index - SMW Hacking - Resource & Tool Releases - SA-1 Pack (v1.31)

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