Super R-Type SA-1 Is Here
Finally got all glitches fixed and Super R-Type for SA-1 Root is now done!
The download link is available under the attachments.
A few fun facts:
It took about 60-70 hours of work to finish it.
It uses SA-1 parallelism to ensure maximum performance.
Unlike other SA-1 releases that required 128 KB of SRAM, Super R-Type requires only 32 KB. That should make SA-1 repro carts easier to make.
I had to fix a few programming errors on the game that would cause problems on the SA-1 version. Some include: stack misalignment, concurrency issues, incorrect V-Blank initialization code.
A few guidelines about the Patreon-only patch:
It's ok to stream or make videos about it. Make sure to tag me so I can watch too!
This patch only works with the USA version of Super R-Type.
If you don't know how to apply BPS patches, see https://sneslab.net/wiki/How_to_apply_ROM_patches
You can mention to other people that the patch is finished and it's just a matter of time for a official release.
Don't distribute the patch to other people until the official release! There might be some remaining bugs that we might end up discovering.
Don't make reproduction carts yet for the same reason as above point.
In case of bugs, message me here or on my Discord (Vitor Vilela#1930) with a screenshot or video. Make sure the bug is not present in the original game too!
Have fun!
Comments (15)
Just beat SA-1 Super Mario World, worked like a dream! 😊 It was in fact the first time I really sat down playing it from start to finish. No freezing. I only saw one bug: In Sunken Ghost Ship level, in second area where ghosts appear and disappear in masses, two out of three times I tested the level, background and HUD changed to bright red in the middle of that section. Everything else worked and it was still playable. It turned normal after going through pipe. Other than that it was perfect! 👌
Hi Jurger, pardon for the delay! I tried reproducing the issue on the other day and I noticed that the reappering ghosts uses CGADSUB actively to enable transparency effects and that affects some items like the item box. Could you try reproducing it again and send me a screenshot of the issue? Other than the sprites semi-transparent, I couldn't get the entire HUD red. Regardless, it's nice to see that SMW with SA-1 plays fine on your cart. This probably means there might be something slight off on the other SA-1 carts that deserves some investigation... Do you have Discord? I could send you some testing ROMs to investigate the behavior
Tried to change things up: Tested Contra III and Super R-Type with different SD card, SuperCIC enabled, different Super Famicom console (but it was also 2/1/3), reinstalled newest FW for SD2SNES Pro and checked SHA256 on ROMS to verify. Both of them still froze as usual. 🤔 EDIT: Maybe... 2/1/3 consoles are problematic? Maybe my SD2SNES Pro is weird. I remember playing Kirby Super Star and did not run into problems with it’s SA-1.
Try playing SMW SA-1. It's the most stable work I have. If it still freezes, then it's likely to be something hardware-wise and we can see with ikari_01 over Discord if anything
Hi Vitor, I start to suspect that all these problems are in my hardware combination if no one else experience these. 🤔 Hmm, I may have to rethink about trying new SD card, other Super Famicom, other patcher than linux Flips, trying other than No-Intro version of the game, I wonder what could cause these. I never got the SA-1 Contra to work either. I patched the game with the new v1.1. Everything seemed good, but in the latter part of level 2 on novice, suddenly my helper pod disappeared, I could not get a new one even if I collected a new powerup. When I went to level’s end to the boss, the game froze before even fading the screen. Mysterious.
Looks great! Seems to work really good and smooth! Tested with SD2SNES Pro and seems to exhibit a problem similar to Contra, the game just freezes randomly. This time it froze once I died and after trying again in the third level. Second time it froze in the second level randomly, could not see any patterns between the two. My Super Famicom is CPU/PPU1/PPU2: 2/1/3. SD2SNES Pro is in latest FW version.
Hey Jurger, I recently found an insight on the stages 6 that introduced an undefined behavior. Although it fixes stage 6, I believe the issue may have affected other stages (flying robot). You can download the updated patch at https://raw.githubusercontent.com/VitorVilela7/SA1-Root/super-rtype/Super-R-Type/patch.bps -- let me know if the issue still persist. Other than blizz the reporter of said bug (and confirmed the patch fixes), I haven't received any game freezing report yet
https://youtu.be/5Fsst8lN3DE I couldn't finish it. Game is wayyy more difficult now. 😅 I'll keep working at it!
Great gameplay! The lack of checkpoints is what makes it incredibly difficult... If they at least added checkpoints before the bosses, probably you wouldn't have so much trouble with the laser and the fast scroll boss
Got a playthrough (attempt) uploading. Link incoming. :)
With all your work, you have made these titles actually feel like proper arcade titles. Super R type feels and plays amazing now. If only Irem would of inserted some restart points !
I cannot say thank you enough!!! THANK YOUUUUUUUUUUUUU!!! I'm so happy!!!!!!🥳🥳🥳🥳
Well, that is a nice New Year's gift. I'll definitely try it out today. Thanks, Vitor!
Awesome man! I am going to burn this to an SA1 cart I have right in front of me! If you could fix that sa1 contra 3 so it would work on a cart, I would be super happy! :)
Just reminding that Contra III fix is under my TO DO list. My plan is to take a look as soon as I get able to make real hardware tests again, since I just moved to a new home and I still need to arrange a lot of things there
