N-SPC Engine/Nintendo
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.
The raw build sorting notes can be found here for all variants by Nintendo.
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 ($E0 and up) | ROM Offset |
---|---|---|
F-Zero | 0x0EE9, relative to 0x0E29 | 0x01E538 (US & Japanese versions) 0x01841E (European version) |
Communication with the SNES
TODO F-Zero's communication system (input and output)
Aging Cassette/Sound Module and Burn-In Test
Game Name | VCMD Table Location ($E0 and up) | ROM Offset |
---|---|---|
Aging Cassette/Sound Module and Burn-In Test | 0x0EE9, relative to 0x0E29 | 0x0380BA (Aging Cassette) 0x038792 (SNES Burn-In Test Cartridge) |
Voice Command Format
TODO new music VCMDs (the standard set is offset backwards by two IDs, and three new VCMDs are added on)
Communication with the SNES
TODO identical to standard Kankichi/N-SPC except for new commands at $80, $90-$93, of which $80 does $90-$93's commands as well as provide 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)