› Foros › Retro y descatalogado › Consolas clásicas
· Lobo
· Les trois Mousquetaires
· Lost Mission(s), The
· Mario & Wario
· Metamor Kid Goomin
· Mick & Mack as the Global Gladiators
· Mickey's Playtown Adventure: A Day Of Discovery
· Might & Magic II: Gate To Another World
· Mission Impossible
· Mountain Sports
· Mr. Bloopy
· Mr. F-X-It
· Mr. Tuff
· Muhammad Ali Boxing
· Mumu Boukenki Amusing Dream
· Naughts & Crosses
· NFL Football by Scuptured Software (Untitled)
· Nightmare
· Nightmare Busters
· Operation Alien
Information from John Lomax (Artist)
For lobo, it was very similar to Green Lantern. I worked on it for about a month before moving projects. It was originally going to be a Street Fighter-style beat 'em up, and I did work on background art for it, but the powers that be decided it would be better to give it to Ocean America to work on, so I don't know if it ever came out, even in Japan.
From unused64.net:
LOBO is a cancelled fighting game that was meant to be released for the Super Nintendo and the Sega Mega Drive / genesis, settled up in the DC Comics’ LOBO universe. Ocean was planning to release this in 1996, but it was cancelled for both platforms at the last minute. A prototype of the game was found by the SegaSaturno community and they released it with the help of Hidden Palace!.
Youtube link:
http://www.youtube.com/watch?v=Kla9IaAO ... r_embedded
Images:
Les trois Mousquetaires (The Three Musketeers) is an action game that was in development by Loriciel for the Super Nintendo, but it seems that the project was later cancelled as we cant find any evidence of its release. Celine was able to find some screenshots from some old french magazines: Banzzai #24 and SuperPower #21. Les trois Mousquetaires’ gameplay should have been similar to the Pocky & Rocky / KiKi KaiKai series, with a top-down perspective in which the characters moving through a level while defeating approaching enemies and destroying obstacles that may block the player’s path. It’s currently unknown if the game had a multiplayer coop mode too.
Images:
The Lost Mission was a RPG developed by Vic Tokai's British development studio. It apparently had a time-travel theme. At the summer 1993 CES, it has the working title Lost Missions.
Bibliography:· Nintendo Power, Pak Watch Update, Publication date: February 1993, Volume: 45, Pages: 112
· Nintendo Power, Pak Watch - Summer CES, Publication date: August 1993, Volume: 51, Pages: 113
Mario & Wario is a puzzle game that utilized the SNES mouse. Nintendo had plans to release in North America, but for whatever reason it was a Japan only-game. It was slated for a Fall 1993 release.
Mario & Wario was shown in the September 1993 issue of Nintendo Power in their preview section. The game is one of the few games that requires the SNES mouse accessory. The basic gameplay involves guiding Mario to a level exit (as Wario has put a bucket on his head) while Wanda the Fairie fills in blocks with her wand. I have no idea why this never got a release in North America, considering how high profile Mario is. Perhaps they felt they could not market another mouse based game.
Preview in the September 1993 issue of Nintendo Power (scan by Retromags)
Bibliography:· Nintendo Power, Pak Watch, Publication date: September 1993, Volume: 52, Pages: 110,113
· Nintendo Power, Pak Watch, Publication date: November 1993, Volume: 54, Pages: 113
Metamor Kid Goomin (Goromin) is a cancelled platform / action adventure game that was in development for the Super Famicom / Super Nintendo by BPS (Bullet Proof Software?). There are not many info on the project, but from the title and the few scans preserved in the gallery below, it seems that the main protagonist was able to morph into different forms (the italian magazine wrote about 8 different forms, as a dragon and a mole) to resolve puzzles and to reach new areas.
Celine was able to find some Metamor Kid Goomin screens in SuperPower issue #19, Console Mania #28 and EGM #59, while a couple of screens were posted by Moosmann in the Assembler Forum.
Images:
Mick & Mack was a McDonald's liscensed game developed by David Perry at Virgin Games. It appeared on various Sega systems and the Amiga, though they cancelled the snes version. It is a simple platform shooter game. The game was shown at the Winter 1993 CES.
A prototype rom image of this game shows that it was at a beta state at the very least for the snes. When you first load the rom, there is a bunch of debug stuff, which allows you to choose various levels. The levels seem to be pretty much complete, but there isn't really much you can do. Most enemies are static and do not harm your character. You can also use the L button to float around the levels, which is very necessary since pits do not kill you. Pressing the R button skips you to the bonus stages for each level.
Screenshots:
Bibliography:
· Nintendo Power, Pak Watch, Publication date: March 1993, Volume: 46, Pages: 113
· Wikipedia info on Global Gladiators (link)
This game was completed, and I had the chance to chat with Eric Browning about the it:
Mickey never saw the light of day. It was complete, I can't remember what happened. I tried animating Mickey- but Disney does not mess around with that guy and I simply am not trained as an animator. We sent it to Little Gangsters in L.A, an animation house Disney worked with. They did amazing animation- I was humbled by that.
I got a ROM of Mickey, wow, I've come a long way. Pretty neat to see it, I remember every little pixel. The animation isn't as good as I remember, partly due to my inexperience and in large part because I think the programmer was forced to remove frames.
Serial Code: SNS-AMPE-USA
Screenshots:
This game was released in Japan in Europe, but it doesn't seem that it was released in North America. The game was reviewed in EGM, and got mediocre reviews, so the game was likely canned for that reason.
Robert Seddon has sent to us a nice collection of scans with lots of interesting unseen games, today we would like to start with some concept arts from an early “Mission Impossibile 64″ when it was still in development for the Super Nintendo!
Images:
Mountain Sports was an unreleased game in development by DTMC. (picture scan by Retromags).
Images:
DTMC was a low key publishing company, responsible for such games as Firestriker and Lester the Unlikely. In the May 1993 issue of Nintendo Power, Mountain Sports was shown in the Pak Watch section, stating that mountain climing and kayaking would be amount the sports. It was also shown at the summer 1993 CES, stating it also included ATV racing. In the November 1993 issue of Nintendo Power, it was listed with the title "Rocky Mountain Sports", though it did not elaborate on the game beyond that.
Bibliography:· Nintendo Power, Pak Watch, Publication date: May 1993, Volume: 48, Pages: 112-113
· Nintendo Power, Pak Watch - Summer CES, Publication date: August 1993, Volume: 51, Pages: 113
· Nintendo Power, The Sports Scene (upcoming releases list), Publication date: November 1993, Volume: 54, Pages: 18
Mr Bloopy is an unreleased game by Rare. DreamTR managed go aquire a prototype of this game. It is a puzzle-oriented platform game. Before this find, this game was completely unknown. Here is what DreamTR had to say about the game:
It's a puzzle side scroller. You can change colors by pressing various buttons, you shoot droplets out, and you have to put picture puzzle pieces in proper places. A very peculiar game.
As I mentioned before, this game is a complete mystery. Perhaps someone who worked at Rare could clarify this?
Screenshots:
The March 1993 issue of Nintendo Power briefly mentioned Mr. F-X-It in a preview of Sunsoft games. Interesting to note, they mentioned that it was a "promising NES that never made it to market". No real info other than that, or if the game was released as a different title.
Bibliography:· Nintendo Power, Pak Watch, Publication date: March 1993, Volume: 43, Pages: 110
Thanks to Lost Levels, Snes Central is proud to present a prototype of Mr. Tuff
Thanks to Ballz, rbudrick, and Gideon Zhi for dumping these roms, and to Skrybe for sending them my way.
Mr. Tuff is a 2D platform game in development by Sales Curve Interactive (SCI) and presumably set to be published by Ocean in 1994-1995. The game was done by the same people as Super SWIV, and as such, the graphics are incredibly polished. The game was apparently too ambitious, and was never fully complete (although the game engine and graphics certainly indicate that it is close).
The game follows a demolition robot known as Mr. Tuff. After the entire population of earth escapes to the planet Utopia, the army robots take over the world. It is up to Mr. Tuff to save the world for the peaceful domestic robots. The levels involve standard platform action, though there are a few shooter-esce hoverboard levels. Each world is set up into standard levels and a boss level.
There are two known prototype roms for this game. As far as I can tell, they are pretty similar in terms completion. The "Lost Levels" prototype, which I am releasing here, is less complete. The title screen has a date of July 12, 1994 and is stated to be version 0.90. The game is apparently optimized to be PAL, and is not explicitly programmed to be detected. So, if you play this game in an emulator without forcing PAL, it will appear to run too fast. Some of the sound effects aren't programmed in yet, and there are some areas where there are more enemies than in the later beta.
The source of the later beta is not precisely known at this time. It fixes the PAL issue and some of the sound glitches. If you want to play this game more, the later beta is the way to go. As you can see in the following, there was not much in terms of graphical changes:
Early ---> Late
Bibliography:· Webpage of Ned Langman, who was an artist who worked at SCI on this game. Includes the later beta rom and screenshots. (link)
Muhammad Ali Boxing was an unreleased game by Virgin Games, developed by Park Place Productions.
Muhammad Ali Boxing was intended for release on the SNES by Virgin Games. The first mention of Muhammad Ali Boxing was at the Summer CES in 1993. It is not clear why this game did not get released, but it perhaps was due to Virgin's focus on the Genesis version (which happened with Mick and Mac, also unreleased on the SNES).
A prototype ROM image exists for this game. It is unknown what the source of it is. The prototype is a relatively early version of the game. The graphics are largely the same between the boxers (the head sprite is different in the boxer selection screen, but nothing is different during actual gameplay). The game seemed to feature an interesting rotating boxing ring. There are no sounds in the game, aside from an announcer at the title screen. The gameplay is not very polished, and computer opponent usually beats you within seconds. There are no visual clues as to what causes the TKO, aside from the TKO meter that is not necessarily depleted when you lose.
Bibliography:· Nintendo Power, Pak Watch - CES Report, Publication date: August 1993, Volume: 51, Pages: 111
· Muhammad Ali Heavyweight Boxing for the Genesis on Wikipedia (link)
Amusing Dream is a cancelled RPG that was in development by Takara Amusement for the Super Famicom / Super Nintendo. There are not much more info on the project and it’s unknown why it was never released. A single screenshot of Amusing Dream was found by Celine in SuperPower (a french gaming magazine) issue #10
Images:
Not much is known about this game, but DreamTR has a prototype of it. Although it is just a simple tic-tac-toe style game, it is interesting for two points. One, it uses the SA-1 chip, which seems odd considering the nature of the game. Two, the copyright screen says 1998, suggesting this would have been one of the final games released for the snes. Chances are, this game was likely planned for a release in Japan, but it was scapped.
Screenshots:
Prototype PCB:
Thanks to Lost Levels, Snes Central is proud to present an unreleased NFL Football game developed by Sculptured Software. The main gameplay engine in this game is nearly complete, and it is actually a fairly decent Football game.
Thanks to Ballz, rbudrick, and Gideon Zhi for dumping these roms, and to Skrybe for sending them my way.
This football game is presumably developed by Sculptured Software using the same rotoscope Mode 7 engine that is used in games such as NHL Stanley Cup, NCAA Basketball, and Tony Meola's Sidekick Soccer. The presence of the Arizona Cardinals, L.A. Raiders and L.A. Rams indicates that this game was in development for the 1994 season. There in no apparent use of real player names, so perhaps there was no plans to have a NFLPA liscense (similar to NHL Stanley Cup).
Images:
Aside from the game, which I would say it pretty much complete, there was a lot of issues with the menu system. You had to manually select that it was a single player match, and it seems that you cannot chose which of the two teams you pick to play as. Also, when you go to the play menu, it defaults to "pass game", so that it just simulates the outcome. Blah.
On the whole, I thought that this untitled NFL Football game would actually be a pretty decent sports game for the snes. There wasn't much of a frame rate issue, which plagued many EA games. It was also a hell of a lot more balanced than NHL Stanley Cup. One can only guess as to why this wasn't released, but I imagine intense competition at the time had something to do with it.
Prototype cartridge:
Nightmare was listed in the December 1993 issue of Nintendo Power. It was apparently based on the board game of the same name, but no other information was given.
Bibliography:· Nintendo Power, Pak Watch Update, Publication date: December 1993, Volume: 55, Pages: 112
Nightmare Busters is a platformer that fell to the wastelands of unreleased snes games. Gameplay wise, it is similar in style to Super Mario Bros. Unlike many games that were abandoned, this game was eventually released in 2004 for cell phones as Flynn's Adventure. A prototype was found by DuoFan. The game was being created by Nichibutsu, who is more famous for their board and racing games for SFC than plaformers. The developer was apparently a company called Arcade Zone, who developed the game Legend. The game was shown at Shinshokai 1994, and made it into Nintendo Power's 1995 preview issue.
Picture of the PCB. Courtesy of DuoFan:
Picture from Nintendo Power, vol 68:
More images:
Bibliography:· Flynn's Adventure on Gamespot (link)
· Nintendo Power, Shoshinkai: The Showcase, Publication date: January 1995, Volume: 68, Pages: 54
Operation Alien was shown at the 1993 Summer CES by T*HQ. It was a video game based on a line of action figure toys by Kenner.
Bibliography:· Nintendo Power, Pak Watch - Summer CES, Publication date: August 1993, Volume: 51, Pages: 113
Gracias. Los cartuchos ya van todos a la primera. Lo que hice fue impregnar un trapito con algon y frotar los contactos de la snes a través de la ranura, sin abrir la consola
Ahora tengo otro problema, he porbado con dos mandos y van bien algunos botones pero el star no, con ninguno de los dos mandos
¿De que puede ser?
¿De la consola, de los mandos, de la zona que hace contacto con los mandos?
Es que me parece un poco raro que en ambos mandos comprados de forma independiente vayan solo los mismos botones, el direccional y el a y b. Estoy usando una fuente de aliemntacion que creo que no es la original de la snes sino la de una nes. ¿Puede ser eso? ¿Que no sea la fuente de alimentacion de una snes?
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| __________|| || _________|| ___________|
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| __________ || | || ___/_____ ___________ |
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|_________________||________|________||_________________||_________________|
****************************************************************************
SNES Documentation v2.30: Written by Yoshi
****************************************************************************
Well, seems like you're interested in the SNES programming world.
First off, learn 65c816 assembly. This document will probably be
WAY over your head if you don't even understand basic opcodes. I
don't plan on adding a "how.to.code.in.65c816" section to this
document, *EVER*. Learn it yourself. I can help you with it, but
you need to learn the basics yourself. It's worth it in the long-
run, trust me.
This document currently covers more than ANY other document i've
ever seen: No, i'm not bragging. I'm stating a fact. I'm proud to be
the one to release this information, too. I feel everyone has the
right to know about all of this, especially if they're interested in
getting a career in the SNES-world.
If you have any information to send me, such as typo comments, or
information which is "wrong" or *NEW* information, do so! I'm always
updating this thing: the more the better. It's looking great so
far, and I plan on keeping the rate-of-progress steady.
*****************************************************************************
* snes.0.............Introduction
* snes.1.............SNES Register section
* snes.2.............SNES Colour section
* snes.3.............SNES Graphics section
* snes.4.............SNES Screen-mode section
* snes.5.............SNES OAM/Sprite section
* snes.6.............Super Magicomm disk registers
-=NEW=- snes.7.............SNES Memory map
-=NEW=- snes.8.............Those boring credits/thank-yous/hellos! :-)
sound.doc..........SPC-700 (sound) documentation by Antitrack
sprite.doc.........OBJ/OAM documentation
-=NEW=- test.lzh...........Mini "demo" by yours-truly. Comes with source,
music, graphics, and the SMC file.
-=NEW=- sid-spc.src........C64 sound emulator documentation/code by Antitrack
*****************************************************************************
All sections are formatted using whitespaces vs. actual tab characters. This
is due to the fact that some people have their tabs set to 4 or 5 spaces
rather than the vi-standard of 8.
'sound.doc', 'sprite.doc', and 'sid-spc.src' are not formatted this way.
----------------------------------------------------------------------------
|rwd2?|Address|Title & Explanation |
||||||-----------------------------------------------------------------------|
|||||| |
||||||__ ?: Don't know what the statistics on this register are |
|||||____ 2: 2 byte (1 word) length register |
||||_____ d: Double-byte write required when writing to this register |
|||______ w: Writable register |
||_______ r: Readable register |
| |
|Words in brackets ( [] ) are the official "names" of the registers |
|Words in braces ( {} ) are different from the "real" SNES manual |
|Bits define 1 as "ON/ENABLE" and 0 as "OFF/DISABLE," unless otherwise stated|
|Registers without any bits/defined-data can be assumed to be 8 bits in size |
|and should only be read once. |
|----------------------------------------------------------------------------|
|NOTE! I have renamed all occurances of "Plane {x}" to "BG{x+1}." This means |
|stuff like "Plane 2" is now referred to as "BG3" - This is how it is done |
|(so i'm told) in the official SNES documentation, so for compatibility and |
|comprehension, i've renamed everything. |
| |
|I have also renamed "Sprites" to "OBJ", "objects," or "OAM" for the same |
|reason that I renamed "Plane" to "BG." |
|----------------------------------------------------------------------------|
|rwd2?|Address|Title & Explanation |
|----------------------------------------------------------------------------|
| w |$2100 |Screen display register [INIDISP] |
| | |x000bbbb x: 0 = Screen on. |
| | | 1 = Screen off. |
| | | bbbb: Brightness ($0-$F). |
| | | |
| | | |
| w |$2101 |OAM size register [OBSEL] |
| | |sssnnbbb s: 000 = 8x8 or 16x16. |
| | | 001 = 8x8 or 32x32. |
| | | 010 = 8x8 or 64x64. |
| | | 011 = 16x16 or 32x32. |
| | | 100 = 16x16 or 64x64. |
| | | 101 = 32x32 or 64x64. |
| | | n: Name selection (upper 4k word addr). |
| | | b: Base selection (8k word seg. addr). |
| | | |
| | | |
| w 2 |$2102 |OAM address register [OAMADDL/OAMADDH] |
| | |aaaaaaaa r000000m a: OAM address. |
| | | r: OAM priority rotation. |
| | | m: OAM address MSB. |
| | | |
| | | |
| wd |$2104 |OAM data register [OAMDATA] |
| | |???????? ???????? |
| | | |
| | | |
| w |$2105 |Screen mode register [BGMODE] |
| | |abcdefff a: BG4 tile size (0=8x8, 1=16x16). |
| | | b: BG3 tile size (0=8x8, 1=16x16). |
| | | c: BG2 tile size (0=8x8, 1=16x16). |
| | | d: BG1 tile size (0=8x8, 1=16x16). |
| | | e: Highest priority for BG3 in MODE 1. |
| | | f: MODE definition. |
| | | |
| | | |
| w |$2106 |Screen pixelation register [MOSAIC] |
| | |xxxxabcd x: Pixel size (0=Smallest, $F=Largest). |
| | | a: Affect BG4. |
| | | b: Affect BG3. |
| | | c: Affect BG2. |
| | | d: Affect BG1. |
| | | |
| | | |
| w |$2107 |BG1 VRAM location register [BG1SC] |
| | |xxxxxxab x: Base address |
| | | ab: SC size |
| | | |
| | | |
| w |$2108 |BG2 VRAM location register [BG2SC] -| |
| w |$2109 |BG3 VRAM location register [BG3SC] |- Same as $2107. |
| w |$210A |BG4 VRAM location register [BG4SC] -| |
| | | |
| | | |
| w |$210B |BG1 & BG2 VRAM location register [BG12NBA] |
| | |aaaabbbb a: Base address for BG2. |
| | | b: Base address for BG1. |
| | | |
| | | |
| w |$210C |BG3 & BG4 VRAM location register [BG34NBA] |
| | |aaaabbbb a: Base address for BG4. |
| | | b: Base address for BG3. |
| | | |
| | | |
| wd |$210D |BG1 horizontal scroll register [BG1HOFS] |
| | |mmmmmaaa aaaaaaaa a: Horizontal offset. |
| | | m: Only set with MODE 7. |
| | | |
| | |This is an intruiging register. Like the types define, it has |
| | |to be written to twice: The first byte holds the first 8 bits,|
| | |and the second byte holds the last 3 bits. This makes a total |
| | |of 11 bits for information. This only proves true for MODes |
| | |0 to 6. MODE 7 uses 13 bits instead of 11. As long as you're |
| | |not in MODE 7, you can store $00 in the 2nd byte for a smooth |
| | |scrolling background. |
| | | |
| | | |
| wd |$210E |BG1 vertical scroll register [BG1VOFS] -| |
| wd |$210F |BG2 horizontal scroll register [BG2HOFS] | |
| wd |$2110 |BG3 vertical scroll register [BG2VOFS] | |
| wd |$2111 |BG3 horizontal scroll register [BG3HOFS] |- Same as $210D. |
| wd |$2112 |BG3 vertical scroll register [BG3VOFS] | |
| wd |$2113 |BG4 horizontal scroll register [BG4HOFS] | |
| wd |$2114 |BG4 vertical scroll register [BG4VOFS] -| |
| | | |
| | | |
| w |$2115 |Video port control [VMAIN] |
| | |i000abcd i: 0 = Addr-inc after writing to $2118 |
| | | or reading from $2139. |
| | | 1 = Addr-inc after writing to $2119 |
| | | or reading from $213A. |
| | | ab: Full graphic (see table below). |
| | | cd: SC increment (see table below). |
| | |abcd|Result |
| | |----|---------------------------------------------------------|
| | |0100|Increment by 8 for 32 times (2-bit formation). |
| | |1000|Increment by 8 for 64 times (4-bit formation). |
| | |1100|Increment by 8 for 128 times (8-bit formation). |
| | |0000|Address increments 1x1. |
| | |0001|Address increments 32x32. |
| | |0010|Address increments 64x64. |
| | |0011|Address increments 128x128. |
| | |----|---------------------------------------------------------|
| | | |
| | | |
| w 2 |$2116 |Video port address [VMADDL/VMADDH] |
| | |???????? ???????? |
| | | |
| | | |
| w 2 |$2118 |Video port data [VMDATAL/VMDATAH] |
| | |???????? ???????? |
| | | |
| | |According to bit 7 of $2115, the data can be stored as: |
| | | |
| | |Bit 7|Register |Result |
| | |-----|---------------------------|----------------------------|
| | | 0 |Write to $2118 only. |Lower 8-bits written then |
| | | | |address is increased. |
| | | 0 |Write to $2119 then $2118. |Address increased when both |
| | | | |are written to (in order). |
| | | 1 |Write to $2119 only. |Upper 8-bits written, then |
| | | | |address is increased. |
| | | 1 |Write to $2118 then $2119. |Address increased when both |
| | | | |are written to (in order). |
| | |-----|---------------------------|----------------------------|
| | | |
| | | |
| w |$211A |MODE7 settings register [M7SEL] |
| | |ab0000yx ab: (see table below). |
| | | y: Vertical screen flip (1=flip). |
| | | x: Horizontal screen flip (1=flip). |
| | | |
| | |ab|Result |
| | |--|-----------------------------------------------------------|
| | |00|Screen repetition if outside of screen area. |
| | |10|Character 0x00 repetition if outside of screen area. |
| | |11|Outside of screen area is back-drop screen in 1 colour. |
| | |--|-----------------------------------------------------------|
| | | |
| | | |
| w |$211B |COS (COSINE) rotate angle / X Expansion [M7A] |
| w |$211C |SIN (SIN) rotate angle / X Expansion [M7B] |
| w |$211D |SIN (SIN) rotate angle / Y Expansion [M7C] |
| w |$211E |COS (COSINE) rotate angle / Y Expansion [M7D] |
| wd |$211F |Center position X (13-bit data only) [M7X] |
| wd |$2120 |Center position Y (13-bit data only) [M7Y] |
| | | |
| | |MODE 7 formulae for rotation/enlargement/reduction: |
| | | |
| | |X2 = AB * X1-X0 + X0 |
| | |Y2 = CD * Y1-Y0 + Y0 |
| | | |
| | |A = COS(GAMMA)*(1/ALPHA) B = SIN(GAMMA)*(1/ALPHA) |
| | |C = SIN(GAMMA)*(1/BETA) D = COS(GAMMA)*(1/BETA) |
| | | |
| | | GAMMA: Rotation angle. |
| | | ALPHA: Reduction rates for X (horizontal). |
| | | BETA: Reduction rates for Y (vertical). |
| | |X0 & Y0: Center coordinate. |
| | |X1 & Y1: Display coordinate. |
| | |X2 & Y2: Coordinate before calculation. |
| | | |
| | | |
| w |$2121 |Colour # (or pallete) selection register [CGADD] |
| | |xxxxxxxx x: Address (color #). |
| | | |
| | | |
| wd |$2122 |Colour data register [CGDATA] |
| | |xxxxxxxx x: Value of colour. |
| | | |
| | |SNES colour is 15 bit; 5 bits for red, green, and blue. The |
| | |order isn't RGB though: It's BGR (RGB reversed!). |
| | | |
| | | |
| w |$2123 |Window mask settings register [W12SEL] |
| | |abcdefgh a: Disable/enable BG2 Window 2. |
| | | b: BG2 Window 2 I/O (0=IN). |
| | | c: Disable/enable BG2 Window 1. |
| | | d: BG2 Window 1 I/O (0=IN). |
| | | e: Disable/enable BG1 Window 2. |
| | | f: BG1 Window 2 I/O (0=IN). |
| | | g: Disable/enable BG1 Window 1. |
| | | h: BG1 Window 1 I/O (0=IN). |
| | | |
| | | |
| w |$2124 |Window mask settings register [W34SEL] |
| | |abcdefgh a: Disable/enable BG4 Window 2. |
| | | b: BG4 Window 2 I/O (0=IN). |
| | | c: Disable/enable BG4 Window 1. |
| | | d: BG4 Window 1 I/O (0=IN). |
| | | e: Disable/enable BG3 Window 2. |
| | | f: BG3 Window 2 I/O (0=IN). |
| | | g: Disable/enable BG3 Window 1. |
| | | h: BG3 Window 1 I/O (0=IN). |
| | | |
| | | |
| w |$2125 |Window mask settings register [WOBJSEL] |
| | |abcdefgh a: Disable/enable colour Window 2. |
| | | b: Colour Window 2 I/O (0=IN). |
| | | c: Disable/enable colour Window 1. |
| | | d: Colour Window 1 I/O (0=IN). |
| | | e: Disable/enable OBJ Window 2. |
| | | f: OBJ Window 2 I/O (0=IN). |
| | | g: Disable/enable OBJ Window 1. |
| | | h: OBJ Window 1 I/O (0=IN). |
| | | |
| | | |
| w |$2126 |Window 1 left position register [WH0] |
| | |aaaaaaaa a: Position. |
| | | |
| | | |
| w |$2127 |Window 1 right position register [WH1] -| |
| w |$2128 |Window 2 left position register [WH2] |- Same as $2126. |
| w |$2129 |Window 2 right position register [WH3] -| |
| | | |
| | |I may have the Window numbers reversed; as in, $2126 may be |
| | |for Window 2, not Window 1; $2127 may be for Window 2, not |
| | |Window 1... and so on... |
| | | |
| | | |
| w |$212A |Mask logic settings for Window 1 & 2 per screen [WBGLOG] |
| | |aabbccdd a: BG4 parms -| |
| | | b: BG3 parms |- See table in $212B. |
| | | c: BG2 parms | |
| | | d: BG1 parms -| |
| | | |
| | | |
| w |$212B |Mask logic settings for Colour Windows & OBJ Windows [WOBJLOG]|
| | |0000aabb a: Colour Window parms (see table below)|
| | | b: OBJ Window parms (see table below). |
| | | |
| | |Hi-bit|Lo-bit|Logic |
| | |------|------|------------------------------------------------|
| | | 0 | 0 |OR |
| | | 0 | 1 |AND |
| | | 1 | 0 |XOR |
| | | 1 | 1 |XNOR |
| | |------|------|------------------------------------------------|
| | | |
| | | |
| w |$212C |Main screen designation [TM] |
| | |000abcde a: OBJ/OAM disable/enable. |
| | | b: Disable/enable BG4. |
| | | c: Disable/enable BG3. |
| | | d: Disable/enable BG2. |
| | | e: Disable/enable BG1. |
| | | |
| | | |
| w |$212D |Sub-screen designation [TD] |
| | |*** Same as $212C, but for the sub-screens, not the main. |
| | | |
| | |Remember: When screen addition/subtraction is enabled, the |
| | |sub screen is added/subtracted against the main screen. |
| | | |
| | | |
| w |$212E |Window mask main screen designation register [TMW] |
| | |*** Same as $212C, but for window-masks. |
| | | |
| w |$212F |Window mask sub screen designation register [TSW] |
| | |*** Same as $212E, but for the sub screen. |
| | | |
| | | |
| w |$2130 |Fixed color addition or screen addition register [CGWSEL] |
| | |abcd00ef ab: Main (see table below). |
| | | cd: Sub (see table below). |
| | | e: 0 = Enable +/- for fixed colour. |
| | | 1 = Enable +/- for sub screen. |
| | | f: Colour & char-data = direct color |
| | | data (MODE 3, 4 & 7 only). |
| | | |
| | |ab|Result |
| | |--|-----------------------------------------------------------|
| | |00|All the time. |
| | |01|Inside window only. |
| | |10|Outside window only. |
| | |11|All the time. |
| | |--|-----------------------------------------------------------|
| | | |
| w |$2131 |Addition/subtraction for screens, BGs, & OBJs [CGADSUB] |
| | |mrgsabcd m: 0 = Enable + colour-data mode. |
| | | 1 = Enable - colour-data mode. |
| | | r: See below for more info. |
| | | g: Affect back-area. |
| | | s: Affect OBJs. |
| | | a: Affect BG4. |
| | | b: Affect BG3. |
| | | c: Affect BG2. |
| | | d: Affect BG1. |
| | | |
| | |*** 'r' is some sort-of "1/2 of colour data" on/off bit. When |
| | | the colour constant +/- or screen +/- is performed, desig-|
| | | nate whether the RGB result in the +/- area should be 1/2 |
| | | or not; the back-area is not affected. |
| | | |
| | | |
| w |$2132 |Fixed colour data for fixed colour +/- [COLDATA] |
| | |bgrdddddd b: Set to change blue. |
| | | g: Set to change green. |
| | | r: Set to change red. |
| | | d: Set colour constant data for +/-. |
| | | |
| | | |
| w |$2133 |Screen mode/video select register [SETINI] |
| | |sn00pvshi |
| | | s: Super-impose SFX graphics over ex- |
| | | ternal video (usually 0). |
| | | n: External mode (screen expand). When |
| | | sing MODE 7, enable. |
| | | p: 0 = 256 resolution. |
| | | 1 = 512 sub screen resolution. |
| | | v: 0 = 224 vertical resolution. |
| | | 1 = 239 vertical resolution. |
| | | s: See below for more info. |
| | | i: 0 = No interlace. |
| | | 1 = Interlaced display. |
| | | |
| | |*** When in interlace mode, select either the 1-dot per line |
| | | mode or the 1-dot repeated every 2-lines mode. If '1' is |
| | | set in this bit, the OBJ seems to be reduced vertically |
| | | by 1/2. |
| | | |
| | |*** Interlaced mode is used in the SNES test cartridge. It |
| | | does flicker, but it gives a FULL 480 vertical resolution.|
| | | |
| | | |
|r |$2134 |Multiplication result register (low) [MPYL] |
|r |$2135 |Multiplication result register (middle) [MPYM] |
|r |$2136 |Multiplication result register (high) [MPYH] |
| | |*** Result is 8 bits long for $2134, $2135, and $2136. |
| | | |
| | | |
|r |$2137 |Software latch for horizontal/vertical counter [SLHV] |
| | |aaaaaaaa a: Result. |
| | | |
| | |The counter value at the point when $2137 is read can be |
| | |latched. Data read is meaningless. |
| | | |
| | | |
|r |$2138 |Read data from OAM {OAMDATAREAD} |
|r 2 |$2139 |Read data from VRAM {VMDATALREAD/VMDATAHREAD} |
|r |$213B |Read data from CG-RAM (colour) {CGDATAREAD} |
|r d |$213C |Horizontal scanline location [OPHCT] |
|r d |$213D |Vertical scanline location [OPVCT] |
| | |*** Registers $213C and $213D are 9-bits in length. |
| | | |
| | | |
|r |$213E |PPU status flag & version number [STAT77] |
| | |trm0vvvv t: Time over (see below). |
| | | r: Range over (see below). |
| | | m: Master/slave mode select. Usually 0. |
| | | v: Version # ($5C77 (???)). |
| | | |
| | |*** Range: When the quantity of the OBJ (size is non-relevant)|
| | | becomes 33 pieces or more, '1' is set. |
| | | Time: When the quantity of the OBJ which is converted to |
| | | 8x8 is 35 pieces or more, '1' will be set. |
| | | |
| | | |
|r |$213F |PPU status flag & version number [STAT78] |
| | |fl0mvvvv f: Field # scanned in int. mode (0=1st).|
| | | l: Set if external signal (light pen, |
| | | etc.) is installed/applied. |
| | | m: NTSC/PAL mode (0=NTSC, 1=PAL). |
| | | v: Version # ($5C78 (???)). |
| | | |
| | | |
|rw |$2140 |[APUI00] -| |
|rw |$2141 |[APUI01] |- Audio registers. See sound.doc and sid-spc.src. |
|rw |$2142 |[APUI02] | |
|rw |$2143 |[APUI03] -| |
| | | |
| | | |
|rw |$2180 |Read/write WRAM register [WMDATA] |
|rw |$2181 |WRAM data register (low byte) [WMADDL] |
|rw |$2182 |WRAM data register (middle byte) [WMADDM] |
|rw |$2183 |WRAM data register (high byte) [WMADDH] |
| | | |
| | | |
| w |$4200 |Counter enable [NMITIMEN] |
| | |a0yx000b a: NMI/VBlank interrupt. |
| | | y: Vertical counter. |
| | | x: Horizontal counter. |
| | | b: Joypad read-enable. |
| | | |
| | | |
| w |$4201 |Programmable I/O port (out-port) [WRIO] |
| | | |
| | | |
| w |$4202 |Multiplicand 'A' [WRMPYA] |
| w |$4203 |Multiplier 'B' [WRMPYB] |
| | |*** Absolute multiplication used when using the two above reg-|
| | | isters. Formulae is: 'A (8-bit) * B (8-bit) = C (16-bit)'.|
| | | Result can be read from $4216. |
| | | |
| | | |
| w 2 |$4204 |Dividend C [WRDIVL/WRDIVH] |
| w |$4205 |Divisor B [WRDIVB] |
| | |*** Absolute division used when using the two above registers.|
| | | Formulae is 'C (16-bit) / B (8-bit) = A (16-bit)'. |
| | | Result can be read from $4214, and the remainder read from|
| | | $4216. |
| | |*** Operation will start when $4205 is set, and will be com- |
| | | pleted after 16 machine cycles. |
| | | |
| | | |
| w 2 |$4207 |Video horizontal IRQ beam position/pointer [HTIMEL/HTIMEH] |
| | |0000000x xxxxxxxx x: Beam position. |
| | | |
| | |Valid values for x range from 0 to 339, due to overscan. The |
| | |timer is reset every scanline, so unless it's disabled, you'll|
| | |receive an interrupt every time the beam hits the value given.|
| | | |
| | | |
| w 2 |$4209 |Video vertical IRQ beam position/pointer [VTIMEL/VTIMEH] |
| | |0000000y yyyyyyyy y: Beam position. |
| | | |
| | |Same as $4207, but valid values for y are 0 to 261 (based from|
| | |overscan at the top of the screen). |
| | | |
| | | |
| w |$420B |DMA enable register [MDMAEN] |
| | |abcdefgh a: DMA channel #7. |
| | | b: DMA channel #6. |
| | | c: DMA channel #5. |
| | | d: DMA channel #4. |
| | | e: DMA channel #3. |
| | | f: DMA channel #2. |
| | | g: DMA channel #1. |
| | | h: DMA channel #0. |
| | | |
| | | |
| w |$420C |HDMA enable register. |
| | |*** Same as $420B, virtually. |
| | | |
| | | |
| w |$420D |Cycle speed register [MEMSEL] |
| | |0000000x x: 0 = Normal (2.68MHz). |
| | | 1 = Fast (3.58MHz). |
| | | |
| | |Note that using the fast mode requires 120ns or faster EPROMs.|
| | | |
| | | |
|r |$4210 |NMI register [RDNMI] |
| | |x000vvvv x: Disable/enable NMI. |
| | | v: Version # ($5A22 (???)) |
| | | |
| | |Bit 7 can be reset to 0 by reading this register. |
| | | |
| | | |
|rw |$4211 |Video IRQ register [TIMEUP] |
| | |i0000000 i: 0 = IRQ is not enabled. |
| | | 1 = IRQ is enabled. |
| | | |
| | |This location MUST be read to clear a horizontal or vertical |
| | |raster interrupt. It's all relative to $4200. If the horiz- |
| | |ontal timer interrupt (bit 4, $4200) is set then the interrupt|
| | |will be generated according to the position in $4207. Same |
| | |thing is for vertical timing (bit 5, $4200) but the position |
| | |will be read from $4209, not $4207. |
| | | |
| | | |
|rw |$4212 |Status register [HVBJOY] |
| | |xy00000a x: 0 = Not in VBlank state. |
| | | 1 = In VBlank state. |
| | | y: 0 = Not in HBlank state. |
| | | 1 = In HBlank state. |
| | | a: 0 = Joypad not ready. |
| | | 1 = Joypad ready. |
| | | |
| | | |
|r |$4213 |Programmable I/O port (in-port) [RDIO] |
| | | |
| | | |
|r 2 |$4214 |Quotient of divide result [RDDIVL/RDDIVH] |
| | | |
| | | |
|r 2 |$4216 |Multiplication or divide result [RDMPYL/RDMPYH] |
| | | |
| | | |
|r |$4218 |Joypad #1 status register [JOY1L] |
| | |abcd0000 a: A button (1=pressed). |
| | | b: X button (1=pressed). |
| | | c: Top-Left (1=pressed). |
| | | d: Top-Rght (1=pressed). |
| | | |
|r |$4219 |Joypad #1 status register [JOY1H] |
| | |abcdefgh a: B button (1=pressed). |
| | | b: Y button (1=pressed). |
| | | c: Select (1=pressed). |
| | | d: Start (1=pressed). |
| | | e: Up (1=pressed). |
| | | f: Down (1=pressed). |
| | | g: Left (1=pressed). |
| | | h: Right (1=pressed). |
| | | |
|r |$421A |Joypad #2 status register [JOY2L] -| |
|r |$421B |Joypad #2 status register [JOY2H] | |
|r |$421C |Joypad #3 status register [JOY3L] |- Same as $4218 & $4219. |
|r |$421D |Joypad #3 status register [JOY3H] | |
|r |$421E |Joypad #4 status register [JOY4L] | |
|r |$421F |Joypad #4 status register [JOY4H] -| |
| | |*** Joypad registers can be read w/ a 16-bit accum/X/Y and |
| | | both the high and low bytes will received valid data. |
| | | |
| | | |
|----------------------------------------------------------------------------|
|The following data is for DMA-transfers. 'x' represents the DMA channel #, |
|which ranges from 0 to 7. So, the following would represent each section: |
|DMA #0: $4300-$4305. |
|DMA #1: $4310-$4315. |
|.................... |
|DMA #7: $4370-$4375. |
|----------------------------------------------------------------------------|
| w |$43x0 |DMA Control register [DMAPX] |
| | |vh0cbaaa v: 0 = CPU memory -> PPU. |
| | | 1 = PPU -> CPU memory. |
| | | h: For HDMA only: |
| | | 0 = Absolute addressing. |
| | | 1 = Indirect addressing. |
| | | c: 0 = Auto address inc/decrement. |
| | | 1 = Fixed address (for VRAM, etc.). |
| | | b: 0 = Automatic increment. |
| | | 1 = Automatic decrement. |
| | | a: Transfer type:
| | | 000 = 1 address write twice: LH. |
| | | 001 = 2 addresses: LH. |
| | | 010 = 1 address write once. |
| | | 011 = 2 addresses write twice: LLHH |
| | | 100 = 4 addresses: LHLH |
| | | |
| | | |
| w |$43x1 |DMA Destination register [BBADX] |
| | |xxxxxxxx x: Low-byte address. |
| | | |
| | |*** The upper-byte address is assumed to be $21, making your |
| | | access addresses $2100 to $21FF. |
| | | |
| | | |
| w 2 |$43x2 |Source address [A1TXL/A1TXH] |
| w |$43x4 |Source bank address [A1BX] |
| w 2 |$43x5 |DMA transfer size & HDMA address register [DASXL/DASXH] |
| | |*** When using DMA, $43x5 defines the # of bytes to be trans- |
| | | ferred via DMA itself. When using HDMA, $43x5 defines the |
| | | data address ($43x5 = low byte, $43x6 = hi byte). |
| | | |
| | | |
| w |$43xA |Number of lines for HDMA transfer [NTRLX] |
| | |cxxxxxxx c: Continue (0=yes, 1=no (???)). |
| | | x: # of lines to transfer. |
|----------------------------------------------------------------------------|
|Additional information follows. |
|Most of the following information is for SMC files, and where the header |
|info is kept in memory, etc. etc. etc... |
|----------------------------------------------------------------------------|
|rw |$FEED |UNDOCUMENTED REGISTER: Felon's banana register [FBNANACNT] |
| | |rcnnnnnn r: Ripe bit (0=ripe, 1=rotten). |
| | | c: Colour bit (0=yellow, 1=green). |
| | | n: Number of bananas. |
| | | |
| | |*** This register counts the number of bananas Felon currently|
| | | has in his possession... (Who the hell is Felon?!). |
| | | |
| | |*** According to numerous sources, this register can be used |
| | | to calculate pi to the 5-billionth digit in 20 clock |
| | | cycles. The number of cycles corresponds to Felon's age, |
| | | increasing by 1 every 365 days (1 year). It is increased |
| | | by 2 every leap year. |
| | | |
| | | |
|rw |$FFC0 |Cartridge title. |
|rw |$FFD6 |ROM/RAM information on cart. |
|rw |$FFD7 |ROM size. |
|rw |$FFD8 |RAM size. |
|rw |$FFD9 |Developer ID code. |
|rw |$FFDB |Version number. |
|rw |$FFDC |Checksum complement. |
|rw |$FFDE |Checksum. |
|rw |$FFEA |NMI vector/VBL interrupt. |
|rw |$FFEC |Reset vector. |
----------------------------------------------------------------------------
----------------------------------------------------------------------------
|The SNES has some interesting colour characteristics. The colour, theoret- |
|ically is 15 bit; each RGB value (Red, Green, and Blue) has 5 bits for each |
|colour. |
| |
|When it comes to putting the colour data into $2122, the format (in binary) |
|is the following: |
| b: Blue ?bbbbbgg gggrrrrr |
| g: Green |
| r: Red |
| ?: The infamous bit-of-confusion. :-) |
| |
|A quick colour chart could be the following: |
| $7FFF [0111 1111 1111 1111]: White. |
| $001F [0000 0000 0001 1111]: Red. |
| $03E0 [0000 0011 1110 0000]: Green. |
| $7C00 [0111 1100 0000 0000]: Blue. |
| $7C1F [0111 1100 0001 1111]: Purple. |
| $7FE0 [0111 1111 1110 0000]: Aqua. |
| $03FF [0000 0011 1111 1111]: Yellow. |
----------------------------------------------------------------------------
----------------------------------------------------------------------------
|For those of you who don't know how the SNES does do it's graphics, it |
|uses tiles (surprise surprise!). |
| |
|There are different MODEs on the SNES; the most famous being MODE 7. |
|Most people think that $2106 (Screen Pixelation: Look in SNES.1 for an ex- |
|planation on this register) is MODE 7. *** THIS IS NOT MODE 7!!! ***. |
|So, the next time the pixels get really "big" (almost making them look like |
|look like IBM-clone 320x200x256 MODE 13h graphics), and your friend says |
|"WOW! MODE 7 is really awesome," punch him/her in the nose for me. Just |
|joking. :-) |
| |
|I'll be explaining MODE 1. I know how MODE 7 works, but since i've never |
|used it, don't plan on me explaining it in the near future. Sorry to those |
|who were looking for a MODE 7 document. Look elsewhere... |
| |
|MODE # of BGs MaxColour/Tile Palettes Colours |
|----------------------------------------------------------------------------|
|0 4 4 8 32 |
|1 3 16/16/4 8 128 |
| |
|MODE 0 is good for geometric shapes (if you were going to rotate a wire- |
|frame cube, or something like that), basic star scrolls, or a very 'bland' |
|text scroller... it's pretty cool and doesn't take up much space. |
| |
|I'm going to explain MODE 1, since MODE 0 is the same thing but with less |
|bitplanes. :-) |
| |
|MODE 1 is really best for things; detailed star scrolls, text scrollers, |
|geometric shapes, and filled objects. It's the most common used MODE in the |
|the professional SNES programming world. |
| |
|You need to "setup the plane" to tell it what tile goes where. If you want |
|demo-code, check out 'test.asm' in 'test.lzh'. |
|----------------------------------------------------------------------------|
|So, lets assume we have a character (a 8x8 tile) which we want to work with |
|to figure out the SNES's colour scheme: |
| |
|TestCHR1 dcb $00,$00,$00,$00,$00,$00,$00,$00 ; '@' |
|TestCHR2 dcb $00,$3C,$4E,$5E,$5E,$40,$3C,$00 ; '@' |
| |
|You're probably wondering how the two lines above turn into actual graphic |
|data on your monitor or television set. Very simple. Consider each byte |
|(each new $xx statement) a new pixel line. Tile size is 8x8. |
| |
| %00000000 = $00 |
| %00000000 = $00 This is TestCHR1 |
| %00000000 = $00 |
| %00000000 = $00 |
| %00000000 = $00 |
| %00000000 = $00 |
| %00000000 = $00 |
| %00000000 = $00 |
| |
| %00000000 = $00 |
| %00111100 = $3C This is TestCHR2 |
| %01001110 = $4E |
| %01011110 = $5E |
| %01011110 = $5E |
| %01000000 = $40 |
| %00111100 = $3C |
| %00000000 = $00 |
| |
|The at-symbol ('@') is visible in TestCHR2. Now you're probably wondering |
|"Well, that tells me how to define a pixel on and off; what about the colour|
|itself!" Once again, very simple, but a tad more complex: |
| |
|If you have a 0 for bitplane 0, a 0 for bitplane 1, a 0 for bitplane 2, |
|and a 0 for bitplane 3, you get color #0; eg.: |
| 0000 = Color #0 |
| ||||___________Bitplane 0 |
| |||__________Bitplane 1 |
| ||_________Bitplane 2 |
| |________Bitplane 3 |
| |
|So, now, think about a 0 for bitplane 0, a 1 for bitplane 1 and 2, and a 0 |
|for bitplane 3: |
| 0110 = Color #6 |
| ||||___________Bitplane 0 |
| |||__________Bitplane 1 |
| |_________Bitplane 2 |
| |________Bitplane 3 |
| |
|Keep in mind, this is the best explanation i've ever seen done about SNES |
|pixel color definition. Until I see better, I'd have to say this is the |
|best it's gonna get. |
|The result above gives you the color # per pixel; it's interesting. It's an |
|"overlay" method, so-to-speak, not to confuse this w/ main and sub-screens. |
----------------------------------------------------------------------------
----------------------------------------------------------------------------
|MODE # of BGs MaxColour/Tile Palettes Colours |
|----------------------------------------------------------------------------|
|0 4 4 8 32 |
|1 3 16/16/4 8 128 |
|2 ? ??? ? ??? |
|3 2 256 & 16 1 & 8 256 & 32 |
|4 2 256 & 4 1 & 8 256 & 32 |
|5 ? ??? ? ??? |
|6 ? 16 8 128 (Interlaced mode) |
|7 ? 256 1 256 |
|----------------------------------------------------------------------------|
|Parms which have question marks ("?") mean that I don't know their stats. |
|Any information would be greatly appreciated! I have personally tested some |
|of the MODEs (MODE 0, 1, and 3), but none of the rest. |
|----------------------------------------------------------------------------|
|MODE 1's "16/16/4" means you can have 16 colours per tile on BG1 and BG2, |
|but on BG3 you can only have 4. |
|----------------------------------------------------------------------------|
|MODE 3 can have 256 colours on the first plane, but only 16 on the second. |
|MODE 4 isn't the exact same as MODE 3 (as v2.20 of my document stated), but |
|i'm waiting for someone to tell me the differences... |
----------------------------------------------------------------------------
----------------------------------------------------------------------------
|The OBJs use a lookup table that contains info on their X and Y position on |
|the screen, their size, if they're flipped vertically or horizontally, their|
|colour, and the actual data. |
| |
|The format you need to make the table is as follows: |
| |
| |
|Spr. # Size Offset Explanation |
|----------------------------------------------------------------------------|
| 0 Byte 0 xxxxxxxx x: X-location. |
| Byte 1 yyyyyyyy y: Y-location. |
| Byte 2 abcdeeeC a: Vertical flip. |
| b: Horizontal flip. |
| c: Playfield priority. |
| d: Playfield priority. |
| e: Pallete #. |
| Byte 3 CCCCCCCC C: Character data. |
| |
| 1 Byte 4 xxxxxxxx x: X-location. |
| Byte 5 yyyyyyyy y: Y-location. |
| Byte 6 abcdeeeC a: Vertical flip. |
| b: Horizontal flip. |
| c: Playfield priority. |
| d: Playfield priority. |
| e: Pallete #. |
| Byte 7 CCCCCCCC C: Character data. |
|...and so on... |
|----------------------------------------------------------------------------|
|Continue this table all the way down to OBJ #127 (out of 128). Don't think |
|you're finished quite yet: There is one more table of data required. |
| |
|2 bits are defined for each OBJ (eg. byte #0 holds the info for OBJ 0, 1, 2,|
|and 3; byte #1 holds the info for OBJ 4, 5, 6, and 7). Therefore, 128/4 is |
|32 bytes of data for the following table: |
| ab |
| ||____Size toggle bit. |
| |_____MSB of X-position bit. |
| |
|So, the 4 bytes/sprites + the block are put into the OAM table by consec- |
|utive writes to the OAM data register. You first should set the OAM address |
|to $0000, then shove your data into it. |
| |
|If you don't set the block after the OAM as well, the results are bad. All |
|the data for the MSB stuff wouldn't be defined correctly, which would result|
|in your entire OBJ table being wacko. Have atleast some 0's there or a table|
|which you really want to use in the long run. |
----------------------------------------------------------------------------
----------------------------------------------------------------------------
|I have never used an actual Super MagiComm before, and I would strongly re- |
|commend not using these unless you know what each one does for sure. If you |
|decide to write any sort-of operating system for the SNES, please do get in |
|touch with me. |
| |
|The below registers i've never tested, or had tested. If you end up killing |
|your console unit because of this, I TAKE NO RESPONSIBILITY. |
| |
|Location Value returned when read Value input when written |
|----------------------------------------------------------------------------|
|$C000: Input Register |
|$C002: Digital Output Register |
|$C004: Main Status Register |
|$C005: Data Register Data Register |
|$C007: Digital Input Register Disk Control Register |
|$C008: Parallel Data Parallel Data |
|$C009: Parallel Status |
----------------------------------------------------------------------------
----------------------------------------------------------------------------
|Here's a really basic memory map of the SNES's memory. Thanks to Geggin of |
|Censor for supplying this. Reminder: this is a memory map in MODE 20. |
|----------------------------------------------------------------------------|
|Bank |Address |Description |
|-------|--------------|-----------------------------------------------------|
|$00-$3F|$0000-$1FFF |Scratchpad RAM. Set D-reg here if you'd like (I do) |
| |$2000-$5FFF |Reserved (PPU, DMA) |
| |$6000-$7FFF |Expand (???) |
| |$8000-$FFFF |ROM (for code, graphics, etc.) |
|$70 |$0000-$7FFF |SRAM (BRAM) - Battery RAM |
|$7E |$0000-$1FFF |Scratchpad RAM (same as bank $00 to $3F) |
| |$2000-$FFFF |RAM (for music, or whatever) |
|$7F |$0000-$FFFF |RAM (for whatever) |
----------------------------------------------------------------------------
I'd like to thank the following people:
Jeremy Gordon: Thanks for supplying me your sprite documentation. I
don't think this doc. would be complete without it!
Also for 65816 v2.0! Excellent assembler.
AntiTrack: Thanks for the source! Next time, i'll ask! (grin)
Toshi: I know you can't say much due to your job, but I
really appreciate all the moral support you've given
me. I wish I could show you how much it means to me.
minus: Work on TRASM some more! Fix' dem bugs! :-)
Jehu: Keep in touch. Get back to me about the job!
Clay C.: Without you, who knows where i'd be.
Troy_: I appreciate the logos!
Geggin of Censor: Thanks for the memory map!
D. Messiah of PiR: ...for all the EMail, long talks, 'n all that jazz.
You're like a brother to me.
Hellos and "HEY! You're important too!"s go out to:
III_Demon, JackRippr, Amos, Norm, Hardware, Skywalkr, KingPhish,
felon, AntiTrack, IRSMan, sendog, SHORYUKEN, _grazzt, RuGalz, and
all the rest of the #SNES and famidev-gang.
...de todos modos, yo si fuera tu, aprovecharía la ocasión para mirar pads de SNES mejores que los oficiales. Los hay muy majos con funciones, o incluso wireless. Esto me genera una duda, ¿los mandos sin cables son solo por infrarojos?, para que estos funcionen, no deben haber obstaculos en medio, ¿verdad?.
stroquer escribió:¿Y no tiene nada que ver que la fuente de alimentacion creo que es la de una nes? ¿como distingo la que es de snes?
ChepoXX escribió:wireless??' donde no he visto eso, son buenos, que tal la calidad y respuesta huyyyyy quiero quiero quiero jejje donde venden
racort escribió:Está al principio del post y no me había fijado en este dato:
Japón: 21 de Noviembre de 1990
EE.UU: 1 de Agosto de 1991
Europa: 11 de Abril de 1992
Australia: 3 de Julio de 1992
Creía que la diferencia en el lanzamiento con Japón era menor y no llega al año y medio por poco.
magno escribió:racort escribió:Está al principio del post y no me había fijado en este dato:
Japón: 21 de Noviembre de 1990
EE.UU: 1 de Agosto de 1991
Europa: 11 de Abril de 1992
Australia: 3 de Julio de 1992
Creía que la diferencia en el lanzamiento con Japón era menor y no llega al año y medio por poco.
A mí me parece que año y medio es una locura!! Es muchísimo tiempo para esperar el lanzamiento de una consola y la cantidad de buenos juegos que pueden salir en ese periodo y que tienen muchas posibilidades de no ver jamás la luz es enorme.
Lo curioso es que cuando era pequeño y vi que la SNES solo la lanzaron con 4 juegos (Street Figher 2 y Super Mario Bros en el pack, y luego sueltos el Super Soccer, Super Tenis, F-Zero y creo que Castelvania), pensé que era porque todavía no les había dado tiempo a programarlos, porque estaba recién salida del horno... ¡¡qué iluso de mí!!
Cuando me enteré que en Japón llevaba tanto tiempo partiendo la pana se me quedó cara de OWNED!!
magno escribió:racort escribió:Está al principio del post y no me había fijado en este dato:
Japón: 21 de Noviembre de 1990
EE.UU: 1 de Agosto de 1991
Europa: 11 de Abril de 1992
Australia: 3 de Julio de 1992
Creía que la diferencia en el lanzamiento con Japón era menor y no llega al año y medio por poco.
A mí me parece que año y medio es una locura!! Es muchísimo tiempo para esperar el lanzamiento de una consola y la cantidad de buenos juegos que pueden salir en ese periodo y que tienen muchas posibilidades de no ver jamás la luz es enorme.
Lo curioso es que cuando era pequeño y vi que la SNES solo la lanzaron con 4 juegos (Street Figher 2 y Super Mario Bros en el pack, y luego sueltos el Super Soccer, Super Tenis, F-Zero y creo que Castelvania), pensé que era porque todavía no les había dado tiempo a programarlos, porque estaba recién salida del horno... ¡¡qué iluso de mí!!
Cuando me enteré que en Japón llevaba tanto tiempo partiendo la pana se me quedó cara de OWNED!!
brasodrope escribió:magno escribió:racort escribió:Está al principio del post y no me había fijado en este dato:
Japón: 21 de Noviembre de 1990
EE.UU: 1 de Agosto de 1991
Europa: 11 de Abril de 1992
Australia: 3 de Julio de 1992
Creía que la diferencia en el lanzamiento con Japón era menor y no llega al año y medio por poco.
A mí me parece que año y medio es una locura!! Es muchísimo tiempo para esperar el lanzamiento de una consola y la cantidad de buenos juegos que pueden salir en ese periodo y que tienen muchas posibilidades de no ver jamás la luz es enorme.
Lo curioso es que cuando era pequeño y vi que la SNES solo la lanzaron con 4 juegos (Street Figher 2 y Super Mario Bros en el pack, y luego sueltos el Super Soccer, Super Tenis, F-Zero y creo que Castelvania), pensé que era porque todavía no les había dado tiempo a programarlos, porque estaba recién salida del horno... ¡¡qué iluso de mí!!
Cuando me enteré que en Japón llevaba tanto tiempo partiendo la pana se me quedó cara de OWNED!!
a lo mejor me falla la memoria, pero el street fighter 2 no fue juego de lanzamiento de la SNES, salio algun tiempo despues de ser lanzada, me equivoco?
John Torrijas escribió:Voy a probarlo porque tiene una pinta cojonuda.
brasodrope escribió:a lo mejor me falla la memoria, pero el Street Fighter 2 no fue juego de lanzamiento de la SNES, salio algún tiempo después de ser lanzada, me equivoco?
oscx7 escribió:Me he estado leyendo un poco el hilo y no veas cuanta informacion tiene este hilo, lo que mas me gusta es que va al grano y se ven datos tecnicos.
Felicidades Ralph, esta muy currado
Diskover escribió:La consola se puso a la venta sobre mayo de 1992, sola o con el pack de Super Mario World.
Diskover escribió:Sobre noviembre de ese mismo año sacaron el Street Fighter 2, y en diciembre el pack SNES+SMW+SF2. ¡¡¡Una puta locura fue lo que ocurrió!!!
Ralph escribió:En realidad la intención fué la de incluir un motorola 68000 a 10 mhz, pero la consola ya llevaba demasiado retraso, y decidieron incluir el W65c816, versión de 16 bits del chip de la NES (aunque no se limitaba solo a incluir un bus superior, también estaba mas evolucionado). El caso es que no se quiso abaratar costes, eso es una falacia, lo que ocurrió es que no quedó mas remedio que tirar por el camino de en medio.
...de hecho, se quiso incluir el chip M.A.R.I.O (super FX) junto con el resto de chips de video. Está todo en la documentación del índice.
Ralph escribió:Estoy pensando en capturar las paginas del hilo en html o algo, a modo de "enciclopedia", para conservarlas tal y como están, ya que con el tiempo siempre hay imagenes que tienden a desaparecer, por tema de links rotos y tal. A ver si alguien sabe algo y da ideas, mas que nada por no andar usando un editor html, y volver a readaptar otra vez todo solo para esta tarea.
...vamos, que conservo todo el material, y a las malas solo hay que volver a reponer lo que deja de "funcionar", pero siempre viene bien ofrecer mas alternativas.
FFantasy6 escribió:Archivo - Guardar como - .mht
Ralph escribió:En realidad la intención fué la de incluir un motorola 68000 a 10 mhz, pero la consola ya llevaba demasiado retraso, y decidieron incluir el W65c816, versión de 16 bits del chip de la NES (aunque no se limitaba solo a incluir un bus superior, también estaba mas evolucionado). El caso es que no se quiso abaratar costes, eso es una falacia, lo que ocurrió es que no quedó mas remedio que tirar por el camino de en medio.
...de hecho, se quiso incluir el chip M.A.R.I.O (super FX) junto con el resto de chips de vídeo. Está todo en la documentación del índice.
68000 escribió:Una pregunta: He comprado una super famicom. Funciona bien, pero me acabo de dar cuenta que el alrededor plateado del receptor de cartuchos empieza a tener esos tipicos signos de oxídación (es decir, no se vé oxido pero creo que es el principio). Es normal esto en las super famicom?
serratix escribió:Y por cierto, ¿alguien sabe por qué a Nintendo le salía más barato el chip Mario que a Sega su SVP? Porque Sega terminó cancelando proyectos ya que disparaba el precio de los cartuchos (de 10000 a 15000 pts) mientras que recuerdo que los juegos FX de SN fueran mucho más caros de lo normal.
Diskover escribió:Puf, si hubiesen metido el Motorola 68000 y el Chip MARIO en la consola como se ideo entonces se hubiese convertido ya en la ostia.
Diskover escribió:¿Se hubiesen atrevido, a lo largo de la vida de esta en hacer algo tipo Mario 64? Por que recordad que Shigueru, cuando le enseñaron el potencial del Chip Mario ya se le empezó ha ocurrir este juego, pero por limitaciones de la propia SNES ni se planteo sacarlo en esta, si no mas adelante. Con el Motorola 68000 y el Chip Mario, tal vez hubiésemos visto algo así.
Diskover escribió:Por cierto, Ralph: En SNES sacaron juegos oficiales hasta el año 2000, en Japón. Creo que deberias revisar la fecha inicial de vida de la SNES, que pones 1990-1996.
serratix escribió:De hecho, yo he leído que Super Mario 64 era (junto con Lylat Wars) un proyecto para SN con el chip Mario; obviamente con limitaciones. Pero se cancelaron cuando el Project Reality fue tomando forma. Pero creo que algo se podría haber visto.
serratix escribió:Y por cierto, ¿alguien sabe por qué a Nintendo le salía más barato el chip Mario que a Sega su SVP? Porque Sega terminó cancelando proyectos ya que disparaba el precio de los cartuchos (de 10000 a 15000 pts) mientras que recuerdo que los juegos FX de SN fueran mucho más caros de lo normal.
magno escribió:Sí, muy normal, no te preocupes que no afecta en nada al funcionamiento de los cartuchos.
68000 escribió:magno escribió:Sí, muy normal, no te preocupes que no afecta en nada al funcionamiento de los cartuchos.
No me he explicado bien, lo siento. Las manchas son como grisaceas claras, como yendose a oxidar. Es decir, que es normal que todas las super nintendo se oxiden por esa zona, al igual que el slot de la NES, por ejemplo?
Ralph escribió:68000 escribió:magno escribió:Sí, muy normal, no te preocupes que no afecta en nada al funcionamiento de los cartuchos.
No me he explicado bien, lo siento. Las manchas son como grisaceas claras, como yendose a oxidar. Es decir, que es normal que todas las super nintendo se oxiden por esa zona, al igual que el slot de la NES, por ejemplo?
Creo que se lo que dices, si no me equivoco eso es simplemente esmalte, que se está despegando.
· Pele!
· Pocahontas
· Popeye
· Power Drive
· Powerslide FX
· Prime
· Radio Flyer
· Railroad Tycoon
· Rally: The Final Round of the World Rally Championship
· Ranma 1/2 II: Anything Goes Martial Arts
· Rap Basketball
· RHI Roller Hockey '95
· River Raid
· Robosaurus
· Rocket Knight
· Romancing Saga
Pele was an unreleased game slated to be released by Accolade. Soccer games were abundant on the snes, and perhaps this one didn't make the grade. The game was released on the Sega Genesis. It was shown at the summer 1993 CES. The 1993 issue of Nintendo Power stated that it had a 35 degree angled view of the field, league schedule play and that Pele had a hand in the design of the game.
Serial Code: SNS-58-USA
Bibliography:· Nintendo Power, Pak Watch - Summer CES, Publication date: August 1993, Volume: 51, Pages: 112
· Nintendo Power, The Sports Scene (upcoming releases list), Publication date: November 1993, Volume: 54, Pages: 18
· Nintendo Power, Pak Watch Update, Publication date: November 1993, Volume: 54, Pages: 112
Info by game programmer, Carl-Henrik Skårstedt
I was in charge of the programming for Pocahontas and the reason why the SNES was not released was that it got behind because all the programmers were forced to work on the Genesis version (except for Mario van Zeist) to complete an E3 version, and when we got that the SNES version was too far behind to be released in time. Disney tried to hijack Mario and convince him to finish the game himself without Funcom but he wasn't interested in doing that, probably because of all the work.
Jeroen Tel and some other very talented musicians (Laxity, Danko and Kim Jensen) did many pieces for the game but I think in the end a Disney Interactive musician (Patrick Collins I think) remade all the music and sound effects.
Generally we did not port any code between Genesis and SNES (Daze Before XMas had more of that than Pocahontas) because it was simpler to just program in the style of the machine instead of trying to be generic (8/16 bit 3 registers vs. 16/32 bit 16 registers makes for quite different programming), so apart from programming design we were pretty much duplicated work to do each version.
The SNES version had the first level working fine and was missing code for the rest, also we needed to redraw the sprites due to the aspect ratio difference (gen 320 wide vs snes 256 wide). I'd say the SNES was maybe 50% done. Mario van Zeist might have something but I don't know if anyone has anything from the game except Funcom or Disney or THQ (who pretty much took our stuff for the GB version). Disney approached us after seeing A Dinosaur's Tale which they thought was cool, and after some months of negotiations between Funcom Management and Disney Interactive we went ahead. I think we got the project because we underbid everyone else.
The reason Pocahontas is so short is that Disney decided that they wanted to match the movie acts with levels in the game, and the producer suggested that we'd build larger levels so that each level was one act (that's why they are called acts). To make that work we did a lot of technology to swap out background graphics as you traversed the level (usually you would keep all the background tiles in VRAM but we had to make a system to page the tiles from ROM) and the artists didn't want to work with our previous system which let them build little pieces of the levels in a separate screen that they would cut & paste into the real level for the actual background, which would have saved memory for doing the levels even bigger. Other technology to save memory included a background task decompressing animations of some animals you ran past or saved. At one point Disney wanted to include save-ram in the cartridge but they changed their minds when I told them I only needed 5 bytes of information to store everything so we went with the password system instead. Pocahontas was intended for both PAL and NTSC for both Genesis and SNES.
Popeye was shown at the Summer 1993 CES by American Technos. It was likely going to be the same game as Popeye - Ijiwaru Majo Seahug No Maki, which was released in Japan by Technos. The game is a platformer and uses a board game style stage selection, not unlike The Flintstones: Treasure of Sierra Madrock.
Bibliography:· Nintendo Power, Pak Watch - Summer CES, Publication date: August 1993, Volume: 51, Pages: 112
Power Drive was released in Europe, but was likely canceled in North America from the lack of interest in rally racing.
Serial Code: SNS-APWE-USA
Powerslide was an unreleased SNES game that utilized the Super FX chip. A demo of the game is known to exist.
Powerslide is a Super FX supported game that was also in development for the Jaguar and 3DO. It was being developed by Elite, an English game company. This preview shot was taken from the German magazine, Nintendo Fun Vision (issue 5). According to Steve Wilcox of Elite, the game was cancelled because the cost of producing cartridges for the game was too high to make a return on the costs of software development.
MatthewCallis released a ROM image of a demo from the ECTS gaming show (essentially the European equivalent to E3 back in the 90s). As of writing, it is not yet supported in emulators, and only displays a static screen.
Images
PCB:
A prototype board containing an 8 Mb EPROM, a Super FX GSU-1A chip, a HCU04 chip, and 64k and 512k RAM chips
Prime was an unreleased game by Malibu Interactive based on the comic of the same name. A beta of this game is available.
I'll be perfectly honest, I had never heard of Malibu Comics, let alone the comic Prime before KingMike sent me this scan showing previews of several Malibu Interactive games in the May 1994 issue of EGM. Malibu Interactive developed a couple of SNES games (the publishing company, Malibu Games was a division of TH*Q), including Time Trax and Sports Illustrated Football & Baseball. The video game division of Malibu Comics may have thought that their characters would prove to be good fodder for action games.
According to the Wikipedia page, Prime is a 13 year old boy who is transformed into a superhuman adult. Much of the comic was the kid dealing with adult situations, and him not being mature enough to handle it. The comic started publication in 1993.
A beta ROM image of Prime has been floating around on the Internet for some time, though I do not know the source. The game appears to be largely complete. The Nintendo licensing information is not present, indicating that this may not have been approved when this prototype was made. The gameplay is pretty much your standard Final Fight brawler. Sound is pretty much non-existent except for the sounds of your character beating on enemies. There are power-ups in the game, but there is no way of picking them up. Random graphical glitches occasionally pop up, but otherwise the graphics are pretty solid.
The character, Prime, is pretty much a ripoff of Superman. He has a red cape and a yellow and red outfit. The moves are pretty much what you would expect of a Superman ripoff, with punches, suplexes, throws, kicks and a flying "Superman" dive. Manipulating throws is actually pretty easy, which is nice during level 3 where you can throw the enemies off the ledge on the top of the screen. Like most games in the genre, there are only a limited amount of enemies, with pallet swaps being common, and they take far too many hits to kill. Many objects can be picked up and used as weapons, and smashing things in the foreground and background usually produce power-ups. Pressing X activates Prime's special move, an explosion. It is unknown to me how you acquire this, other than you get one after beating a level. One novel thing about this game is that enemy attacks can also hurt your foe. I also liked that the amount of points for attacking your enemy popped up as you attacked.
The beta contains five levels. The first level is on a rainy back alley, and the enemies consist of random thugs and frog men. The second level takes place in a sewer, and adds in crocodile lizard men. The third level is at a pier, but largely has the same enemies as previous levels. At the end of the third level, there is the first (and only) boss I encountered. The fourth level takes place in a skyscraper and adds armoured men that can charge you and take off a lot of your health. I got to the fifth level with relative ease, which takes place in a lab. The fifth level adds enemies with bombs for heads and a tentacled creature. The fifth level seems unbeatable as it has a heat ray that follows you around and constantly hits you. I tried a strategy where I picked up an enemy and fried it with the ray, but this proved to be futile with several enemies attacking at once. The ray itself might be something intended to kill off the player, as I created an unlimited lives cheat and found once I beat all the enemies in the screen with the tentacled creature, I could not proceed any further.
As for the cause of Prime's non-release, I can only speculate. The game is quite far along in development in the leaked beta. Malibu Games released many games between 1993 and 1995 before the publishing line ended. Marvel purchased Malibu Comics in 1994, which may have doomed this game. I would say the most likely reason for the cancellation is the lack of recognition of the title character.
Screenshots:
Preview Scan:
(Click in the image to enlarge)
Youtube link:
http://www.youtube.com/watch?v=c5xnRQoM ... r_embedded
Bibliography:· Electronic Gaming Monthly, Previews - Special Feature (Malibu Comics games), Publication date: May 1994, Volume: 58, Pages: 136-137
· Wikipedia article on Prime (link)
Radio Flyer was being developed in early 1992 by Ocean. It was based on the Elijah Wood movie. I have no idea how they would develop it as a game, as it was a drama about kids being abused, and that is likely why it was canned.
From unseen64.net
Radio Flyer is a cancelled flying game that was in development by Ocean in 1992 for the Super Nintendo. It seems that the project was based on the film with the same name from Columbia Pictures, in which 2 young brothers escape their chaotic family life with dreams of flying. Inspired by a local legend, they attempt to build a working airplane from their ordinary red wagon.
Celine was able to find a couple fo screenshot from the game in Console Mania #13 (an italian magazine), PlayerOne #23 and EGM #25. Looking at those we can speculate that Radio Flyer could have been somehow similar to Pilot Wings SNES. The project was canned for unknown reasons but as Evan G from SNES Central has wrote, it could be because the movie was a flop / sucked.
Images
Bibliography:· Nintendo Power, Pak Watch - CES Special, Publication date: March 1992, Volume: 34, Pages: 112-113
Railroad Tycoon appears on a list of rumoured titles in the June 1991 issue of Nintendo Power. The March 1992 issue mentioned that the PC version of the game was shown at CES, but said that the snes version was not shown. According to the January 1993 issue of Nintendo Power, the game was nearly finished and was scheduled for a summer 1993 release. THe March 1993 issue of Nintendo Power had a more complete review, and even some screenshots. It was shown as a Fall 1993 release in the September and October 1993 issues of Nintendo Power.
Screenshots from the March 1993 issue of Nintendo Power
Bibliography:· Nintendo Power, Pak Watch (mentioned that it was being developed for the Super Famicom, but no word on a US release), Publication date: April 1991, Volume: 23, Pages: 95
· Nintendo Power, Pak Watch - Gossip Galore - Super Rumors, Publication date: June 1991, Volume: 25, Pages: 97
· Nintendo Power, Pak Watch - CES Special, Publication date: March 1992, Volume: 34, Pages: 112-113
· Nintendo Power, Summer CES Special, Publication date: August 1992, Volume: 39, Pages: 58-61
· Nintendo Power, Pak Watch Update, Publication date: January 1993, Volume: 44, Pages: 112-113
· Nintendo Power, Pak Watch, Publication date: March 1993, Volume: 46, Pages: 109
· Nintendo Power, Pak Watch, Publication date: September 1993, Volume: 52, Pages: 113
· Nintendo Power, Pak Watch Update, Publication date: October 1993, Volume: 53, Pages: 113
I don't have much information on this, but it was likely not released because of the lack of interest in rally racing in North America. Interestingly, the game was rated by the ESRB, with a rating of E [link]
Serial Code: SNS-ARCE-USA
Ranma 1/2 II was released in Japan as Ranma 1/2: Chogi Ranbu Hen, which is a fighting game similar to Street Fighter 2. The game likely wasn't released due to poor sales of the original game
Serial Code: SNS-5K-USA
This game is a rather incomplete half-court basketball video game that was supposed to feature rappers Ice-T and LL Cool J. The development team was contracted to make the game by an outside company (presumably Eware), but since that company went under, so did Rap Basketball. This publisher supposedly had liscenses from the rappers, but the developers are kind of sceptical about it. This game is completely unrelated to Mandigo's Rap Jam Vol. 1, and was being developed earlier.
Thanks to the developers for providing the game.
Developer : Bonsai Entertainment Corporation (website)
Programmer: Joseph "Holy Joe Rock & Roll" Moses
Artist : Charles Moses & (Nameless Guy from Tahoe)
Here is an interview with Holy Joe:Q. For 'Rap Basketball', what companies were you freelancing for?
A. OK, RBB was a real cluster-fu*K.
Our original contract was with a company in Tahoe, CA [E*WARE?] who claimed to have a deal with Motown-Games. Then he never paid us and vanished into out-of-business. I contacted Motown a few months later (finally) and they had signed another deal with someone for RAPJAM vol.1. They claimed to not know we were doing the actual development work.
Then we had a second contract with a publicly traded company. These guys bounced our 1st check and refused to pay us. I sued them and forced then in to bankruptcy, then they vanished. Rough business, these guys really sucked!!
Q. Did you have any contact with LL Cool J or Ice T's managers?
A. These guys were totally cool. I talked to them about signing "HOLYJOE Rock and Roll" as a White Rapper and they were going to bankroll the whole thing.... it was awesome, I had a bunch of "bitches and hoes" all over me.... then....
Naw, I'm just kidding. I never met these guys. LAUGHING OUT LOUD.
Q. Was Rap Jam Vol. 1 planned before Rap Basketball or after?
A. Developed after and by someone else.
Q. What made you stop developing Rap Basketball at such an early state?
A. We never got paid IT really sucked.
Q. Around what year were you developing Rap Basketball?
A. It was in mid-late 1994 if I remember correctly.
Q. Did you have the license arrangments made with Nintendo yet?
A. We would have been all set. We were licensed developers and the publisher would have been ok.
Q. Who was your artist at the time?
A. There were a couple of artist. My brother Charles worked on most of it - but also a guy from Tahoe did some of the early stuff.
Q. Who programmed the music? It sounds an awful like a Genesis chiptune that was recorded and tracked.
A. I think we just dropped something in there as a place holder.
Q. What was your impression about the game? Did you want to program it?
A. At the time we were pretty excited. No one had done a Rapper based game like this YET. We wanted to finish it.
Q. Finally... Why wasn't it finished?
A. Well, since we never got paid, we had to do something else that would make us some $. We just could not survive doing stuff for free.
As you can see, this game is an early alpha. The basic gameplay is half-court, 2-on-2 basketball. However, your opponents are frozen in place, your teammate just follows you around, and you can't score points. The basketball is controlled with the A button, which causes it to bounce around (you don't need to hold the ball to make it bounce). You make your character run with the X button. Since you can't shoot, playing this is rather pointless. Pressing start brings up the company logos. The background graphics are fairly nice, but the sprits are faceless and run around like limp wristed apes. On a nice note, the music track is very cool.
Images:
La imágen pertenece a un anuncio de 1992 tres años antes de la versión final para Jaguar y Playstation, vemos como gráficamente tiene sus diferencias con la versión final, en la imágen vemos que el juego es para 2 jugadores en modo cooperativo, vemos a Rayman y una versión femenina del mismo, ambos más "gorditos" que en la versión final del juego, también vemos cambiado el color del cuerpo de Rayman que es rojo distinto al morado de la versión final.
Una lastima que poco antes de concluir esta temprana versión para la SNES se desechará y se rehiciera de nuevo el juego por completo incluso contrataron a animadores de una compañia de dibujos animados para mejorar gráficamente el juego y todo porque los desarrolladores de Ubisoft decidieron cambiar el soporte a CD-Rom para las consolas PlayStation y Jaguar. Y yo me pregunto ¿Por qué? si siempre hemos disfrutado de juegos en diferentes máquinas ¿Habría otro tipo de razones?.
Imagenes:
RHI Hockey '95 likely wasn't released because of the lack of popularity of the RHI, or so I would assume.
Serial Code: SNS-ARHE-USA
DreamTR owns a prototype of this game, and has taken a couple of shots:
PCB scan:
River Raid: The Mission of No Return (aka River Raid 3) is a cancelled shoot ‘em up for the Super Nintendo, based on the original River Raid released in 1982 by Activision for the Atari 2600. The game was going to be published by Activision but it was later cancelled and only few screens remain preserved in the gallery below. Celine was able to find some of these images in Banzzai magazine #14 and Super Power #13.
The source code of River Raid SNES was found in 2001 by an user of the Atari Age forum:I can tell you, that what I have of River Raid SNES, is mainly a source code dump from August of ‘93. You’d have to recompile it in order to view it. I had one of my programmers do so just we could figure out what exactly we have on the floppy.
Some other info were found by Zwackery from the Atari Age Forum, in VideoGames magazine (vol. V, no. 11, Nov 1993). As we can read from the VGM article, “River Raid: The Mission of No Return” was shown at the summer CES 1991 in Chicago, along with the cancelled Kaboom: The Mad Bomber Returns.
It seems that “both got killed because the developers couldn’t push the SNES boundaires with either one” as noted by Klove in the Atari Age Forum.
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The May 1992 issue of Nintendo Power had Robosaurus listed as being in development by T*HQ. Not much more is known about this title.
Bibliography:· Nintendo Power, Pak Watch - Rumor Mill, Publication date: May 1992, Volume: 36, Pages: 113
· Nintendo Power, Summer CES Special, Publication date: August 1992, Volume: 39, Pages: 58-61
This game was released on the Genesis, though the CES Special in the March issue of Nintendo Power states that Konami intended to release it for the Super NES.
Bibliography:· Nintendo Power, Pak Watch - CES Special, Publication date: March 1993, Volume: 46, Pages: 112
There are no fan translation of this, so I cannot comment too much on this. It is a turn based RPG by Square, with graphics that are worse than Final Fantasy II (sad considering it was pretty much a launch title). The June 1992 issue of Nintendo Power mentions that there were plans for a US release, but obviously that didn't pan out.
Bibliography:· Nintendo Power, Pak Watch - Japan Watch, Publication date: May 1992, Volume: 36, Pages: 113
· Nintendo Power, Pak Watch - Japan Watch (mentioned as a top selling game in Japan), Publication date: June 1992, Volume: 37, Pages: 113
· DarknessSavior's blog - he is working on a translation of Romancing Saga (link)
Che_Guevara escribió:Vaya putada que cancelaron el juego de Prime,porque tiene una pinta increible.
Ralph escribió:Creo que 1996 es la fecha en que SNES recibió el último juego de Nintendo, al fin y al cabo, la vida útil de una consola se basa en el apoyo de la compañía que la crea.