Go back to N-SPC Engine
Punk Development has their own variant of N-SPC used in an untitled shooter. The variant doesn't actually support music, as the phrase format is non-existent here. Instead, there's one pointer and one channel's worth of track data per entry, and they're all sound effects dynamically allocated. The VCMD collection doesn't have anything past $FA, and $00 terminates the SFX if it's not in a subroutine.
|Game Name||VCMD Table Location ($E0 and up)||ROM Offset|
|Untitled Shooter||0x0BDA, relative to 0x0B1A||0x048000|
The raw build sorting notes can be found here.
Communication with the SNES
All of the commands are sent via CPUIO0($2140). The other registers are completely unused, and there isn't even a way to go get more data.
|Command ID||Description||Register Values & Arguments|
|$00||Stop Sound||$00 ?? ?? ??|
|$01-$09||Play SFX||xx ?? ?? ??|
|$0A-$FF||NOP||?? ?? ?? ??|
Does absolutely nothing.
Stop Sound (Command $00)
Stops all SFX.
Play SFX (Command $01-$09)
Plays a piece of SFX using the standard N-SPC voice command format for music. These are dynamically allocated a channel.
TODO document the technically new voice command