Originally posted by DiscoManOh, you just need to patch "SuperFX.asm" in your ROM, the other two files are the special files that you can modify to mess around IRQ and NMI, because of the way SuperFX access the ROM, you only need to have these two in the RAM.
For use them, just insert the patch (IRQPatch.asm or NMIPatch.asm) in a empty file (adjust the "freespace" for the ones in RAM, so if you're using RAM $7F4567, then the "freespace" becomes $4567), then rename to a .bin extension and then put in the folder "SuperFXFiles", like the "IRQ.bin" and "NMI.bin" which is incbin'd in SuperFX.asm.
I hope that helps, if you have any question PM me. ^^
IMPORTANT EDIT: If you want to use ExGFX in your hack, open your hex editor after you've inserted the ExGFX and search for these hex codes "9D0501", it points to the used dummy vector, so you need to replace that with "9560EA". It'll fix the crash and you can use ExGFX freely.
ANOTHER IMPORTANT EDIT: I'm working in a new version of this patch (version 1.1) which will have the following features:
- Bugfixes and increased compatibility.
- Now you can change the way Super FX handles the code/graphic processing by changing a value in the RAM as stated in the section below, like in YI.
- Fixed interrupt in NMIpatch.asm
- Now, VRAM is transferred to the SRAM (Super FX RAM), now with a bit of work, you can MANUALLY change the VRAM and thus obtain graphical effects by DMA'ing the graphics from SRAM -> VRAM. Actually, this change is automatic, so VRAM is dinamically uploading data to the SRAM and from SRAM to VRAM.
- You can input more SRAM size.
- Now it works with Asar.
Now, it should be easier to create graphical effects, now that VRAM will "reside" in SRAM thus being modified by SuperFX when needed.
Hm. . . Any chance this update will make actual use of the 10.5MHZ / 21.4MHZ clock speed of the SuperFX?
There's still one time in my ROM that still has slowdown
(Even when ZSNES's Percent to Execute/Per2exec is set to 150):
The transparency of the Path Revealing animations in the World Map when A Level is completed.
When A Path is being revealed in the World Map,
You get major slowdown (minor slowdown if you use ZSNES with Per2exec at 150).
You can see all the other animated 8X8 tiles and all sprites moving slightly or WAY slower.
Is the SuperFX actually doing anything to assist the game with it's slowdown issues,
Or did I only patch it JUST for stuff that needs the SuperFX chip, and not actually use it to help SMW's overrall performance?
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 ~