65816 Reference

65816 Reference - Internal Registers, Addressing Modes, Instructions, Datasheets, Manuals etc.

Agenda Music Format

The Agenda Music Format is an obscure sound driver found in only two games, all of which are Japan-exclusive

Bit Rate Reduction (BRR)

BRR, or Bit Rate Reduction, is the sound encoding scheme used by the SPC700, the sound chip in the SNES.

Flag Clobber Table

Describes how each of the nvmxdizc flags change when different instructions run.

Gau_Veldt

Gau_Veldt (formerly gau@netbistro.com) I'm now gau_veldt and on hotmail instead of netbistro.com

  • Wrote one of the original SPC-700 tutorials (it appears to be well-mirrored)
  • Now dabbling with HDMA and SA-1 code. Working on a unified ROM setup with SA-1 enabled, 8 MB (64 Mbit) ROM and audio streaming (like we got in Tales of Phantasia and Star O ...

Jay's ASM Tutorial

Introduction

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 ...

Kiddo and Seru-kun's Satellaview Homebrew convo logs (Header, Registers, etc.)

<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)

  • Seru-kun has offered SatellaviewTest2Working.rar (1076 bytes)
  • DCC RECV connection established to Seru-kun [82.249.178.174:1024]
  • DCC RECV Satel ...

NBA Jam Tournament Edition

Players

$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 ...

Romancing Saga 3

Romancing SaGa 3

Audio / SPC / BRR

SPC ASM Log

$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  ...

SNESASM

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', ...

SPC7110

SPC7110 Decompression Chip

Sprites

The SNES has 128 independent sprites. The sprite definitions are stored in Object Attribute Memory, or OAM.

Super FX cycle times

Number of cycles each SuperFX instruction takes depending on where it is run from

Treasure Conflix

Treasure Conflix

Audio / SPC / BRR

SPC ASM Log

$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 ...