/lorom-template

Super NES LoROM (mode $20) project template for ca65 assembler

Primary LanguageAssemblyzlib LicenseZlib

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LoROM template

This is a minimal working program for the Super Nintendo Entertainment System using the LoROM (mode $20) mapper.

Concepts illustrated:

  • internal header (with correct checksum) and init code
  • setting up a static background
  • loading data from multiple 32 KiB banks in a LoROM
  • structure of a game loop
  • automatic controller reading
  • 8.8 fixed-point arithmetic
  • acceleration-based character movement physics
  • sprite drawing and animation, with horizontal flipping
  • makefile-controlled conversion of graphics to tile data in both 2-bit-per-pixel and 4-bit-per-pixel formats
  • booting the S-SMP (SPC700 audio CPU)
  • writing SPC700 code using 65C02 syntax using blargg's SPC700 macro pack for ca65
  • use of SPC700 timers to control playback
  • reading a sequence of pitches and converting them to frequencies
  • makefile-controlled compression of sampled sound to BRR format
  • creating an SPC700 state file for SPC music players

Concepts not illustrated:

  • a 512-byte header for obsolete floppy-based copiers
  • S-CPU/S-SMP communication to play sound effects or change songs

Setting up the build environment

Building this demo requires cc65, Python, Pillow, GNU Make, and GNU Coreutils. For detailed instructions to set up a build environment, see nrom-template.

Organization of the program

Include files

  • snes.inc: Register definitions and useful macros for the S-CPU
  • global.inc: S-CPU global variable and function declarations
  • spc-ca65.inc: Macro library to produce SPC700 instructions
  • spc-65c02.inc: Macro library to use 65C02 syntax with the SPC700

Source code files (65816)

  • snesheader.s: Super NES internal header
  • init.s: PPU and CPU I/O initialization code
  • main.s: Main program
  • bg.s: Background graphics setup
  • player.s: Player sprite graphics setup and movement
  • ppuclear.s: Useful subroutines for interacting with the S-PPU
  • blarggapu.s: Send a sound driver to the S-SMP

Source code files (SPC700)

  • spcheader.s: Header for the .spc file; unused in .sfc
  • spcimage.s: Sound driver

Each source code file is made up of subroutines that start with .proc and end with .endproc. See the ca65 Users Guide for what these mean.

The tools

The tools folder contains a few essential command-line programs written in Python to convert asset data (graphics, audio, etc.) into a form usable by the Super NES. The makefile contains instructions to run these programs whenever the original asset data changes.

  • pilbmp2nes.py converts bitmap images in PNG or BMP format into tile data usable by several classic video game consoles. It has several options to control the data format; use pilbmp2nes.py --help from the command prompt to see them all.
  • wav2brr.py converts an uncompressed wave file to the BRR (bit rate reduction) format, a lossy audio codec based on ADPCM used by the S-DSP (the audio chip in the Super NES).
  • karplus.py generates a plucked string sound, used for the bass sample.
  • hihat.py generates a noise sample.

Greets

Legal

The demo is distributed under the zlib License, reproduced below:

Copyright 2017 Damian Yerrick

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.

  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.

  3. This notice may not be removed or altered from any source distribution.

A work's "source" form is the preferred form of a work for making modifications to it.