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Topic: SPC700


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Dsp
Z80

In the News (Wed 9 Dec 09)

  
  spc700   (Site not responding. Last check: 2007-10-19)
The SONY SPC700 chip is also present in the Super Nintendo Entertainment System (SuperNES, or SNES, for short), the North American and European versions of the Super Famicom.
The SPC700 chip was very advanced for its time (1991) and may in some ways be said to rival today's wavetable synthesizer sound cards.
Programs can be developed for the SPC700 and DSP in much the same way that programs are written for PCss or Macss that play music via their sound cards.
www.yourencyclopedia.net /SPC700.html   (307 words)

  
 SPC700   (Site not responding. Last check: 2007-10-19)
The SONY SPC700 chip is also present in the Super Nintendo EntertainmentSystem (SuperNES, or SNES, for short), the North American and European versions of the Super Famicom.
The SPC700 chip was very advanced for its time (1991) and mayin some ways be said to rival today's wavetable synthesizer sound cards.
Programs can be developed for the SPC700 and DSP in much the same waythat programs are written for PCs or Macs that play music via their sound cards.
www.therfcc.org /spc700-100520.html   (253 words)

  
 SPC700 sound format - Open Encyclopedia   (Site not responding. Last check: 2007-10-19)
The SPC700 chip (or emulator thereof) produces sound by executing the embedded program, which processes the stored music data and transforms them to a set of DSP commands responsible for reproducing sounds.
The capabilities of the SPC700 DSP commands allow for music synthesis by samples (analogous to MOD or IT music playback); therefore it is possible to store, in only 64 kilobytes worth of data, music which, if stored as a digital audio waveform (eg.
SPC plugins are available for Winamp (see SNESAmp), foobar2000, and other popular players; a few have native SPC support.
open-encyclopedia.com /.SPC   (124 words)

  
 4Reference || SPC700   (Site not responding. Last check: 2007-10-19)
The Sony SPC700 chip is also present in the Super Nintendo Entertainment System (SNES for short), the North American and European versions of the Super Famicom.
The Sony SPC700 chip was very advanced for its time, that is in 1991.
The SPC700 is the first sound chip to churn digital stereo sound, such as classical style sound.
www.4reference.net /encyclopedias/wikipedia/SPC700.html   (271 words)

  
 SPC700 sound format - Encyclopedia Glossary Meaning Explanation SPC700 sound format   (Site not responding. Last check: 2007-10-19)
SPC700 sound format - Encyclopedia Glossary Meaning Explanation SPC700 sound format.
The capabilities of the SPC700 DSP commands allow for music synthesis by samples (analogous to MOD or IT music playback); therefore it is possible to store, in only 64 kilobytes worth of data, music which, if stored as a digital audio waveform (e.g., the format used in CDs), might take up several megabytes.
And there is also a program by the name of SPC2MIDI able to produce MIDI files from SPC files.
www.encyclopedia-glossary.com /en/SPC700-sound-format.html   (227 words)

  
 Encyclopedia: SPC700   (Site not responding. Last check: 2007-10-19)
The SONY SPC700 is the 8-bit sound chip used in the Super Famicom/Super Nintendo Entertainment System video game console together with a DSP.
An SPC700 sound file (or SPC) is a type of video game music file consisting of a copy of a program and music data from RAM used by the SPC700 sound chip on the Super Nintendo Entertainment System or Super Famicom (though such data is usually obtained from a console...
A tutorial on using the SPC700 for the SNES is available on Wikibooks
www.nationmaster.com /encyclopedia/SPC700   (681 words)

  
 Zsnes   (Site not responding. Last check: 2007-10-19)
ZSNES has several capabilities which its Super Famicom and Super Nintendo counterparts did not have; it can "smooth" the appearance of the screen through a variety of anti-aliasing schemes, and it has a better quality of sound output than the original console systems.
In addition, it can create screenshots of games, it can "save" the game at any point by recording the game state, and it can capture sound files, saving them as SPC700 sound format files which can be read by an external player or a specialized Winamp plugin, such as Alpha-II SPC player.
SPC700 sound format actually sounds more realistic on ZSNES than on the actual Super Famicom or SNES console.
www.wikiverse.org /zsnes   (277 words)

  
 Zophar's Domain: SNES Technical Documents   (Site not responding. Last check: 2007-10-19)
Released back in 1994, it is probably the first, if not quite the only, document you will need to learn the architecture of the SNES.
In addition to providing information, the document also includes a basic demo with source code which demonstrates how to interact with the SPC700, among other things.
This is a full reverse engineering of the sound code in Nintendo's "Super Nintendo SE" development unit.
www.zophar.net /tech/snes.html   (391 words)

  
 EmuBR Forum -> SNEeSe 0.841   (Site not responding. Last check: 2007-10-19)
SPC700: Fixed a bug in the MUL YA opcode which caused it to not update flags
SPC700: Fixed a bug in the POP PSW which caused the direct page base address to not be updated
SPC700: Corrected a bug in updating of H flag by SBC, and some bugs in updating of flags in ADDW and SUBW, and potentially in INCW and DECW; thanks to Overload for some of the related research
forum.emubr.net /index.php?showtopic=2314&view=getlastpost   (260 words)

  
 Community Forums -> SNEeSe v0.833 Released
SPC700: Added a brief delay before code execution begins approximating the time taken by reset.
SPC700: Improved flag behavior of ADDW, SUBW, and MUL opcodes, thanks to anomie for research.
SPC700: Improved timer accuracy and behavior of register area, thanks to research from anomie.
www.vtemulation.net /forums/index.php?act=ST&f=7&t=322   (370 words)

  
 SPC700 sound format   (Site not responding. Last check: 2007-10-19)
Because the SPC700 is a finite state machine, it is possible to cause the chip (or emulator thereof) to reproduce the sounds which were "in the queue," so to speak, simply by restoring this data to its original place in memory.
Since most SNES games loaded entire songs into SPC memory at once (using a format comparable to MOD or IT), it is possible to store music which might otherwise take up several megabyte s in only 64 kilobyte s of data.
It uses material from the Wiktionary page "SPC700".
www.serebella.com /encyclopedia/article-SPC700_sound_format.html   (511 words)

  
 [No title]
Actually slightly slower than TV mode, for non-scrolling images due to poor texture upload speeds to the card, but the full-screen feature is nice and the speed doesn't drop as more of the screen changes.
The ROM set its sample directory to the upper-most page and I forget to code for the hidden 64 bytes of RAM, that appear when the boot ROM is switched off, when fetching sample addresses.
- Scrapped the i386 asm SPC700 code - it was the cause of the music not restarting after a battle in Chrono Trigger and FF3 and I didn't realise because the bug had already occurred in the test freeze-file I had.
chiknboy90000.tripod.com /sitebuildercontent/sitebuilderfiles/changes   (9009 words)

  
 Pocket Heaven :: View topic - SPC700 Chip
I figured also that 64k of memory would be great, since that's twice the memory of the SPC700 (well, that it can use) and would make a very nice buffer.
Everything on the "module" is needed, the SPC700 chip the DSP and both of the RAM chips (2x32kByte).
I don't have a SNES so I can't trace the lines from the SPC700 to the connector but there must be some source where to find the chip pinout's, I didn't look carefull enough on that schematic as I don't have much use for it without a the SNES sound "module".
www.pocketheaven.com /boards/viewtopic.php?t=204&postdays=0&postorder=asc&start=60   (1806 words)

  
 [No title]   (Site not responding. Last check: 2007-10-19)
Short: SPC700 emulator V0.40 (19.3.99) Author: chinoclast@softhome.net (Gaelan Griffin) Uploader: chinoclast@softhome.net (Gaelan Griffin) Version: 0.40 (19.3.99) Type: misc/emu Requires: An 020+ Amiga, WB2.0+, AHI V4 or greater: mus/misc/ahiusr.lha What's new in this release: V0.40 19/Mar/99 - CPU emulation has improved significantly, I don't know of ANY replays that fail with this version.
The SPC700 is the sound co-processor of the SNES.
I believe this is the 4th SPC700 emulator core in existence.
ftp.sunet.se /~aminet/aminet/misc/emu/Anonymous.readme   (863 words)

  
 Business Software Review : Article 'Snes9x'   (Site not responding. Last check: 2007-10-19)
Snes9x has several capabilities which its Super Famicom and Super Nintendo counterparts did not have; it can "smooth" the appearance of the screen through a variety of anti-aliasing schemes, and it has a better quality of sound output than the original console systems.
SPC700 sound format actually sounds more realistic in Snes9x than on the actual Super Famicom or SNES console.
Also included is a built-in Game Genie, which allows users to enter cheat codes for their games, and the ability to record tool-assisted speedruns.
www.business-software-review.org /DisplayArticle597585.html   (1121 words)

  
 AEP Emulation Page - Emulation News   (Site not responding. Last check: 2007-10-19)
SPC700: Added a brief delay before code execution begins approximating the time taken by reset [TRAC]
SPC700: Improved flag behavior of ADDW, SUBW, and MUL opcodes, thanks to anomie for research [TRAC]
SPC700: Improved timer accuracy and behavior of register area, thanks to research from anomie [TRAC]
www.aep-emu.de /print2959.html   (291 words)

  
 SNEeSe Homepage - News
SPC700: Fixed a flaw in SPC700 timers that could cause fractional ticks to be lost on timer startup
SPC700: Fixed a bug which caused the POP PSW opcode to not restore the negative flag properly, thanks to Brad Martin for help with this
SPC700: Fixed a bug in the timers which caused them to be reset to random values when turned on, thanks to Brad Martin for pointing this out
www.emuunlim.com /sneese/news.html   (3949 words)

  
 AEP Emulation Page - Emulation News   (Site not responding. Last check: 2007-10-19)
SPC700: Fixed a bug affecting all of the SPC700 timers, causing the delay needed for cases where the timer target is set previous to the current position to only be applied in all cases where it was not needed
SPC700: Rewrote entire core, replacing it with a cycle-based core written in C; helps Tales of Phantasia and games by Enix
SPC700: Corrected timer counter registers to not be reset on write, and corrected most write opcodes to read first, thanks to anomie for research confirming this theory
www.aep-emu.de /print3011.html   (170 words)

  
 [No title]   (Site not responding. Last check: 2007-10-19)
XSPC is a freeware, and can be distribute over WWW pages, FTP, etc, as long as the files remains the same, and no SPC files included.
The core will be ported to x86 Intel syntax using NASM, which I managed to do a bit and leaving behind the opcodes I don't understand.
With internal SPC700 CPU core and DSP engine, I can update XSPC a lot easier, and I can fix the visualization bug, improve some speeds, as well as reducing CPU usage from the multi-threading process.
www.snakeyes.cc /files/util/xspc.txt   (924 words)

  
 SPC700 sound format   (Site not responding. Last check: 2007-10-19)
Because the SPC700 is a finitestate machine, it is possible to cause the chip (or emulator thereof) toreproduce the sounds which were "in the queue," so to speak, simply by restoring thisdata to its original place in memory.
Since most SNES games loaded entire songs into SPCmemory at once (using a format comparable to MOD or IT), it is possible to store music which might otherwise take up several megabytes in only 64 kilobytes of data.
Some SPC players can even producehigher-quality output than the SPC700 itself.
www.therfcc.org /spc700-sound-format-174223.html   (137 words)

  
 [No title]   (Site not responding. Last check: 2007-10-19)
The SPC700 is a CPU which executes a sound program code to play these samples, for how long, what pitch, and so forth and the 65816 is the main CPU of the snes which is responsible for transferring the program code to the SPC700.
Many programs also require a double transfer such as the 65816 first transfers the code to the spc700, then after some spc700 execution, it then transfers some other code or data.
So at the moment, the best way to capture spc700 code is to capture them right when the song starts in the actual snes emulation.
oregonstate.edu /~robinsfr/docs/emu/SNESSPC/SPCPLAY.TXT   (526 words)

  
 MAWS - showing driver: nss.c
Changed BIOS SPC700 cpu2 rom to user5 and changed visible area to 512x480 in all games.
There are some remaining SPC700 bugs left but many games play perfectly or nearly so.
The DSP emulation is used by kind permission of the author of OpenSPC, which gives the closest output possible to a real SNES.
www.mameworld.net /maws/driverinfo/nss.c   (1027 words)

  
 SNESamp > SNES sound module
This device consists of an 8-bit CPU (Sony SPC700) and 64KB of RAM mounted on a circuit board.
It's connected to the main board by a series of pins, and communication with it is carried out through one of four ports.
Programs can be written for the SPC700 that play music with the DSP just like people write programs for your PC that play music with your sound card.
www.snesmusic.org /files/spc700.html   (746 words)

  
 FileForum | SNEeSe
SPC700: Added support for BCD fixup opcodes DAA and DAS, thanks to anomie and Overload for information and resources for research and testing
SPC700: Corrected DIV behavior, thanks to anomie for research
SPC700: Fixed a flaw in DIV algorithm, thanks to Heretic for pointing this out
fileforum.betanews.com /detail/SNEeSe/1021486516/1   (361 words)

  
 SPC-700 Programming Information
Additionally, there are also 16-bit instructions and the accumulator and Y register combine to form a 16-bit register (much like H and L on the Z80).
The easiest way to do SPC700 coding is with an assembler.
However, there is a distinct lack of SPC-700 assemblers (as compared to 65816 assemblers which are all over the place).
emureview.ztnet.com /developerscorner/SoundCPU/spc.htm   (1610 words)

  
 [No title]
A first stab at SPC700 debugging; I've fixed 20 or so bugs in various SPC opcodes.
I may or may not release the sound or DSP stuff yet (0.30 maybe?); they add nothing to the program and are still bug ridden junk.
Also, anyone with SPC700 or knowledge of the DSP is welcome.
filebox.vt.edu /users/rogrubb3/RSRSNes   (1284 words)

  
 SourceForge.net CVS Repository - annotate - cvs: sneese/sneese/CHANGES   (Site not responding. Last check: 2007-10-19)
SPC700: Fixed a bug which caused the POP PSW opcode to not restore the
SPC700: Fixed the SPC700 timer bug that was supposed to be fixed in
SPC700: Fixed a bug in the timers which caused them to be reset
cvs.sourceforge.net /viewcvs.py/sneese/sneese/CHANGES?annotate=1.88   (3489 words)

  
 SPC700 sound format bei eLexi - das Onlinelexikon   (Site not responding. Last check: 2007-10-19)
SPC700 sound format bei eLexi - das Onlinelexikon
Since most SNES games loaded entire songs into SPC memory at once (using a format comparable to MOD or IT), it is possible to store music which might otherwise take up several megabytes in only 64 kilobytes of data.
Harvard Business School (HBS) is one of the graduate schools of Harvard University.
www.elexi.de /en/s/sp/spc700_sound_format.html   (314 words)

  
 Pocket Heaven :: View topic - SPC700 Chip
The SPC700 is just a normal CPU much like the 6502/65816, it can't make sound, it sends all the "sound commands" to the DSP which read/decodes and mix all the samples and then send them through the AD and after that it goes analog back into the SNES.
The SPC700 has 4 ports through which it can send and receive data to/from the main CPU.
If one could just multiplex those 2(?) address pins, the 8 data pins, the R and W pins, route the analog sound to the GBA and find a power source that should be it.
boards.pocketheaven.com /viewtopic.php?t=204&start=105   (1003 words)

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