N-SPC Engine/Punk Development
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Punk Development has their own variant of N-SPC used in an untitled shooter. The variant doesn't actually support music, as the phrase format is non-existent here. Instead, there's one pointer and one channel's worth of track data per entry, and they're all sound effects dynamically allocated. The VCMD collection doesn't have anything past $FA, and $00 terminates the SFX if it's not in a subroutine.
Game Name | VCMD Table Location ($E0 and up) | ROM Offset |
---|---|---|
Untitled Shooter | 0x0BDA, relative to 0x0B1A | 0x048000 |
The raw build sorting notes can be found here.
Communication with the SNES
All of the commands are sent via CPUIO0($2140). The other registers are completely unused, and there isn't even a way to go get more data.
Command ID | Description | Register Values & Arguments |
---|---|---|
$00 | Stop Sound | $00 ?? ?? ?? |
$01-$09 | Play SFX | xx ?? ?? ?? |
$0A-$FF | NOP | ?? ?? ?? ?? |
NOP
Does absolutely nothing.
Stop Sound (Command $00)
Stops all SFX.
Play SFX (Command $01-$09)
Plays a piece of SFX using the standard N-SPC voice command format for music. These are dynamically allocated a channel.
TODO document the technically new voice command