hi, here the Super Famicom/Nes/Nintendo system development kit and official docs, here the link: www.yntproject.net/trash/snes_sdk.rar enjoy
I'd like to thank Infrid for the files. I've added an ammendment in parenthesis to the title of the thread, hoping we can turn this into a resource like the N64 thread.
Here's links to a modified version of the Western Design Center's 65816 C compiler and assembler to remove the limitations: http://www.rastersoft.net/freesdk_Patched.zip And, here's the modified Frog Feast source code to compile under the compiler: http://www.rastersoft.net/Frog-SNES.rar You will also need a few files from the following archive: http://www.rastersoft.net/WDCTest.zip
Wow, thanks for the link. Although I still have the printed version of the official programming manual, I had lost the files.
To clarify, Infrid's compilation contains software for Sculptured Software/Acclaim's development kit hardware, it's not the SDK (Nintendo). Aren't these files from Assembler a while back? If you really want the nitty-gritty on SNES, I would definitely consult other material in addition to the official docs which are lacking. Good references are: http://cgfm2.emuviews.com/txt/snestech.txt by Charles MacDonald http://byuu.cinnamonpirate.com/bsnes/ bsnes source code by byuu http://nesdev.parodius.com/SNES-starterkit.zip SNES development starter kit by Neviksti (including WLA-DX) http://www.romhacking.net/?category...ge=documents&level=&docsearch=Go&title=&desc= Anomie's documents http://www.romhacking.net/?category...ge=documents&level=&docsearch=Go&title=&desc= Blargg's documents http://www.romhacking.net/?category...ge=documents&level=&docsearch=Go&title=&desc= Andreas Naive's documents http://www.zophar.net/tech/files/65c816.txt GTE 65816 reference typed by Jouko Valta http://www.65xx.com/wdc/documentation/w65c816s.pdf WDC 65816 datasheet
thank you for add me to the 0th bit voodoo clan :icon_bigg thank you for the clarify:thumbsup:, actually these file are from an unofficial ftp... :icon_toil next time i will share somthing with a title like "a SDK for $your_system_here"
here's some more stuff someone might find interesting? http://sourceforge.net/projects/drdevtools/ CVS browsing: http://drdevtools.cvs.sourceforge.net/drdevtools/
NICE SDK download. I wonder if that manual inside SNES Development Manual - Books 1 and 2.7z would help SNES emulator authors quash the remaining bugs in the emulation of the SA-1, SFX and DSP1? Although for the DSP1, IIRC someone decapped the chip and was trying to read the contents so that the SNES emulators could just emulate it instead of simulating it.
pretty sure many of the emu authors already have the manuals as they are pretty easy to find on the net edit: I'm not saying all use it as I know many also prefer a clean room design
All good stuff, but does anyone have anything about the sound/SPC usage? Do you really have to get a SPC700 assembler and program for that or are there any utilities or anything to help with adding sound and music to your SNES programs? I did see a program once that was supposed to convert XM's to SPCs, but when I ran his demo on BSNES opposed to ZSNES it didn't do anything. Edit: I emailed the creator of XMSNES and he linked me the latest release which works on the real SNES quite well. So it seems there is a good way to add music and sound to your SNES programs. =)
Yes you really need a SPC assembler to assemble your driver unless you can rip one from a game or can write your songs in MML which probably provides a special driver.
So far it looks like XMSNES is solid enough to do all your sound stuff so you can avoid writing your own SPC program. In his demo there are a few songs and the last one even lets you play sound effect samples with Y,B,X,A. I haven't gotten to it yet but I'm hoping it'll suit my needs. The demo certainly sounded awesome on my SFC.
But is it decoding XM in real time (and if so, is it the 816 or the SPC) or does it turn XMs into samples and SPC code? If it is the 816 decoding XM, you probably don't want to integrate it into a game since there will be speed consequences.
It converts the XM into "XMS", which I believe is something his SPC progarm interprets to play the tunes. And yes it converts the samples too. It's not actually playing XMs, just making it easy to go from XM to a working SPC setup. When playing his demo on my Super Famicom it seemed plenty stable and sounded great. When I try incorperating it into my own project I'll let you know.
if you have interest in coding for the SPC700 and need some code I can post a test I did some time ago that plays back a BRR sample.
I certainly wouldn't mind seeing it. The link for XMSNES is: http://ekid.nintendev.com/xms/ I tried breifly getting his code to work with xkas and my own demo program and it just didn't work, I didn't try to trace the issue. It is probably related to the tons of lines of code that I had to change for it to assemble.