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N-SPC Engine/Nintendo/Koji Kondo/Prototype

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Revision as of 18:54, 7 October 2020 by KungFuFurby (talk | contribs) (Add game usage, VCMD table locations (due to them revealing a build difference) and ROM offsets)
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The Prototype variant was used in two games: Super Mario World and Pilotwings. They are the only versions of the code that clearly pre-date the source code version provided with the IS-Sound unit. From a sound effect programming point of view, it can also be considered a predecessor to five other games that post-date the source code: SimCity, Legend of Zelda - A Link to the Past/Zelda no Densetsu - Kamigami no Triforce, Star Fox/Star Wing, Super Mario All-Stars/Super Mario Collection and Super Mario: Yoshi Island/Super Mario World 2: Yoshi's Island.

Game Name Music Version VCMD Table Location ($DA and up) ROM Offset
Super Mario World 0.0 0x0F90, relative to 0x0EDC (all other versions)
0x0FC4, relative to 0x0F10 (Super Mario All Stars + Super Mario World)
0x0E8000 (all other versions)
0x4E8000 (Super Mario All-Stars + Super Mario World)
Pilotwings 0.1 0x1317, relative to 0x1263 (US and Japanese versions)
0x12B4, relative to 0x1200 (European version)
0x0C8000 (all versions)

TODO: Instrument format (the pitch base fractional multiplier is missing compared to standard N-SPC, and V0.1 has noise support)

TODO: Percussion format (almost identical to instrument format except it has an extra note parameter)

TODO: VCMD map (refer back to the main page for more details when differences are not significant to the non-prototype version)