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SuperFX Patch Released

Well guys, I finally finished a version of SuperFX patch that I'm using in my homebrew ROM, so I started making a version of SuperFX patch for SMW and there it is.

With this patch, you can work with amazing effects such rotation, scale with much ease thanks to it's dedicated graphic processing and a whooping speed of 21.4 MHz.

Download Link

It's still in the moderation process but I guarantee that it's working perfectly, since I tested it in BSNES v0.88 accuracy version and see no problem there.

I hope you'll enjoy! Happy hacking! :3
SuperFX?!?
Welp, I Guess everyone doing SMW hacking better give every single patch/block/sprite/custom song/tool compatibility with this one SuperFX patch,
Cause next thing you know it, this patch will be the new standard for SMW Hacking,
Knowing that you can do far greater things now, even 3D polygons . . .
You never know, you might have changed SMW hacking forever. . .
A NEW GENERATION IS BORN!!! #mlp{rd}
Sometimes, I like to hack SMW. This is rare though, but I always try something new.


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~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found Here ~
Originally posted by wiiqwertyuiop
Originally posted by zack30
You never know, you might have changed SMW hacking forever. . .


Although this patch is cool, I actually really doubt it (at least definitely not a this point), the SuperFX interrupt vectors are from $0100 to $010C (or around there), and alot of patches use $010B, such as levelASM and even LM probably, converting all of those patches would not be fun. And most users don't know enough about the SuperFX to code anything in it anyway, it is a programmable chip, meaning you need to coded everything it does, right away you can't start making 3D polygons or anything, you'd need to code everything it does (and it has it's own set of opcodes to boot!).

So yeah it is cool, but the SA-1 seems more likely to be used than the SuperFX.


Sure, but as I've mentioned, SuperFX heavilies modify the ROM but I highly doubt that $010B can have incompatibility issues, as I've manually repointed every address.

By the way, those addresses are REQUISITED and it's even mentioned in SNES Doc as the dummy vectors, where SuperFX can work with the ROM with no problems whatsoever, when an interrupt occurs and SuperFX is active, also, despite having different ASM language, it'smuch easier than SNES ASM, IMO obviously.
YEAH! This is what we Needed! Thanks DiscoMan, this can help a lot of users, it's a incredible patch.
Originally posted by wiiqwertyuiop
Originally posted by zack30
You never know, you might have changed SMW hacking forever. . .


Although this patch is cool, I actually really doubt it (at least definitely not a this point), the SuperFX interrupt vectors are from $0100 to $010C (or around there), and alot of patches use $010B, such as levelASM and even LM probably, converting all of those patches would not be fun. And most users don't know enough about the SuperFX to code anything in it anyway, it is a programmable chip, meaning you need to coded everything it does, right away you can't start making 3D polygons or anything, you'd need to code everything it does (and it has it's own set of opcodes to boot!).

So yeah it is cool, but the SA-1 seems more likely to be used than the SuperFX.

Oh. . . I Guess I Was far too overhyped about this patch,
Seeing how A platformer like Yoshi's Island with all it's special effects can be done,
with very little to no framerate drop, only like 1% of the time
(In that level "Touch Fuzzy, Get Dizzy", if you trigger that wavy HDMA effect,
and let enough sprites enter the screen, the game actually will lag.),
Not to mention, just like every other SuperFX game,
You can have muitiple instances of REAL Mode7, rather than large GFX files, For Dynamic Sprites.

But considering that this patch was just released, the only real difference made is that slowdown is virtually non-existant now,
excluding on the OW when level paths are being revealed with that transparency effect.
Sometimes, I like to hack SMW. This is rare though, but I always try something new.


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~Developer for "Mario Enters the Void", an abandoned hack. The thread for the hack can be found Here ~
Originally posted by DiscoMan
but I highly doubt that $010B can have incompatibility issues, as I've manually repointed every address

Originally posted by wiiqwertyuiop
and alot of patches use $010B

*insert snarky comments here*

let's just patch up xkas to repoint all $010Bs during insertion
<blm> zsnes users are the flatearthers of emulation
Lunar Magic adds the $010B hack now too, I'm pretty sure. Makes it even more Fun.
Would be fantastic if SuperFX wasn't so goddamn limited.

Very nice work, anyway! I'm impressed!

Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.


Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
Yoshi's Island Disassembly Data Dump Wiki
$010B is part of the stack people are idiots for using it
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Thanks Alexander.

Originally posted by Fakescaper
$010B is part of the stack people are idiots for using it


First of all, don't talk to me in such a manner because some patches uses $010B as reference for level + translevel number and some patches uses it, it's a simple question of repointing the properly address into they correct place...
Originally posted by Fakescaper
$010B is part of the stack people are idiots for using it

DiscoMan, Ersanio and imamelia If these people are idiots becuase they use $010B, WHY don't you make a better version of SuperFX?
Originally posted by Blizzard Man
Originally posted by Fakescaper
$010B is part of the stack people are idiots for using it

DiscoMan, Ersanio and imamelia If these people are idiots becuase they use $010B, WHY don't you make a better version of SuperFX?

That's a pretty terrible argument, honestly!

Guy: "Ersanio's levelASM uses $010B"
Other Guy: "Ersanio is dumb for using $010B!"
Other Other Guy: "Why don't you make a better SuperFX patch?!"

Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.


Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
Yoshi's Island Disassembly Data Dump Wiki
Cool patch. I used to be interested in doing this, but in the end other enchantement chips caught my interest more (especially MSU-1). Moving the area reserved for dummy vectors to a new free RAM area must've been a pain. That's why I didn't bother with this patch, because of compatibility issues, new instruction set, lack of SuperFX stack, no simultaneous access of the ROM by the two systems, etc. Making good use of SuperFX means you're truly an advanced ROM hacker, or something.

It's kind of ugly how SuperFX limits the ROM to 2 MB. I guess you could use MSU-1 to overcome that limitation, by dividing the ROM into program-ROM (.sfc/smc) and data-ROM (.msu), but I'm not sure how the performance will be this way.

Strange how the thread is turning into an argument about stack area so here's my answer to it, and I'm sure I'm not the only one thinking this way.

Technically, the stack pointer points to $00:01FF at the initialization of SMW. Anything below that address, until a used address, is reserved free RAM we call the 'stack'.

Yes, this means that it is completely up to the programmer to decide what to do with the 'deeper levels' of the 'stack', which addresses are used and which are unused, and deciding on how big the stack will be. I could go ahead and make the stack a few bytes smaller if I wanted to, by using a few bytes of the free RAM, if my hack doesn't rely too much on the stack anyway. It's kind of hard to imagine that someone will end up pushing 245 bytes to the stack anyway.

Yes, it is bad practice to use the 'stack' for extra variables, but hey, it doesn't break anything (atleast in levelASM & etc.).
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Cool! After I'll get my new laptop I'll try this.

Also how many difference is between SuperFX and SuperFX 2?