N-SPC Engine/Nintendo/Koji Kondo: Difference between revisions
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===Star Fox 2=== | ===Star Fox 2=== | ||
''TODO insert protocol here (there may be quite a few revisions)'' | ''TODO insert protocol here (there may be quite a few revisions)'' | ||
[[Category:SPC Sound Engines]] | |||
[[Category:N-SPC Variants]] |
Revision as of 21:12, 20 February 2022
Go back to N-SPC Engine/Nintendo
NOTE: This page is under construction.
Koji Kondo is the first user of the N-SPC engine, having used its earliest known version in two games.
TODO insert table here
The raw build sorting notes can be found here for all variants by Nintendo.
Communication with the SNES
For Super Mario World and Pilotwings, see the Prototype Variant's page.
Super Mario All-Stars
The protocol in general is mostly adapted from Super Mario World's, though with some differences here and there, most notably in the triggering of the Hurry Up! SFX and the SFX sequences in general.
TODO insert protocol here
SimCity
This is the earliest released game to not have a command to load new data at all. Therefore, there is no way to switch sound drivers or even go back to the IPL ROM.
TODO insert protocol here
Super Donkey 1
TODO insert protocol here
Legend of Zelda - A Link To The Past
TODO insert protocol here
Star Glider
TODO insert protocol here
Star Fox/Star Wing
TODO insert protocol here
Super Mario: Yoshi Island/Super Mario World 2: Yoshi's Island
TODO insert protocol here
Star Fox 2
TODO insert protocol here (there may be quite a few revisions)