Super Game Boy 2 BIOS DATA_SND SNES WRAM Programming Example 5 Setting Border Palette to 10(?)
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DATA_SND 79D103007E1000000000000000000000 - Change 10 for different (even exceeding into out-of-range glitch or higher than the programmed limit) palettes values.
My Small list of incomplete SGB/2 research NOTES:(Too many notes to list!Condensed. Then again I had notes hosted on a forum that Luigiblood deleted for no reason. Thanks!) Nintendo/TOSE/HAL were all lazy to use any of the impressive Super Game Boy/2 BIOS functions in their official games. Hopefully other people will use this information for future game development (2015). Technically the SGB should be in the Guiness world records for most wasted videogame hardware in history but that's not for me to decide. /rant/
*BGM Flag FE;FF stop SOUND system funct, CC fade BGM
*DATA_SND Also can define BIOS funct RAM as well as setting up small routines. Format LSB.RAM:7E0000-7EFFFF (7F no affect);examples
79060F007E??00000000000000000000 - Unused/Unfinished OBJ_TRN Mode (01 Enable 00 Disable); SGB ROM Patch PAR MK3 SNES 00814D07
*
*Sample data can be used in BGM as well and must be in BRR format
*JUMP (91) used instead of SOU_TRN (49) and new DATA_SND (79) It is possible to overwrite SGB 64kb ARAM (see below setup SNES sound driver transfer via SGB commands.) JUMP command will need to be issued multiple times per data replacement size and files.
910018000000000000000000000000000
790018000BA9018D0042AFDBFF00F005
790B18000B2073C580032076C5A9318D
79161800030042600000000000000000
795D0800048CD0F46000000000000000
*DATA_SND can define new RAM BGM no. Must set up definition table with new sound code/driver if sent/used (see above)
*C1 OBJ_TRN, 69 TEST_EN no funct; set DATA_SND commands for speed function and OBJ_TRN
*F5 will issue 5 consecutive commands directly following for on-the fly only non-register file commands
*Border can be setup to display using system palette 0, allowing creative custom palette control and user-defined palette selection
*Setting 80 SOUND B will stop/interrupt current SOUND B from playing. Set 00 on next SOUND B command (SOUND A or BGM no.)
SOUND:
41000867010000000000000000000000
41040000020000000000000000000000
*DATA_SND can be used to control SOUND writes to ARAM $2140-2144 registers directly
793003007E??00000000000000000000
793103007E??00000000000000000000
793203007E??00000000000000000000
793303007E??00000000000000000000
793403007E??00000000000000000000
793503007E??00000000000000000000
793603007E??00000000000000000000
793703007E??00000000000000000000
*Non-sequential commands (42-48 etc) should not be used except for Attribute CHR settings (ATTR_CHR)
*Do not use ICON_EN because it is stupid; rather C9 01 PAL_PRI is reasonable unless absolutely necessary, disable palette selection for that area of your game (recommended) 'only' to display palette 256 total or overlapping OBJ_TRN, PAL_TRN and attribute palettes.
*SNES OBJs can be set to allow transparency or opaque setting
*If samples exceed more than 5 items in user-defined space, sampling data would need to be mapped elsewhere in ARAM (not recommended. This will also destroy directory destinations, and need to repoint internal tone data) without overwriting SGB/2 N-SPC variant engine.
*GB DMG audio can play simulatenously with SGB audio though this isn't recommended because you will not be able to save an SPC for playback.
I also wrote a sample GB ROM for testing SGB commands: Sampling data plays, border 1/2.
*Mark Ortiz's source files (special thanks to him) (linked on my Youtube channel. Hopefully he will post on my Youtube channel regarding further insight?) I still want to ask him some more questions but I'm way too busy to do that unfortunately. I can barely work on my projects.
*Find official Japanese dev documents, tech demos supplied with SGB/2