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SA-1 Pack - v1.40 released

Is the 8BPP patch compatible with SMW games edited with LM 2.22?
I know the ExGFX revolution patches are not.
Yes, I'm using it on my hack.
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Alright. Thanks for confirming. Also, your version of the SA-1 L/R Hook doesn't destroy the Bowser statues.
I guess I'll wait for the ExGFX revolution patches to get updated.
Sorry for 2xposting, but is there any progress on the Sprites converter tool?
I decided to work on it. Right now I fixed the @sa1, encoding and fast rom issues.

Now, is there anything left I should look about? I heard something about dynamic sprites not working, but I forgot what exactly was.
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Let's see: For most dynamic sprites, if I point them to use the right GFX in the ROM and then insert them, most of them won't animate and display glitched tiles. And the YI dynamic door displays a glitched tile, after the door closes.
SA-1 Pack v1.21 Released.

This version fixes a bug when more than 84 sprites get loaded. Yes, again and a few minor changes.

Also I'm sorry for not posting the converted patches and the updated tool yet...
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Is it safe to apply this over the old one?
Of course. #thp{:(}
Remember to run sprite tool after applying sa1.asm again, though.
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Also, another error I remembered when using the SA-1 converter tool is in this case: When I used the converted to SA-1 fire pillar, the game crashes, no matter what.
Sorry for 2x post, but I found a rather funny bug: In a SMW level with SA-1, if Mario is on the right side of the bullet bill shooter and the shooter fires, the bullet goes in the specific direction, but the smoke coming out of the launcher appears in the opposite direction.(Doesn't happen vice-versa.)
That's not a SA-1 specific bug. That's always happened in the original game.
I didn't know, as I never noticed that.
Edit: Never mind. That glitch wasn't there anymore. I fixed it.


I got scammed for this. Where's my arrow that points options yo.
Weird. The arrow is there for me.
Edit: Also, is there any sort of news, regarding the other converted patches+the tool?
Originally posted by KY2010


I got scammed for this. Where's my arrow that points options yo.


Bug confirmed. Thanks for reporting it. Another thing that I forgot to make a SNES -> SA-1 call. Should be fixed on future version 1.22.
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I've converted more patches.

Darken Pause (GhettoYouth)
Fade-in Pack (MarioE)
Get hurt on Yoshi (Ladida, WYE)
Item box Mushroom priority fix (Alcaro)
Message box expansion (WYE)
Nintendo presents logo HDMA (Level ASMer)
Overworld Counters (Ladida)
P-Balloon Landing (JackTheSpades)
SM64 Sequential Jumping (HuFlungDu)
VWF Level Intros (Imamelia)
Windowing Fadeout/in (Ersanio)
Yoshi Coin explanation message (telinc1)

I think these patches aren't converted yet, if they are, this is a bit embarrasing...

Report me if you find any bug, because I didn't find any when I tested and converted the patches.

I hope I haven't missed an address to convert or putting "sa1rom"

A question. Where I'm supposed to remap addresses like this $7F837D? I didn't find anything on readme and docs or I'm supposed to keep it as is.
Oh, cool, good work LX5 :3

SA-1 didn't move $7F837D, so you don't have to remap it... But on other side, SA-1 can't access it so if you know the SA-1 chip will run on this code (in doubt, test if the stack pointer high byte is $37, if it is, make the game crash, so the game will crash if it's running SA-1) If it's SA-1, you will have to around the code that modifies $7F837D+ and do a SA-1 -> SNES IRQ)

Note that I made a SA-1 version of the Fade in Pack (I mean, made the code get processed by SA-1 instead of simple compatibility workaround), at least the circle one, that has zero lag. It's on C3, but I may need to update it since I detected a small issue with SA-1 version that happens only on Snes9X
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Indeed. It's always nice to have more converted patches for SA-1.
Just for curiosity, I'm asking this: Every time you update the SA-1 Pack, I(or anyone else) have to use the SA-1 Sprite Tool, after applying the newer version of that pack?
Originally posted by Vitor Vilela
SA-1 didn't move $7F837D, so you don't have to remap it... But on other side, SA-1 can't access it so if you know the SA-1 chip will run on this code (in doubt, test if the stack pointer high byte is $37, if it is, make the game crash, so the game will crash if it's running SA-1) If it's SA-1, you will have to around the code that modifies $7F837D+ and do a SA-1 -> SNES IRQ)

Does the same apply to the area around $7FC0FC? Don't see that place mentioned in the docs.