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EXTREME FastROM v1.1.0 (dl 1st post)

Would this patch work with your optimized LC_LZ2 decompression? And how much faster would the level load become with it applied?

I'm going to try to beta test this for a week or so. Might also try to port a thing of mine to it to see if it runs better.
I don't know if it'll work. But I can't see why it shouldn't.

HappyFlame: Sounds like a 'too many sprites on the screen' issue. I'll check it out regardless.
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My Assembly for the SNES tutorial (it's actually finished now!)
I'm currently trying out "Extreme FastRom + LC_LZ2 decompression + Fadefix + NoSpriteTileLimits + SMWFix" and it seems to work really well. What I mainly notice is that the OW loads way faster. Though, whenever I try to edit something fade related in the hack, it breaks. (Fadefix works though.)

I'll try to play through this thing a bit more. I'll also try to port over a hack to it (as mentioned before).

[EDIT] My grammar sux olo.
You know if all this stuff is included in LM, it would be helpful if LM had an open patching system or something.
Your layout has been removed.
The patch works fine but if I patch Unrolled Fix and this patch and apply custom music, it crashes. But if I patch only the FastROM, custom music works well. I know that this is another patch but the problem occur if I patch the two.
Could you tell me which Addmusic you've used?

Also guys you're free to test this patch too, hence why I made this thread. So far Discoman has been a great help in numerous amounts of stuff.

Edit: I've tried this out with Romi's addmusic (along with the free RAM $7Fsomething patch), and the game freezes before the titlescreen; I guess it's an SPC-700 stall.

Code
$80/8082 CD 40 21    CMP $2140  [$00:2140]   A:BBAA X:00FF Y:6555 P:eNvmxdIzC
$80/8085 D0 FB       BNE $FB    [$8082]      A:BBAA X:00FF Y:6555 P:eNvmxdIzC
$80/8082 CD 40 21    CMP $2140  [$00:2140]   A:BBAA X:00FF Y:6555 P:eNvmxdIzC
$80/8085 D0 FB       BNE $FB    [$8082]      A:BBAA X:00FF Y:6555 P:eNvmxdIzC


...Unfortunately I have no idea how to solve this since I'm inexperienced with SPC-700.

EDIT2: Without the free up ram $whatever patch, the game just works normally. I guess the RAM patch and addmusic aren't compatible. I should look into it after I finish this. For now I'll consider it irrelevant to this patch.
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My Assembly for the SNES tutorial (it's actually finished now!)
I use the Romi's addmusic.
So far I've tried the following tools and patches in combination, in the following order:

1) Extreme fastrom, LM saving process etc
2) Addmusic (Romi's)
3) Romi's spritetool
4) BTSD .44
5) Sample tool
6) BG Scroll rate setting editor
7) LevelASM + INIT v1.4
8) DSX.asm
9) (included with dsx) garble.asm
10) No sprite tile limits
11) Mode 7 Gameover screen
12) Extracted, inserted GFX. Extracted, inserted ExGFX (LM)
13) Moved around stuff on the overworld (LM)
14) Smallhacker's extended overworld names patch

So far I see no screw ups. I predict that it'll remain this way.

What other tools are often used in SMW hacking which modify the ROM directly with ASM hacks? The 'major' tools have high priority right now.
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My Assembly for the SNES tutorial (it's actually finished now!)
Does terra stripe insert any asm? I don't think it does, but I am not sure. I doubt that there will be any problems that won't show up with just the fastrom patch though, unless the tool in question assumes since a address they hyjacked changed it must have already patched it.
Your layout has been removed.
If terra stripe didn't insert any ASM how the heck would it work.
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
I think the only thing terra stripe does is editing stripe image tables (and maybe repointing stripe image pointers).
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My Assembly for the SNES tutorial (it's actually finished now!)
From what I know by testing this myself, Terra Stripe only repoints the images to another location, if you have the option set to repoint. My overworld border just replaces the original and the pointer to it was the same while it was changed when the location changed, obviously.
I thought so, but I wasn't sure.
Your layout has been removed.
Earlier today Smallhacker told me that it's not inserting ASM hacks at the moment.

Also I'm slowly updating the list like 2 posts ago in case nobody noticed it yet.

Edit: Since no problems show up at all, I guess nothing else will go wrong. Something which actually can go wrong is conflicting patches as seen earlier.

If some patch hijacks a modified JSL, it should cause no problems as long as it gets recovered again. So another thing which can go wrong is misplaced JSLs but I already took care of that.

I guess I can send FuSoYa this patch very soon now! Though, before I do that I'll go play through 2 worlds or something in BSNES.

Edit2: Everything's fine.
Edit3: email'd.
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My Assembly for the SNES tutorial (it's actually finished now!)
I wonder, how can something like this actually be incompatible with something? Doesn't it just change long jumps/loads/etc to use the $80 bank?

For example...

org $028234
JSL $019530

After going through EFR

org $028234
JSL $819530

The org hijack spot is still the exact same spot if someone wanted to make a patch hijacking it. It makes no sense to me that something could be incompatible at all. Well... except for that NMI and IRQ stuff since I have no clue about that stuff.

Also, is RAM mirrored? (And SRAM)

For example...

$700800 = $F00800
$7E0019 = $FE0019

Would that be correct? Would it help with fastrom? (Be part of it or whatever)
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
I don't think RAM is mirrored like that.
FastROM concept is simple: execute code in the shadow rom/rom mirror. That's all to it, really. RAM isn't involved.
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My Assembly for the SNES tutorial (it's actually finished now!)
Originally posted by Ersanio
I don't think RAM is mirrored like that.

I'm quite sure $0000-$7FFF (WRAM and hardware regs) is mirrored (otherwise it'd break as soon as a code inside a PHB PHK PLB xxx PLB block tries to perform a 16bit read from RAM, and you would've noticed that).
However, I don't think $70xxxx-$7Fxxxx is mirrored ($F0xxxx-$FFxxxx is the only way to access the last part of a 4mb rom afaik).

tldr: Fakescaper, I think your first example is wrong but that #2 is correct. However, I don't think they're affected by fastrom.
<blm> zsnes users are the flatearthers of emulation
hm, thats a good point actually.
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My Assembly for the SNES tutorial (it's actually finished now!)
Why is the mirror rom there anyways?
Is it just data spill?
Why didnt the original SMW run in FastRom?
Originally posted by UMA
Why is the mirror rom there anyways?
Is it just data spill?
Why didnt the original SMW run in FastRom?

- It's just a feature of the SNES. I'm not sure if HiROM has this too though.
- The mirror ROM isn't actually in the .smc file itself. It gets mirrored by the SNES hardware so it can be used for FastROM purposes for example.
- Well, I guess the programmers either didn't care since the original SMW didn't have any slowdown (as far as I know), or they actually didn't bother implementing it.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)