Vitor Vilela

Vitor Vilela

@hackervilela.sneslab.net

๐Ÿ‡ง๐Ÿ‡ท Software & Computer Engineer | SNES ROM hacker | Creator of SA-1 Pack, Touhou Mario, SMW Widescreen & SnesLab: http://discord.gg/7TBqF3a | http://patreon.com/vitorvilela | https://github.com/vitorvilela7 | sneslab.net

1.5K followers67 following311 posts

Hi, all! As some already know, my daughter was born last week. Due of that and since most of my videos are based on my research done on SA-1 ROM hacks, I'll adjust the YouTube video pacing for every 15 days, to warrant the best quality and balance the pace of new game releases and video production.

This is a long-time request from a lot of people that loved the Super Probotector and the Contra Spirits version but they weren't compatible with the SA-1 patch due to the code differences between them. Now my SA-1 patch support all versions.

Vitor Vilela reposted

Vitor Vilela reposted

Every computer is composed of input and outputs. If you don't give the inputs, there's no outputs at all. And your ideas can be their inputs. Be careful. Ditto e feito.

If you have interest in adding a custom language for SimCity SA-1, let me know! Right know we have English, Portuguese, German, French and Japanese support. I'm working in a way that it's just a matter of receiving a list of strings and pick which games picture to use.

I'm been receiving feedback that I'm working on a game that won't t have much attention from the community. SIMCITY FANS! if you are here, SHARE this tweet so it can reach more SimCity fans! I'm doing my best to make this title the DEFINITIVE OG SimCity experience for everyone!

Vitor Vilela@hackervilela.sneslab.net

Today is YouTube day!! This video I share how I'm running SNES CPU and SA-1 CPU in parallel to make SimCity SA-1 run over 10x faster than the original game. youtu.be/qQOyd0FmG44

Vitor Vilela reposted

Top Gear 2 road builder is crazy impressive. On uphills (first picture) it's able to adjust the projection to be over the background (second picture), giving depth to the viewer. The first screen is crazy expensive to process but it's getting 60 FPS as well on SA-1.

Vitor Vilela reposted

Here is Top Gear 2 SA-1 on the iconic Canterbury Plains stage, 11pm night, running at 60 FPS, zero lag, 100% reaction time. 100% handmade, pushing the SNES and SA-1 CPU to the maximum speed by combining the 10.74 MHz clock and FastROM mode.

Vitor Vilela reposted

New roadmap, free to read: - Super Metroid SA-1: got it working on a real SNES end-to-end - Top Gear 2 SA-1 (new!): Up to 60 FPS, beta this month - SimCity SA-1: last beta, then release - Super Probotector SA-1: out in days + a personal announcement ๐Ÿ™‚ www.patreon.com/vitorvilela/...

Vitor Vilela reposted

We are getting close for a big release, which one are you most interested? Comment on this post: - SimCity SA-1 - Super Metroid SA-1 - Top Gear II SA-1 - Other (plz comment!) The answers will help me prioritizing next releases ๐Ÿ‘€

Here is Top Gear 2 SA-1 on the iconic Canterbury Plains stage, 11pm night, running at 60 FPS, zero lag, 100% reaction time. 100% handmade, pushing the SNES and SA-1 CPU to the maximum speed by combining the 10.74 MHz clock and FastROM mode.

Top Gear 2 road builder is crazy impressive. On uphills (first picture) it's able to adjust the projection to be over the background (second picture), giving depth to the viewer. The first screen is crazy expensive to process but it's getting 60 FPS as well on SA-1.

Vitor Vilela reposted

Hi everyone, Contra Spirits SA-1 is now available for download as early-access on Patreon. I did some tests myself and if no issues are reported it should be available for everyone in the next week. Support me for more enhancement hacks in the future :) Download: www.patreon.com/vitorvilela/...

We are getting close for a big release, which one are you most interested? Comment on this post: - SimCity SA-1 - Super Metroid SA-1 - Top Gear II SA-1 - Other (plz comment!) The answers will help me prioritizing next releases ๐Ÿ‘€

Actual situation: - Metroid is not just putting the SA-1, it's a framework. Need a reusable API and good documentation just like SA-1 Pack for Mario World. - SimCity is not just a speed patch, a lot of features need polish. - Top Gear was the last game I started and likely first to real finish.

On a side note, this title screen is fancy. Mode 7 with sprites being used as flames behind. The top-down view stages also uses Mode 7 EXTBG mode. The devs there surely knew a lot of different ways to use Mode 7.

Top Gear SA-1 will still take a while to launch. It's not a trivial game, even if SA-1 is only called for road and object terrain generation, which in theory is an easier conversion compared to Super Metroid SA-1. Some of the car and object interaction routine still need to be moved to SA-1 regs.

Vitor Vilela@hackervilela.sneslab.net

This is Top Gear 2, running on the SA-1 chip at 60 FPS!! The original game only runs at about 12-15 FPS! It stays on the same speed as original, but it's way more smoother, detailed and as a racing game you now feel a better control of car!

There is a lot of object<->object interaction that works by using PPU and CPU multipliers and an inverse table that assumes that the S-CPU registers are being used. These are being written to work with SA-1 directly.

It's been a while since I shared last SimCity SA-1 update because I was thinking some very complex things with SA-1 Character Conversion DMA and with the terrain generator, but I did it. I got animations to work and 10,000 maps support on the game. #1,000-#1,999 are the alternate maps from original

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And finally, #2,000-#9,999 are additional maps done by re-feeding seed in another way, so you can have much more maps on the game with a cheap change. When you click on the map, there's a full screen view (made with Mode 7) and the animations work as well.

L/R allows you to increase or decrease the map number and it's immediately generated. I'm implementing the same approach to the overviews map too, with live and instant generation, but it's still work in progress so I'll share more later.

It's been a while since I shared last SimCity SA-1 update because I was thinking some very complex things with SA-1 Character Conversion DMA and with the terrain generator, but I did it. I got animations to work and 10,000 maps support on the game. #1,000-#1,999 are the alternate maps from original

The game used to generate the terrain, then another routine converted to a bitmap using SNES format. Now, while the game generates the terrain, it stores its pixel to the bitmap buffer, which at every frame SA-1 Character Conversion DMA converts instantly to SNES GFX format, becoming an animation.

The game converts the map numbers into a seed which is fed to the map generation. There was a bug that allowed to you have up to 2,000 maps due to an uninitialized value when entering the main generation menu without touching anything. Now they are #1,000-#1,999 maps.

Thank you all for the feedback here. GenAI for coding is indeed bad as well. Coding is also a form of art (algorithm, games); There's concerns regarding learning in the future (both for future engineering and as human beings) as well the unsustainable methods that companies are using right now.

Vitor Vilela@hackervilela.sneslab.net

I don't see a problem with using GenAI for coding specifically, with some caveats, because its training is different compared for pictures and music but I'm open for chatting here, Discord or email if you have some specific concern. It's difficult to tell all my thoughts in 280 chars, I'm sorry.