Name: | SRAM and BW-RAM Plus v1.3 |
Authors: | MarioE, Tattletale, lx5 |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch rewrites the game's save file handling by using DMA for saving and loading, leading to the most efficient handling. As a bonus, it also frees up the 141 bytes of RAM at $7E:1F49. NOTE: You must apply this patch after you use Lunar Magic to modify any of the level's level flags on the overworld -- LM doesn't take into account the fact that $1F49 is never being used anymore. Read the readme for information on including an address to be saved to SRAM/BWRAM. This version now allows addresses to have default values. The BWRAM is included because due to the nature of the sa-1 rom, SRAM doesn't exist, so use that instead of SRAM on a sa-1 rom, not SRAM. Update: Fixed for compatibility with Lunar Magic v2.53. changelog: v1.3 -------------------- LX5's bwram_plus: Fixed a bug init would happen after intro level's load, leading to weird issues with initialized RAMs. Example: if you remove the code that takes care of initializing manually the life counter and try to do that with bwram's default values, you will see your life counter suddenly jump from 1 to the right value. And many other issues of the same variation. I also brought the load routine to the same hijack, so now the game chooses whether to init or load, instead of trying to do both. In v1.2, I had added a lock so that wouldn't happen, I removed it in this version. Both routines are running at the same hijack sram_plus uses now. v1.2 -------------------- MarioE's sram_plus: Fixed a bug it would restore a piece of code from the original game on top of a LM hijack (message sprite fix (shift+f8)) that would send you to the wrong OW submap. v1.1 -------------------- LX5's bwram_plus: Fixed a bug the patch would load a save even if there was no save to be loaded (values would be loaded with FF or whatever else was in the tables). Fixed a bug the patch would write garbage to address+1, according to the tables, so dl $4013C7 : dw $0001 would write to 4013C7 and 4013C8. |
Tags: | bw-ram dma lorom sa-1 save sram |
Comments: | 39 (jump to comments) |
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Comments (39)
i have never ever have gotten this to work honestly.
I'm in the same situation, although you probably applied the patch created by Tattletale.
I will try to find a solution.
For bwram, change it like this.
If you apply SRAM Plus for the first time to a ROM where this version of retry is already installed, the load/save functions will not work properly.
(e.g. "Erase Data" menu in the title screen will crash the game.)
To fix it, apply the retry patch once again. After doing this, applying patches in any order will be okay.
No, but it's not the ease of use that makes it bad. Besides, do I prefer editing specific data in a hex editor over having some weird table in which you have to write god knows what (no readme)? Yeah, any day. Hex editing is pretty universal. This requires certain instructions which aren't given.
But in the end, I see the use for asm files in general. Thanks for reminding me
Enough comprehension to understand edits to a ROM can be compiled into an IPS patch.
But not enough knowlegde to begin to understand why that's a terrible practice.
That's a completely subjective matter. I already named ease of use as a pro regarding IPS patches. It's no wonder they're widespread. Ease of use is by no means terrible.
They're terrible because they're usable only on specific ROMs (headered/unheadered, Japanese/US etc), they're static compiled data, so you can't, for example choose which freeram the patch you're inserting uses or the patch can't check if other patches have been inserted into the ROM that would have incompatibilities with the base version, IPS patches can't search for freespace in the ROM unlike asar patches and the user can't even change the freespace area used, which makes it even worse than xkas patches (and has a possibility of overwriting data already used for something else).
Also IPS patches obfuscate code and can't be easily modified unless you grab a hex editor for finding the differences after patching and a disassembler to recreate the patch.
And finally, IPS may be "easier to apply", but that's just comparing using a program which opens 2 dialogs for selecting files and 1 for saving versus a program where you have to type names of 2 files or drag the files into it and press enter.
Yeah, in the end it's very easy to apply most ASM patches, but then there's this one (which fair enough, seems to be an exception). No readme, no indication on what to do or what this patch is useful for in-game. This is where an ips/BPS patch saying "save Dragon Coins/Lives/Power ups would come in real handy for people who want just that. Now you got these seperate puzzle pieces that you need to stitch together in order to make proper use of SRAM plus.
But yes, by now it's clear my issue is more with this patch, rather than the .asm format in general.
Enough comprehension to understand edits to a ROM can be compiled into an IPS patch.
But not enough knowlegde to begin to understand why that's a terrible practice.
That's a completely subjective matter. I already named ease of use as a pro regarding IPS patches. It's no wonder they're widespread. Ease of use is by no means terrible.
They're terrible because they're usable only on specific ROMs (headered/unheadered, Japanese/US etc), they're static compiled data, so you can't, for example choose which freeram the patch you're inserting uses or the patch can't check if other patches have been inserted into the ROM that would have incompatibilities with the base version, IPS patches can't search for freespace in the ROM unlike asar patches and the user can't even change the freespace area used, which makes it even worse than xkas patches (and has a possibility of overwriting data already used for something else).
Also IPS patches obfuscate code and can't be easily modified unless you grab a hex editor for finding the differences after patching and a disassembler to recreate the patch.
And finally, IPS may be "easier to apply", but that's just comparing using a program which opens 2 dialogs for selecting files and 1 for saving versus a program where you have to type names of 2 files or drag the files into it and press enter.
Enough comprehension to understand edits to a ROM can be compiled into an IPS patch.
But not enough knowlegde to begin to understand why that's a terrible practice.
That's a completely subjective matter. I already named ease of use as a pro regarding IPS patches. It's no wonder they're widespread. Ease of use is by no means terrible.
Enough comprehension to understand edits to a ROM can be compiled into an IPS patch.
But not enough knowlegde to begin to understand why that's a terrible practice.
Why do people need to get through this list of issues before they can save their lives/Dragon Coins with the game? Super Mario Bros. 3 has a hack that incorporates SMB1, SMB2, SMB2US and full save features to all, with a single .ips file.
I think that maybe you should not comment on matters that you have little comprehension of my friend.
EDIT: The NES which is the console that ran the SMB1, SMB2, SMB2US and SMB3 cartridges, are EXTREMELY different than its successor the SNES and the have completely different hardware/software capability's and as newer systems go the SNES is considerably more complex than the NES both in its architecture and engineering.
Enough comprehension to understand edits to a ROM can be compiled into an IPS patch.
So I assemble the patch again after I modify any level flags? Or after I assemble the patch I should not modify level flags anymore?
Why do people need to get through this list of issues before they can save their lives/Dragon Coins with the game? Super Mario Bros. 3 has a hack that incorporates SMB1, SMB2, SMB2US and full save features to all, with a single .ips file.
I think that maybe you should not comment on matters that you have little comprehension of my friend.
EDIT: The NES which is the console that ran the SMB1, SMB2, SMB2US and SMB3 cartridges, are EXTREMELY different than its successor the SNES and the have completely different hardware/software capability's and as newer systems go the SNES is considerably more complex than the NES both in its architecture and engineering.
Why do people need to get through this list of issues before they can save their lives/Dragon Coins with the game? Super Mario Bros. 3 has a hack that incorporates SMB1, SMB2, SMB2US and full save features to all, with a single .ips file.
To use, add the code in the sram_table.asm file, in the corresponding location. This code has multiple RAM addresses, while using the code your game will be able to save powerup, item box, yoshi, yoshi coin, coin, score, and bonus score. If you want to remove some code, just delete the line of code and the number of bytes corresponding to the deleted code.
Remember that for the patch to work you need to apply the patch posted by Tattletale and that the default code line should never be deleted.
First things first, those values are getting saved and loaded properly, issue is, the game hard-resets these values after load save - happens at $009E1C. I didn't add a patch to ignore that inside this pack because it's not in this pack's responsibility to do that.
Here's a patch that ignores the hard-reset:
Made by Ladida.
Issue is though, when you do that, the game also lets you bring the showoff level yoshi to the intro level and then to the OW. So make sure to initialize and save this RAM 7E0DC1, like this:
for normal ROMs:
for sa-1:
Also make sure to initialize / save whatever else you are using.
EDIT 2019/01/13:
If you also want to save stars and score, change that patch to:
Also remember to initialize the values properly (mario score, luigi score, mario bonus star and luigi bonus star).
i want to know if i have to make the enitire overworld map before the patch or if i can just edit something now aply the patch and then later edit the overworld some more
Edited the overworld, now im stuck.
Will disable the player from moving on the map.
A couple patches, specifically these which mess with the saving routine or use specific parts of freespace in bank 0 are this (e.g. no overworld or one player, one savefile).
SRAM Plus, as mentioned in the description, frees $1F49 which is STILL used by LM, that also means you should reapply this patch AFTER you modify and save your overworld because your ROM will NOT be listening the initial level flags and that will cause you problems.
BW-RAM plus does NOT have this problem because it never touches $1F49.
Edit: Likewise, if you change the intro level value, be sure to also change the CMP value in the clear routine.
If you are using a previous version, please redownload.
SRAM Plus, as mentioned in the description, frees $1F49 which is STILL used by LM, that also means you should reapply this patch AFTER you modify and save your overworld because your ROM will NOT be listening the initial level flags and that will cause you problems.
BW-RAM plus does NOT have this problem because it never touches $1F49.