If a shortcut is found, a vector pointing to its routine in ROM will be saved in memory. The SNES CPU then sends an interrupt request which tells the SA-1 to process controller input for shortcuts. The clearing routine isn't coded very efficiently, so it's been optimized to about twice its original speed. There are specific routines that get run at the beginning and end of every frame to manage the OAM buffer. Due to the limitations on memory access, not every feature can be handled lag-free on the SA-1.įeatures that run on the SA-1 will be marked with this badge: SA1. This allows the practice hack to handle certain features with minimal lag change from vanilla. It can run code faster, but, more importantly, it can run at the same time as the SNES CPU without slowing it down. The SA-1 is a coprocessor that can be used alongside the main SNES CPU. Here's a quick rundown of how it works: SA-1 Increment/Decrement by larger amounts no wrappingĬommon concerns How accurate is lag compared to the vanilla game?Īs of version 14, very about 1/10th of a scanline off. When disallowed, shortcut bindings will play a beep and resume normal action. This menu and other shortcuts can be activated during most gameplay modes, but will be prohibited during some modules (such as the file select menu). The practice hack menu can be accessed by having the R and Start buttons held down together on the same frame.
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