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List of Official Cautions

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This table lists the cautions which appear in the official Super Nintendo development manual.

Book 1

Chapter Page Number Caution Number Description
24 2-24-1 1 Registers that must be accessed in the order of low and high twice
24 2-24-1 2 Period during which different kinds of memory can be accessed
24 2-24-1 3 address space size limitation for VRAM
24 2-24-1 4 VRAM address counter is incremented automatically
24 2-24-2 5 dummy VRAM read
24 2-24-2 6 top color data of palettes is transparent
24 2-24-2 7 sprites should not be positioned at x=100h
24 2-24-2 8 verify which accessories are connected to the controller ports
24 2-24-2 9 WRAM is indeterminate on power-on
24 2-24-2 10 avoid data loss in battery back-up SRAM
24 2-24-3 11 WRAM is lost gradually after power-off
24 2-24-3 12 corrupt input may be sent by the controller if it is unplugged
24 2-24-3 13 don't place critical game characters too close to the screen edge
24 2-24-3 14 switch out of 6502 emulation mode on reset or start-up
24 2-24-4 15 In FastROM, use a dummy jump to change the PBR
24 2-24-4 16 some controllers latch after disabling controller read
9 3-9-1 1 overflowing the dynamic range causes distortion noise
9 3-9-1 2 wait before enabling FLG.ECEN
9 3-9-2 3 procedure for writing echo data to ARAM
9 3-9-3 4 inappropriate echo parameters may lead to data loss or reverb
9 3-9-3 5 starting an echo before finishing echo param initialization may overwrite ARAM
9 3-9-3 6 excessive sound/data compression ration may distort output
9 3-9-3 7 sound designed for stereo may not sound good in mono
9 3-9-4 8 discontinuities in sample-waves may produce crackling noise
9 3-9-5 9 hang-up can occur if 5A22/SPC communication is interrupted
9 3-9-6 10 multiple ROMs in Game Pak can put too much load capacity on the data bus

Book 2

Chapter Page Number Caution Number Description
3 1-3-4 1 SAS is incompatible with FastROM
3 1-3-4 2 max ROM/RAM sizes
3 1-3-4 3 5A22 and SA-1 share ROM memory map
3 1-3-4 4 data projected to backup RAM is specified separately
3 1-3-5 5 I-RAM is pre-assigned
7 4-7-2 1 when mouse_read is used, automatic read function must be on
7 4-7-2 2 don't call during automatic (hardware) read
7 4-7-2 3 use mouse_read and speed_change together
7 4-7-4 n/a don't forget to set certain mouse registers
8 4-8-1 1 Data sent by mouse is inverted
8 4-8-1 2 constantly check mouse connection code in case it becomes unplugged
8 4-8-1 3 always set mouse speed after connecting it
8 4-8-1 4 be careful when using a standard controller and mouse at the same time
8 4-8-2 5 standard mouse BIOS is written entirely in 8-bit mode
8 4-8-2 6 refer to "Mouse Specifications" (page 4-6-7)
9 4-9-4 1 game should warn if the MultiPlayer 5 is connected to port 1
9 4-9-4 2 gameplay should continue if the MultiPlayer 5 becomes disconnected
9 4-9-4 3 Super Scope is incompatible with the MultiPlayer 5
9 4-9-4 4 mouse is incompatible with the multiplayer 5
9 4-9-4 5 use supplied multiplayer 5 bios
9 4-9-4 6 when multiplayer 5 is in 2P mode, programs can't see it
9 4-9-4 7 evaluate software with the MultiPlayer Development Assembly
9 4-6-5 8 be careful of order of BIOS call
10 4-10-4 1 if MultiPlayer5 is not connected, contents of con1~5 are invalid
10 4-10-4 2 don't call BIOS more than once per frame
10 4-10-4 3 Nintendo is not liable for problems caused by the BIOS
10 4-10-4 4 change BIOS end code when BIOS code changes
10 4-10-4 5 call MULTI5.ASM (X65) before calling M_CHECK.ASM (X65)