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N-SPC Engine/Nintendo

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Revision as of 23:17, 10 November 2020 by KungFuFurby (talk | contribs) (Adding Aging Cassette/Sound Module and Burn-In Test (identification still in progress, particularly on the communication portion))
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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)

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)