We've just updated MediaWiki and its underlying software. If anything doesn't look or work quite right, please mention it to us. --RanAS

N-SPC Engine/Nintendo: Difference between revisions

From SnesLab
Jump to: navigation, search
m (Adding categories)
(Marking this under the Unique cases instead because it is a one-game case (only found in Special Tee Shot, but it has two builds)...)
 
(17 intermediate revisions by the same user not shown)
Line 1: Line 1:
Go back to [[N-SPC Engine]]<br>
Go back to [[N-SPC Engine]]<br>
If you're looking for Super Mario World or Pilotwings, see the [[N-SPC Engine/Prototype|Prototype]] variant instead.
'''NOTE: The following page is a stub, and is under construction.'''


__TOC__
__TOC__


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.
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 for disambiguation reasons.


''TODO most other Nintendo games''
The raw build sorting notes can be found [[N-SPC Engine/Nintendo/Build Sorting|here]] for all variants by Nintendo.


==F-Zero==
==Unique Cases==
This is the first released game to use the standard N-SPC VCMD set starting at $E0. VCMDs $FB-$FF don't exist, though.
* [[N-SPC Engine/Nintendo/F-Zero|F-Zero]]
* [[N-SPC Engine/Nintendo/Sound Module and Burn-In Test|Sound Module and Burn-In Test]]
* [[N-SPC Engine/Nintendo/Mario Paint|Mario Paint]]
* [[N-SPC Engine/Nintendo/Super Metroid|Super Metroid]]
* [[N-SPC Engine/Nintendo/Tetris and Dr. Mario|Tetris and Dr. Mario]]
* [[N-SPC Engine/Nintendo/Nintendo Power Menu Program|Nintendo Power Menu Program]]
* [[N-SPC Engine/Nintendo/Special Tee Shot|Special Tee Shot]]
* [[N-SPC Engine/Nintendo/Super Scope 6 (Blastris)|Super Scope 6 (Blastris)]]


{| class="wikitable"
==Multi-Game Cases==
|-
* [[N-SPC Engine/Nintendo/Akito Nakatsuka|Akito Nakatsuka]]
! Game Name !! VCMD Table Location ($E0 and up) !! ROM Offset
* [[N-SPC Engine/Nintendo/Hirokazu Tanaka|Hirokazu Tanaka]]
|-
* [[N-SPC Engine/Nintendo/Koji Kondo|Koji Kondo]]
| F-Zero || <tt>0x0EE9</tt>, relative to <tt>0x0E29</tt> || <tt>0x01E538</tt> (US & Japanese versions)<br><tt>0x01841E</tt> (European version)
** [[N-SPC Engine/Nintendo/Koji Kondo/Prototype|Prototype]]
|}
* [[N-SPC Engine/Nintendo/Taro Bando|Taro Bando]]


===Communication with the SNES===
The raw build sorting notes can be found [[N-SPC Engine/Nintendo/Build Sorting|here]] for all variants by Nintendo.
''TODO F-Zero's communication system (input and output)''
<br><br><br>
''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:SPC Sound Engines]]
[[Category:N-SPC Variants]]
[[Category:N-SPC Variants]]

Latest revision as of 18:02, 23 November 2022

Go back to N-SPC Engine

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 for disambiguation reasons.

The raw build sorting notes can be found here for all variants by Nintendo.

Unique Cases

Multi-Game Cases

The raw build sorting notes can be found here for all variants by Nintendo.