SNES development. What i need?

Discussion in 'Nintendo Game Development' started by haliway, Mar 24, 2006.

  1. haliway

    haliway Guest

    what can i use to make snes dev? official kit or homebrew if you know ...

    I need your help ;)

    Thx
     
  2. Calpis

    Calpis Champion of the Forum

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    WLA-DX and the Book 1 document.
     
    Last edited: Mar 24, 2006
  3. babu

    babu Mamihlapinatapai

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    what I use
    --------------

    assembler:
    WLA-DX (I used x816 before but it missed some macro functionality I needed. thought WLA-DX is missing some functionality that I need too.. so one of this days I might just write my own ^^)

    gfx:
    YY-CHR (can do graphic for lots of different consoles)

    music:
    nothing for the moment (working on some tools to help me with this.. thought nothing finished yet)

    documents:
    Everything I can find from http://nesdev.parodius.com to official docs ^^

    testing:
    on hardware I use a SWC DX2 64MB
    on computer I use a special version of snes9x with added debug capabilities (it can do breakpoints, steping through the code, and you can look in memory and stuff). It's called Geiger's Snes9X Debugger, or something like it.
     
    Last edited: Mar 24, 2006
  4. haliway

    haliway Guest

    thx for the answer and not an official devkit around?
     
  5. cdoty

    cdoty Gutsy Member

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    The SN Systems assembler (SNASM658) is available. But, WLA-DX has more features and is easier to use.

    I've done some preliminary work with lcc816 and cc65, but there's still a long ways to go.
     
    Last edited: Apr 3, 2006
  6. Buffi

    Buffi Spirited Member

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    Not sure if I should make a new thread about this, but might as well ask here...
    I've studied a bit of ASM for the MIPS cpu att uni... how hard would it be to adapt to snes-programming instead.

    Should mostly be the opcodes that differ and so on right?
     
  7. smf

    smf mamedev

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    mips has loads of registers with almost no limit to which can be used with each instruction & nothing ever modifies memory.

    65816 has a lot less registers and some instructions only work with specific registers & some modify memory directly.

    On the plus side, you don't ever have to worry about delay slots.

    smf
     
  8. henzenmann

    henzenmann Member

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    More important is the general paradigm of the CPU. MIPS is a 32 bit RISC, which means you have a couple of basic operations and a ton of registers to work on. The 65816 is a 8/16 bit CISC which means the instruction set will look quite different and you only have a handful of 8/16 bit registers. Also you have operations that work directly on memory (not only load/store as with most RISCs), different addressing modes, memory banks and all of that oldschool fun :) The 65816 in particular also has 8/16 bit switching for both registers and addressing, which can be a little confusing at first.

    They teach MIPS at univerities for a reason, because it is so nice and clean and leaves out all the gory details :)

    Finally you want to program the SNES and not only the CPU, so that is where the real fun begins.

    Check out these links for more Info:

    http://westerndesigncenter.com/wdc/w65c816s.cfm
    http://www.zophar.net/tech/65816.html
    http://www.zophar.net/tech/snes.html
     
  9. kammedo

    kammedo and the lost N64 Hardware Docs

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    Hah they prolly do that at your univeristies, in mines they got the whole Pentium family to study ;_; along with the 8088,80486, 80286, etc -_-
     
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