Aaendi
SNES Developer Blog ...
SNES Developer Blog ...
Basic ca65 Usage for SNES Programming
BRR, or Bit Rate Reduction, is the sound encoding scheme used by the SPC700, the sound chip in the SNES.
AKA Damien Good, Console Hacker, Programmer, Enthusiast.
His SNES Hardware Page ...
List of Super Nintendo Flashcarts
Version 1.0 - Copyright 2003: The Dumper
The Game Doctor SF3/SF6/SF7 backup units for the SNES use a 512 byte header.
The format is as follows (all numbers are hexadecimal):
0000-000F
47 41 4D 45 20 44 4F 43 54 4F 52 20 53 46 20 33 "GAME DOCTOR SF 3"
This is the ID string for a Game Doctor SF header.
0010
SRA ...
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.
Subtraction and Mask Windows on the SNES
How to display SNES Sprites
ID666 γγ©γΌγγγ
Fix grammar
bazz's GFX format tutorial
Aceman2000's Tic-Tac-Toe tutorial
Your <s>friendly</s> quasi-friendly neighborhood SNES quasi-expert. ...
Describes the SNES memory map.
In the SNES world, we are going to represent the fractional values that range from -1 to +1 as -127 to +127. Also, instead of going through 360 values for 360 degrees we are going to cycle through 256 values that represent 360 degrees of rotation. Why? Because we need to have a way of representing positive and negative fractional values and if we cycle through only 256 values we can...
Nova
Old BBS Messages related to SNES or Programming
Open Problems in Accurate SNES Emulation - DMA Crash, Onscreen Garbage, OAM injection, ExtBG interactions, MDR decay rates, Coprocessor bus conflicts, Unused Pins, APU crosstalk
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LoROM and HiROM can run at Slow(2.58mhz) or Fast(3.58mhz), this show hows to make you LoROM project us FastROM and run at 3.58mhz.
The SA-1 is a coprocessor capable of running at four times the base speed of the SNES main CPU when access does not conflict with that of SNES CPU, DMA or HDMA processing. It provides additional shared RAM, visible to both the SNES CPU and the SA-1, and optionally backed up by battery referred to as BW-RAM with a maximum install RAM size of 256 KB (2 Mbit).
SA-1 Co-Processor Registers
SFROM File Format
List of SNES / SFC development PCB boards IDs.
To enter a diagnostics mode, hold the Left Trigger + Right Trigger + Start + Select and a diagnostics screen will appear.
The cart PCB has the following labels:
And has the following labeled chips:
Sprites are important to every game.
Introduction to SNES Reverse Engineering
SPC7110 Decompression Chip
This is a document intended to describe the various hardware ports on the SNES.
Serukun
Before you dive into writing Super Nintendo programs, you need the necessary utilities and other things that will simplify your journey of learning how to program this beast.
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The first SNES CD hardware by Sony.
Community eratta for the offical documentation from Nintendo
Once you've programmed a game or other bit of data for SNES, you'll probably want to try to, well, test it.
Although for most software these choices are, mostly, about preference. Most games which require Expansion Chips other than the DSP-1 may require less than favorable methods of testing (either emulation or reproduction cartridge).
...
This is a document intended to describe various aspects of SNES timing. It will probably not be useful unless you already know a good bit about the SNES.
The Super Flash Cart 64M (SFC) is an 8MB SNES cartridge with flash memory and battery RAM. It comes with a separate programmer. I obtained the following information by hot-swapping the cartridge into an already-powered SNES running probing programs, and making minor modifications to its mapping scheme.
The SNES has a 24-bit a ...
Transferring Data from ROM to the SNES APU The method of transferring data to the sound module of the SNES is a bit screwy, but it works. I've read many docs, looked at a lot of code, and nothing I've seen seems to explain the method to this madness in a straightforward way. I'm hoping I can shed some light on the matter.
During the transfer process, the following ports apply:
$2140 = ...
Translucency
How transparency works on the SNES.
bazz's NMI-VBLANK tutorial
Widespread Programming Myths, These are myths that frequently show up that mislead people into writing bad code based on false perception of what the system actually does.
William Kage
Part 2 of bazz's tutorial
Now it is time to get your hands dirty. You will be making your first SNES ASM program today. It's about time, huh. So let's get on with it!
What this program will do:
Well it will basically fill then entire screen with one color. MAN is that EXciting OR WHAT! Now, before we begin, I want you to know what you are writing. So some very Quick (actuall ...
Fixed typo
Text compression used in Dragon View (Drakkhen II)
Schematics
Below is an example of using Xkas to patch an existing game. The game is Super Mario World and the patch was coded by Videogamer555, you can also view the original thread.
Firstly you need the SMW ROM without a header, and should expand the ROM ...