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Hi Folks! It's been a while since I've done anything and a lot of peeps
bugged me about doing "How To Code SNES volume 2", but screw it :)
Instead I've decided to do something different and still let ya play with
the source codes.
Included in this archive are 2 simple demos.
the first demo uses:
Mode 2 (2 16 color planes, with the ability to change vertical/horizontal
offset for each column)
HDMA (2 channels controlling 2121 and 2122 for colors)
GDMA (1 channel to copy sprite data to sprite ram)
Music (taken from Bio-Metal US Final. this song is easy to use in any demo)
Sprites (controls 32 sprites on the screen and makes it move in a circular
pattern and bounce off invisible borders.. got the idea of it after
seeing it done on some old BROS demo on the C64.. simple to do..)
Joypad (to control some functions of the demo, like song selection, changing
sine patterns..)
NMI (uses vertical blank interrupt, much easier to use instead of waiting
for vertical blanks constantly..)
the second demo uses:
Mode 0 ( 1 1 color plane with flexing scroller)
GDMA ( transfers 2k during vertical blank)
The source codes are very nice and informative, almost every line has a
description of what it is doing!
They were assembled using SASM v1.4 (unregistered '030 version) and should
easily be converted for use on any other cross-assembler out there.
No macros were used since I'm not sure how other assemblers would use macros.
I wanted them to convert easily to other assemblers.
some things you might need to watch out for:
dcr.w = takes a word like $8000 and reverses it to $00,$80
(65xx works backwards..)
this is an assembler instruction which might be different on another
assembler
commands such as:
jsl >song = the ">" means to read a 24 bit address. This command is standard
and should work on all assemblers, if not then get a different
assembler! :)
.bin = includes a binary file
.pad = fills up a bank with zeros so it can get to the next bank
heap = stack size
size = number of bank/blocks to create
SMC+ = make SMC header
lrom = lo-rom
Ok that's about enuff of troubleshooting..
Software used to create the Happy New Year demo:
SASM 1.4 by Florian W. Sauer & Stefan M. Schulze;Infernal Byte, INC.
IFF2SNES by Morris of Focus
SINEGEN V1.2 by ·STARRAY of the MECHANICAL MINDS INC
·CAD MANGO of ITALIAN BAD BOYS
SUPER MAGIC DISASSEMBLER by -Pan- of Anthrox (me! needed for ripping sound)
CLOANTO PERSONAL PAINT (and a disk full of fonts)
Software used to create the Flex demo:
SASM 1.4 by Florian W. Sauer & Stefan M. Schulze;Infernal Byte, INC.
CYBER FONT-EDITOR V1.4 Rel. by Frantic (c) 1991-1992 Sanity Productions
SINEGEN V1.2 by ·STARRAY of the MECHANICAL MINDS INC
·CAD MANGO of ITALIAN BAD BOYS
Hardware used to create the demos:
Amiga 4000/040
Super ProCom (the Wildcard was too buggy with the PC-LINK..)
NTSC SNES
Thanks to Loverman for the nice account... that way I could leech Bio-Metal!
included in this archive:
happy.smc = happy new year demo to use on your copier (oops, BACKUP-SYSTEM)
happy.s = source code for the happy new year demo
happy.dat = happy new year 1994 graphics (converted to SNES 16 color format
using IFF2SNES)
char.dat = character set (letter font) also converted to SNES 16 colors
song = song binary data ripped from BIO-METAL and relocated to bank #$02
disassemble demo starting at $028000 to see music setup routine
happy.txt = this text
flex.s = source code for Flex demo
flex.smc = flex demo to use on your copier (err.. BACKUP-SYSTEM)
FILE_ID.DIZ = description for uploading to other boards..
Everything else you can DELETE as it's just an advert for a board!
=============================================================================
Now that you see how to code SNES, get your ass moving in 1994!
-Pan-/Anthrox
=============================================================================
For hardware please call:
718-630-9869