Documents
These are all SNES related, some written by me, other written by those before me. If you have SNES programming related questions that are not answered in the documents below, feel free to ask me. I might not be able to give you an answer, but I'll gladly try to. Check out RHDN or Zophar's Domain for more.
Written by me | ||
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SNES graphics 1998-05-28 Spanish version 2009-02-22 |
Piken Spanish version translated by Billy Esquivel V (Magimaster 2) |
Written to explain how SNES tiles were stored. I wrote this one before the existance of this page, before this webpage, before emulation was a commonly known thing... |
SNES chip labels 2004-04-05 |
Piken | I've wanted to take apart my SNES and its games ever since I bought it, and I finally got the chance to. I've compiled a list of chips and labels found inside the main console and a few selected games, and I don't know if it benefits anybody, but in case it does... |
Zelda Decompression Routine 2004-04-05 |
Piken | Comments on the disassembly of the routine that decompresses graphics. Sames as Mario World compression and similr to Pokemon Gold & Silver. |
Fx chip graphics 2003-04-04 |
Piken | What little I've found out about how graphics for the fx chip are stored in games such as "StarFox" and "Yoshi's Island". There seems to be virtually no documentation around about the fx chip. If anybody has some real info, please send it to me :) |
Pseudo 16x16 tiles 2004-04-04 |
Piken | A little bit to explain how 16x16 tiles are built from 4 smaller 8x8 tiles using tile tables. |
Main screen/sub screen layering (Illustration) 2004-04-04 |
Piken | Ever been curious about how the SNES scene is layered? Probably not, but here is the info anyway. |
TileView locations 2008-10-25 |
Piken | Some interesting spots in savestates or ROMs with tilemaps that you might want to check out with TileView. |
More good ones by others | ||
ZSNES Savestate Format 2003-10-13 |
ZsKnight | ZsKnight was nice enough to send this to me to help get BgMapper going. In case anybody else can get use out of this, here it is. This only accounts for 65816 registers, all PPU regs, palette, VRAM, and memory, nothing on the SPC, FX, or SA-1 chip. |
ZSNES Savestate SPC Format 2003-10-13 |
_Demo_ | Here is the format for the SPC portion of the savestate (beyond 199699 bytes) |
SNES Register Map 2003-10-12 |
(unknown?) | Extensive list of SNES registers. |
SPC-700 APU Manual 2004-04-04 |
Ledi | Great explanation of the SPC-700 chip with complete register and opcode listings. (I added missing diagrams and section 8) |
SNES Memory Organization 2003-10-12 |
SiMKiN | Tells how memory banks are organized in both low and high ROM modes. |
BRR encoding 2003-10-12 |
Butcha | Explanation of the SPC-700's BRR sample compression. |
SNES Kart 1.6 2003-10-12 |
DiskDude | Details on the SNES cartridge, PIN layouts, addressing schemes, and header information. |
65c816 Processor info 2003-10-12 |
GTE | Opcodes, registers, addressing modes... |
More 65c816 info 2003-10-12 |
(unknown?) | Opcodes, registers, addressing modes... |
SNES Initialization Source 2003-10-12 |
(unknown?) | Shows how to initialize the SNES registers to defaults and how to plot characters or strings to VRAM. |
SPC-700 Source 2003-10-12 |
AntiTrack | Decompiled source of an SPC-700 routine for playing music. |