SamSuka
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TEST NOW: Contra III with SA-1 - Pre-Release!

UPDATE: Patch was updated with two more bugs: one on the boss 2 where it now fixes the boss image projection after an image rotation (and by consequence its hitbox and laser position), fixed the top-down enemy bases view (when you press select button while playing) and the audio delay during the intro.

This version of Contra III with the SA-1 chip has all known bugs fixed compared to the Alpha version, with the exception of the small audio sync present on the intro. The BPS patch is attached on this post.

And woah, it was harder than I thought! Some bugs seemed to be impossible to fix and I figured a few things about the game that I didn't had to handle on Gradius III. A lot of things relies on the arithmetic registers and if you miss any minor detail when moving them to the SA-1 chip some undefined behavior starts appearing and you will end up clueless on what is going on.

Contra III is a really fun game and it now plays really flawless with the SA-1 chip, even if you intentionally don't kill any enemy or use your most powerful weapons on 2-player mode to cause mass destruction and particles/smoke everywhere! And I'm glad I finally got it working and I even played myself to the end in the hard mode making sure it's 100% polished.

Once again, I'm grateful for all support you all are been giving me though the months. The amount of work I did on Contra III is immeasurable and I even got really stressed during some times, which was the reason I did the Super Mario World's Giant Sprites update for SA-1 Pack. This is the third game I successfully managed to get a SA-1 version working and it's the second one I got so far on 2019! A work that seemed almost impossible I'm already doing it for twice! Wew!

Either way, I sincerely hope you all enjoy this new patch and if no more bugs are found and I get the audio sync issue fixed I will be releasing still on this week! I wanted so much for it ended up released during September but it will be a nice release for the Halloween month: let's attack the aliens aggressively!

Comments

Bug confirmed! Thank you kccheng and Jefferey! The SNES CPU is trying to use the SA-1 division registers for the status bar. It's a possible only possible to detect on bsnes v107 or using a real SA-1 cart. Not even sd2snes has that behavior. I'll fix it, thank you!

Vitor

yes the life count is still messed up for me too. the SHA256 hash is correct. this is a screen shot [link removed]

kccheng

I found a bug on the stage 2 boss where the projection would get messed up after you rotate the screen via L/R. Please download the patch again on the post link and let me know if it improved or not. Other than that, I couldn't reproduce the lives bug but if you still see it let me know as soon as possible.

Vitor

The checksum values match what you show.

OhYouWouldntBelieveMe


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