N-SPC Engine/Nintendo: Difference between revisions
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''TODO all other Nintendo variant games (that aren't known to be associated with other Nintendo variant games and likely have sound driver command differences between each other)'' | ''TODO all other Nintendo variant games (that aren't known to be associated with other Nintendo variant games and likely have sound driver command differences between each other)'' | ||
[[Category:SPC Sound Engines]] | |||
[[Category:N-SPC Variants]] |
Revision as of 16:33, 7 November 2020
Go back to N-SPC Engine
If you're looking for Super Mario World or Pilotwings, see the Prototype variant instead.
NOTE: The following page is a stub, and is under construction.
Nintendo is the first user of the N-SPC engine, both at launch and with the prototype variant. There are a variety of game-specific or programmer-specific cases in here, and thus have been sorted accordingly.
TODO most other Nintendo games
F-Zero
This is the first released game to use the standard N-SPC VCMD set starting at $E0. VCMDs $FB-$FF don't exist, though.
Game Name | VCMD Table Location ($E0 and up) | ROM Offset |
---|---|---|
F-Zero | 0x0EE9, relative to 0x0E29 | 0x01E538 (US & Japanese versions) 0x01841E (European version) |
Communication with the SNES
TODO F-Zero's communication system (input and output)
TODO all other Nintendo variant games (that aren't known to be associated with other Nintendo variant games and likely have sound driver command differences between each other)