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 Post subject: SNESDev?
PostPosted: Sun Apr 08, 2018 9:38 am 
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Where can I find information and tools on programming the SNES?


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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 9:48 am 
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Here you go:

http://lmgtfy.com/?iie=1&q=SNES+programming

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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 10:11 am 
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Oh come on. :wink: For starters, here's one of the single greatest references for SNES programming: https://wiki.superfamicom.org/


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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 10:20 am 
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Espozo wrote:
Oh come on. :wink: For starters, here's one of the single greatest references for SNES programming: https://wiki.superfamicom.org/

I thank you for your information, but what about assemblers, graphics editors and such?


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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 10:25 am 
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Espozo wrote:
Oh come on. :wink: For starters, here's one of the single greatest references for SNES programming: https://wiki.superfamicom.org/

This was actually included in my link as the second result. He could have found it.

Harry Potter wrote:
I thank you for your information, but what about assemblers, graphics editors and such?

There you go:

http://lmgtfy.com/?q=SNES+assembler

http://lmgtfy.com/?q=SNES+graphics+editor

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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 10:35 am 
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I get the hint: use Google. Thanks, anyway. :)


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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 11:20 am 
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You can find information on this website.

viewforum.php?f=12


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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 1:36 pm 
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I believe the most popular assemblers for SNES are ca65, xkas, and WLA.

Most of the older example code I find was written for WLA.

Most of the more recent example code (like on the superfamicom wiki) were written in ca65.


Don't be so rude @DRW. Everybody starts from the beginning, and finding links on Google may not be as good as asking people actually doing the things you are interested in.

This is why we have forums.

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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 2:02 pm 
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Quote:
Don't be so rude @DRW.


FFS, seriously. you behave like a spoiled child.


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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 2:04 pm 
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Formerly Espozo
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Uhh... nice weather, am I right? :lol:


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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 2:17 pm 
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Western Design Center also offer their toolchain as free to use. It requires registration, though.
If you want to mix in C, its compiler/optimizer tool has different files for whether the target is 65c02 or 65816. I assume WDC would be good at this stuff, but i don't know C so i can't comment on how good it is.

http://www.westerndesigncenter.com/wdc/tools.cfm

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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 2:31 pm 
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FrankenGraphics wrote:
Western Design Center also offer their toolchain as free to use. It requires registration, though.

I'd just say use ca65. It's what we all use here and it's not at all difficult to get. It's still a major bummer bazz's tutorials are using WLA DX though...

Graphics were also being questioned. GIMP is perfectly adequate for making the graphics but as for transferring them to SNES format, I don't really have anything to recommend. I still use PCX2SNES even though it's garbage (I remember being really frustrated that some of my graphics were being displayed incorrectly because I found that it pads whatever you give it with 0's to be at least 512 bytes for whatever reason).


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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 2:35 pm 
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There is also this monster website...

http://problemkaputt.de/fullsnes.htm

And the book "Programming the 65816" by Eves and Lichty, available for free on various places.

And there is an Official document someone "borrowed" from Nintendo, on SNES programming, that I'm not supposed to link to, but is in the document section over at Romhacking.net

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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 2:41 pm 
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Espozo wrote:
Graphics were also being questioned. GIMP is perfectly adequate for making the graphics but as for transferring them to SNES format, I don't really have anything to recommend.

If you have Python 3 installed, you could use pilbmp2nes.py, which supports the 2-bit planar, 4-bit planar, 8-bit planar (background mode 3/4), and 8-bit packed (background mode 7) formats. It's in my Super NES project template for ca65.


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 Post subject: Re: SNESDev?
PostPosted: Sun Apr 08, 2018 10:45 pm 
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Seeing as you are on DOS, x816 is about your speed.
BGMAPPER is handy.
GIF2SPR
SNESEDIT
MIDITOMSS
WAVTOBRR
All handy programs if you can still find them ;)


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