25
65816
assembler
audio
- Agenda Music Format
- Bit Rate Reduction (BRR)
- Capcom Music Format
- Heart Beat Music Format
- Nintendo Music Format (N-SPC)
- Super Mario World Music Format
- Winkysoft Music Format
CPU
cx4 reference
decompression
division
dsp1
dynamic animation
emulation
flashcart
game-specific
- Aretha 2
- Breath of Fire 2
- Bubsy in Claws Encounters of the Furred Kind
- Daikaijuu Monogatari 2
- Far East of Eden Zero
- Final Fantasy - Mystic Quest
- Final Fantasy 4
- Final Fantasy 5
- Game-specific Hacking Tools (Meta)
- GD Leen
- Granhistoria
- ikari_01's SNES Debugging - Drakkhen II Text Compression
- Kirby Super Star
- Lufia & The Fortress of Doom
- Mega Man X3
- NBA Jam Tournament Edition
- Ogre Battle
- Romancing Saga 2
- Romancing Saga 3
- SD Gundam G-Next
- Secret of Evermore SRAM Format
- Seiken Densetsu 2 / Secret of Mana
- Seiken Densetsu 3 / Trials of Mana
- Space Funky B.O.B.
- Star Ocean
- Stunt Race FX
- Super Adventure Island
- Super Ghouls n Ghosts
- Tactics Ogre
- Tales of Phantasia
- The Legend of Zelda - A Link to the Past
- Treasure Conflix
- Umihara Kawase
- Wagyan Paradise
- XBAND
graphics
hardware registers
japanese
logic analyzer
math
Mesen-SX
mini
multiplication
outdated
people
PPU
programming
reference
- 65816 Reference
- Agenda Music Format
- Background Mode Capability Table
- Background Priority Chart
- Backgrounds
- Bit Rate Reduction (BRR)
- BS-X BIOS Functions
- Capcom Cx4 - Hitachi HG51B169
- Capcom Music Format
- CIC Pinout
- Compression Formats
- Controllers
- DMA & HDMA
- DSP1 Command Matrix
- Expansion Chips
- Flag Clobber Table
- Flag Effect Table
- Game Doctor
- Heart Beat Music Format
- List of {Write,Read}-Twice Registers
- Map Mode Table
- Memory Mapping
- Multiplication and Division
- Nintendo Music Format (N-SPC)
- Old BBS Messages
- Open Bus
- Palettes
- PHP
- Pointers
- Register Capability Table
- Registers
- Rendering the Screen
- SA-1
- SA-1 Registers
- Satellaview Download Data
- Schematics, Ports, and Pinouts
- SFC γ΅γ¦γ³γγγγ₯γ’γ«
- SFROM File Format
- SNES Development Boards
- SPC and RSN File Format
- SPC700 Reference
- SPC7110
- Sprites
- ST010
- Super FX opcode matrix
- Super Mario World Music Format
- Super Nintendo documentation errata
- Super Wild Card
- SuperDisc Memory Map
- Testing Code
- Tile Maps
- Tile Stride Table
- Timing
- Tototek Flash Cart
- Transparency
- Useful Ruby Snippets
- Widespread Myths
- Windows
- Winkysoft Music Format
- WRAM pinout
- XBA
- XBAND Registers
- xkas
reference superfx
satellaview
- BS-X BIOS Functions
- BS-X Formats
- BS-X MMIO
- BS-X RAM Map
- BS-X Satellaview Header
- BS-X SRAM Map
- Data Packs
- Memory Pack Commands
- Memory Pack Game Support
- Satellaview
- Satellaview AV selector
- Satellaview Download Data
- Satellaview Registers
- Treasure Conflix
snes
software
spc
- Agenda Music Format
- Capcom Music Format
- Heart Beat Music Format
- Nintendo Music Format (N-SPC)
- Super Mario World Music Format
- Winkysoft Music Format
superfx
tiles
tutorial
- 16-bit multiplication and division
- ASM Hacking for Dummies
- ASM Tutorial Part 1
- ASM Tutorial Part 2
- Basic ca65 Usage for SNES Programming
- Finding free VRAM spots for 32x32 and 16x16 sprites
- General Advice
- Grog's Guide to DMA and HDMA on the SNES
- Grog's Guide to Sub-Screen Addition - Subtraction and Mask Windows on the SNES
- How to display sprites
- How to Import Debug Labels in Mesen-SX
- How to set Data Breakpoints in Mesen-SX
- How to Use ROM Patches
- How to Write to DSP Registers Without any SPC-700 Code
- ikari_01's SNES Debugging - Drakkhen II Text Compression
- Initializing the SNES
- Jay's ASM Tutorial
- Learning 65816 Assembly
- Learning the GFX Format - 2BPP Gameboy and SNES
- Making a Small Game - Tic-Tac-Toe
- Mode 7 - Rotation
- Mode 7 - Scaling
- Polling Controller Input
- Setting Up a Programming Environment
- SNES Sprites
- Translucency
- Using DMA Effectively
- Using the NMI-VBLANK
- Working with VRAM [Part 1] - Loading the Palette
- Working with VRAM [Part 2] - Initializing Tiles and Tile Maps
- Writing the Header
- Writing Your First SNES Program
- xkas Patching Example