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SA-1 Pack - v1.40 released

Well, to say this, even if I use your LZ2 patch on my ROM with the SA-1 thing, save a level and apply lunarfix after, the game still crashes.
Just a quick question before patching, what's magic.asm?
@Ripperon-X: Like I said on PM, LZ2/LZ3 patch doesn't work with ZSNES.

@Masterlink: magic.asm... Well, I didn't renamed to sprites.asm? Anyway, this patch makes all sprites being processed by SA-1. This is very important to remove slowdown.
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While SNES speed was around 2.50 and SA-1 speed is around 10.00, it will expand SMW's sprite number on screen. 8 x 4 = 32 I think it will be enough for any sprite we'd like to remake from not SNES games. Like NSMB2 fishes spinning in a circle.
Is that just the LZ2 patch or LZ3 as well? Also, it would be nice to have a download link for everything in one package. I could have sworn you had one already, but I don't see one in the first post.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I was really impressed by that video, but the usage of SA-1 looks a bit too much complicated to me to actually use it on my own hack (it's complex enough already to work with it), but I might give it a shot, actually!
This is something pretty impressive and I might even use it for my hack.
Just two questions, though.
1. For step two of applying, do you NEED to expand the ROM to 2MB, or can you go with 4MB?
2. With the conversion method, changing the RAM addresses is all that needs to be done, right?
Originally posted by imamelia
Is that just the LZ2 patch or LZ3 as well? Also, it would be nice to have a download link for everything in one package. I could have sworn you had one already, but I don't see one in the first post.


LZ2/LZ3 patches is pretty same and both will not work on ZSNES even if SNES is processing it. Jumping to I-RAM/BW-RAM doesn't work on ZSNES (it jumps to WRAM instead)

Originally posted by telinc1
This is something pretty impressive and I might even use it for my hack.
Just two questions, though.
1. For step two of applying, do you NEED to expand the ROM to 2MB, or can you go with 4MB?
2. With the conversion method, changing the RAM addresses is all that needs to be done, right?


1. You can do with anything 1/1.5/2/2.5/3/3.5/4MB should work. (6/8 MB too, but I haven't added support)

2. Almost. Techinically, you'll need to change:

- $700000+ to $402000+
- $7E0000-$7E00FF or $0000-$00FF to $3000-$30FF
- $7E0100-$7E1FFF or $0100-$1FFF to $6100-$7FFF
- Any FreeRAM (at $7E2000-$7FFFFF) used by sprite should be moved to I-RAM/BW-RAM or you'll need to call SNES.
- Don't use FastROM ($808000+)
- Asar: change header : LoROM to header : SA1ROM
- Xkas: if using it, don't use Freespace in banks $40+.
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Originally posted by Vitor Vilela
Originally posted by imamelia
Is that just the LZ2 patch or LZ3 as well? Also, it would be nice to have a download link for everything in one package. I could have sworn you had one already, but I don't see one in the first post.


LZ2/LZ3 patches is pretty same and both will not work on ZSNES even if SNES is processing it. Jumping to I-RAM/BW-RAM doesn't work on ZSNES (it jumps to WRAM instead)

That wasn't what I asked. I don't really care that much if something like that doesn't work on ZSNES (although it seems like you could make a compatibility version where you call the SNES and make it jump to WRAM instead), but I see just the LZ2 patch. Are you planning on making one for LZ3 as well?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
If it's the exact same thing as LZ2, then I don't see the point.The other 2 tools that the SA-1 pack needs are Blocktool Super DX and SampleTool. I wish smkdan would check this thread.
@imamelia: Ah, I can convert it, but I don't have the LC_LZ3 source.

@Ripperon-X: You could try manual block inserter... But samples banks... Hmm, aren't the .bnk files is just uploaded to SPC700?

Anyway, I hope that smkdan could make these tools compatible. I couldn't do that for same reason as LC_LZ3.

Edit/Also: I'm working a new version of SA-1 Pack, it *might* be final. Also again, rotation sprites isn't working correctlly, it seems because of multiply registers. I'll fix this.
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Just had an idea. Does the sprites processing patch also include cluster sprites? Because if so, you'd be able to create cluster sprites as complex as normal sprites without having to worry as much about slowdown, and essentially get 20 extra sprite slots to use. You'd need a bunch of free RAM for sprite tables and copies of the normal sprite routines that use the different tables, but that shouldn't be too much of a problem.

EDIT: although then again, sprite-to-cluster-sprite interaction might be a bit more problematic, so you'd probably still want to stick to rather simple sprites.
My YouTube channel
Get the official ASMT resource pack here!

I don't know if anyone's said this yet, but whenever Mario hits a vine block, the pirahna head spawns, but it doesn't make a vine. It just eats upward with no vine behind it. Another thing is that Yoshi's tongue seems to have some issues with the rotating sprite platforms, since his tongue seems to disappear whenever I use it near one of them.

Bugs aside this is a pretty awesome release.
Actually, the vine does show up. I tried confirmating this. BUt the YOshi's issue with his tongue and tghe rotating platforms is true. There's some weird thing going on there.
Huh, I think it's a multiply/division issue. SA-1 have a different (and more powerful) math registers. Well, I'll check.
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Originally posted by Ripperon-X
Actually, the vine does show up. I tried confirmating this. BUt the YOshi's issue with his tongue and tghe rotating platforms is true. There's some weird thing going on there.

Oh, well that's strange. Could it have been something I patched incorrectly?
@ycz: I'll try adding it.

Well, Adam reported a bunch of bugs and since the new version will have many updates, I decided to remove all download links.

If you found a bug and isn't on this list, please post and I'll fix.

Also free feel to request any features.
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As I said, better rotation code comes on top.
Next, um...
SA-1 only removes the slowdown no matter how many sprites are on screen, but can't it allow for more sprites to show on screen? Sort of like an 'add-on' for the SA-1 version of the No More Sprite Limits patch?
Originally posted by Ripperon-X
SA-1 only removes the slowdown no matter how many sprites are on screen, but can't it allow for more sprites to show on screen? Sort of like an 'add-on' for the SA-1 version of the No More Sprite Limits patch?


Not without breaking compatibility with virtually every single custom sprite ever made and a massive remap of every indexed RAM address of every existing sprite in SMW. Not really worth it in my opinion, especially seeing as you shouldn't normally need that many sprites if you're designing your level well.
I should get a new layout.

Probably won't, though.
Well guys, soon I'll start programming the last version of SA-1. But I might wait for this poll. I want to make sure that this SA-1 patch will benefit the most rated emulator, otherwise this would won't make useful for most SMW Hackers (don't for hackers, but for players)... Anyway, what I plan:

1. Standard SA-1 Pack: Have the basic stuff to run SA-1 with full compatibility with ZSNES, but no support for 6/8MB ROMs, pixel plotting features and may other things.

2. Deluxe SA-1 Pack: This will have all possible SA-1 features, but no ZSNES support, basically.

Also free feel to suggestions about this.
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