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Updates to Compile

Open KungFuFurby opened this issue 3 years ago • 0 comments

This is my pull request containing a series of updates for Compile. Initially the intention was to correct typos and include a byte section I determined was actually important regarding the CPU commands, but there's more that's planned...

Specifically...

  • [ ] Add binary and disassemble the initialization code at $0400 for all builds
  • [ ] Disassemble two new builds discovered in Space Megaforce and the European version of Super Aleste (these actually resemble Jaki Crush more than the Japanese version of Super Aleste)
    • The difference between these two builds and Jaki Crush is surprisingly small: the biggest difference I can think of is that Jaki Crush has a new CPU command with corresponding code (and new memory locations used). The European version of Super Aleste merely has a new bit being utilized in one of the memory locations, which carries over into Jaki Crush.
  • [ ] Identify all VCMDs (the IDs never change between all builds (though one of them does change parameter sizes), but sometimes they get replaced by a duplicate: the only build with the complete VCMD set from $80-$B1 as far as the table goes is Super Puyo Puyo)
  • [ ] Identify all CPU commands (VCMD $85 directly executes a CPU command, which can be either SFX or the series from $E0 and up... unfortunately, I may need to produce an ARAM map for all of the builds for the zero page area if this were to be fully adapted because the CPU commands can handle any zero page location and any DSP register)
  • [ ] Document any envelope formats in the disassembly (volume is noted)

For ARAM map notes, see the raw notes in the SNESSoundDriverDocViewer repo. They are a WIP at this time.

KungFuFurby avatar Dec 15 '21 17:12 KungFuFurby