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N-SPC Engine/Kemco: Difference between revisions

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(Creating Kemco variant of N-SPC)
 
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Kemco is the first company outside of Nintendo themselves to release a game using their own variant of N-SPC (that being Bombuzal). The main customization that they did was to have the CPUIO registers play sounds on specific channels, and only the channels on the phase list specified to be used by the corresponding CPUIO register would be used. One other CPUIO register was allocated mainly to perform volume fades.
Kemco is the first company outside of Nintendo themselves to release a game using their own variant of N-SPC (that being Bombuzal). The main customization that they did was to have the CPUIO registers play sounds on specific channels, and only the channels on the phase list specified to be used by the corresponding CPUIO register would be used. One other CPUIO register was allocated mainly to perform volume fades.


''TODO build collection (and versioning sorting: there's five versions total, of which one ends up technically being a single opcode's difference and thus will be grouped with the others)''
{| class="wikitable sortable"
|-
! Game Name !! Version !! VCMD Table Location (usually $E0 and up) !! ROM Offset
|-
| Bombuzal || 1.0 || <tt>0x10EB</tt>, relative to <tt>0x102B</tt> || <tt>0x04807A</tt>
|-
| Lagoon || 2.0 || <tt>0x1156</tt>, relative to <tt>0x1096</tt> || <tt>0x0D80A4</tt> (all versions)
|-
| Drakkhen || 3.0 || <tt>0x129E</tt>, relative to <tt>0x11DE</tt> || <tt>0x1C805C</tt> (all versions)
|-
| Ka-blooey || 3.0 || <tt>0x129E</tt>, relative to <tt>0x11DE</tt> || <tt>0x048080</tt>
|-
| First Samurai || 3.1 || <tt>0x129E</tt>, relative to <tt>0x11DE</tt> || <tt>0x0DB15E</tt> (all versions)
|-
| Phalanx - The Enforce Fighter A-144 || 3.1 || <tt>0x129E</tt>, relative to <tt>0x11DE</tt> || <tt>0x1EB23E</tt> (all versions)
|-
| Super Drakkhen/Dragon View || 3.1 || <tt>0x129E</tt>, relative to <tt>0x11DE</tt> || <tt>0x09B6F6</tt> (all versions)
|-
| Super Full Metal || 3.1 || <tt>0x129E</tt>, relative to <tt>0x11DE</tt> || <tt>0x0C80B6</tt>
|-
| X Zone || 3.1 || <tt>0x129E</tt>, relative to <tt>0x11DE</tt> || <tt>0x0FAEE6</tt> (all versions)
|-
| Kid Klown in Crazy Chase || 4.0 || <tt>0x12A1</tt>, relative to <tt>0x11E1</tt> || <tt>0x1EC1E0</tt> (all versions)
|}


==Communication with the SNES==
==Communication with the SNES==

Revision as of 01:17, 7 November 2020

Go back to N-SPC Engine

NOTE: The following page is a stub, and is under construction.

Kemco is the first company outside of Nintendo themselves to release a game using their own variant of N-SPC (that being Bombuzal). The main customization that they did was to have the CPUIO registers play sounds on specific channels, and only the channels on the phase list specified to be used by the corresponding CPUIO register would be used. One other CPUIO register was allocated mainly to perform volume fades.

Game Name Version VCMD Table Location (usually $E0 and up) ROM Offset
Bombuzal 1.0 0x10EB, relative to 0x102B 0x04807A
Lagoon 2.0 0x1156, relative to 0x1096 0x0D80A4 (all versions)
Drakkhen 3.0 0x129E, relative to 0x11DE 0x1C805C (all versions)
Ka-blooey 3.0 0x129E, relative to 0x11DE 0x048080
First Samurai 3.1 0x129E, relative to 0x11DE 0x0DB15E (all versions)
Phalanx - The Enforce Fighter A-144 3.1 0x129E, relative to 0x11DE 0x1EB23E (all versions)
Super Drakkhen/Dragon View 3.1 0x129E, relative to 0x11DE 0x09B6F6 (all versions)
Super Full Metal 3.1 0x129E, relative to 0x11DE 0x0C80B6
X Zone 3.1 0x129E, relative to 0x11DE 0x0FAEE6 (all versions)
Kid Klown in Crazy Chase 4.0 0x12A1, relative to 0x11E1 0x1EC1E0 (all versions)

Communication with the SNES

TODO