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N-SPC Engine/Nintendo/Koji Kondo

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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)