Super Nintendo
スーパーファミコン

Development

michielvoo.github.io/Super/introduction

History

Nintendo Super Famicom press conference 1988
Super Famicom
Super Famicom released in 1990 in Japan
Super Nintendo released in 1992 in Europe
49 million units sold by 2003

Hardware

Super Famicom printed circuit board
  • 3 'processing units'
    • Central Processing Unit
    • Audio Processing Unit
    • Picture Processing Unit
  • 128KB RAM
  • Memory-mapped I/O
  • V/H-Blank interrupts
  • DMA

S-CPU

Ricoh 5A22
Ricoh 5A22 (based on W65C816)

S-CPU

  • Registers
    • 3 general-purpose (A, X & Y)
    • 1 status
    • 2 addressing (D & DB)
    • Stack pointer (S)
    • Program counter (PC)
  • 8- or 16-bit registers
  • 24-bit address space
  • 6502 emulation mode

  • Max 3.58 MHz
  • Multiplication and division

S-APU

S-APU
Audio Processing Unit

S-APU

Musical scores

S-PPU

S-PPU1
Picture Processing Unit

S-PPU

Zelda

240p @ 60FPS

32K colors

16 palettes × 16 colors

4 background layers

128 sprites (64 × 64)

1 palette per sprite

S-PPU

Secret of Mana
Color addition and subtraction

S-PPU

Super Mario World scrolling
Scrolling

S-PPU

Super Mario World window mask
Window mask

S-PPU

Super Mario World mosaic
Mosaic effect

S-PPU

F-Zero
Background mode 7

Enhancements

Super FX chip

Installed on cartridge

Super FX

Star Fox
Star Fox

Tools

Emulator SE
Official development kit
SF Debugger
Debugger

Alternative

'development kits'

Super Wild Card
Super Wild Card
Super Wild Card
Runs programs from floppy

Programming

Skills and concepts

  • 65816 assembly language
  • Memory-mapped I/O
  • Read/write ports and DMA
  • V-Blank interrupt

Assembly

Opcodes and operands

                            01 clc                  ; Clear the CPU carry flag
02 xce                  ; Switch to 65816 native mode

03 .DEFINE CGDATA $2122 ; Use directive to define a named value

04 lda #$FF             ; Load the accumulator with the value 0xFF
05 sta CGDATA           ; Store the accumulator value in address $2121
                        

Assembly 2

Control flow

                            01 ; Wait for joypad auto-read
02 -   lda HVBJOY
03     bit #HVBJOY_JOYREADY
04     bne -

05     rep #$20   ; Reset accumulator to 16-bit
06     lda JOY1    ; Get joypad input
07     bit #JOY_UP ; Check if up was pressed on the D-pad
08     bne Up

09     bit #JOY_DOWN ; Check if down was pressed on the D-pad
10     bne Down
                        
Super Nintendo Memory Map
Super Nintendo Memory Map

Ports

Write color data to (CGRAM) 'through' a port

                            01 ; Set color 1 of palette 8 to white
02 lda #$81          ; Load destination address
03 sta CGADD         ; Set destination address (CGRAM)
04 lda #$FF          ; Load value (L)
05 sta CGDATA        ; Write value to port (CGRAM)
06 lda #$7F          ; Load value (H)
07 sta CGDATA        ; Write value to port (CGRAM)

08 ; Next color...
09 lda #$82          ; Load destination address
10 sta CGADD         ; Set destination address (CGRAM)
                        

Ports 2

Write pixel data to (VRAM) 'through' a port

                            01 lda #VMAINC_INC_H ; Increment after writing VMDATAH 
02 sta VMAINC        ; Set VRAM increment mode

03 ldx #$0400        ; Load destination address
04 stx VMADD         ; Set destination address (VRAM)

05 lda #%00000100    ; Load value (L)
06 sta VMDATAL       ; Write value to port (VRAM)
07 lda #%01110100    ; Load value (H)
08 sta VMDATAH       ; Write value to port (VRAM)

09 lda #%00000111
10 sta VMDATAL       ; Address was incremented automatically to #$0401
11 lda #%00000100
12 sta VMDATAH
                        

DMA

Transfer data between cartridge and VRAM

                            01 lda #%00000000    ; From A-bus to B-bus, read consecutive addresses
02 sta DMAP0         ; Set DMA control
03 lda #(CGDATA - BBUS_OFFSET)
04 sta BBAD0         ; Set DMA destination (8-bit B-bus is A-bus - $2100)
05 lda #Color        ; Address of the defined bytes at the Color label
06 sta A1T0          ; Set DMA source (A-bus)
07 lda #:Color       ; Get the bank of some defined bytes at the Color label
08 sta A1B0          ; Set the bank to use during DMA
09 lda #$02
10 sta DAS0L         ; Set DMA transfer size (number of bytes)
11 stz DAS0H
12 stz CGADD         ; Set starting address
13 lda #$01
14 sta MDMAEN        ; Initialize DMA transfer
                        

V-Blank interrupt

Callback every field/frame

                            01     .SNESNATIVEVECTOR ; WLA-DX directives
02         NMI VBlank
03     .ENDNATIVEVECTOR

04     ; Enable V-Blank
05     lda #NMITIMEN_NMI_ENABLE
06     sta NMITIMEN

07 -   wai
08     jmp -       ; Infinite loop

09 VBlank:
10     ; Callback code goes here...
                        

Programming 2

Using PPU features

  • Colors
  • Tiles
  • Sprites
  • Backgrounds

Colors

  • Stored CGRAM (256 × 15bits)
  • 16 palettes
  • 16 colors per palette

Tiles

  • Used for backgrounds and sprites
  • Stored in VRAM (64KB) as 'characters'
  • Planar bitmaps
  • 8 by 8 pixels

Characters

  • Planar bitmaps
  • 2, 4 or 8 planes (layers)
  • 1 or 0 from each separate plane is combined
  • Resulting value determines color
                            
        Plane A
         0 | 1      Plane B
         - + -       1 | 1       Result
         1 | 0       - + -       1 | 2
                     0 | 0       - + -
                                 1 | 0
                            
                        

Sprites

Metadata for each sprite is stored in a OAM (544 bytes)

  • X-coordinate
  • Y-coordinate
  • Character number (VRAM)
  • Palette number
  • Priority (Z-ordering)
  • Horizontal/vertical flip
  • Size

Backgrounds

Depends on background mode

Consist of tilemap(s) of 32 by 32 tiles

  • Character number (VRAM)
  • Palette number
  • Priority (Z-ordering)
  • Horizontal/vertical flip

Demo

Super Nintendo demo program

Links