Thanks MMR! The patch is getting better thanks to the
optimizations that Aaendi has been doing. I should use my words more carefully so no one gets confused when I say almost equal to or slightly faster than the sa-1 patch. The sa-1 is about 3 times faster than the fastrom so the game definitely isn’t running the code nowhere near as fast as the sa-1. The code is being optimized to use less code that is more efficient than how the original programmers written the code therefore making it appear almost as fast or possibly in the near future slightly faster. Adding new features and more enemies on the screen the sa-1 chip would be the way to go due to the 3x speed over fastrom but there is still a limit to how many enemies/sprites that can be on the screen and per line. If you would like to do optimizations in the parodius game you should look into creating a disassembly file of all of the code in that game. The fastrom patch that I made was created using my disassembled code that I uploaded to romhacking.net. You should look at that file to give you a example of how you could create a file like that for your parodius game. I do plan on creating documents of the before and after of the optimizations that I have worked on so others can use the documents as a example to create optimizations for other games.
Nice!,and I can find out a lot and I'm new to Assembly and I'm really enjoying,
i want to find ram address in rom how can i find? and I'm starting to use the snes9x geiger debugger to change the values.
how should i start? if you can help me
and Is it possible to duplicate the sprites that are on the screen? it's kind of crazy that more like duplicating ryu sprite on street fighter 2 and popping 2 ryu on the screen
and which compiler do you use for your roms?