From:     Jeremy Chadwick <yoshi@CSOS.ORST.EDU>
To:       "Super Famicom Development Group" <famidev@busop.cit.wayne.edu>
Subject:  SNES Document v1.2
Date:     Mon, 15 Nov 1993 15:52:14 -0800
Reply-to: famidev@busop.cit.wayne.edu
Sender:   Listserv@busop.cit.wayne.edu
X-Mailer: Mercury MTA v1.0.

Well, after demand, here's v1.2 of the SNES Document I wrote. It fixes
a few bugs; you'll also notice that it's about 10k shorter: I removed
Section 0 (the "Why" Section) to save room. Enjoy, dudez.


=-=-=
SNES Documentation v1.2: Written by Yoshi of Digital Exodus. 
=-=-=
1)    Memory Map.
	 i) "Main" memory map.
	ii) Additional info.
2)    SNES Color explaination.
3)    SNES DMA Memory Map and explaination.
4)    SNES Graphics (tiles) explaination.
5)    SNES Screen mode definitions.
6)    SNES OAM/Sprite explaination.
7)    Magicom Disk registers and Memory controller locations.
69)   About the author...
FF)   Greetings, Thanx, etc...
=-=-=
1)    Memory Map.
	 i) "Main" memory map.
-----------                              
	Just so you know... the R and/or W's on the left side before the             
	memory location mean [R]eadable and/or [W]riteable. I don't know
	what happens if you try to read from the write-only registers:
	I think you get bogus data, but that's about it.
-----------                              
 W   |$2100: Screen display register.
			x000bbbb
					x: 0 = Screen on.
					   1 = Screen off.
				   bbbb: 0-$F = Brightness of screen.

			*** If you increment $2100 so the register goes up
			    to $xF (x being whatever), you can make the
			    screen "fade in". Make -SURE- you do this only
			    during the VBlank period! If you don't, the screen
			    goes totally wacko! The 'GS programmers like myself
			    call it "Syncing to the VBL". 
-----------                              
 W   |$2101: OAM (Sprite) sizes.
			sssnnbbb
					s: Size. 
					n: Name selection (upper 4k word address).
					b: Base selection (8k word segment address).

			*** The sizes are defined as follows:
					000: 8x8 or 16x16
					001: 8x8 or 32x32

			*** I've never used this register, nor sprites.
			    Check Section 6 for information
			    which was not done by me: If you understand
			    it better than I do, good deal.
-----------                              
 W   |$2102: Address of OAM (Sprites).
			???????? | ????????  
			
			*** This register i've never used. All I know is
			    that it's a -WORD- in length, not a byte.
-----------                              
 W   |$2104: Data for OAM (Sprites).
			????????

			*** I've never used this register. It's like $210D:
			    You have to store a value in it twice.
-----------                              
 W   |$2105: Screen mode.
			abcdfeee
					a: Plane 3 tile size.
					b: Plane 2 tile size.
					c: Plane 1 tile size.
					d: Plane 0 tile size.
						0 = 8x8 tiles.
						1 = 16x16 tiles.
					e: MODE definition. 
					f: Make Plane 2 take highest priority.
-----------                              
 W   |$2106: Screen pixelation (aka. MOSAIC) register.
			xxxxabcd
					x: 0-$F = Pixel size.
					a: Affect plane 3.
					b: Affect plane 2.
					c: Affect plane 1.
					d: Affect plane 0.

			*** Just like $2100, this only works during VBlank.
			    I recommend you setup what planes you want to
			    affect at the start of the program, then to
			    make them change, do the following:
					LDA #$03    ; Affect planes 0 and 1.
					STA TempReg1
					STA $2106
					JSR WaitVBlank
					LDA TempReg1
				 Loop STA $2106
					CLC
					ADC #$10
					CMP #$F3
					BNE Loop
-----------                              
 W   |$2107: Plane 0 VRAM location register.
			xxxxxxab
					x: Address of VRAM location.
				     ab: Virtual screen size selection.

		  *** The virtual screen size dealy goes like this:
			32x32 to 32x64 to 64x32 to 64x64. Visually,
			you only see 32x32(x25) at once unless you
			change the ACTUAL screen size.

			*** The way I use this register is pretty simple.
			    Lets say the VRAM is in $2000... Therefore,
			    we'd go like this:
					LDA #$20
					STA $2107
-----------                              
 W   |$2108: Plane 1 VRAM location register.
 W   |$2109: Plane 2 VRAM location register.
 W   |$210A: Plane 3 VRAM location register.
			*** All of these follow the same definition as $2107.
-----------                              
 W   |$210B: Tile VRAM location register.
			aaaabbbb
					a: Location of tiles for Plane 1.
					b: Location of tiles for Plane 0.

			***  The way you use this register is fairly neat.
			     Since you only have a nybble to work with (which
			     ranges from $0-F only) your Tile location can
			     only be $0000 to $F000. You can't have an address
			     such as $5F91 or $1C4A which holds your tile
			     data. You just can't have it. :-)

-----------                              
 W   |$210C: Tile VRAM location register.
			ccccdddd
					c: Location of tiles for Plane 3.
					d: Location of tiles for Plane 2.

			*** Same stats for $210B go for this one; 'cept the
			    plane registers are different.
-----------                              
 W   |$210D: Plane 0 X-scroll register.
			*** This register is really funky. You have to write
			    to it twice in a row (each piece of data being
			    1 byte). The register is setup as the following:
			    - You store the first 8 bits (the first byte) which
				ranges from $00 to $FF. After you store this
				value, you have to store the next 3 bits in the
				same register.
			*** The following code demonstrates how to move plane 0
			    left:
					LDA Plane0X
					DEC
					STA Plane0X
					STA $210D
					STZ $210D
			    If you make that into a loop by itself, the result
			    is the plane keeps scrolling left forever; it even
			    wraps around back to the start.

		  *** Note: I've been told this is a nasty way to do it
			    because MODE 7 uses 13 bits of the above,
			    while the rest use 10. I'm not taking care of
			    the MSB. :-(

-----------                              
 W   |$210E: Plane 0 Y-Scroll register.
 W   |$210F: Plane 1 X-Scroll register.
 W   |$2110: Plane 1 Y-Scroll register.
 W   |$2111: Plane 2 X-Scroll register.
 W   |$2112: Plane 2 Y-Scroll register.
 W   |$2113: Plane 3 X-Scroll register.
 W   |$2114: Plane 3 Y-Scroll register.
			*** All of these follow the same definition as $210D.
-----------                              
 W   |$2115: Video port control.
		  *** If you store the following listed values in this register,
			the following happens:

		$80: H/L increment which determines if the address will be
		     incremented after it reads/writes to/from $2118 and
		     $2139, or $2119 and $213A.

 W   |$2116: Video port address. 
			*** 16 bit VRAM address.
	$2117: Video port address (continued, due to 16 bits).
 W   |$2118: Video port data. 
			*** Data register for writing VRAM data.
	$2119: Video port data.
		  *** Same as above.
-----------                              
 W   |$211A: MODE 7 Information register.
			xy????ab
					a: Horizontal or Vertical flip. 
					b: Horizontal or Vertical flip.
					x: Landscape repeat type.
					y: Landscape repeat type.

			*** I have not the SLIGHTEST idea what the hell
			    the original author means by this. If someone
			    can explain it, tell me.
-----------                              
 W   |$211B: COS (COSIN) rotate angle / X Expansion.
 W   |$211C: SIN (SIN) rotate angle / X Expansion.
 W   |$211D: SIN (SIN) rotate angle / Y Expansion.
 W   |$211E: COS (COSIN) rotate angle / Y Expansion.
 W   |$211F: 13 bit address for the center of Rotate X.
 W   |$2120: 13 bit address for the center of Rotate Y.

			*** All above things i've never used, nor do I
			    have any explainations on them. Use them at
			    your own risk, or until I get info on 'em.

			*** $211F and $2120 are like $210D: You have to
			    write a byte to them twice.
-----------                              
 W   |$2121: Color # (or pallete) selection register.
			xxxxxxxx
					x: Color # ($00-$FF).
 
			*** This register is probably one of the most simple
			    registers I know of to use. You simply store the
			    # of the color you want to modify before writing
			    to $2122. This register is autoincrementing, so
			    you don't have to "LDA #$01, STA $2121, LDA #$02,
			    STA $2121, LDA #$03..." and so on...
			    Code is as follows:
					STZ $2121   ; Start at color 0.
					STZ $2122   ; Color #0 = 00 00
					STZ $2122
					LDA #$FF    ; Color #1 = 7F FF (white).
					STA $2122
					LDA #$7F
					STA $2122
					LDA #$1F    ; Color #2 = 00 1F (red).
					STA $2122
					STZ $2122
-----------                              
 W   |$2122: Color data register.
			xxxxxxxx
					x: Value of color.

			*** Color on the SNES is trippy; it's 15 bit. Check
			    Section 2 on how the SNES colors are setup. Some
			    example code I listed for $2121... Anyways, this
			    register is like $210D (plane X-scroll) and those
			    types: You have to store the value in it twice.
			    For instance: If you wanted the color white (which
			    is $7FFF in SNES-color), you would have to do the
			    following:
					LDA [whatever color #]
					STA $2121
					LDA #$FF    ; We first store the "lower half"
					STA $2122
					LDA #$7F    ; Then the upper...
					STA $2122
			    It's really not that hard, but it'll take some
			    getting used to :-) Remember, check Section 2 on
			    how the SNES does it's color, and for tile-setup,
			    check Section 4.
-----------                              
 W   |$212C: Playfield/Sprite-enable register.
			abcdefgh
					a: Plane 3 enable (for Sprites).
					b: Plane 2 enable (for Sprites).
					c: Plane 1 enable (for Sprites).
					d: Plane 0 enable (for Sprites).
					e: Enable plane 3.
					f: Enable plane 2.
					g: Enable plane 1.
					h: Enable plane 0.
			*** This register allows you to enable which planes
			    you want to put sprites on (to move or etc.) and
			    to scroll, or other neato things. If you wanna
			    use all 4 planes, but no sprites, shove $0F into
			    this register. If you want to use all the planes,
			    but want sprites on planes 1 and 3, you would shove
			    $AF into this register. It's very easy to do.
-----------                              
 W   |$2133: Screen mode register. 
			????ab?c
					a: Interlace Y.
					b: Overscan.
					c: Interlace X.

			*** To be blatently honest, I have -NO IDEA- what
			    this register does; I don't understand what
			    Corsair & Dax meant by Interlace and Overscan.
			    If someone can explain this register to me, i'd
			    be very grateful :-).
-----------                              
 R   |$2139: VRAM port data (reading).
	$213A: "                       "
----------- 
??   |$2140       *** These are the audio registers. 'never used 'em.
??   |$2141           Try shoving data into them; who knows, if you get
??   |$2142           music sometime, then you know you're on the right
??   |$2143           track. :-)
-----------                              
??   |$4200: Counter Enable.
			??yx???a
					a: Joypad-read Enable (1 = Readable).
					x: Horizontal Counter Enable.
					y: Vertical Counter Enable.
-----------                              
??   |$4201: 8 bit parallel data.

			*** This is the expansion bus for the Famicom.
-----------                              
RW   |$420B: DMA enable register.
			abcdefgh
					a: DMA #7.
					b: DMA #6.
					c: DMA #5.
					d: DMA #4.
					e: DMA #3.
					f: DMA #2.
					g: DMA #1.
					h: DMA #0.

			*** I've personally never used DMA for anything. I hope
			    someone out there has, and can tell me how to use
			    it. :-)
-----------                              
??   |$420D: Memory select.
			???????x
					x: Fast/Normal ROM flip.
				  0 = Normal.
				  1 = Fast.
-----------                              
??   |$4211: ?????.
			x???????
					x: IRQ Enable flag (1: Enabled).

			*** I don't even know the DESCRIPTION of the reg-
			    ister! :-)
-----------                              
RW   |$4212: Joypad-ready register.
			???????x
					x: Ready-state bit (1: Ready).

			*** I'm not sure how this register is setup; all I know
			    is how to use it. Code is as follows:
					PadLoop LDA $4212
						  AND #$01
						  BNE PadLoop
			    This waits for the joypad to become ready to read.
-----------                              
RW   |$4218: Joypad #0 register (1 out of 2).
			abcd0000
					a:    0 = A button not pressed.
						1 = A button pressed.
					b:    0 = X button not pressed.
						1 = X button pressed.
					c:    0 = Top-left button not pressed.
						1 = Top-left button pressed.
					d:    0 = Top-right button not pressed.
						1 = Top-right button pressed.
			*** These are self-explainitory. To find out the
			    status of each bit, just AND #$ for that bit...
			    The code for checking is the following:
					LDA $4218
					AND #$80    ; Is the A button pressed?
					BNE YesA    ; Button pressed (bit is 1).
					LDA $4218
					AND #$40    ; Is button X pressed?
					BNE YesX    ; Button pressed (bit is 1).
					LDA $4218
					AND #$10    ; Is the top-right button pressed?
					BNE YesTopR ; Button pressed (bit is 1).
			    ...and so on. It's very simple.
			*** Note: The Corsair & Dax document was -WRONG-.
				    It took me a good hour or two to find this
				    out, so I decided i'd better write down the
				    CORRECT way to do things).
-----------                              
RW   |$4219: Joypad #0 register (2 out of 2).
			abcdefgh
					a:    0 = B button not pressed.
						1 = B button pressed.
					b:    0 = Y button not pressed.
						1 = Y button pressed.
					c:    0 = Select button not pressed.
						1 = Select button pressed.
					d:    0 = Start button not pressed.
						1 = Start button pressed.
					e:    0 = Up not pressed.
						1 = Up pressed.
					f:    0 = Down not pressed.
						1 = Down pressed.
					g:    0 = Left not pressed.
						1 = Left pressed.
					h:    0 = Right not pressed.
						1 = Right pressed.
			*** Same as $4218... Some demo code follows:
					LDA $4219
					AND #$80    ; Is the B button pressed?
					BNE YesB    ; Button pressed (bit is 1).
					LDA $4219
					AND #$04    ; Is Down pressed?
					BNE YesDown ; Button pressed (bit is 1).
					LDA $4219
					AND #$02    ; Is Left pressed?
					BNE YesLeft ; Button pressed (bit is 1).
-----------                              
RW   |$421A: Joypad #1 register (1 out of 2).
RW   |$421B: Joypad #1 register (2 out of 2).
RW   |$421C: Joypad #2 register (1 out of 2).
RW   |$421D: Joypad #2 register (2 out of 2).
RW   |$421E: Joypad #3 register (2 out of 2).
RW   |$421F: Joypad #3 register (2 out of 2).
				*** Setup is the same as $4218 and $4219.
=-=-=
1)    Memory Map
	ii) Additional info.
-----------                              
RW   |$FFC0: Cartridge title.
RW   |$FFD6: ROM/RAM Info on cart..
RW   |$FFD7: ROM Size.
RW   |$FFD8: RAM Size.
RW   |$FFD9: Maker ID Code.
RW   |$FFDB: Version #.
RW   |$FFDC: Checksum complement.
RW   |$FFDE: Checksum.
RW   |$FFEA: NMI vector/VBL Interrupt.
RW   |$FFEC: Reset vector.

			*** With SMC (Magicom) files the offset is $7e00 less
			    than above.
			*** I've never actually used this information before:
			    This could be SMC header only; but then why would
			    there be memory locations for such? Strange. I'll
			    leave the information I put in up to SNESASM v1.05.
			    I use the psuedo-ops NAM, VER, and other things.

=-=-=
2)    SNES Color explaination.
-----------                              
	Oh BOY! So you're interested in finding out how the SNES does
	it's color (via $2122), right? Well here ya go...

	The SNES has a strange way of doing color (atleast that i've
	seen in my lifetime). Color is 15 bit; each "RGB" value (red,
	green, and blue) has 5 bits a piece.

	When it comes to putting data into $2122, the format (in binary)
	is the following (I put them into each byte):
				0bbbbbgg gggrrrrr
				|
				|_ Someone needs to tell me what this bit
				   -REALLY- is. I've just been told to set
				   it to 0...
	We guess that the Japanese didn't like the idea of putting them
	in the "standard" order of R, G, then B: but instead wanted them
	in alphabetical order. Silly! :-).

	The way -I- do my color conversions is on a calculator... Just
	plug in the bits you want to set in binary, then let the calc.
	convert it into hexadecimal. It's pretty easy; or you can be
	a Studly Programmer (hehehe) and do it in your head.

	A quick color chart:          $7FFF: White  (0111 1111 1111 1111)
						$001F: Red    (0000 0000 0001 1111)
						$03E0: Green  (0000 0011 1110 0000)
						$7C00: Blue   (0111 1100 0000 0000)
						$7C1F: Purple (0111 1100 0001 1111)
						$7FE0: Aqua   (0111 1111 1110 0000)
						$03FF: Yellow (0000 0011 1111 1111);
	Well there you have it. It's pretty simple after you get the hang
	of it; when using the SNES, you get REALLY good with binary math:
	You'll find this out after working with the machine for awhile.

=-=-=
3)    DMA Memory Map and explaination.
-----------                              
??   |$43x0: DMA Control register (??? Not sure ???).
 W   |$43x1: DMA Destination register.
			$18 = Video Port access.
			$22 = Color pallete access.

			*** This gives access to only some of the video chip.
			    registers. Hell if I know which ones.
-----------                              
 W   |$43x2: Source address.
			*** THIS REGISTER IS A WORD IN LENGTH ***
			*** The document I have says:
			    "lo-hi  16 lowest bits". Who knows... 
-----------                              
 W   |$43x4: Source bank address.
			*** The document I have says:
			    "8 highest bits". 
-----------                              
 W   |$43x5: Transfer size register.
			*** Same as above:
			    "lo-hi". 
-----------                              
	All the "x"s represent the DMA # (ranging from 0 to 7).
	DMA #0: $4300-$4305.
	DMA #1: $4310-$4315.
	......
	DMA #7: $4370-$4375.
=-=-=
4)    SNES Graphics (tiles) explaination.
-----------                              
	This is probably the most requested section of the document for
	people whom are starting out on the SNES and want to learn just
	how in the hell the SNES -DOES- do it's graphics.

	There's so much to explain!!!

	The SNES does it's graphics in tiles (surprise surprise!).

	There are different MODEs on the SNES; the most famous being
	is MODE 7. Alas: Most people think using $2106 is MODE 7 ($2106
	is for screen pixelation: Where the pixels get "larger". Look 
	in Section 1 for an explaination of this register).
				*** THIS IS NOT MODE 7!!! ***. 
	So the next time the pixels get really "big" (almost making them
	look like IBM PC 320x200x256 mode :-)), and your friend says "WOW!
	MODE 7 is COOL," punch 'em in the nose for me. Just kidding.

	Also, another thing I should mention: Bitplanes are NOT THE SAME
	AS PLANES. Planes are like "screens." You can scroll a plane, but
	not a bitplane. Bitplanes are put ONTO a plane, which can be
	scrolled any direction.

	I'll be explaining MODE 1. MODE 7 is too tough for me to
	explain, since you end up losing colors and other screwy things...
	Check Section-5 for a mode-# list.
	
MODE   #/Playfields    MaxColor/Tile   Palettes        Colors
---------------------------------------------------------------------------
0      4               4               8               16
1      3               16/16/4 (HUH?)  8               128
	
	MODE 0 is good for geometric shapes (if you were going to rotate
	a wireframe cube), basic star scrolls, or a very "bland" text
	scroller.

	Let's start with MODE 1.

	MODE 1 is best for really basic things: Star scrollers, text
	scrolls, geometric (non detailed) art, or line drawings; it's
	only 16 colors/bitplane, and there's only 4 bitplanes to play
	with.

	What you need is 4 bitplanes of data. You don't -HAVE- to
	use 4 bitplanes... You can use 1 bitplane if you want, but
	you only get 16 colors (NO!!! :-)).

	You also need a plane map: You can't just have the predefined
	graphics data and thats it: You have to "setup the plane" to
	tell it what tile goes where.
	
	For demonstration purposes, i'll use code to explain it.

-----------                              
	The "lda #$0000" "tcd" transfers the DP location pointer to
	where the scratchpad RAM is. This makes things go much faster,
	because DP is always faster than normal RAM (yay for DP!!!)
	
	The other part puts where the location of the data in the
	binary/image is into two DP locations: font and font2.

font  equ $00     ; Direct page equates.
font2 equ font+1
	
	sei
	phk          
	plb          
	clc
	xce
	rep #$30     
	lda #$0000   
	tcd
	lda #charset
	sta font
	lda #charset2
	sta font2
-----------                              
	The following code tells the SNES where the actual data
	is in VRAM memory.
				     
	lda #$10                ; Plane 0 text @ VRAM $1000. 
	sta $2107               
	
	lda #$02                ; Tiles for Plane 0 @ VRAM $2000.
	sta $210b               
-----------                              
	The following code actually MOVES the data in the binary/image
	into the SNES's VRAM.

	sep #$20
	ldx #$2000              ; This puts the data sent thru $2118 and 
					; $2119 into VRAM $2000.
	stx $2116
	ldy #$0000
-     lda (font),y            ; Get bitplane 0 data (font)
	sta $2118               ; ... and store it in bitplane 0.
	lda (font2),y           ; Get bitplane 1 data (font2)
	sta $2119               ; ... and store it in bitplane 1...
	stz $2118               ; I don't want to use bitplane 2 and 3,
	stz $2119               ; so I store zeros here. You could put
					; more font data in there if you wanted.
	iny
	cpy #$0200        
	bne -
	
	ldx #$1000              ; This puts the data sent thru $2118 and              
	stx $2116               ; $2119 into VRAM $1000.
	ldx #$0000
-     lda TEXT,x              ; Get the character from TEXT...
	and #$3f                ; AND #$3F because we only want the first
					; 64 characters in the font.
	sta $2118               ; 
	stz $2119               ; Check near the end of this Section for
					; an explaination on what the actual bits
					; do instead of just storing 0 there all
					; the time.
	inx
	cpx #$0400
	bne -            
-----------                              
	Here's the actual data names (charset, charset2, and TEXT).
	My new source has them in dcb % statements to make the font
	more readable: The first time I did this, I had to convert
	the binary stuff I wrote on paper into hex, then put them
	into decent hex statements in an orderly fashion.

charset 
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'@'  
	dcb     $00,$3c,$66,$7e,$66,$66,$66,$00 ;'A'
	dcb     $00,$7c,$66,$7c,$66,$66,$7c,$00 ;'B'
	dcb     $00,$3c,$66,$60,$60,$66,$3c,$00 ;'C'
	dcb     $00,$78,$6c,$66,$66,$6c,$78,$00 ;'D'
	dcb     $00,$7e,$60,$78,$60,$60,$7e,$00 ;'E'
	dcb     $00,$7e,$60,$78,$60,$60,$60,$00 ;'F'
	dcb     $00,$3c,$66,$60,$6e,$66,$3c,$00 ;'G'
	dcb     $00,$66,$66,$7e,$66,$66,$66,$00 ;'H'
	dcb     $00,$3c,$18,$18,$18,$18,$3c,$00 ;'I'
	dcb     $00,$1e,$0c,$0c,$0c,$6c,$38,$00 ;'J'
	dcb     $00,$6c,$78,$70,$78,$6c,$66,$00 ;'K'
	dcb     $00,$60,$60,$60,$60,$60,$7e,$00 ;'L'
	dcb     $00,$63,$77,$7f,$6b,$63,$63,$00 ;'M'
	dcb     $00,$66,$76,$7e,$7e,$6e,$66,$00 ;'N'
	dcb     $00,$3c,$66,$66,$66,$66,$3c,$00 ;'O'
	dcb     $00,$7c,$66,$66,$7c,$60,$60,$00 ;'P'
	dcb     $00,$3c,$66,$66,$66,$3c,$0e,$00 ;'Q'
	dcb     $00,$7c,$66,$66,$7c,$6c,$66,$00 ;'R'
	dcb     $00,$3e,$60,$3c,$06,$66,$3c,$00 ;'S'
	dcb     $00,$7e,$18,$18,$18,$18,$18,$00 ;'T'
	dcb     $00,$66,$66,$66,$66,$66,$3c,$00 ;'U'
	dcb     $00,$66,$66,$66,$66,$3c,$18,$00 ;'V'
	dcb     $00,$63,$63,$6b,$7f,$77,$63,$00 ;'W'
	dcb     $00,$66,$3c,$18,$3c,$66,$66,$00 ;'X'
	dcb     $00,$66,$66,$3c,$18,$18,$18,$00 ;'Y'
	dcb     $00,$7e,$0c,$18,$30,$60,$7e,$00 ;'Z'
	dcb     $08,$00,$00,$00,$00,$00,$00,$00 ;'['    
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'\'
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;']'
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'^'
	dcb     $00,$08,$00,$00,$00,$00,$00,$00 ;'_'  
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;' '  
	dcb     $00,$7E,$7E,$3C,$18,$00,$18,$00 ;'!'
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'"'
	dcb     $80,$80,$80,$80,$80,$80,$80,$80 ;'#'
	dcb     $FC,$FE,$FF,$F7,$F7,$FF,$FE,$FC ;'$'
	dcb     $3E,$42,$4E,$5C,$5C,$4E,$42,$3E ;'%'
	dcb     $00,$00,$00,$00,$00,$00,$00,$01 ;'&'
	dcb     $00,$00,$00,$07,$00,$00,$00,$00 ;'''
	dcb     $00,$04,$08,$08,$08,$08,$04,$00 ;'('
	dcb     $00,$20,$10,$10,$10,$10,$20,$00 ;')'
	dcb     $08,$08,$08,$F8,$08,$08,$08,$08 ;'*'
	dcb     $10,$10,$10,$1F,$10,$10,$10,$10 ;'+'
	dcb     $10,$10,$20,$C0,$00,$00,$00,$00 ;','
	dcb     $00,$00,$00,$FF,$00,$00,$00,$00 ;'-'
	dcb     $00,$00,$00,$00,$00,$18,$18,$00 ;'.'
	dcb     $00,$00,$00,$FF,$80,$80,$80,$80 ;'/'  
	dcb     $00,$3c,$66,$6e,$76,$66,$3c,$00 ;'0'
	dcb     $00,$18,$38,$18,$18,$18,$7e,$00 ;'1'
	dcb     $00,$7c,$06,$0c,$30,$60,$7e,$00 ;'2'
	dcb     $00,$7e,$06,$1c,$06,$66,$3c,$00 ;'3'
	dcb     $00,$0e,$1e,$36,$7f,$06,$06,$00 ;'4'
	dcb     $00,$7e,$60,$7c,$06,$66,$3c,$00 ;'5'
	dcb     $00,$3e,$60,$7c,$66,$66,$3c,$00 ;'6'
	dcb     $00,$7e,$06,$0c,$0c,$0c,$0c,$00 ;'7'
	dcb     $00,$3c,$66,$3c,$66,$66,$3c,$00 ;'8'
	dcb     $00,$3c,$66,$3e,$06,$66,$3c,$00 ;'9'
	dcb     $00,$00,$00,$03,$04,$08,$08,$08 ;':' 
	dcb     $00,$80,$80,$F0,$80,$80,$00,$00 ;';'
	dcb     $80,$80,$80,$FF,$00,$00,$00,$00 ;'<'
	dcb     $00,$00,$00,$C0,$20,$10,$10,$10 ;'='
	dcb     $08,$08,$04,$03,$00,$00,$00,$00 ;'>'
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'?'

charset2 
	dcb     $00,$3C,$4E,$5E,$5E,$40,$3C,$00 ;'@'  
	dcb     $00,$3c,$66,$7e,$66,$66,$66,$00 ;'A'
	dcb     $00,$7c,$66,$7c,$66,$66,$7c,$00 ;'B'
	dcb     $00,$3c,$66,$60,$60,$66,$3c,$00 ;'C'
	dcb     $00,$78,$6c,$66,$66,$6c,$78,$00 ;'D'
	dcb     $00,$7e,$60,$78,$60,$60,$7e,$00 ;'E'
	dcb     $00,$7e,$60,$78,$60,$60,$60,$00 ;'F'
	dcb     $00,$3c,$66,$60,$6e,$66,$3c,$00 ;'G'
	dcb     $00,$66,$66,$7e,$66,$66,$66,$00 ;'H'
	dcb     $00,$3c,$18,$18,$18,$18,$3c,$00 ;'I'
	dcb     $00,$1e,$0c,$0c,$0c,$6c,$38,$00 ;'J'
	dcb     $00,$6c,$78,$70,$78,$6c,$66,$00 ;'K'
	dcb     $00,$60,$60,$60,$60,$60,$7e,$00 ;'L'
	dcb     $00,$63,$77,$7f,$6b,$63,$63,$00 ;'M'
	dcb     $00,$66,$76,$7e,$7e,$6e,$66,$00 ;'N'
	dcb     $00,$3c,$66,$66,$66,$66,$3c,$00 ;'O'
	dcb     $00,$7c,$66,$66,$7c,$60,$60,$00 ;'P'
	dcb     $00,$3c,$66,$66,$66,$3c,$0e,$00 ;'Q'
	dcb     $00,$7c,$66,$66,$7c,$6c,$66,$00 ;'R'
	dcb     $00,$3e,$60,$3c,$06,$66,$3c,$00 ;'S'
	dcb     $00,$7e,$18,$18,$18,$18,$18,$00 ;'T'
	dcb     $00,$66,$66,$66,$66,$66,$3c,$00 ;'U'
	dcb     $00,$66,$66,$66,$66,$3c,$18,$00 ;'V'
	dcb     $00,$63,$63,$6b,$7f,$77,$63,$00 ;'W'
	dcb     $00,$66,$3c,$18,$3c,$66,$66,$00 ;'X'
	dcb     $00,$66,$66,$3c,$18,$18,$18,$00 ;'Y'
	dcb     $00,$7e,$0c,$18,$30,$60,$7e,$00 ;'Z'
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'[' 
	dcb     $09,$09,$00,$00,$00,$00,$00,$00 ;'\'
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;']'
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'^'
	dcb     $00,$08,$00,$00,$00,$00,$00,$00 ;'_'  
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;' '  
	dcb     $00,$7E,$7E,$3C,$18,$00,$18,$00 ;'!'
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'"'
	dcb     $80,$80,$80,$80,$80,$80,$80,$80 ;'#'
	dcb     $FC,$FE,$FF,$F7,$F7,$FF,$FE,$FC ;'$'
	dcb     $3E,$42,$4E,$5C,$5C,$4E,$42,$3E ;'%'
	dcb     $00,$00,$00,$00,$00,$00,$00,$01 ;'&'
	dcb     $00,$00,$00,$07,$00,$00,$00,$00 ;'''
	dcb     $00,$04,$08,$08,$08,$08,$04,$00 ;'('
	dcb     $00,$20,$10,$10,$10,$10,$20,$00 ;')'
	dcb     $08,$08,$08,$F8,$08,$08,$08,$08 ;'*'
	dcb     $10,$10,$10,$1F,$10,$10,$10,$10 ;'+'
	dcb     $10,$10,$20,$C0,$00,$00,$00,$00 ;','
	dcb     $00,$00,$00,$FF,$00,$00,$00,$00 ;'-'
	dcb     $00,$00,$00,$00,$00,$18,$18,$00 ;'.'
	dcb     $00,$00,$00,$FF,$80,$80,$80,$80 ;'/'  
	dcb     $00,$3c,$66,$6e,$76,$66,$3c,$00 ;'0'
	dcb     $00,$18,$38,$18,$18,$18,$7e,$00 ;'1'
	dcb     $00,$7c,$06,$0c,$30,$60,$7e,$00 ;'2'
	dcb     $00,$7e,$06,$1c,$06,$66,$3c,$00 ;'3'
	dcb     $00,$0e,$1e,$36,$7f,$06,$06,$00 ;'4'
	dcb     $00,$7e,$60,$7c,$06,$66,$3c,$00 ;'5'
	dcb     $00,$3e,$60,$7c,$66,$66,$3c,$00 ;'6'
	dcb     $00,$7e,$06,$0c,$0c,$0c,$0c,$00 ;'7'
	dcb     $00,$3c,$66,$3c,$66,$66,$3c,$00 ;'8'
	dcb     $00,$3c,$66,$3e,$06,$66,$3c,$00 ;'9'
	dcb     $00,$00,$00,$03,$04,$08,$08,$08 ;':' 
	dcb     $00,$80,$80,$F0,$80,$80,$00,$00 ;';'
	dcb     $80,$80,$80,$FF,$00,$00,$00,$00 ;'<'
	dcb     $00,$00,$00,$C0,$20,$10,$10,$10 ;'='
	dcb     $08,$08,$04,$03,$00,$00,$00,$00 ;'>'
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'?'

TEXT  dcb     " THIS IS YOUR ENTIRE SCREEN     "
	dcb     " HERE... IF YOU REMOVE ONE OF   "
	dcb     " THE LINES WHICH IS BLANK, THE  "
	dcb     " SCREEN ENDS UP BEING FUNKY     "
	dcb     " DOWN AT THE BOTTOM OF THE      "
	dcb     " SCREEN.                        "
	dcb     "                                "
	dcb     " SO MAKE SURE YOU ALWAYS LEAVE  "
	dcb     " ALL OF THIS TEXT THINGS IN!    "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "         YOSHI THE DINO         "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "                                "
	dcb     "********************************"
	dcb     "                                "
	dcb     "                                "
-----------                              
	Well there's some code for those whom want to rip it :-).
	
	I hope I haven't confused you yet: If I have, go back and re-read
	the code. I've been working with the SNES for awhile, so I under-
	stand a little more than a beginner.

	You're probably wondering how the heck the following line ends
	up being an "@" on your TV, or whatever you have your SNES
	hooked up to.

	Lets look at charset and charset2.

charset 
	dcb     $00,$00,$00,$00,$00,$00,$00,$00 ;'@'  

charset2 
	dcb     $00,$3C,$4E,$5E,$5E,$40,$3C,$00 ;'@'  

	Convert charsets hex-statements into binary. Consider each
	new "$xx" statement a new pixel line. Tile size is 8x8.

	00000000          = $00
	00000000          = $00
	00000000          = $00
	00000000          = $00
	00000000          = $00
	00000000          = $00
	00000000          = $00
	00000000          = $00

	Convert charset2s hex-statements into binary. 

	00000000          = $00
	00111100          = $3C
	01001110          = $4E
	01011110          = $5E
	01011110          = $5E
	01000000          = $40
	00111100          = $3C
	00000000          = $00

	*NOW* do you see the at-symbol? (and yes, I -DID- draw all
	of the font by hand. It took me HOURS, but I did it).

	You're probably now asking: "Well, that tells me how to define
	where a pixel IS: but how do I define it's color?"

	This is the fun part. It's sort-of hard to explain:
	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 the color 0.
		i.e.: 0000 = Color #0
			||||___________Bitplane 0
			|||__________Bitplane 1
			||_________Bitplane 2
			|________Bitplane 3

	So, think about a 0 for bitplane 0, a 1 for bitplane 1 & 2
	and a 0 for bitplane 3.
		i.e.: 0110 = Color #6
			||||___________Bitplane 0
			|||__________Bitplane 1
			||_________Bitplane 2
			|________Bitplane 3

	This is probably the best explaination i've ever seen done about
	SNES pixel-color definition, so don't plan on seeing one any
	better anytime soon :-).

	Anyway, the result above gives you the color # per pixel; it's
	fairly interesting... it's like an "overlay" type of method.

	I mentioned in the source above that you should check near the
	end of the Section for info on why I "stz $2119". Well, here's
	why: The bits in the tile-data are fairly "silly": The tile
	"character" itself is 10 bits, while the other 6 are "fun bits,"
	as I call them. Here's the explaination:
		    yx?cccNN | NNNNNNNN
						y: Flip the tile vertically.
						x: Flip the tile horiztonally.
						?: Dunno! Set it to 1 and find out. 
						c: Pallete # (0-7).
						N: Character itself.
						
	So, I STZ there: Yes, I leave the top bits "unset," which means
	you could get messed up data, but as far as I have checked, the
	SNES has "clear memory" when you start it up: So the bits I don't
	zero-out should be zeros anyways! :-) If you want to set them,
	feel free to do so! The results of flipping Y and X are sortof
	fun to play with. "To read this scrolly, you must stand on your
	head" :-)
=-=-=
5)    SNES Screen mode definitions.
-----------                              
MODE   # of bitplanes  Colors per plane  Palletes      Max. # of colors
---------------------------------------------------------------------------
0      2               4               8               32
1      4               16              8               128
2      ?               ???             ?               ??? 
3      8               256             1               256
4      ?               ???             ?               ??? 
5      ?               ???             ?               ??? 
6      ?               16              8               128 (Interlaced mode)
7      ?               256             1               256 (Yes, MODE 7)
---------------------------------------------------------------------------

	The parms which have "?" or "???" mean I don't know what they REALLY
	are: I got a document which explained them, but it was bogus: It
	said a 16 color mode had -1- bitplane. Weird... I'm not even sure
	about MODE 6. But, we know what MODE 7 is, even if I'm not sure how
	many bitplanes it DOES use (the doc says 1, I say 8).

	I've tested MODE 0 and 1 myself. MODE 3 I might test in the future,
	but i've never had the desire to draw up 8 bitplanes of data by
	hand ( I don't have a SNES-graphics-generator for the PC! :-( ).
=-=-=
6)    SNES OAM/Sprite explaination.
-----------                              
	The sprites use a lookup table that contains info on their X and
	Y position on the screen, their size, if they're flipped horizontally
	or vertically, their color, and the actual character.

	The format you need to make the table in is as follows:

Size  Address/Offset          Explaination
---------------------------------------------------------------------------
*** SPRITE 0 ***
BYTE  0                      
					xxxxxxxx
							x: X location.
BYTE  1                       
					yyyyyyyy
							y: Y location.
WORD  2+3         
				  abcdeeex | xxxxxxxx
							a: Vertical flip.
							b: Horizontal flip.
							c: Playfield priority.
							d: Playfield priority.
							e: Pallete #.
							x: Character #.
*** SPRITE 0 ***
BYTE  4                       
					xxxxxxxx
							x: X location.
BYTE  5                       
					yyyyyyyy
							y: Y location.
....... and so on .......
---------------------------------------------------------------------------
	Continue this table all the way down to sprite #127 (the 128th
	sprite).
	
	Don't think you're finished yet: There is another table of data
	you have to make.
	2 bits are defined for each sprite (ie. Byte #0 holds the info for
	Sprite #0, #1, #2, and #3). Therefore, 128/4 = 32 bytes of data for
	this table.

	The bit-definitions follow ("x" is which bit i'm speaking about).
	
	Bit 0 is the MSB of X position bit (0x)
	Bit 1 is the size-toggle bit (x0). 

	So the 4 bytes/sprites + the block are put into the OAM table
	by consecutive writes to the OAM data register. You first should
	set the OAM address to $0, then shove your data thru it.

	*** REMEMBER ***. If you don't set the block after the OAM as
	well, the results can be nasty: All the data for the MSB stuff
	wouldn't be defined correctly, which would result in your entire
	sprite-table being silly :-). Have atleast some 0's there or
	a table which you really want to use in the longrun.
=-=-=
9)    Magicom Disk registers and Memory controller locations.
-----------                              
	Do note that i've never used a Magicomm before, and I would
	strongly recommend not using these unless you know what each 
	one does for 100% sure. If you're going to write an OS for
	the SNES, i'll be at your door worshipping you when it
	comes out :-)

	The below registers i've never tested, or had tested. If you
	end up messin' up your drive, it's not my fault. Someone
	could remap the $C007 Disk Control Register to the +5V pin on the
	SNES, and you could end up with a fried Magicomm (maybe. I'm not
	into Electrical Engineering, so i'm probably wrong, but it'd
	be funny to see what it did :-)).

Disk Registers:

Location    Value returned when read         Value inputted 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
---------------------------------------------------------------------------
Memory Controller: $E000 to $E00D (maybe?).
=-=-=
69)   About the author...
-----------                              
	How come everyone goes here LAST :-)

	I'm 16 years old; blonde hair, blue eyes, 5'10" tall, 145
	pounds. I currently am attending Corvallis High School in
	Corvallis, Oregon (I'm a Senior, believe it or not). I work
	at the University (Oregon State, not University of Oregon)
	as a Computer Science apprentice (volunteer work).
	
	In my spare time, I enjoy writing 1000+ lines of SNES doc-
	umentation (just kidding), programming, biking, sleeping,
	composing music, drawing (freehand and via mouse), spending
	time on IRC (YAY!!!), taking care of our CS users, and just
	being myself. And for those who REALLY care, i'm single (for
	females; i've already got a boyfriend: I luv ya, Chris!!!).
	No, i'm not female, so, if you have a problem with it, take
	your homophobia someplace else: Like to Mars. Flames will
	be redirected to /dev/null, with a cc to your administrator.

	I've been programming in assembly for, oh, 4 years or so now.
	I also know BASIC, Pascal, a very little C, and some 80x86asm.
	(Remember: $40:$17 is -NOT- good for a night light!).

	You can reach me many ways:
		InterNET: yoshi@CSOS.ORST.EDU
			    yoshi@rush.cc.edu
		   Phone: (503)753-2431
	     SnailMail: Digital Exodus               * All mail bombs will
			    c/o Jeremy Chadwick          * be returned.
			    ATTN: SNES DIVISION          * Money is gladly
			    33811 Twin Maple Lane        * accepted. :-)
			    Corvallis, OR, 97333   
		   BBS's: Yoshi, Sonic, FTA, or Ryu...
=-=-=
FF)   Greetings, Thanx, etc...
-----------                              
	Greetings/Comments go out to the following people:

   *    Maxx Headroom: Heh heh. Does this make me the OFFICIAL SNES
			     department for Digital Exodus?
   *              med: Well, here's our document for starting out via
			     SNES assembly programming. 
   *          TheJazz: A document this is: Maybe NOW you'll move to
			     California with med and I?
   *           IRSMan: About time someone wrote a CORRECT SNES document,
			     and this time it was me.
   *               tm: Shush about me not being able to hack the SNES,
			     you, you, you programmer-with-documentation! :-)
   *            drees: I removed all of the foul language: You're right,
			     it makes the document "more nice". Thanx, and sorry
			     for chewing you out. :~-(.
   *    FAMIDEV group: Enjoy the document, guys. Thanx for all the support
			     you've given me!
---
   Big thanx to the following people for helping me work out bugs, plus
   give me documentation on registers and other info:

	vic@physci.psu.edu                  cujrc@uxa.ecn.bgu.edu
---
1 exodus% cd /
2 exodus% ls -Rl|wall &
[1] ls -Rl|wall
3 exodus%
		*** System Broadcast message by yoshi at 12:45 ***

Message from root on ttyco...
I think not.
EOF
Killed

NO CARRIER


::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Jeremy "Yoshi" Chadwick           |Internet: yoshi@CSOS.ORST.EDU
LocalSupport-Apprentice for       |Phone: (503) 753-2431
Computer Science Outreach Services|IRC & UNiX Support (Yoshi on IRC)
at Oregon State University        |65c816 programmer (IIGS/SNES)
Opinions expressed may not be those of Oregon State University.
