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SA-1 Pack (v1.31)
Forum Index - SMW Hacking - Resource & Tool Releases - SA-1 Pack (v1.31)
Pages: « 1 225 26 27 28 29 »
If people like zsnes or not doesn't change the fact that it's not worth it fixing something that only happens on an outdated emulator. If you'd know how this kind of stuff works you wouldn't care about it either because it's just way too much effort for way to little reward.

It's zsnes's fault for not emulating things properly. To fix something that's only there because the tool you're using is outdated means first figuring out why exactly something happens then figuring out how to get around that which could possible be literally impossible without fixing the program itself as well.
Originally posted by MasterSkodwarde
What if ZSNES players play the M7 bosses and notices the lag? Then it's totally worth it.

I will never, ever stop using ZSNES. I like it.

Well, whether you like it or not, it's outdated garbage. It doesn't emulate most enhancement chips properly, has security issues and a ton of other problems.

If you like it only because of its interface, switch to ZMZ, it has the exact same GUI. And it uses accurate emulator cores, so everything works properly in it. That way, you keep the best of both programs.
Here is a list of ZSNES incompatibilites, including a couple of relevant ones:
Originally posted by Vitor Vilela
  • SA-1 issues:
    • Lower CPU speed (ZSNES makes SA-1 run around 5 MHz, while it should be 10.74 MHz)
    • Neither SNES or SA-1 can execute code on I-RAM or BW-RAM.
    • Unstable emulation (any SA-1 game can crash at any time, including it can wipe all your saved progress or ZSNES can even quit suddenly).
    • Very poor character conversion DMA support (as far I know, ZSNES only added a hack to emulate the one used in SMRPG, the rest of character conversion DMA modes won't work and will either make the game look glitchly or will freeze the game instead.
    • Doesn't support SA-1 NMI and a few SA-1 IRQs.
    • Makes some SNES registers stop working when SA-1 is present (for example h-blank register).
    • SA-1 can access everything, including stuff that not even SNES is supposed to access (any time VRAM access!)
    • No 8MB support (that includes any game actually).


ZSNES players will likely run into troubles on hacks with SA-1 so it's their fault and if it is one of the more advanced SA-1 hacks, good bye, ZSNES. You see why it isn't worth fixing the bosses.

You know, if ain't broken, don't fix it. ZSNES is broken, though.

--------------------
Okay, my layout looks ugly.
Originally posted by MasterSkodwarde
What if ZSNES players play the M7 bosses and notices the lag? Then it's totally worth it.

Then it's their fault.

Originally posted by MasterSkodwarde
I will never, ever stop using ZSNES. I like it.

Then live with the consequences you're experiencing right now? They're part of ZSNES.
Like, you realize there's a reason we recommend to not use ZSNES, it's not just for no reason, right?

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Your layout has been removed.
I like it because of the quality of the sounds

--------------------
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
Even then you should realize that changing code to accomodate an emulator is a ridiculous thoughts.
Emulators are to emulate the original hardware, which means to be as close to it as possible. SA-1 Pack works perfectly fine on accurate emulators, thus there is no need to break it just so it works better on a wrong, broken emulator.

--------------------
Your layout has been removed.
Fanatical like a Demon
Are there any problems I should be aware about ZMZ in terms of sa-1 compatibility? Bc while the bosses themselves work, new ones are rising with the new sa1 ExGFX patch. I'll test it out more but it seems even though I have the right ExGFX set for that particular level, the sprites are coming out f*cked up, ESPECIALLY in the Bowser fight. I literally just copy pasted the table from my original hack which I had no problems in btw.
Major thanks to Suika Ibuki for layout!
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.
Can anyone help convert this patch to SA-1, there's already an SA-1 version of it, but there's a newer version that has not gotten any SA-1 support.

Mario's 8x8 Tiles DMA-er

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Китти печь книжной полке приливной волны
Fanatical like a Demon
Found new bugs that weren't present in older versions of sa1 (can't remember which one it was (1.20-1.23). But anyways, the main bug is for some reason, after beating Bowser and Peach lands, the fireworks won't pop out first of all, then the level won't end and start the credit sequence and you're stuck forever just staring at Peach. Also a small bug is when Peach yells for help, her body appears in front of the clown copter which can be fixed by changing address $03AAF7 from #$09 to #$13 (credit goes to imamelia for helping me through the Bowser disassembly). Still can't pinpoint why the level can't end. Anyone else having this issue?
Major thanks to Suika Ibuki for layout!
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.
SA-1 Pack v1.26 Released

It's been a while since the last SA-1 Pack update. Really, over one year. After the many bug reports and part of the VLDCX preparation, I finally made an update which fixes most of the known bugs. Although I forgot to mention in the submission readme, I'd like to thank Medic for helping me figuring why the blue shelless koopas weren't able to catch a throwing shell from behind.

Changes:
  • Fixed Sprite <-> Sprite interaction missing several sprite pointer changes, making certain sprite tables corrupted. One of the most notables consequences of the glitch were the blue shelless koopas not being able to hold a shell thrown from behind.
  • Fixed Yoshi spitting fire (from a red shell or if red yoshi) slight off position (around -16 pixels from where it was supposed to), due of yet another missing sprite pointer change.
  • Fixed one missing wait for h-blank call, which seems the responsible for generating the lag in ZSNES for mode 7 bosses.
  • Fixed Dynamic Sprites setting !SLOTSUSED to #$01 instead of #$00 after upload. This bug happened because the channel used to DMA transfer was changed to #$02 instead of #$01 and the same value was subtracted to determine !SLOTSUSED value. Also slight optimized the code, by setting the zero store before the jump table.
  • Updated the Quick Guide, with more recent instructions regarding resource compatibility.
  • Rewrote part of the read me.
  • Add a memory map summary file to the docs folder, which contains basically all memory changes the SA-1 does. Useful for converting resources.
  • Registered SA-1 main loop address, as JML, at $008A74.
  • Removed some unused code related to h-blank detection.
  • Removed a leftover print pc from Overworld hijack.
  • Removed most of the compatible tools/patches/block/etc. pages as Dropbox will be killing them soon.
It's important to remember that while SA-1 Pack is backwards compatible with older ROMs, you must run Sprite Tool and whatever special patch (for example, leod's sprite platform patch) or your ROM may glitch.

Download

-------------------------------------
Originally posted by LadiesMan217
Found new bugs that weren't present in older versions of sa1 (can't remember which one it was (1.20-1.23). But anyways, the main bug is for some reason, after beating Bowser and Peach lands, the fireworks won't pop out first of all, then the level won't end and start the credit sequence and you're stuck forever just staring at Peach. Also a small bug is when Peach yells for help, her body appears in front of the clown copter which can be fixed by changing address $03AAF7 from #$09 to #$13 (credit goes to imamelia for helping me through the Bowser disassembly). Still can't pinpoint why the level can't end. Anyone else having this issue?


As mentioned in the readme, you must to go the Bowser battle scenes and change the sprite memory header from 0x10 to 0x00, because Bowser is not compatible with the No More Sprite Tile Limits. Hence you are having all these issues. Changing it should fix both original and disassembly versions of Bowser.

--------------------
https://www.youtube.com/watch?v=3xkRkaXPN_A
---
GitHub - Twitter - YouTube - Blog - SnesLab Discord
Originally posted by Vitor Vilela
SA-1 Pack v1.26 Released

It's been a while since the last SA-1 Pack update. Really, over one year. After the many bug reports and part of the VLDCX preparation, I finally made an update which fixes most of the known bugs. Although I forgot to mention in the submission readme, I'd like to thank Medic for helping me figuring why the blue shelless koopas weren't able to catch a throwing shell from behind.

Changes:
  • Fixed Sprite <-> Sprite interaction missing several sprite pointer changes, making certain sprite tables corrupted. One of the most notables consequences of the glitch were the blue shelless koopas not being able to hold a shell thrown from behind.
  • Fixed Yoshi spitting fire (from a red shell or if red yoshi) slight off position (around -16 pixels from where it was supposed to), due of yet another missing sprite pointer change.
  • Fixed one missing wait for h-blank call, which seems the responsible for generating the lag in ZSNES for mode 7 bosses.
  • Fixed Dynamic Sprites setting !SLOTSUSED to #$01 instead of #$00 after upload. This bug happened because the channel used to DMA transfer was changed to #$02 instead of #$01 and the same value was subtracted to determine !SLOTSUSED value. Also slight optimized the code, by setting the zero store before the jump table.
  • Updated the Quick Guide, with more recent instructions regarding resource compatibility.
  • Rewrote part of the read me.
  • Add a memory map summary file to the docs folder, which contains basically all memory changes the SA-1 does. Useful for converting resources.
  • Registered SA-1 main loop address, as JML, at $008A74.
  • Removed some unused code related to h-blank detection.
  • Removed a leftover print pc from Overworld hijack.
  • Removed most of the compatible tools/patches/block/etc. pages as Dropbox will be killing them soon.

Download

-------------------------------------
Originally posted by LadiesMan217
Found new bugs that weren't present in older versions of sa1 (can't remember which one it was (1.20-1.23). But anyways, the main bug is for some reason, after beating Bowser and Peach lands, the fireworks won't pop out first of all, then the level won't end and start the credit sequence and you're stuck forever just staring at Peach. Also a small bug is when Peach yells for help, her body appears in front of the clown copter which can be fixed by changing address $03AAF7 from #$09 to #$13 (credit goes to imamelia for helping me through the Bowser disassembly). Still can't pinpoint why the level can't end. Anyone else having this issue?


As mentioned in the readme, you must to go the Bowser battle scenes and change the sprite memory header from 0x10 to 0x00, because Bowser is not compatible with the No More Sprite Tile Limits. Hence you are having all these issues. Changing it should fix both original and disassembly versions of Bowser.

Awesome! Finally now people can use mode 7 in ZSNES. How long it took for you to fix this?

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My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
Took around half hour to review the wait for h-blank codes in SA-1 Pack code and comparing to SMW disassembly, until I figured one of the IRQs had a reference to a direct page of the wait for h-blank which I never noticed, so after adding a reference to SA-1 Pack it got fixed.

On the other hand, probably all boss battles may have some flickering on the ground <-> boss borders. That's probably not possible to fix at all.

--------------------
https://www.youtube.com/watch?v=3xkRkaXPN_A
---
GitHub - Twitter - YouTube - Blog - SnesLab Discord
Fanatical like a Demon
Originally posted by Vitor Vilela
As mentioned in the readme, you must to go the Bowser battle scenes and change the sprite memory header from 0x10 to 0x00, because Bowser is not compatible with the No More Sprite Tile Limits. Hence you are having all these issues. Changing it should fix both original and disassembly versions of Bowser.

I did do that. Tried it on a clean unmodified rom, patched it up with sa1, did regular SMW Bowser and still got stuck endlessly using almost every header just to see if they'd yield different results. Why am I the only having this problem? Or has no one else just not run into this since the majority of serious hackers on here don't even use the original bosses? I'm no noob to asm (I can do BASIC stuff) and patching, older versions worked for me and the credits played, now it just doesn't. I'm using ZMZ if that even matters.
Major thanks to Suika Ibuki for layout!
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.
Are you changing the sprite header setting in the proper level number? There's two Bowser battle levels. Level 9B and level 1C7. I'm not entirely sure which ones actually plays but I assume the latter, but just in case change both.

--------------------
https://www.youtube.com/watch?v=3xkRkaXPN_A
---
GitHub - Twitter - YouTube - Blog - SnesLab Discord
Fanatical like a Demon
Originally posted by Vitor Vilela
Are you changing the sprite header setting in the proper level number? There's two Bowser battle levels. Level 9B and level 1C7. I'm not entirely sure which ones actually plays but I assume the latter, but just in case change both.

Yep, and it's 1C7, the other is the one from the beta test room.
Major thanks to Suika Ibuki for layout!
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.
Just tested on ZSNES and bsnes. No issues.

--------------------
https://www.youtube.com/watch?v=3xkRkaXPN_A
---
GitHub - Twitter - YouTube - Blog - SnesLab Discord
Fanatical like a Demon
Ugh, my rom is on drugs, if I can't fix it, is alright to send you the IPS?
Major thanks to Suika Ibuki for layout!
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.
Newest version of the Mario GFX DMAer with SA-1 compatibility. Just quickly checked and every DMAed tile seemed to work, but can someone confirm there are no bugs before submitting?
What does this do? Is the old SA-1 conversion bad?

--------------------
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
This one is the version currently hosted on the site. A new feature I can recall is that it now leaves tile 7F free to use.
Pages: « 1 225 26 27 28 29 »
Forum Index - SMW Hacking - Resource & Tool Releases - SA-1 Pack (v1.31)

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