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SA-1 Pack - v1.40 released

Eh... There's a problem with the SA-1 version of the Manual Custom Block Inserter patch. Whenever a sprite touches a block from the custom block pages, the game crashes. It happens even if there is no code for the block.
SA-1 Pack v1.03 has been released. You can grav grab here.

Lunar Fix got updated too. Link.

Basically it's only fixes... Also I forgot to mention on Patches section that Dynamic Sprites works now, but... Well.

I had a dream of I doing something very... Awesome. And I will try doing this today. Just wait.

Edit:
@King Dedede: Does this happends on original (non SA-1) version too? I looked the code and there is no reason to crash.
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I think I found a problem with Ladida's top status bar patch.
When the layer 3 message shows up, an additional black pixel appears right below the black bar,
Yes, I applied the latest version of the SA1 patch.
I'm not quite sure why I'm getting glitched graphics in a level that uses layer 2, I am also unable to save any levels that use layer 2. I'm also using the 8MB patch, could that be what is causing my problem?

Here's a screenshot of the glitch



it also shares the animation of the Dragon Coin, the layer 2 glitch does.

It also removed the layer 2 platforms leaving in it's place bottomless pits
"Reluctance gets you nowhere, if you never ask for help you won't ever receive help. if you never try you may never fail but you'll never succeed either"
--Falkenheart
http://www.smwcentral.net/?p=post&do=reply&t=62550 finishing up my first patch any help is appreciated
Version 1.03 fixes exactly that. Download lastest version of SA-1 Pack and Lunar Fix and it'll fix.
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Originally posted by Vitor Vilela
Version 1.03 fixes exactly that. Download lastest version of SA-1 Pack and Lunar Fix and it'll fix.


aside from some flickering on the screen in a layer 2 level, it works perfectly, of course I think SNES9x causes the flickering. I should probably try it out on bsnes sometime to see how it does.

On a separate note,when AddMusicK gets an official release, are there any plans for an SA-1 compatible version?
"Reluctance gets you nowhere, if you never ask for help you won't ever receive help. if you never try you may never fail but you'll never succeed either"
--Falkenheart
http://www.smwcentral.net/?p=post&do=reply&t=62550 finishing up my first patch any help is appreciated
But a layer 2 level shouldn't flick. Probably you're doing something wrong in your ROM or snes9x.

Also AddmusicK is already compatible with SA-1. It's the first tool that supports SA-1 officially.
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I figured out what was causing the screen flicker, I'm not sure how to solve it, I go more in depth about it here instead of cluttering up this thread with my questions. Feel free to check it out.
"Reluctance gets you nowhere, if you never ask for help you won't ever receive help. if you never try you may never fail but you'll never succeed either"
--Falkenheart
http://www.smwcentral.net/?p=post&do=reply&t=62550 finishing up my first patch any help is appreciated
Originally posted by Vitor Vilela
But a layer 2 level shouldn't flick. Probably you're doing something wrong in your ROM or snes9x.

Also AddmusicK is already compatible with SA-1. It's the first tool that supports SA-1 officially.


Actually I must be doing something wrong in my ROM, because sometimes on Iggy's Castle, the battle with Iggy never happens, it just freezes at a black screen, now when the castle gets glitchy, I have no screen problems when it gets to Donut Plains 2. So I guess the real question is what I have to do to prepare my ROM for SA-1. in the meantime I will check out tutorials on this, but I haven't had much luck, but I'm not ready to give up on this.

edit: after trying to delete enemies to see if that was the cause, my conclusion is that it's not the cause. The problem is the scrolling of layer 2 with my patch and SA-1, so now things get interesting. I'm trying different scrolling modes to see if I can find one that fits, no luck yet. Maybe I have to scroll layer 1 horizontally and have the scrolling in layer 2 vertical only, then again that would mess up the ground effects. Since the goal of my hack is only a pseudo-remake of the original SMW and I'm going to be designing completely different levels, or at least a reinterpretation of the levels, that leaves an opportunity open.
"Reluctance gets you nowhere, if you never ask for help you won't ever receive help. if you never try you may never fail but you'll never succeed either"
--Falkenheart
http://www.smwcentral.net/?p=post&do=reply&t=62550 finishing up my first patch any help is appreciated
It looks like applying the SA-1 version of the Sprite Status Bar to the SA-1 game will give me a glitchy Sprite Status Bar. You might want to fix it.
Sorry to rehash this yet again but I think I know what is causing my problem it is the auto scroll generator and my status bar trying to work together, I'm thinking that could be the same issue as what is causing some of the issues that are mentioned about sprite status bar, the reason behind that thought is this, both issues have sprites/generators as the main cause, something about sprites and layer 3 which is where the SB is (which is a given I'm guessing. But I didn't know that until two weeks ago because I am a n00b.) something about layer 3 causing an issue with sprites (or hacks that convert a layer 3 object into a sprite.) I'm not sure if it is a dynamic sprite or not. I hope this isn't considered backseat moderating, because I'm really not trying to do that. it just seems to me that the two issues coincide with one another.
"Reluctance gets you nowhere, if you never ask for help you won't ever receive help. if you never try you may never fail but you'll never succeed either"
--Falkenheart
http://www.smwcentral.net/?p=post&do=reply&t=62550 finishing up my first patch any help is appreciated
@Vitor Vilela: I don't see why the block patch crashes either, the original one doesn't seem to crash.

On another subject, is it safe to patch the newest version of the patch over an old version? Or do I have to port to a new ROM?
Yes, it's safe to apply a new one on a ROM which have a older.

Also sorry for not converting any sprite or fixing these two patches, some accessories broke and now I have to wait until I receive a new one.
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Well, thanks!

I'm working on a hack that use SA-1 and I decided to update when I saw the Layer 2 level bug. I'm also probably going to post SA-1 sprites I convert, as well as blocks when the patch is fixed. But for now, I don't really need blocks, I can add those brick blocks later!
I'd like to request that these blocks and this patch be made SA-1 compatible, if necessary. I'm considering making my hack use SA-1, and these are the only things standing in my way.
I know I mentioned something like this in another thread, but how hard would it be to make a simple file/macro that converted ram addresses? You know, something like xkas2asar. That would open up SA-1 usage to a lot more people while making it easier to use at the same time. Especially for people who use lots of sprites and patches.

I'd like you to do that if you could and don't mind. I really want to use this but I have way too many things to change EVERY single thing manually.
@TRS: I will convert when I get some time.

@mario90: Alright, I will create a converter. Note that one or another patch/block/sprite may not work for "natural" reasons.
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I noticed something rather unfortunate this weekend. It seems ZSNES was not coded to deal with the SNES CPU being able to jump into the SA-1's IRAM for code execution. And since the SNES Direct Page is remapped to IRAM in your patch, and it's not unusual to have hacks that jump into it to allow changing MVN/MVP operands (like LM does a couple times)...

I wonder, how often do other patches attempt to execute code in Direct Page? If it isn't often, I suppose it would be easiest to just modify ASM for SA-1 ROMs so it jumps into WRAM instead. But I'm also considering trying to modify the custom build of ZSNES to fix it instead.
Originally posted by Vitor Vilela

@mario90: Alright, I will create a converter. Note that one or another patch/block/sprite may not work for "natural" reasons.


I greatly appreicate this. If some things don't work right off the bat that is entirely fine and I wouldn't mind tweaking them myself. Tons of the work would already taken care of which was the problem so I thank you again for considering this.
Originally posted by FuSoYa
I noticed something rather unfortunate this weekend. It seems ZSNES was not coded to deal with the SNES CPU being able to jump into the SA-1's IRAM for code execution. And since the SNES Direct Page is remapped to IRAM in your patch, and it's not unusual to have hacks that jump into it to allow changing MVN/MVP operands (like LM does a couple times)...

I wonder, how often do other patches attempt to execute code in Direct Page? If it isn't often, I suppose it would be easiest to just modify ASM for SA-1 ROMs so it jumps into WRAM instead. But I'm also considering trying to modify the custom build of ZSNES to fix it instead.


Yeah, I noticed that too a couple of months ago. With the exception of LZ2/LZ3 patches, I didn't have any problem with LM's ASM hacks. Also this affects SA-1 CPU, not only the SNES... A alternative to this issue is: 1. use BW-RAM ($6000-$7FFF ($6000-$60FF and $6110-$61FF is free also)), 2. use DMA (specially on SA-1 CPU, it's pretty powerful and safe to use in-game outside NMI), 3. use a loop or 4. use WRAM.
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