SNES's journal picture

SNES

followFollow
🤴
Administrator: Nintendo
🕒
Created 17 Nov 2018
📄
45 Articles

ASM Tutorial

Dreamcast's profile picture
Published in 
 · 22 Apr 2024
ASM Tutorial Written by Jay Table of contents Introduction CPU Register/Flags Addressing Modes Opcode Reference FAQ's 1) 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 you already know a high-level programming language, the process will be a lot more easier. If you already know a low-level programming ...

Anomie's SNES Timing Doc

Dreamcast's profile picture
Published in 
 · 22 Apr 2024
Anomie's SNES Timing Doc Revision: 1126 Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) <anomie@users.sourceforge.net> 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. BTW, special credit to byuusan for the critical observation that the SNES returns to a known timing position on reset. Thus, a deterministic ROM (i.e. it doesn't depend on user input or any other randomness) will always give the same results on reset. And a series of ROMs which vary only in the master cycle count before testing some event (like the value...

HARDWARE SPECIFICATION TO SWC & SMC PROGRAMMER ONLY

Dreamcast's profile picture
Published in 
 · 22 Apr 2024
------------------------------------------------------------------------------- 1. HARDWARE SPECIFICATION TO SWC & SMC PROGRAMMER ONLY. ------------------------------------------------------------------------------- 1) DRAM - 28 MEGA BITS MAXIMUM AVAILABLE. 2) SRAM - 256k BITS. (BATTERY BACKUP) 3) ROM - 128K BITS. (FIRMWARE) 4) FLOPPY DRIVE INTERFACE - * MOTOROLA MCS3201 CHIP. (NEC 765A COMPATIBLE) * COMPATIBLE WITH IBM PC/AT AND XT DISK DRIVE SYSTEM. * SUPPORTS 3.5 OR 5.25 INCH FLOPPY DISK DRIVE. * DB-25 FEMALE CONNECTOR. (NON-STANDARD) * SUPPORTS ONLY NON-DMA MODE. (POLLING) 5) PARALLEL PORT INTERFACE - * 8 BITS INPUT, 4 BITS O...

Anomie's SPC700 Cycle Doc

Dreamcast's profile picture
Published in 
 · 22 Apr 2024
========================================================= Anomie's SPC700 Cycle Doc $Revision: 1126 $ $Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) $ <anomie@users.sourceforge.net> ========================================================= 1 Register, Immediate -- A,#i; X,#i; Y,#i (ADC,AND,CMP,CMP,CMP,EOR,MOV,MOV,MOV,OR,SBC) (2 bytes) (2 cycles) 1 PC Op Code 1 2 PC+1 Data 1 * This should be accurate. 2 Register, Register -- A,X; A,Y; X,A; X,Y; Y,A; Y,X; SP,X; X,SP (MOV,MOV,MOV,MOV,MOV,MOV) (1 byte) (2 cycles) 1 PC Op Code 1 2 ?? IO ? * This should be accurate. 3 Register, Direct -- A,d; X,d; Y,d (ADC,AND,CMP,CMP,CMP,EOR,MO...

Anomie's SPC700 Doc

Dreamcast's profile picture
Published in 
 · 22 Apr 2024
Anomie's SPC700 Doc Revision: 1126 Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) <anomie@users.sourceforge.net> IPL BOOT ROM This is the boot ROM image, which the SPC700 executes on reset. $CD $EF $BD $E8 $00 $C6 $1D $D0 $FC $8F $AA $F4 $8F $BB $F5 $78 $CC $F4 $D0 $FB $2F $19 $EB $F4 $D0 $FC $7E $F4 $D0 $0B $E4 $F5 $CB $F4 $D7 $00 $FC $D0 $F3 $AB $01 $10 $EF $7E $F4 $10 $EB $BA $F6 $DA $00 $BA $F4 $C4 $F4 $DD $5D $D0 $DB $1F $00 $00 $C0 $FF .ORG $FFC0 MOV X, #$EF ; *** INIT *** MOV SP, X ; setup stack MOV A, #$00 ; clear page 0 RAM - MOV (X),A DEC X BNE - MOV $F4,#$AA ; Signal "ready" to 5A22: $2140-1 will return #$BBAA MOV...

SNES Layering Explained

Dreamcast's profile picture
Published in 
 · 22 Apr 2024
SNES Layering Explained Piken (fdwr_at_hotmail.com) 2004-04-04 / 2003-01-20 http://oregonstate.edu/~robinsfr/snes.html http://members.tripod.com/FDwR/snes.html This doc assumes you already understand the basic concept of what a tilemap and scrollable planes are. The SNES can have up to 4 separate low-color backgrounds, 1 high-color scalable, rotatable background, and various combinations in between. How many backgrounds (bgs) and the color depth of each one is determined by the current video mode (0-7). The most common video mode used by the majority of games is mode 1, which has three bgs. They are num...

Anomie's SNES Port Doc

Dreamcast's profile picture
Published in 
 · 22 Apr 2024
Anomie's SNES Port Doc Revision: 1132 Date: 2007-04-27 19:31:57 -0400 (Fri, 27 Apr 2007) <anomie@users.sourceforge.net> This is a document intended to describe the various hardware ports on the SNES. It will not describe how these ports are used by what may be plugged into them. In the doc below, "active", "1", "logic-1", and so forth all mean the same thing. Note that "1" does not necessarily correspond to either high or low voltage. (BTW, i could use some help here: if anyone knows whether anything is active-high or active-low, or what the voltages for high and low are for any particular port, please let me know!) CONTROLLER P...

Anomie's SNES OpenBus & Wrapping Doc

Dreamcast's profile picture
Published in 
 · 21 Apr 2024
Anomie's SNES OpenBus & Wrapping Doc Revision: 1126 Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) <anomie@users.sourceforge.net> Open Bus The theory is that the S-CPU chip has something called a "Memory Data Register" or MDR, which stores the value for every read/write. When you attempt to read from unmapped memory, no new value is supplied for this register and so you read the same old value over and over. Note that CPU IO cycles do not affect the MDR (and therefore the Open Bus value), even though the datasheet specifies addresses for those cycles. Note that JSL a pushes the old PB before reading the new PB, in ca...

Anomie's SNES Memory Mapping Doc

Dreamcast's profile picture
Published in 
 · 21 Apr 2024
Anomie's SNES Memory Mapping Doc Revision: 1126 Date: 2007-04-21 15:07:05 -0400 (Sat, 21 Apr 2007) <anomie@users.sourceforge.net> This is a document intended to describe the SNES memory map. It will NOT include information on the MAD-1 or any other address decoder. HARDWARE The SNES has one 8-bit data bus, two address busses typically known as "Address Bus A" and "Address Bus B". Data Bus The data bus is 8 bits. If nothing sets a value on the data bus for any particular read request, the last value placed on the bus is read instead (this is known as "Open Bus"). LINE | CART | EXPAND -----+------+-------- D0 | 19 | 11 D1 | 20 | 1...

Anomie's Register Doc

Dreamcast's profile picture
Published in 
 · 21 Apr 2024
Anomie's Register Doc Revision: 1157 Date: 2007-07-12 16:39:41 -0400 (Thu, 12 Jul 2007) <anomie@users.sourceforge.net> Contents Registers Sprites 2.1 OAM 2.2 Palettes 2.3 Character table in VRAM 2.4 Sprite Priority 2.5 Drawing the Sprites Backgrounds 3.1 BG Modes 3.2 Tile Maps and Character Maps 3.3 BG Scrolling 3.4 Direct Color Mode 3.5 Mode 0 3.6 Mode 1 3.7 Mode 2 3.8 Mode 3 3.9 Mode 4 3.10 Mode 5 3.11 Mode 6 3.12 Mode 7 3.13 Rendering the BGs 3.14 Unresolved Issues Windows 4.1 The Color Window Rendering the screen 5.1 Mosaic 5.2 Color Math 5.3 Rendering the Screen Controllers 6.1 Generic 6.2 "Open Port" 6.3 Joypads 6.4 Mouse ...
loading
Neperos cookies
This website uses cookies to store your preferences and improve the service. Cookies authorization will allow me and / or my partners to process personal data such as browsing behaviour.

By pressing OK you agree to the Terms of Service and acknowledge the Privacy Policy

By pressing REJECT you will be able to continue to use Neperos (like read articles or write comments) but some important cookies will not be set. This may affect certain features and functions of the platform.
OK
REJECT