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SA-1 Pack - v1.40 released

Dude, we have busy lives. I'm sure that Vitor will fix the issue, you just need to be patient.
As LX5 said, we don't really have many free time anymore due of university, side projects that needs more urge to be finished and that goes on. However it's good that you remind about it so either me when I get some time or someone else (as in, SA-1 Pack is public and anyone can edit it; just see Arujus's and the more sprites patch).

So yeah be more patient.
GitHub - Twitter - YouTube - SnesLab Discord
Fanatical like a Demon
Just out of curiosity, when you first were making the patch, did you not care about adding mode 7 boss compatibility before making it ready for public beta testing? I only ask bc it seems most game changing patches released never work for the original mode 7 bosses, sa-1, NMSTL patch, extended NMSTL patch, etc. I know a lot of hacks nowadays don't even include the original SMW bosses anymore but a few like me have a lot of fun editing the heck outta them (especially Bowser) and the Reznors and it'd be nice if when people are making these new patches would make their stuff compatible with the SMW bosses. Anyways, I hope sa-1 one day includes compatibility for SMW's bosses bc that's the onbly thing that keeps my hack from having an public demo available (and some patches I've yet to convert). But ye, take your time, I know the feeling of not being active on project and stuff on here anymore due to real life.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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.
I remember doing a complete SMW playthough (96 exits) when I did SA-1 Pack v1.03 ("vanilla" ROM) and SA-1 Pack v1.10 (with LM hacks inserted) and everything worked fine, all sprites, bosses, mode 7, credits, etc.

I never looked in depth about that mode 7 issue, but as SA-1 Pack version progresses or Lunar Magic or whatever other patch or tool you use it together, you end up breaking at some point vanilla compatibility, which is completely normal because you won't go and play all 96 exists every time you make a new update, but unfortunately it happens sometimes of update breaking something specific. Hence bug reporting is important and all.

I guess I will make a SA-1 Pack TO DO list so we can put all known issues there and hopefully when I make a new version, I will make sure that nothing seems off at all.

Known bugs so far:
- Mode 7 bosses not working
- Yoshi's fireballs spawning position slight off
- Buzzy beetle stun timer having random values
- Blue shelless koopa not holding a thrown shell from right to left.
- Anything else?
GitHub - Twitter - YouTube - SnesLab Discord
This should do for the SA-1 GPS.
Hey Vitor, is there some code I could use to detect if the game is running slow? It'd be nice in case there were situations causing it to tell the game not to run X or Y and run other codes to fix/reduce it.
Hello i am using sa-1 converter to convert this : http://dragon.s151.xrea.com/smw2lift.zip

The conversion works. here's the converted asm..

https://cdn.discordapp.com/attachments/161247652946771969/245957575802093578/YIlift.asm

But there's an error https://www.youtube.com/watch?v=NCJVlWbnAZ0 where the line-guided platform does not care about any line or anywhere (map16 issue it seems) and just goes up-right down-left all the time, can someone help me fix or convert this??





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Search for "VertMAP:" and change the LDA #$7E to LDA #$40.
Is there a sa-1 cluster sprite tool yet?





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Hi! I have a problem with SA-1 that I don't understand; I restart to hack my old custom SMW rom after months and I would to improve it applying the SA-1 patch on it (yes, I must redo all) and I don't think that expand a clean rom to 2MB is sufficient, since I've applied lots of things on my old non-SA-1 one; so, I've just patched sa1.asm (v1.25) on a 2MB unmodified rom and applied a simply patch that allows to kill enemies in SMB style when hitted by a fireball (Alcaro's "classicfire.asm"); but it works only if my rom is expanded to 2MB! So, if I expand a rom to more than 2MB, the game freezes when I hit an enemy with a fireball! Applying sa1.asm and/or classicfire.asm before or after rom expansion from 2MB to 3MB and more, it won't change anything, I've tried all! Please, can you help me? If it happens with a simple patch like that, what can happen with complex ones like "Multi-Midway Points" patch?!? #w{x(} Thanks a lot. #smw{:TUP:}

P.S.: Sorry for my (very probably) bad english... #smw{-_-;}
Did you make any progress towards fixing the mentioned bugs? I ain't trying to pester you, man. Just wondering.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

I've no ideas, I'm trying to work on a 2MB SA-1 rom without problems but I already think that 2MB are not enough for all stuff that I've installed in my old rom... and expand it, before or after patching SA-1, will crash all only testing a simple patch like "Fireball SMB Style"?! Totally no-sense...
The discord didn't want to help to convert. the discord is too retarded to help anyone anyways)

When i convert them with sa-1convert, they insert well, but the sprites crash the game when they go onscreen, can anyone find the reason? (and fix it too?, i really want to use the skull cart on my hack.)

Here's the original sprite, please convert it for me! thanks.
https://www.dropbox.com/s/kupkeu54aqfe1j9/minus%20plus.zip?dl=1





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Originally posted by Magmadon92
I've no ideas, I'm trying to work on a 2MB SA-1 rom without problems but I already think that 2MB are not enough for all stuff that I've installed in my old rom... and expand it, before or after patching SA-1, will crash all only testing a simple patch like "Fireball SMB Style"?! Totally no-sense...

Check if the patch is SA-1 compatible.
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Fanatical like a Demon
Has anyone been able to make sa-1 work with mode 7 bosses? Like a custom build while we wait for the fix in the meantime?
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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.
Originally posted by LadiesMan217
*incompatibility claim*

This is utter nonsense. I use the latest SA-1 pack (1.25) and all mode 7 bosses work correctly. Here, check this if you don't believe me (I put doors to all bosses in level 105).
You must either use something else that is incompatible with these bosses, or an outdated version of the SA-1 patch.


If anyone is interested, I made the MSU-1 patch (you know, the thing that have the game use CD-quality music and makes porting useless) SA-1 hybrid. Here it is. You might want to check Medic's tutorial before actually using it though.
This Mode 7 boss lag only happens on ZSNES, but it would be great for the bosses to work on it. It should be possible to fix, no?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Even if it were possible it's not worth it, stop using ZSNES.
Your layout has been removed.
Originally posted by leod
Even if it were possible it's not worth it, stop using ZSNES.
What if ZSNES players play the M7 bosses and notice the lag? Then it's totally worth it.

I will never, ever stop using ZSNES. I like it.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!