We've just updated MediaWiki and its underlying software. If anything doesn't look or work quite right, please mention it to us. --RanAS
List of Official Cautions: Difference between revisions
From SnesLab
(linkify 2-24-3) |
(lists Category) |
||
(8 intermediate revisions by the same user not shown) | |||
Line 35: | Line 35: | ||
| 24 || [https://archive.org/details/snes_manual1/page/n105 2-24-3] || 14 || switch out of 6502 emulation mode on reset or start-up | | 24 || [https://archive.org/details/snes_manual1/page/n105 2-24-3] || 14 || switch out of 6502 emulation mode on reset or start-up | ||
|+ | |+ | ||
| 24 || 2-24-4 || 15 || In FastROM, use a dummy jump to change the PBR | | 24 || [https://archive.org/details/snes_manual1/page/n106 2-24-4] || 15 || In FastROM, use a dummy jump to change the PBR | ||
|+ | |+ | ||
| 24 || 2-24-4 || 16 || some controllers latch after disabling controller read | | 24 || [https://archive.org/details/snes_manual1/page/n106 2-24-4] || 16 || some controllers latch after disabling controller read | ||
|+ | |+ | ||
| 9 || 3-9-1 || 1 || overflowing the dynamic range causes distortion noise | | 9 || [https://archive.org/details/snes_manual1/page/n188 3-9-1] || 1 || overflowing the dynamic range causes distortion noise | ||
|+ | |+ | ||
| 9 || 3-9-1 || 2 || wait before enabling FLG.ECEN | | 9 || [https://archive.org/details/snes_manual1/page/n188 3-9-1] || 2 || wait before enabling FLG.ECEN | ||
|+ | |+ | ||
| 9 || 3-9-2 || 3 || procedure for writing echo data to ARAM | | 9 || [https://archive.org/details/snes_manual1/page/n189 3-9-2] || 3 || procedure for writing echo data to ARAM | ||
|+ | |+ | ||
| 9 || 3-9-3 || 4 || inappropriate echo parameters may lead to data loss or reverb | | 9 || [https://archive.org/details/snes_manual1/page/n190 3-9-3] || 4 || inappropriate echo parameters may lead to data loss or reverb | ||
|+ | |+ | ||
| 9 || 3-9-3 || 5 || starting an echo before finishing echo param initialization may overwrite ARAM | | 9 || [https://archive.org/details/snes_manual1/page/n190 3-9-3] || 5 || starting an echo before finishing echo param initialization may overwrite ARAM | ||
|+ | |+ | ||
| 9 || 3-9-3 || 6 || excessive sound/data compression ration may distort output | | 9 || [https://archive.org/details/snes_manual1/page/n190 3-9-3] || 6 || excessive sound/data compression ration may distort output | ||
|+ | |+ | ||
| 9 || 3-9- | | 9 || [https://archive.org/details/snes_manual1/page/n190 3-9-3] || 7 || sound designed for stereo may not sound good in mono | ||
|+ | |+ | ||
| 9 || 3-9-4 || 8 || discontinuities in sample-waves may produce crackling noise | | 9 || [https://archive.org/details/snes_manual1/page/n191 3-9-4] || 8 || discontinuities in sample-waves may produce crackling noise | ||
|+ | |+ | ||
| 9 || 3-9-5 || 9 || hang-up can occur if 5A22/SPC communication is interrupted | | 9 || [https://archive.org/details/snes_manual1/page/n192 3-9-5] || 9 || hang-up can occur if 5A22/SPC communication is interrupted | ||
|+ | |+ | ||
| 9 || 3-9-6 || 10 || multiple ROMs in Game Pak can put too much load capacity on the data bus | | 9 || [https://archive.org/details/snes_manual1/page/n193 3-9-6] || 10 || multiple ROMs in Game Pak can put too much load capacity on the data bus | ||
|} | |} | ||
=== Book 2 === | |||
{| class="wikitable" | |||
|- | |||
! Chapter !! Page Number !! Caution Number !! Description | |||
|+ | |||
| 3 || [https://archive.org/details/SNESDevManual/book2/page/n20 1-3-4] || 1 || [[SAS]] is incompatible with [[FastROM]] | |||
|+ | |||
| 3 || [https://archive.org/details/SNESDevManual/book2/page/n20 1-3-4] || 2 || max ROM/RAM sizes | |||
|+ | |||
| 3 || [https://archive.org/details/SNESDevManual/book2/page/n20 1-3-4] || 3 || 5A22 and SA-1 share ROM memory map | |||
|+ | |||
| 3 || [https://archive.org/details/SNESDevManual/book2/page/n20 1-3-4] || 4 || data projected to backup RAM is specified separately | |||
|+ | |||
| 3 || [https://archive.org/details/SNESDevManual/book2/page/n21 1-3-5] || 5 || [[I-RAM]] is pre-assigned | |||
|+ | |||
| 7 || [https://archive.org/details/SNESDevManual/book2/page/n362 4-7-2] || 1 || when mouse_read is used, automatic read function must be on | |||
|+ | |||
| 7 || [https://archive.org/details/SNESDevManual/book2/page/n362 4-7-2] || 2 || don't call during automatic (hardware) read | |||
|+ | |||
| 7 || [https://archive.org/details/SNESDevManual/book2/page/n362 4-7-2] || 3 || use mouse_read and speed_change together | |||
|+ | |||
| 7 || [https://archive.org/details/SNESDevManual/book2/page/n364 4-7-4] || n/a || don't forget to set certain mouse registers | |||
|+ | |||
| 8 || [https://archive.org/details/SNESDevManual/book2/page/n375 4-8-1] || 1 || Data sent by mouse is inverted | |||
|+ | |||
| 8 || [https://archive.org/details/SNESDevManual/book2/page/n375 4-8-1] || 2 || constantly check mouse connection code in case it becomes unplugged | |||
|+ | |||
| 8 || [https://archive.org/details/SNESDevManual/book2/page/n375 4-8-1] || 3 || always set mouse speed after connecting it | |||
|+ | |||
| 8 || [https://archive.org/details/SNESDevManual/book2/page/n375 4-8-1] || 4 || be careful when using a standard controller and mouse at the same time | |||
|+ | |||
| 8 || [https://archive.org/details/SNESDevManual/book2/page/n376 4-8-2] || 5 || standard mouse BIOS is written entirely in 8-bit mode | |||
|+ | |||
| 8 || [https://archive.org/details/SNESDevManual/book2/page/n376 4-8-2] || 6 || refer to "Mouse Specifications" (page 4-6-7) | |||
|+ | |||
| 9 || [https://archive.org/details/SNESDevManual/book2/page/n380 4-9-4] || 1 || game should warn if the MultiPlayer 5 is connected to port 1 | |||
|+ | |||
| 9 || [https://archive.org/details/SNESDevManual/book2/page/n380 4-9-4] || 2 || gameplay should continue if the MultiPlayer 5 becomes disconnected | |||
|+ | |||
| 9 || [https://archive.org/details/SNESDevManual/book2/page/n380 4-9-4] || 3 || [[Super Scope]] is incompatible with the MultiPlayer 5 | |||
|+ | |||
| 9 || [https://archive.org/details/SNESDevManual/book2/page/n380 4-9-4] || 4 || mouse is incompatible with the multiplayer 5 | |||
|+ | |||
| 9 || [https://archive.org/details/SNESDevManual/book2/page/n380 4-9-4] || 5 || use supplied multiplayer 5 bios | |||
|+ | |||
| 9 || [https://archive.org/details/SNESDevManual/book2/page/n380 4-9-4] || 6 || when multiplayer 5 is in 2P mode, programs can't see it | |||
|+ | |||
| 9 || [https://archive.org/details/SNESDevManual/book2/page/n380 4-9-4] || 7 || evaluate software with the [[MultiPlayer Development Assembly]] | |||
|+ | |||
| 9 || [https://archive.org/details/SNESDevManual/book2/page/n381 4-6-5] || 8 || be careful of order of BIOS call | |||
|+ | |||
| 10 || [https://archive.org/details/SNESDevManual/book2/page/n393 4-10-4] || 1 || if MultiPlayer5 is not connected, contents of con1~5 are invalid | |||
|+ | |||
| 10 || [https://archive.org/details/SNESDevManual/book2/page/n393 4-10-4] || 2 || don't call BIOS more than once per frame | |||
|+ | |||
| 10 || [https://archive.org/details/SNESDevManual/book2/page/n393 4-10-4] || 3 || Nintendo is not liable for problems caused by the BIOS | |||
|+ | |||
| 10 || [https://archive.org/details/SNESDevManual/book2/page/n393 4-10-4] || 4 || change BIOS end code when BIOS code changes | |||
|+ | |||
| 10 || [https://archive.org/details/SNESDevManual/book2/page/n394 4-10-4] || 5 || call MULTI5.ASM (X65) before calling M_CHECK.ASM (X65) | |||
|} | |||
[[Category:Books]] | |||
[[Category:Lists]] |
Latest revision as of 07:01, 18 July 2023
This table lists the cautions which appear in the official Super Nintendo development manual.
Book 1
Chapter | Page Number | Caution Number | Description |
---|---|---|---|
24 | 2-24-1 | 1 | Registers that must be accessed in the order of low and high twice |
24 | 2-24-1 | 2 | Period during which different kinds of memory can be accessed |
24 | 2-24-1 | 3 | address space size limitation for VRAM |
24 | 2-24-1 | 4 | VRAM address counter is incremented automatically |
24 | 2-24-2 | 5 | dummy VRAM read |
24 | 2-24-2 | 6 | top color data of palettes is transparent |
24 | 2-24-2 | 7 | sprites should not be positioned at x=100h |
24 | 2-24-2 | 8 | verify which accessories are connected to the controller ports |
24 | 2-24-2 | 9 | WRAM is indeterminate on power-on |
24 | 2-24-2 | 10 | avoid data loss in battery back-up SRAM |
24 | 2-24-3 | 11 | WRAM is lost gradually after power-off |
24 | 2-24-3 | 12 | corrupt input may be sent by the controller if it is unplugged |
24 | 2-24-3 | 13 | don't place critical game characters too close to the screen edge |
24 | 2-24-3 | 14 | switch out of 6502 emulation mode on reset or start-up |
24 | 2-24-4 | 15 | In FastROM, use a dummy jump to change the PBR |
24 | 2-24-4 | 16 | some controllers latch after disabling controller read |
9 | 3-9-1 | 1 | overflowing the dynamic range causes distortion noise |
9 | 3-9-1 | 2 | wait before enabling FLG.ECEN |
9 | 3-9-2 | 3 | procedure for writing echo data to ARAM |
9 | 3-9-3 | 4 | inappropriate echo parameters may lead to data loss or reverb |
9 | 3-9-3 | 5 | starting an echo before finishing echo param initialization may overwrite ARAM |
9 | 3-9-3 | 6 | excessive sound/data compression ration may distort output |
9 | 3-9-3 | 7 | sound designed for stereo may not sound good in mono |
9 | 3-9-4 | 8 | discontinuities in sample-waves may produce crackling noise |
9 | 3-9-5 | 9 | hang-up can occur if 5A22/SPC communication is interrupted |
9 | 3-9-6 | 10 | multiple ROMs in Game Pak can put too much load capacity on the data bus |
Book 2
Chapter | Page Number | Caution Number | Description |
---|---|---|---|
3 | 1-3-4 | 1 | SAS is incompatible with FastROM |
3 | 1-3-4 | 2 | max ROM/RAM sizes |
3 | 1-3-4 | 3 | 5A22 and SA-1 share ROM memory map |
3 | 1-3-4 | 4 | data projected to backup RAM is specified separately |
3 | 1-3-5 | 5 | I-RAM is pre-assigned |
7 | 4-7-2 | 1 | when mouse_read is used, automatic read function must be on |
7 | 4-7-2 | 2 | don't call during automatic (hardware) read |
7 | 4-7-2 | 3 | use mouse_read and speed_change together |
7 | 4-7-4 | n/a | don't forget to set certain mouse registers |
8 | 4-8-1 | 1 | Data sent by mouse is inverted |
8 | 4-8-1 | 2 | constantly check mouse connection code in case it becomes unplugged |
8 | 4-8-1 | 3 | always set mouse speed after connecting it |
8 | 4-8-1 | 4 | be careful when using a standard controller and mouse at the same time |
8 | 4-8-2 | 5 | standard mouse BIOS is written entirely in 8-bit mode |
8 | 4-8-2 | 6 | refer to "Mouse Specifications" (page 4-6-7) |
9 | 4-9-4 | 1 | game should warn if the MultiPlayer 5 is connected to port 1 |
9 | 4-9-4 | 2 | gameplay should continue if the MultiPlayer 5 becomes disconnected |
9 | 4-9-4 | 3 | Super Scope is incompatible with the MultiPlayer 5 |
9 | 4-9-4 | 4 | mouse is incompatible with the multiplayer 5 |
9 | 4-9-4 | 5 | use supplied multiplayer 5 bios |
9 | 4-9-4 | 6 | when multiplayer 5 is in 2P mode, programs can't see it |
9 | 4-9-4 | 7 | evaluate software with the MultiPlayer Development Assembly |
9 | 4-6-5 | 8 | be careful of order of BIOS call |
10 | 4-10-4 | 1 | if MultiPlayer5 is not connected, contents of con1~5 are invalid |
10 | 4-10-4 | 2 | don't call BIOS more than once per frame |
10 | 4-10-4 | 3 | Nintendo is not liable for problems caused by the BIOS |
10 | 4-10-4 | 4 | change BIOS end code when BIOS code changes |
10 | 4-10-4 | 5 | call MULTI5.ASM (X65) before calling M_CHECK.ASM (X65) |