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SA-1 Pack - v1.40 released

The main patch is finished, which includes:

- All features from standard and deluxe pack with ZSNES compatibility. Character Conversion DMA is included too, but it doesn't work totaly with ZSNES.
- Map16 remap: moves $7E:C800-$7E:FFFF and $7F:C800-$7F:FFFF to $40:C800-$40:FFFF & $41:C800-$41:FFFF.
- Level loading boost: Since Map16 memory has been remapped, now SA-1 handles the level loading.
- LZ2 now works on ZSNES
- Added LZ3 patch. Works on ZSNES, of course.
- Includes a few OAM boost patches.

Right now I'm improving Lunar Fix to have full support of ExAnimation and 8MB ROM support.
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I'm Still waiting for the Complete Version, I wasn't the topic, but I started to have interest in SA-1, and I was wondering if support 4MB is ready and how do I increase a bit of Speed in the Gameplay.

BTW, Still waiting.
Final version done, have fun guys.

Edit: released almost all patches that have the + sign, in other words, the patches that fixes something from Super Mario World. https://dl.dropbox.com/u/16203903/A/SA1/cpatches.html.
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Regarding patches, you can try to convert:
ExGFX Revolution patches
Line Guide Acts like fix patch
Layer 3 ExGFX v2.2 patch
The patch from this link: http://bin.smwcentral.net/u/63/hdma4.2.asm
Sprite status bar
Make LevelASMTool compatible with SA-1
Bidirectional goal
Horizontal scroll fix
Vertical scroll fix
Ropefix 2
Ropefix
H:None BG Scroll Reset Patch
Yoshi coin fix patch
Block duplication fix patch
Slope Pass Glitch Fix 2.1
Layer 3 Customizer, v. 1.1.3(the moderated patches section)
100 Exits patch
5-up fix patch
69+83 fix
Carrying fixes patch(this one needs a better RATS tag also)
Lava Fix v. 1.0
Message Block and Light Switch Block Fix
Skull fix
8BPP Nintendo Presents Screen
Dynamic Sprites Patch -> Included on sa1.asm
ExAnimated Overworld Tiles
One OR two players only
SRAM Expand - one player only version
SRAM Expand - two player only version
Stripe Image Uploader v1.1
Stripe Image Uploader Hack
uberASM 1.0.1
32x32 Character Tilemap Kit
Mario + Animated Tile ExGFX v2.1
Mario's 8x8 Tiles DMA-er
Timer, v. 1.3
Tidefix
Separate Jump SFX
Walljump 2.1
L/R Hook

http://www.smwcentral.net/download.php?id=1294&type=patches
Edir: The list might get bigger.
Amazing. I've been using your 2MB-version for quite some time now and it's just a massive joy working with it. Thanks a lot for your efforts on this. I won't be surprised if this pops up in a new version of Lunar Magic ;-)
It's great to see this finished. As soon as it gets accepted (and as soon as I actually have a significant amount of free time), I'll help make SA-1 versions of some existing patches and see what we can do about getting support for it in Lunar Magic. I could also convert all the stuff in Tessera 2.0 to work with the SA-1, but we might want to wait on that until it has been tested thoroughly.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
We're waiting for that imamelia. List updated. Check my second to last post.
Big edit: I thought the small patches are asar-compatible, not with xkas, but it's not bad to have both versions.
Okay, for now I converted:

Originally posted by Ripperon-X's post
ExGFX Revolution patches
Line Guide Acts like fix patch
Layer 3 ExGFX v2.2 patch
The patch from this link: http://bin.smwcentral.net/u/63/hdma4.2.asm
Sprite status bar


For technical reason, now the ExGFX Revolution patches uses Asar, because the hijacks get changed on a SA-1 ROM. I'm using Alcaro's version of REMAP.asm for now, I hope you don't mind Alcaro.

I'll use Ripperon-X's post for a temporary list of patches to be converted, until I create a full list on main page.

Also thanks for the comments guys ^_^

imamelia: I don't think we need to wait the SA-1 Pack gets accepted first, it will get accepted soon or later, even if it gets rejected in future.
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Vitor Vilela, I'm very impresses with your work! Thanks so much for making all these awesome contributions to SMW hacking!

Who ever knew that SMW would ever be hacked THIS much to THIS extent?

I would now like to know, if we wanted to get a SMW rom on a cart that uses the SA-1 patch where would we get the SA-1 chip from?

I love having these hacks on cartridges and I think it would be totally awesome to see SMW being played on an SNES on a circuit board with an SA-1 chip on it.
Your layout has been removed.
I saw in the sa1 archive 6mb.asm and 8mb.asm.
Do I expand my game to either 6 or 8 MB just by applying these patches?
Yes. But to work 6mb/8mb.asm, you will need a custom snes9x build that FuSoYa created here. Just replace the snes9x executable with this one.

ZSNES only supports 6MB, but FuSoYa created a custom build of ZSNES which allows 8MB ROMs (SA-1, ExLoROM, ExHiROM and even other types), here.

I would say these builds are WIP, but from all tests I did it's working perfectly. I hope that you (FuSoYa) don't mind me posting these builds to here.

Edit: I found a really stupid bug on Map16 remap. Fixed.
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Since SA-1 technically can offer scaling sprites, not in the exact same way as YI, you think it's possible to rechreate one of the YI sprites with SA-1? Like the Wild piranha, Ptooie piranha or the O spike?
If you decide on making a different sprite, may I suggest something like this: A rotating thing(64x64) that throws 2 koopas in the middle and after 2 or more second, it starts spinning and everytime it htis a wall, creates a stunning earthquake and after hitting a wall for the last time, 2 grinder-like enemies fall from above and if they fail hurting Mario and touch a wall, they explode and after hiting the thing one final time, it shrinks into a 32x32 sprite and blows up?
Or if you have better ideas for patterns, then input them in the thing. Your choice.
Also, HDMA Fix (inclued in Ice Man's HDMA Kit) is compatible or I need to change something (like the RAM used)?
Dumb question: How can I use your modified version of HFD's Addmusic on an already 8MB game?
Also: Is it normal that after using a little over 3 bansai bills and 3 koopas, the koopas start to glitch really weird. Or para-koopas to eb exact?
Originally posted by ShadowPhoenix
Also, HDMA Fix (inclued in Ice Man's HDMA Kit) is compatible or I need to change something (like the RAM used)?


No, you have to download the one on SA-1 Compatible Patches or wait until I convert HDMA effects.

Originally posted by Ripperon-X
Dumb question: How can I use your modified version of HFD's Addmusic on an already 8MB game?


Hmm, I guess some additional modification is required you use on a 6/8MB ROM. Keep using a 4MB ROM for now until I find a workaround.

Quote
Also: Is it normal that after using a little over 3 bansai bills and 3 koopas, the koopas start to glitch really weird. Or para-koopas to eb exact?


If this happends on a non SA-1 ROM, it's normal, otherwise it could be a bug. If you suspect anything, post a IPS and I'll look.

Originally posted by Fellowroot
Vitor Vilela, I'm very impresses with your work! Thanks so much for making all these awesome contributions to SMW hacking!

Who ever knew that SMW would ever be hacked THIS much to THIS extent?

I would now like to know, if we wanted to get a SMW rom on a cart that uses the SA-1 patch where would we get the SA-1 chip from?

I love having these hacks on cartridges and I think it would be totally awesome to see SMW being played on an SNES on a circuit board with an SA-1 chip on it.


Oh thanks.
Right now, it's impossible to get this working on a cart, since there are no way to flash a SA-1 cart or find a SA-1 cart with 128 KB of BW-RAM/SRAM. You try requesting SA-1 support on sd2snes or other cart project.

I haven't tried yet, but I think it works on Wii's Virtual Console if you inject the ROM on Super Mario RPG game, but I don't know.
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I seem to have problems with the latest version of SA-1. Whenever I insert a map16 page after the ExAnimation hack to the game or backwards and after I use lunarfix on the game, I get this: One or more opcodes could not be patched.
100%bug: If I save the overworld and use lunarfix rigth after and test the hack, on Yoshi's Island submmap, all the level tiles are replaced with 101's level tile and all level tiles on the main OW with the red switch palace level tile.
Originally posted by Vitor Vilela
Yes. But to work 6mb/8mb.asm, you will need a custom snes9x build that FuSoYa created here. Just replace the snes9x executable with this one.

ZSNES only supports 6MB, but FuSoYa created a custom build of ZSNES which allows 8MB ROMs (SA-1, ExLoROM, ExHiROM and even other types), here.
Can these work on a real SNES, then, if you made a cart with sufficient RAM?
Renamon is best pony.
I hope you can manage to fix the OW glitch. Your SA-1 thing just taunts me.
Originally posted by Page
"This is a custom build of ZSNES, to bring it a little more up to date with where Snes9x is in terms of supported ROM sizes. Previously ZSNES only supported up to 6MB and did not recognize ExLoROM, but this build adds 8MB support for ExHiROM, ExLoROM, SA-1, and SDD-1.

This build also fixes an issue in ZSNES with SA-1 ROMs larger than 4MB, where it would overwrite part of the loaded ROM data with the SA-1 RAM and some other table for character conversion DMA."

http://fusoya.eludevisibility.org/emulator/zsnes8.html


Unfortunately, I'm not someone who can easily start discussions about something new, so basicly, the point of the thread is:

Is this ZSNES better suited for this patch? Sorry I don't have any clue what the changes Fusoya mentiones are exactly about...
@Rena Kunisaki: If you find a cart that supports SA-1, up to 8MB and 128 KB SRAM, it'll work.

@Ripperon-X: Could you send me a IPS of that glitch? I'm kinda busy now and I can't do anything but debugging the ROM.

@Shog: This ZSNES release, actually isn't much related with SA-1. This ZSNES version allows ROMs up to 8MB work without problem, while in original one only 6MB works with limitations, although it fixed a SA-1 bug that the first 128 KB wasn't accessible on 5-6MB ROM area.

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ZSNES will work fine with SA-1 if you use a ROM at maximium 6MB, but for 8MB, you will need that build. This includes ExLoROM, ExHiROM and SDD-1.
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