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Messages - slidelljohn

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121
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 28, 2019, 03:51:51 am »
If that would speed things up that would be great.

I did some looking into vitor's sa-1 hack to see why there was still
slowdown when some bosses die and the code to make the screen fade away
was being ran on the snes cpu and the sa-1. At $00:82b2 you need to nop
the 4 bytes to stop the snes cpu from running the code so only the sa-1
will run it. So change these 22 65 92 00 to EA EA EA EA and it fixes it.
I don't know how vitor missed that. This fixes the gfx bugs and I think it
fixes the slowdown in that spot.

Here is a patch that has the bug fix plus a optimization that I did for when
the bosses die. Apply vitor's recent patch then this one.
http://www.mediafire.com/file/9snjopq80afdb22/Gradius-III-%255Bsa-1%255DUSAv1.04_bug_fix.bps/file

If anyone still notices slowdowns or gfx bugs with this fix let me know and
I'll take another look at it.



122
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 26, 2019, 02:58:02 am »
@snesfanboi
I should have a new patch within the next couple of weeks ready. It will
be a updated fastrom patch combined with my new decompressed gfx/data
patch that I'm currently working on.

@Aaendi
The grid collision for the bubbles is like a secondary collision. Its only
for bubbles having contact with other bubbles. The main collision is like the
bounding box collision that you described. If you look at the ram data for the
bubbles the ram 0x28-0x2b is the dimensions for the bubbles main collision.
This collision is for when your ship touches it, when your ships bullets hit it
and for the bounding box. 0x0b 0x00, 0x0b 0x00 is for 32x32 bubbles main
collision and 0x05 0x00, 0x05 0x00 is for 16x16 bubbles.

Here is a small tool that I'm working on to help with creating my next patch.
http://www.mediafire.com/file/23np4ja4dzd4pua/gradius_3_data_decomp.zip/file

This tool decompresses lots gradius 3 graphics to files and puts them in their
own directory. I currently only have it decompressing the graphics and data
in bank $06 but I do already have all of the data for all of the banks. This is
just a test program and it is not optimized yet. To use the tool load a headerless
Gradius III (U) [!] rom and then push the create files button and it should create
a folder "068000" in the same directory as the tool. Do not load any other file into
this program and do not edit the data.bin file and you shouldn't run into any
problems. The decompressed .bin files that this tool creates can be loaded into your
favorite tile editor to view the decompressed graphics. I think only 1 of the
decompressed .bin files(06f57a) is data and the rest are graphics.

123
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 22, 2019, 12:49:48 pm »
Lol, thanks! :woot!:

Here is the 128x128 bubbles collision.
Code: [Select]
    00000     5
  000xxx000   14
 00xxxxxxx00  25
 0xxxxxxxxx0  36
00xxxxxxxxx00 49
0xxxxxxxxxxx0 62
0xxxxxxx0     71       //I triple checked to make sure this one was correct
0xxxxxxxxxxx0 88
00xxxxxxxxx00 101
 0xxxxxxxxx0  112
 00xxxxxxx00  123
  000xxx000   132
    00000     137



$01:E199
FC FC 07 00 //collision square #1
FE FC 04 00 //collision square #2
00 FD 04 00 //collision square #3
02 FD 04 00 //collision square #4
04 FD 01 00 //collision square #5
78 FD 07 00 //collision square #6
7A FD 04 00 //collision square #7
7C FD 04 00 //collision square #8
84 FD 04 00 //collision square #12
86 FD 04 00 //collision square #13
88 FD 01 00 //collision square #14
F6 FD 07 00 //collision square #15
F8 FD 07 00 //collision square #16
08 FE 01 00 //collision square #24
0A FE 01 00 //collision square #25
76 FE 02 00 //collision square #26
8A FE 02 00 //collision square #36
F4 FE 07 00 //collision square #37
F6 FE 02 00 //collision square #38
0A FF 02 00 //collision square #48
0C FF 01 00 //collision square #49
74 FF 02 00 //collision square #50
8C FF 02 00 //collision square #62
F4 FF 02 00 //collision square #63
04 00 02 00 //collision square #71 looks like it should be #75(0x0C 0x00, 0x02 0x00)
74 00 02 00 //collision square #76
8C 00 02 00 //collision square #88
F4 00 01 00 //collision square #89
F6 00 02 00 //collision square #90
0A 01 02 00 //collision square #100
0C 01 07 00 //collision square #101
76 01 02 00 //collision square #102
8A 01 02 00 //collision square #112
F6 01 01 00 //collision square #113
F8 01 01 00 //collision square #114
08 02 07 00 //collision square #122
0A 02 07 00 //collision square #123
78 02 01 00 //collision square #124
7A 02 04 00 //collision square #125
7C 02 04 00 //collision square #126
84 02 04 00 //collision square #130
86 02 04 00 //collision square #131
88 02 07 00 //collision square #132
FC 02 01 00 //collision square #133
FE 02 04 00 //collision square #134
00 03 04 00 //collision square #135
02 03 04 00 //collision square #136
04 03 07 00 //collision square #137
FF FF

Here is a image of the collision grid. The red square is to show the center of the 128x128 bubble(0x00 0x00).


@Aaendi
I now understand how most of that section of the bubbles asm works so let me know if you
need help with any of it. I'm getting ready to remove all graphics compression from the
rom so its going to speed up level loading and free up a bunch of wram that is used to store
the decompressed graphics. I'm also going to increase the rom size for the decompressed
graphics and for extra asm space. Hopefully within the next 2 weeks I should have it ready.

124
ROM Hacking Discussion / Re: Widescreen SNES needs hackers
« on: May 18, 2019, 02:10:40 pm »
@DerKoun
We need a debugger that supports this feature.
Is there a debugger? If not, I recommend trying to
add this feature to the bsnes plus vram expand
branch that added support for the 128kb of vram.
With double the screen and double the vram we
could make some really nice looking hacks. I
already created a fully working 128kb vram hack
for mmx1 and I would like to add the extra screen
space to it to see how it plays.

Is it possible for this to work on original hardware?

125
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 17, 2019, 09:04:01 pm »
@snesfanboi
Maybe it might be best to do 2 separate patches. A fastrom and a
fastrom plus optimizations. The goal is to remove all slowdowns
so the further we progress the more the game is going to play like
the sa-1 patch. When we get all of the slowdowns out I'll see about
balancing out the game play so its not too hard. I don't really have
any interest in the final fight series but if someone gets a disassembly
dump of it similar to the disassembly I did for gradius 3 then someone
might consider making some optimizations to the code. The disassembled
code is very important to making these kinds of modifications. It took
awhile to do gradius 3 disassembly but it was well worth it.

@Aaendi
I'm currently working on dissecting the whole function $02/96DF-$02/99E2.
Not sure if you made any progress on figuring out exactly how that array
works yet but I'm making progress on it and I should have it fully figured
out soon. While I was dissecting the function $02/96DF-$02/99E2 I couldn't
help but try out a few optimizations. Let me know if any of these
optimizations are useful.

This code looked like it could use a optimization.
Code: [Select]
$82/9819 E6 18       INC $18         [$00:0018] A:08E8 X:0C00 Y:08E8 D:0000 DB:7E S:1DE6 P:nvmbdIzc V:011 H:0504 F:12 C:07
$82/981B E6 18       INC $18         [$00:0018] A:08E8 X:0C00 Y:08E8 D:0000 DB:7E S:1DE6 P:NvmbdIzc V:011 H:0594 F:12 C:07
$82/981D E6 18       INC $18         [$00:0018] A:08E8 X:0C00 Y:08E8 D:0000 DB:7E S:1DE6 P:NvmbdIzc V:011 H:0644 F:12 C:07
$82/981F E6 18       INC $18         [$00:0018] A:08E8 X:0C00 Y:08E8 D:0000 DB:7E S:1DE6 P:NvmbdIzc V:011 H:0694 F:12 C:07

I wrote this in its place.
Code: [Select]
$82/9819 A9 04 00    LDA #$0004                 A:0AA4 X:0C00 Y:0AA4 D:0000 DB:7E S:1DE1 P:nvmbdIzC V:008 H:0068 F:25 C:03
$82/981C 18          CLC                        A:0004 X:0C00 Y:0AA4 D:0000 DB:7E S:1DE1 P:nvmbdIzC V:008 H:0086 F:25 C:02
$82/981D 65 18       ADC $18         [$00:0018] A:0004 X:0C00 Y:0AA4 D:0000 DB:7E S:1DE1 P:nvmbdIzc V:008 H:0098 F:25 C:04
$82/981F 85 18       STA $18         [$00:0018] A:E2C1 X:0C00 Y:0AA4 D:0000 DB:7E S:1DE1 P:NvmbdIzc V:008 H:0126 F:25 C:04
The original is 28 cycles and the new is 13 cycles.

You can also use the same optimization for this code as well and save 1 cycle. Just change the value of the lda to 0x0002.
Code: [Select]
$82/98AA E6 18       INC $18         [$00:0018] A:08D6 X:0C00 Y:08D6 D:0000 DB:7E S:1DE3 P:nvmbdIzC V:055 H:0108 F:30 C:07
$82/98AC E6 18       INC $18         [$00:0018] A:08D6 X:0C00 Y:08D6 D:0000 DB:7E S:1DE3 P:NvmbdIzC V:055 H:0158 F:30 C:07

Here is another one that can be optimized.
Code: [Select]
$02/9771 B5 12       LDA $12,x  [$00:7C00]   A:0300 X:61AE Y:004E D:1A40 DB:01 S:1DF3 P:eNvmxdIzcHC:21150 VC:000 00 FL:00
$02/9773 DA          PHX                     A:0300 X:61AE Y:004E D:1A40 DB:01 S:1DF3 P:eNvmxdIzcHC:21158 VC:000 00 FL:00
$02/9774 0A          ASL A                   A:0300 X:61AE Y:004E D:1A40 DB:01 S:1DF3 P:eNvmxdIzcHC:21166 VC:000 00 FL:00
$02/9775 AA          TAX                     A:0300 X:61AE Y:004E D:1A40 DB:01 S:1DF3 P:eNvmxdIzcHC:21174 VC:000 00 FL:00
$02/9776 BF 80 97 02 LDA $029780,x[$02:F92E] A:0300 X:61AE Y:004E D:1A40 DB:01 S:1DF3 P:eNvmxdIzcHC:21182 VC:000 00 FL:00
$02/977A FA          PLX                     A:0300 X:61AE Y:004E D:1A40 DB:01 S:1DF3 P:eNvmxdIzcHC:21190 VC:000 00 FL:00
$02/977B 85 00       STA $00    [$00:1A40]   A:0300 X:61AE Y:004E D:1A40 DB:01 S:1DF3 P:eNvmxdIzcHC:21198 VC:000 00 FL:00
$02/977D 6C 00 00    JMP ($0000)[$00:0000]   A:0300 X:61AE Y:004E D:1A40 DB:01 S:1DF3 P:eNvmxdIzcHC:21206 VC:000 00 FL:00

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
This is data not ASM. This is data for the jump above

$02/9780-$02/9787 data location
88 97
F7 97
32 99
BC 99
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

I wrote this in its place.
Code: [Select]
$82/9771 B5 12       LDA $12,x  [$00:2C5A]   A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0016 VC:000 00 FL:41148
$82/9773 F0 13       BEQ $13    [$9788]      A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0022 VC:000 00 FL:41148
$82/9775 3A          DEC A                   A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0028 VC:000 00 FL:41148
$82/9776 F0 09       BEQ $09    [$9781]      A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0034 VC:000 00 FL:41148
$82/9778 3A          DEC A                   A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0040 VC:000 00 FL:41148
$82/9779 F0 03       BEQ $03    [$977E]      A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0046 VC:000 00 FL:41148
$82/977B 4C BC 99    JMP $99BC  [$81:99BC]   A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0052 VC:000 00 FL:41148
$82/977E 4C 32 99    JMP $9932  [$81:9932]   A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0058 VC:000 00 FL:41148
$82/9781 4C F7 97    JMP $97F7  [$81:97F7]   A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0064 VC:000 00 FL:41148
$82/9784 EA          NOP                     A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0070 VC:000 00 FL:41148
$82/9785 EA          NOP                     A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0076 VC:000 00 FL:41148
$82/9786 EA          NOP                     A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0082 VC:000 00 FL:41148
$82/9787 EA          NOP                     A:0003 X:2C48 Y:1F3F D:0000 DB:81 S:1DE3 P:envmxdIzCHC:0088 VC:000 00 FL:41148

Here is how many cycles for each jump.
Code: [Select]
$82/9771 B5 12       LDA $12, X      [$00:0CD2] A:9771 X:0CC0 Y:0070 D:0000 DB:81 S:1DE3 P:NvmbdIzc V:020 H:1006 F:44 C:05
$82/9773 F0 13       BEQ $13         [$9788]    A:0000 X:0CC0 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIZc V:020 H:1040 F:44 C:03 = 8  //$82:9788

$82/9771 B5 12       LDA $12, X      [$00:0C12] A:9771 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:NvmbdIzc V:009 H:0212 F:45 C:05
$82/9773 F0 13       BEQ $13         [$9788]    A:0001 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:009 H:0246 F:45 C:02
$82/9775 3A          DEC A                      A:0001 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:009 H:0258 F:45 C:02
$82/9776 F0 09       BEQ $09         [$9781]    A:0000 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIZc V:009 H:0270 F:45 C:03
$82/9781 4C F7 97    JMP $97F7       [$81:97F7] A:0000 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIZc V:009 H:0288 F:45 C:03 = 15 //$82:97f7

$82/9771 B5 12       LDA $12, X      [$00:0C12] A:9771 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:NvmbdIzc V:027 H:0278 F:13 C:05
$82/9773 F0 13       BEQ $13         [$9788]    A:0002 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:027 H:0312 F:13 C:02
$82/9775 3A          DEC A                      A:0002 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:027 H:0324 F:13 C:02
$82/9776 F0 09       BEQ $09         [$9781]    A:0001 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:027 H:0336 F:13 C:02
$82/9778 3A          DEC A                      A:0001 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:027 H:0348 F:13 C:02
$82/9779 F0 03       BEQ $03         [$977E]    A:0000 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIZc V:027 H:0360 F:13 C:03
$82/977E 4C 32 99    JMP $9932       [$81:9932] A:0000 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIZc V:027 H:0378 F:13 C:03 = 19 //$82:9932

$82/9771 B5 12       LDA $12, X      [$00:0C12] A:9771 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:NvmbdIzc V:011 H:0458 F:11 C:05
$82/9773 F0 13       BEQ $13         [$9788]    A:0003 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:011 H:0492 F:11 C:02
$82/9775 3A          DEC A                      A:0003 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:011 H:0504 F:11 C:02
$82/9776 F0 09       BEQ $09         [$9781]    A:0002 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:011 H:0516 F:11 C:02
$82/9778 3A          DEC A                      A:0002 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:011 H:0528 F:11 C:02
$82/9779 F0 03       BEQ $03         [$977E]    A:0001 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:011 H:0580 F:11 C:02
$82/977B 4C BC 99    JMP $99BC       [$81:99BC] A:0001 X:0C00 Y:0070 D:0000 DB:81 S:1DE3 P:nvmbdIzc V:011 H:0592 F:11 C:03 = 18 //$82:99bc
This code can be further optimized by moving the most used jump to the spot where the least
cycles are used. These($02/977D 6C 00 00    JMP ($0000)[$00:0000]) jumps are used in a lot of places and if they have 8 or less jumps they can be optimized with this new code. So far I tested this new jump code at these locations.
Code: [Select]
$82/9728 //function for 128x128 bubbles
$82/9754 //function for 64x64   bubbles
$82/9771 //function for 32x32   bubbles
$82/978E //function for 16x16   bubbles

Here is another one that I optimized but I maxed out the character limit for this post
so I cant show the new codes. There was a lot of them to change.
Code: [Select]
$82/815D A5 03       LDA $03    [$00:0003]   A:00ED X:0C00 Y:0030 D:0000 DB:81 S:1DD9 P:envmxdIzcHC:1138 VC:008 00 FL:42835
$82/815F 8D 02 42    STA $4202  [$81:4202]   A:ED10 X:0C00 Y:0030 D:0000 DB:81 S:1DD9 P:eNvmxdIzcHC:1166 VC:008 00 FL:42835
$82/8162 EA          NOP                     A:ED10 X:0C00 Y:0030 D:0000 DB:81 S:1DD9 P:eNvmxdIzcHC:1196 VC:008 00 FL:42835
$82/8163 EA          NOP                     A:ED10 X:0C00 Y:0030 D:0000 DB:81 S:1DD9 P:eNvmxdIzcHC:1208 VC:008 00 FL:42835
$82/8164 EA          NOP                     A:ED10 X:0C00 Y:0030 D:0000 DB:81 S:1DD9 P:eNvmxdIzcHC:1220 VC:008 00 FL:42835
$82/8165 EA          NOP                     A:ED10 X:0C00 Y:0030 D:0000 DB:81 S:1DD9 P:eNvmxdIzcHC:1232 VC:008 00 FL:42835
$82/8166 AD 16 42    LDA $4216  [$81:4216]   A:ED10 X:0C00 Y:0030 D:0000 DB:81 S:1DD9 P:eNvmxdIzcHC:1244 VC:008 00 FL:42835
There are at least 2 different STZ's that could be used instead of using these 4 nops
to wait the 8 cycles to get your results.

I laughed when I seen this code. There is no way someone wrote this by hand is there?
And no, the code isn't trying to use up cycles to get results like the multiplication code.
Code: [Select]
$02/97A8 4C AB 97    JMP $97AB  [$02:97AB]

May 22, 2019, 12:29:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
@Aaendi
I have most of that array figured out. This is for 32x32 size bubbles collision data.
This data appears to be for only bubbles colliding with bubbles.

Code: [Select]
3x3 8 pixel squares(24x24 pixel) minus a center square(square #5)
example:
ooo
oxo
ooo

7E FF 07 00 //1st 2 bytes = collision square #1 location, 2nd 2 bytes is for direction to bounce off of bubble
80 FF 04 00 //1st 2 bytes = collision square #2 location
82 FF 01 00 //1st 2 bytes = collision square #3 location
FE FF 02 00 //1st 2 bytes = collision square #4 location
02 00 02 00 //1st 2 bytes = collision square #6 location, 0x02 0x00 = left, right, opposite
7E 00 01 00 //1st 2 bytes = collision square #7 location, 0x01 0x00 = upper/right, lower/left, opposite   
80 00 04 00 //1st 2 bytes = collision square #8 location, 0x04 0x00 = up, down, opposite
82 00 07 00 //1st 2 bytes = collision square #9 location, 0x07 0x00 = upper/left, lower/right, opposite
FF FF       //end of collision size and direction
Also if you set the 2nd 2 bytes to bounce off of bubble to 0x00 0x00 then
the 32x32 bubbles wont collide with each other. It appears the 2nd 2 bytes
have a max of 0x7 and that's not looking at the data that is looking at the asm.

Here is the 16x16 bubble collision data
Code: [Select]
$81:E2df
00 00 06 00 //collision square #1 location, 0x06 00 = up/down, left/right, opposite
FF FF

Ram used for colliding bubbles is 7E:C000-7E:CFFF. 64x32 8x8 square collision array. 2 bytes per square

Here is the 64x64 bubble collision.
Code: [Select]
64x64 bubble collision

 00000
00xxx00
0xxxxx0
0xxxxx0
0xxxxx0
00xxx00
 00000

$01:E25B
7C FE 07 00 //collision square #1
7E FE 04 00 //collision square #2
80 FE 04 00 //collision square #3
82 FE 04 00 //collision square #4
84 FE 01 00 //collision square #5
FA FE 07 00 //collision square #6
FC FE 07 00 //collision square #7
04 FF 01 00 //collision square #11
06 FF 01 00 //collision square #12
7A FF 02 00 //collision square #13
86 FF 02 00 //collision square #19
FA FF 02 00 //collision square #20
06 00 02 00 //collision square #26
7A 00 02 00 //collision square #27
86 00 02 00 //collision square #33
FA 00 01 00 //collision square #34
FC 00 01 00 //collision square #35
04 01 07 00 //collision square #38
06 01 07 00 //collision square #39
7C 01 01 00 //collision square #40
7E 01 04 00 //collision square #41
80 01 04 00 //collision square #42
82 01 04 00 //collision square #43
84 01 07 00 //collision square #44
FF FF

I also have the 128x128 bubble collision data mapped but my posts text is maxed out so
I cant post it yet. :D

126
Can you get me a savestate for when those graphics appear in game? Ether giegers snes or bsnes plus savestate would do. I never played the game before so I don’t know where to find the gfx when playing it. I need to make sure there isn’t another compression algorithm that is used for the gfx.

With QT I recommend following some of the tutorials on YouTube to help get you familiar with how the program works and when I get some free time I can show you how to write some code for editing snes games.

127
The palettes start at the princes I just need to set the pointer at the beginning. Gfx that have 0x0000 as thier 1st 2 bytes in the 3 byte header and the gfx # around 1200-1400 started to display messed up gfx. Are the platforms and traps gfx in the 1200-1400 range of the pointers?

I’m not 100% sure if this is the QT that I have but I think it is.
http://download.qt.io/archive/qt/5.6/5.6.3/qt-opensource-windows-x86-mingw492-5.6.3.exe

128
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 13, 2019, 07:22:07 am »
Is this the array that is located at $01:E2BD?

Code: [Select]
7E FF 07 00
80 FF 04 00
82 FF 01 00
FE FF 02 00
02 00 02 00
7E 00 01 00
80 00 04 00
82 00 07 00
FF FF

I can take at look at it later tonight when I get more time.

129
I have a new update:
https://www.mediafire.com/file/93cg9kcifv4kiwk/SNES_Paint2.zip/file

I still need to do a few more tests before I add in the compression. Might take
a few more days. Install QT if you want to learn some coding. I'm currently using
QT 5.6.3 with mingw but there are newer versions.

130
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 11, 2019, 03:39:23 pm »
Which routine? I can take look at it if you want me to. The array might be for a dma of bg2 data. The bubbles are sprites and bubbles are on bg layer 2.

131
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 10, 2019, 11:40:23 pm »
I’m going to continue but not with his hack. I had my own sa-1 hack that I was doing before he started his so I’m familiar with sa-1 bw-ram mapping. I only had about 0x2000 wram left to remap to bw-ram in my sa-1 hack.

132
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 10, 2019, 07:09:03 pm »
Interesting, I didn’t think there would be any slowdowns left.
I guess maybe I should continue rewriting all of the asm to help remove slowdowns. I have something that could possibly remove some flickering in certain situations but for the most part I don’t think all of the flickering can be removed unless you use a emulator or super nt that supports the no sprite limit.

133
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 10, 2019, 01:31:42 am »
I played up to the bubble stage and I didn’t notice any slowdowns with 4 options and the charging lasers. I think but I’m not sure both of the cpu’s are always running at the same time after you activate the sa-1. I haven’t look at the code yet but I don’t think vitor would have them acces memory at the same time because it would slowdown the sa-1. He has written some really good docs on taking full advantage of the sa-1 chip.

@Grego
Which level(s) have you noticed slowdown in on vitors sa-1 hack?

134
I’ll make it edit all graphics and palettes just need to find the rest of the gfx pointers. If you need help finding the pointers I can show you how to find them. With the source code you can add anything you want to it. I’m using QT to program the c++ code. If you ever want to learn how to program using QT let me know and I’ll help you out.

135
@Marcelo_20XX
I have seen the 1st and 3rd one before but not the 2nd one. The 2nd
one has a lot of games for it.

@Shauing
The code I'm using for the painting system is something I had for awhile
now and I was just slowly working on it. I original used it for 7th saga
but I never finished it because I wasn't happy with how I had to program
the code to paint in the snes format. Now I have It programed a lot better.
I have the persia graphics decompressing and most of them look correct. I'll
try to have gfx and palette edits working sometime this weekend. After I
get those working Ill give you the source code for it. Thats probably as
far as Im going to go with persia. My gfx editor will still be slowly worked
on but Im not sure when Ill have it posted on my projects page because I still
want to make other changes to the painting system. Im probably going to move
the whole toolbar from the top of the screen to the left side of the screen.
Still got lots of things to test out for it.

136
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 09, 2019, 06:54:21 pm »
I guess it depends on if there are any slowdowns left but I don't think there
are any.

Did you have any other plans for gradius 3 or did you just want to optimize the
code? I do still have other things that I could possibly do. Fastrom and sa-1
wasn't the only things.

137
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 09, 2019, 02:45:49 pm »
I may upload whats already done to the fastrom patch. Do you want me to include your
optimizations if I upload it?

Here is how far I got in my sa-1 that hack I was making:
http://www.mediafire.com/file/4y0yb44mcvhhyas/Gradius_III_%2528U%2529_%255B%2521%255D_sa-1_test.ips/file

I'm still going to finish it because I still need to earn how to get the sa-1
working in a snes game. It doesnt use the sa-1 for the asm yet but most ram
is already loading in bw-ram. The sa-1 is up and running its main loop and I did
test out graphics decompression routine and it seemed to be working fine. The main
thing is finishing the transfer of the rest of wram to bw-ram. It was a lot of work.

138
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 09, 2019, 02:11:54 am »
I guess I could upload what I have with the fastrom patch. Yea, I’m going to do some more stuff with the super v-power mod chip. I have a new design for the mod chip. The mod chip is going to be 3 pcb’s. 1 through hole pcb for the ppu/cpu connections and 2 bga pcb’s for the vram chips. I’m also going to do some more research on creating sa-1 hacks so I could get the mmx + sa-1 + 128kb of vram going. I guess I could also finish updating the bsnes plus vram expand debugger to show the extra vram. I was making good progress editing that new debugger.  Has anyone tested out that new bsnes plus vram expand debugger that I made some modifications to? I know it’s still buggy but I was able to make a few improvements to it.

139
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 08, 2019, 03:28:36 pm »
Unfortunately I'm probably not going to be doing much more gradius 3 stuff.
I mainly starting playing around with gradius 3 so I could learn how to make
a snes game use the sa-1 chip. Vitor Vilela's sa-1 work is really amazing and
hats off to him for everything he has done. sa-1 is the future of snes rom
hacking. I think anyone that was interested in the gradius 3 fastrom hack should
be more interested in Vitor Vilela's gradius 3 sa-1 hack. The sa-1 hack may not
be perfect now due to no slowdowns but the gameplay could be modified to make it
right just like how Vitor Vilela modified the unlock arcade mode button presses.
I'm going to continue learning the sa-1 so I could one day add to the list of
sa-1 hacks. Hopefully Vitor saves mmx for me to do. :laugh:

140
Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 08, 2019, 12:12:23 am »
Awesome! Glad the work you did wasn't lost. The extra rom space is definitely going to help.

Well, I just found out someone created a sa-1 hack for gradius 3:
https://www.youtube.com/watch?time_continue=152&v=pmJyQiL9wYg

Its kinda funny that person started working on it after I posted my stuff about gradius 3.
It makes me not want to release anymore docs until I finish my projects first. It took a
long time to write that assembly doc and the sa-1 stuff I did already. How can I write and
release docs if I have to worry about someone 1uping something that I'm currently working on?
I don't know if I should throw my gradius 3 work in the trash or continue with it. I guess
on the bright side we all now have a sa-1 gradius 3.

@Aaendi @darkmoon2321
You both did some good work optimizing the gradius 3 code and maybe it might be best to try
and get your new optimizations inserted into that new sa-1 hack. The sa-1 hack is definitely
going to be faster than the fastrom hack.

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