65816 Reference
65816 Reference - Internal Registers, Addressing Modes, Instructions, Datasheets, Manuals etc.
65816 Reference - Internal Registers, Addressing Modes, Instructions, Datasheets, Manuals etc.
The Agenda Music Format is an obscure sound driver found in only two games, all of which are Japan-exclusive
BS-X Formats
BS-X MMIO
BRR, or Bit Rate Reduction, is the sound encoding scheme used by the SPC700, the sound chip in the SNES.
SNES Capcom Sequence format / Capcom SPC format
SNES Controllers
SNES Expansion Chips
Final Fantasy - Mystic Quest
Final Fantasy 4 Technical Information
Offset | Description | Info |
---|---|---|
043DAA |
Audio / Sample Indexes | |
100200 - 102FFF? |
Enemy Data | |
11020D - 110734 |
Weapon Data | |
110812 ... |
This code will allow you to automatically find an empty space in VRAM so you can fit a 16x16 or 32x32 sprite pattern as needed.
Describes how each of the nvmxdizc flags change when different instructions run.
Gau_Veldt (formerly gau@netbistro.com) I'm now gau_veldt and on hotmail instead of netbistro.com
DMA can move data from ROM/WRAM->VRAM/CGRAM/OAM or ROM->WRAM. You can also use HDMA to modify per each line, this shows you how.
Heart Beat Music Format of Dragon Quest 6 & Dragon Quest 3
Tutorial on writing to DSPRAM without any SPC700 code
ID666 γγ©γΌγγγ
This is a tutorial on 65816 ASM used in the SNES, made easy for dumb people to understand (sorta). In case you are wondering, I don't program in this language, so it is possible that I will write something incorrectly in this tutorial. If so, you can e-mail me at tennj@yahoo.com, to complain about how I suck at tutorials. Learning ASM language isn't easy. If ...
<Seru-kun> Anyway, want to see a working Satellaview homebrew on video ? <Kiddo> Sure, although the ROM'd probably be quicker. <Seru-kun> http://www.youtube.com/watch?v=3zDirQXD8Cw -Seru-kun- DCC Send SatellaviewTest2Working.rar (82.249.178.174)
$11/F995-$11/FAE8
Lower word of each portrait pointer (2 bytes per player; ordered by player value).
$11/FAE9-$11/FC3C
Upper word (bank byte) of each portrait pointer (2 bytes per player; A bank byte in RAM ($7F
) means the portrait is compressed).
Notes: Each player portrait is 0x6D0
bytes long. The first 0x690
bytes are the graphics data, which are in a unusual *5BPP p ...
Nintendo Music Format (N-SPC) player is a common SPC player included in many SNES games.
Old BBS Messages related to SNES or Programming
bazz's controller input tutorial
SNES Memory Mapped I/O Registers
Offset | Description |
---|---|
43E52 |
Audio / SPC Pointers |
44077 |
Audio / Sample Indexes |
;; Store 0x40 zeroes to $7FA492 (clear out the memory we need! ...
$C6/0515 BF C6 0F C6 LDA $C60FC6,x[$C6:1047] A:0081 X:0081 Y:0020 P:envMxdIzc \
$C6/0519 85 12 STA $12 [$00:1C12] A:00DC X:0081 Y:0020 P:eNvMxdIzc
$C6/051B BF C7 0F C6 LDA $C60FC7,x[$C6:1048] A:00DC X:0081 Y:0020 P:eNvMxdIzc |
$C6/051F 85 13 STA $13 [$00:1C13] A:003C X:0081 Y:0020 P:envMxdIzc
$C6/0521 BF ...
S-DD1
SA-1 Co-Processor Registers
SFCγ΅γ¦γ³γγγγ₯γ’γ« (SFC Sound Manual)
SFROM File Format
Sprites are important to every game.
Super Nintendo Assembler released by Norman Yen in 1993. Pascal source code included.
{$M 49152, 0, 655360}
program SNES_Cross_Assembler;
const
max_labels=8192;
label_name_size=18;
mne_count=109;
mne_word: array [0..mne_count-1] of string [3]=(
'BRK','CLC','CLD','CLI','CLV','DEX','DEY','INX',
'INY','NOP','PHA','PHB','PHD','PHK','PHP','PHX',
'PHY','PLA','PLB', ...
SPC is an audio format for playing native SNES audio.
SPC700 Audio Processor Reference
SPC7110 Decompression Chip
This is a document intended to describe the various hardware ports on the SNES.
Seiken Densetsu 2 / Secret of Mana
Seiken Densetsu 3 / Secret of Mana 2 / Trials of Mana
The SNES has 128 independent sprites. The sprite definitions are stored in Object Attribute Memory, or OAM.
Offsets refer to the US version of the ROM.
Offset 0x33F82
contains a table of pointers to level and cutscene headers. Each entry in the table is 4 b ...
How flags of the SuperFX change when an instruction runs
Number of cycles each SuperFX instruction takes depending on where it is run from
03451
- 0346E
21D4A
- 21D67
21D68
- 21D85
4F4E2
- 4F4FF
Palette for Arthur (gray armor, boxer shorts and skeleton after death), lance weapon he starts the game with, and part of the color rotation for most ite ...
Super Mario World Music (N-SPC) Reference
$CC/04ED BF 66 41 CC LDA $CC4166,x[$CC:4184] A:001E X:001E Y:0020 P:envMxdIzc \
$CC/04F1 85 10 STA $10 [$00:1E10] A:001B X:001E Y:0020 P:envMxdIzc
$CC/04F3 BF 67 41 CC LDA $CC4167,x[$CC:4185] A:001B X:001E Y:0020 P:envMxdIzc |
$CC/04F7 85 11 STA $11 [$00:1E11] A:00CF X:001E Y:0020 P:eNvMxdIzc
$C ...
Umihara Kawase
bazz's NMI-VBLANK tutorial
Winkysoft Music Format of Super Robot Wars 4
Scripts for managing media files in bulk, individually, and other useful scripts.