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January 21, 2021

Requests Center - January/2021

Hi! It's now time for the monthly "Request Center" post, where we talk about the current projects and you can comment or suggest new works under the comments section.

For who missed the first requests center (you can view the previous post here), this monthly post has the purpose of discussing the current requests and it's also an opportunity to anyone make requests directly on this post -- it can be anything, within my skills.

How it works

  • I'll post current requests, the status of them (if it's planned, if it's work in progress, if it's complete, if it's not possible for some reason, etc.)

  • Any patron will be able to make a request on the comments or include a support message (such as "I support this", "I like the AAA idea", etc.)

  • Each request will be commented by me, such as how feasible is the request, the complexity, if I already had such idea, if it would take too much or not such much time, etc.

  • Next month I'll include all commented requests and adds to the current one, plus comment about their progresses. This post will normally be made around day 20-30 of the month.

Current requests/projects

  • SA-1 Pack for Super Mario World v1.40 - Status: DONE!MaxTile was released during SMW Central's C3 event last week and it's considered a success. The reception was great and a number of people started using the MaxTile system and I heard feedback about the system already being explored for custom powerups, dynamic sprites system and even some custom bosses that weren't previously possible. You can view the C3 release thread here.

  • SA-1 Root for Super R-Type - Status: DONE! Super R-Type SA-1 was released on December 31, including a revision (v1.1) that fixes some RAM remapping flaws. Works on real hardware and you can make your own customized SA-1 carts. Super R-Type for SA-1 is considered stable and a great success. You can download the lastest version of patch here. Don't forget that if you're on the Hyper Supporter tier, you can check out Vitor Vilela's Laboratory Discord server and download the speed pack including all releases ready-to-be-patched.

  • FastROM for Super Castlevania IV - Status: DONE! For who don't remember, I initially thought the FastROM patch wasn't that effective and it wasn't worth releasing. However, after the feedback I received on the last requests center, I decided releasing it to the public and the feedback overall was pretty great! The FastROM patch didn't remove all of the slowdown, but it game the overall gameplay better. You can download the latest version of the patch here.

  • SA-1 Root for Gradius III v1.6 - Status: blocked. Months ago, I got a bug report on the Gradius III SA-1 version that the vertical bonus areas weren't working properly and the player was dying out of sudden on some spots. However, after analyzing the report, including save states and screenshots, I could not reproduce the bug. I'm awaiting to the reporter find new evidences of the issue and submit it to me.

  • SA-1 Root for Contra III v1.2 - Status: planned. Unlike Super Mario World, Gradius III and Super R-Type, Contra III for SA-1 doesn't work on hardware currently. It's under my plans to revise the RAM remapping code and likely the boot code to figure it out why the game doesn't seem to work correctly. Since this involves testing directly to the hardware and I just moved to a new house recently, I still need to do some renovations on the house since I don't currently have a proper space for developing my projects and hobbies. Currently I'm using my laptop on a chair the on bedroom and the TV is on the kitchen table, which makes it difficulty to work with many hardware accessories. Hopefully, in the next 1-2 months I will have everything set up correctly again.

  • SA-1 Root for Axelay - Status: work in progress. After getting 96% code coverage, the game is ready to be converted. The remaining 4% I'll do manually (with hopes that I won't get into RAM remap issues). People requested me to make a time-lapse video of the conversion and I'll be doing it for the remaining process until I get the complete conversion done. Stay tuned in for updates. I might release a FastROM version on the next weeks for experiments.

  • SA-1 Root for U.N. Squadron Area 88 - Status: planned. I still didn't get any trace log of the game but I already saw some of the prerequisites needed for a FastROM and SA-1 conversion.

  • Super FX GSU-2 for Star Fox - Status: researching. Many people requested me to add Super FX 2 (runs at 21.48 MHz instead of 10.74 MHz) support to Star Fox, but without speeding up the game. Since I don't have much background on the Super FX nor how the game does the things behind scenes, I'm still studying the game, checking disassembly and how the internal frame buffers works for figuring out how to make it run smoother without changing the internal speed at all. I mentioned more details on the Super FX article I made here.

  • Widescreen 16:9 for Super Mario World - Status: planned. It's a request some people made it to me long time ago and I got some of the game bits already working with 16:9 bsnes-hd mod, by using the knowledge I acquired when I worked together FuSoYa on Lunar Magic 3.00.  However, much work is still needed and I will be doing in parallel while bsnes-hd receives some needed updates which involves windowing and custom PPU registers for dealing with the higher resolution.

Have any requests? Comment below!




Comments (17)

R
Retro Rework · February 3, 2021

Yep! R-Type 3

A
Andy Palmer · February 3, 2021

R-Type 3 SA-1

R
Retro Rework · January 30, 2021

Hello, I am French and I just signed up for your Patreon and wanted to congratulate you on your great job! Improving the smoothness of shoot'em ups is fantastic and I can't wait for the versions of AXELAY and AREA88. Congratulations again for your work. See you soon

B
Bulla · January 22, 2021

Hi Vitor, love your work. I look forward to SA1 UN Squadron but would also vote for SA1 Super Ghouls N Ghosts, while much improved the Fastrom hack still suffers significant frame rate loss in certain scenarios. I'd also love to see Demon's Crest and Super Metroid SA1.

V
Vitor Vilela's Laboratory · January 23, 2021

Hi Paul, I annotated the suggestions you made. i didn't want to do a Super Ghoulds SA-1 version to not overshadow the amazing work did on the FastROM of it, but I do have plans of eventually making a SA-1 conversion of it.

O
Olivier Cahagne · January 22, 2021

Hi Vitor, it'd be great to motivate Rebecca Heineman to revive her Super FX first attempt of Out of this World (aka Another World) https://fabiensanglard.net/another_world_polygons_SNES/index.html

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Vitor Vilela's Laboratory · January 23, 2021

Hi Olivier, great story! I even decided to read the whole story on the article you sent me. I wonder if she has a Twitter which we can contact or ask her.

M
MidiRiots · January 21, 2021

I love your sa-1 hacks and there are quite some games that would profit from that.... especially shmups like parodius 1-3, r-type III, thunder spirits, super e.d.f. I would also love to play return of double dragon... one of my favourite (non shmup-) games like RHZeus mentioned. As for new stuff i really think you could bring NES games to a whole new level by porting them to the snes with sa-1 magic instead of genesis (as it has not the same resolution and makes not really sense to me). Anyways... i am looking forward to whatever you decide!!

V
Vitor Vilela's Laboratory · January 23, 2021

You are correct about the Genesis point, I think the main thing doing for now is improving the existing games and focus on increasing their gameplay quality. The Genesis games (specially the ones people mentioned) has overall a great quality given the platform. The NES idea is pretty interesting and p4plus2, one of my friends on SnesLab has a theory for JIT emulator that would involve the SA-1 chip and we will eventually make a proof-of-concept idea to see if the chip would perform well executing NES games directly on the SNES (and indirectly improve their quality/speed).

R
RHZeus · January 21, 2021

Hi Vitor, I really appreciate your work improving SNES games!! Return of Double Dragon (The Japanese and superior version of Super Double Dragon) would play a lot better with a speed increase and it could be a very popular project among fans. This beat 'em up has a big variety of moves and a great soundtrack. It's often critisized for being too slow and I think it could greatly benefit from a FastROM or SA-1 Hack to play a little faster and more fluidly. Ranma 1/2 Chougi Ranbu Hen is a fantastic 1on1 fighting game that would also play better with a slight speed increase. It may be a niche game, but the franchise is based upon is very popular among anime fans and plays similiar to Street Fighter II. On the other hand, I'm really looking forward to your SA-1 hack for Axelay, which is an awesome shoot 'em up. The projects I'm interested the most are for the exclusive Super Nintendo/Super Famicom games that can't be played anywhere else. Thanks!!

V
Vitor Vilela's Laboratory · January 23, 2021

Hi RHZeus! All games you mentioned are already annotated on my suggestions list, I think I got the suggestions from YouTube or Twitter too :D If you could send me videos of their slowdown spots it would be awesome already to let me analyze the root causes of them and see how SA-1 would be effective.

A
Andyways · January 21, 2021

I can’t remember, did you give SimCity the SA-1 upgrade already? If not, that and Area 88 are my votes! :)

V
Vitor Vilela's Laboratory · January 23, 2021

Hi Andyways, I didn't yet! But I added your suggestion, I love SimCity but I preferred right now focusing on the games that would end up getting more direct benefit for improving the quality of the SNES titles. The SimCity runs fine as it is, but we know that it can run much better compared to their more recent titles :)

A
Alec · January 21, 2021

Hi Vitor, I wonder if it is possible to fix/adjust/reduce the speed of the bullets in Gradius III and Super R-Type before moving on to new projects?

V
Vitor Vilela's Laboratory · January 23, 2021

Hi Alec! Reducing the speed of the projectiles on the games also implies into reducing their shooting frequencies, both are related to each other. If you reduce the speed, there will be more projectiles on the screen at the same time and that will accidentally make the game end up harder. Doing both things will take a time, since these configurations usually are applied per enemy and it's not a global setting. I would need to take every enemy, figure how it works and where their speed tables are stored on the internal tables. Then adjust that and adjust their frequency times the amount of enemies the game has. While it's doable, I believe it's gonna end up being a long-term work and not something that can be worked immediately...

A
Alan David Dawkins · January 21, 2021

Area 88 and Axelay, of which you are already planning. Maybe Magic Sword ?

V
Vitor Vilela's Laboratory · January 23, 2021

Hi Alan! I added Magic Sword to my personal analysis list, thank you for the suggestion!