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SA-1 Pack - v1.40 released

Can you make it so people can painlessly "upgrade" from the Standard pack to the Deluxe pack, without porting to a new ROM? Because some people might go ahead and use the Deluxe pack because it isn't compatible with ZSNES has more features, but not bother using them, which will piss off ZSNES users. Being able to painlessly upgrade from standard to deluxe should help mitigate such problems.
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Yes, you can upgrade from standard pack to deluxe pack anytime, but downgrading not.
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Let's not let crummy emulators hold things back. If it works in everything except zsnes, the only solution is to either fix or throw out zsnes.
Renamon is best pony.
SA-1 Pre-release done. I fixed all known bugs and added new functions.

Now you have two options of SA-1: Standard Pack and Deluxe Pack.

Standard Pack works with all major emulators and have only the required to run SA-1.

Deluxe Pack adds a bunch of new features, but doesn't work with ZSNES.

Please note that the updated patches is asar only. I haven't had time to ocnvert with xkas and I'm planning to convert right now.

Code
Compare SA-1 Pack

             ----------|    |---------
             |Standard | -- | Deluxe |
             |  Pack   | -- |  Pack  |
             |----------    ---------|

SA-1 CPU          ✔             ✔
Less Slowdown     ✔             ✔
The Last Remap    ✔             ✔
Sprite Pack       ✔             ✔
LM Compatibility  ✔             ✔
Dynamic Sprites   ✘             ✔
Char.C. DMA       ✘             ✔
Pixel Plotting    ✘             ✔
Dynamic Vectors   ✘             ✔
Dynamic BW-RAM M. ✘             ✔
ZSNES             ✔             ✘


Deluxe Pack includes Dynamic Sprites Patch, which is faster and can run with Character Conversion DMA. Also increases compatibility with other patches.

Char.C DMA (Character Conversion DMA) / Pixel Plotting is a new feature that Deluxe Pack have. With that, you can convert bitmap to SNES format "on fly" on NMI. With that, you can rotate graphics, plot and much more. I'll create a tutorial to how use that soon.

Dynamic Vectors allows you to change SNES's NMI/IRQ vectors at any time. Not sure how useful can be. To change NMI vector, modify $220C/$220D and IRQ vector, $220E/$220F. You can't change bank byte though.

Dynamic BW-RAM Memory allows to you change register $2225, affecting what $6000-$7FFF is mapped. To use that, store value at $2225 AND $318F. $318F will act like a backup, since $2225 is read-only value. You will need to learn how register $2225 works though. SNES Dev. Book II is your friend.

-----------------
Well that's all. If you find any bug, post here please.
I'll update other patches then I can. Although Dynamic Sprites patch is working, you can't use right now for techinical reason.
By applying the SA-1 Deluxe Pack, I get this:

Originally posted by Vitor Vilela
Dynamic Vectors allows you to change SNES's NMI/IRQ vectors at any time. Not sure how useful can be. To change NMI vector, modify $220C/$220D and IRQ vector, $220E/$220F. You can't change bank byte though.
Then why not point them to a JSL/JML in RAM?
Renamon is best pony.
Originally posted by Ripperon-X
By applying the SA-1 Deluxe Pack, I get this:

Looks like he accidentally added an anonymous sublabel. Asar 1.33 and higher dislike those. It seems unused, so go to line 611 and remove it.

...actually wait a second, did I forget nuking the debug codes? Sigh. Fixed.
<blm> zsnes users are the flatearthers of emulation
I get the unknown command error from line 611.
Should I remove it or should I wait for the next asar release> By the way, 2.00 flat out crashes.
The unknown command error is a bug in the patch, so remove that dot.

And yes, 2.00 crashes. It's a joke tool.
<blm> zsnes users are the flatearthers of emulation
Fixed, I guess.

Originally posted by Rena Kunisaki
Originally posted by Vitor Vilela
Dynamic Vectors allows you to change SNES's NMI/IRQ vectors at any time. Not sure how useful can be. To change NMI vector, modify $220C/$220D and IRQ vector, $220E/$220F. You can't change bank byte though.
Then why not point them to a JSL/JML in RAM?


Because that's a hardware feature, not software. Also a JML would make waste some cycles and RAM. If you want to make that, just make $220C/$220D and/or $220E/$220F point to WRAM/IRAM/BWRAM.
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Quick question: Is it easy to switch which processor is currently doing most of the game processing? For example, suppose that I wanted to decompress some graphics during a level. Would it be easy to tell the SNES to temporarily handle the game logic so that the SA-1 can work on the graphics?
I should get a new layout.

Probably won't, though.
Actually only sprites are processed by SA-1 right now. And no, since not all registers/RAM is same as SNES/SA-1. But you could try Parallel Mode, which you can specific a code that will runs when SA-1 is idle.
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It's probably not too difficult to write code that can run on either CPU, but it probably wouldn't gain you much either. You're better off structuring your code so that it isn't necessary. SA-1 must have some kind of interrupt you could use to set up a crude threading system, so you can run the sprite routine and graphic decoding in parallel.
Renamon is best pony.
Yeah, you are talking about SA-1 NMI, the most powerful interrupt for SA-1, perfect to that case.

Anyway, I updated the SA-1 Pack. For some reason the lastest version was freezing randomly on wait for SA-1 code, due to a infinite loop generated when a interrupt happends on that code. It should be fixed now.
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I went through and converted some of the patches on SMWC to be compatible with the SA-1 Patch Pack. No credit required for my modifications.

SMW Bugfix Patch Pack v0.03

Patch contents:
$13FB Game Crash Fix - p4plus2
5-up Fix - Zeldara109
Block Duplication Fix v1.4 - lolcats439
Carrying Fixes - Romi
Feather Power-up Fix - Romi
Fix Spike Swim - Alcaro
Horizontal Scroll Fix - Alcaro
Iggy Hair Fix - Mattrizzle
Lava Fix v1.0 - Roy (No credit required)
Message Block and Light Switch Block Fix - Edit1754
Mushroom/Item Box Fix - Alcaro
Ninji Fix - Sonikku
NMI Fix - Kipernal
P-Balloon/Cloud Fix - lolcats439
P-Switch Jumping Fix - Fakescaper
Ropefix 1/2 - Alcaro
Skull Fix - Alcaro
Slope Pass Glitch Fix 2.1 - lolcats439
Tide Fix - Alcaro
Time Up Fix - Alcaro
Walljump/Note Block Glitch Fix v1.5 - lolcats439
Yoshi-Springboard Clipping Fix - lolcats439
Don't Walk Right on Goal Sphere - moltensnow
No Fireballs in Water - Iceguy
No Pressed P-Switch Carry - Deflaktor
Sumo Brother Flame Fix - Roy (No credit required)

I could be persuaded to make other patch conversions.

Cheers
Can you make SA-1 versoins of:
-Yoshi Player Patch (Because lots of eggs with lots of sprites = Slowdown.)
-SMB3 Screen Scrolling Pipes
-LevelASM
-UberASM
-Dynamic Sprites Patch
-Extended Overworld Level Names
-Extended No Sprite Tile Limits v 2.0
-Layer 3 ExGFX v2.2
-Multiple Midway Points 1.3
-One OR two players only
-HDMA Effects 1.0

P.S. If the patch or tool is converted from normal to SA-1, will said patch or tool work with the SA-1 Patch? (The one with library.asm)
Originally posted by Coolmario
Can you make SA-1 versoins of:
-Yoshi Player Patch (Because lots of eggs with lots of sprites = Slowdown.)
-SMB3 Screen Scrolling Pipes
-LevelASM
-UberASM
-Dynamic Sprites Patch
-Extended Overworld Level Names
-Extended No Sprite Tile Limits v 2.0
-Layer 3 ExGFX v2.2
-Multiple Midway Points 1.3
-One OR two players only
-HDMA Effects 1.0


Sorry, but some of those patches are rather huge, and I won't be able to do them. I might be able to get a couple of them converted. I'll post them here if/when I have them done.
I'm able to convert all those patches, but since I'm working on final version of the patch, I'll convert these soon as I finish the final version.
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Originally posted by Vitor Vilela
I'm able to convert all those patches, but since I'm working on final version of the patch, I'll convert these soon as I finish the final version.

Thanks.
So, how is the final version coming along?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.