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SPC

SNES SPC Documentation

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0% found this document useful (0 votes)
8 views10 pages

SPC

SNES SPC Documentation

Uploaded by

luddes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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SPC 700 Documentation

Written by Gau of the Veldt


For the general Famidev community

OVERVIEW
Uwaoo! Hi. I'm Gau. Me have a shiny thing. Very shiny... shiny... shiny... A
little *shiny* box inside my SNES. It's called an SPC-700. This little shiny
thing makes noise when told to do so by code inside the SNES. This little gizmo
is the key to making any sound whatsoever with your SNES program.
WHAT IS THE SPC
The SPC-700 is a co-processor. This means it is a separate CPU inside the SNES
with its own memory and instruction set. The SNES communicates with the SPC
through four 8-bit I/O ports. When the appropriate information is sent on the
I/O ports, the program in the SPC will recognize the signals and perform some
action (it might be nothing at all).
The SPC has its own memory, instruction set, etc. You cannot put a program into
the SPC simply by storing it into RAM. The SPC must be sent the program via it's
I/O locations. When you first turn on the SNES, the SPC has an internal kernal
of sorts that gives it the ability to bootstrap to a program sent over the I/O
port. Provided you have such a program, you can send it to the SPC. When the SPC
recieves your code it will jump to the execution address in its memory that you
specify (it's not required to be the start of code). This is where your program
gets control of the SPC, DSP and I/O ports.
The memory on the SPC is 64K (kilobytes that is, not kilobits) in size. The DSP
is 16-bit and supports eight stereo channels, each independantly pannable Left
to Right. Samples sent into the DSP aren't the normal raw smapling used on an
Amiga or PC. The samples in the SPC are encoded in a compressed format (I will
get more to that later). The designers only placed 32K of RAM into the SPC
however, so the upper 32K is unusable.
GETTING A PROGRAM INTO THE SPC
When the SPC starts, it waits for a startup value to appear in location 2141,
This is hexadecimal $CC. However, you must do this last or else the kernal will
get incorrect location and size information. Before I go too much further with
this, I should indicate the block structure the SPC recognizes as part of the
transfer protocol:
WORD Length
WORD Location
BYTES Data
The SPC kernal will let you send any number of these blocks (ie: a MIDI
implementation might use this to load appropriate patches for a song about to be
played and then send the song).
When you've sent all blocks and want to start running code in the SPC, you send
a zero-length block. There won't be any data. This block which contains only a 0
for length and a location will tell the kernal in the SPC that you're done
sending and that it should jump to the program you just sent. The section below
refers to this as the terminator block.
SENDING THE BLOCKS
The transfer protocol is fairly straightforward.
Get the length and place it into a counter
Get the location and store it to $2142-3 (a 16-bit operation will work
fine).
If this is the first chunk, place $CC into $2140 and start an 8-bit
sent-count at zero.
Send $01 to $2140 unless this is the terminator block, in which case you
store a zero here.
You send the rest of the block one byte at a time. Store the byte into
$2140.
To tell the SPC you've sent it the next value, you tell it the curent
location. The SPC will set it to one less than the number of the curent byte
sent (SPC starts this location at $FF and will wait for this location to go
zero). Use the 8-bit sent-count. Store the sent-count to $2141
Wait for $2140 to mimic the value you just put into $2141. Please compare
this with your counter and NOT the I/O port.
Bump the sent-count
Go back to step 5 until all bytes are sent.
Add 3 to your sent-count
If this makes the count 0, add 3 again.
If this wasn't a terminator block, go back to step 4 to continue sending
blocks.
You are done and the SPC should now be doing your code.
Final notes:
If speed is important, you'll want to move your blocks into RAM before
sending.
To enusre reliability during tranfers, disable the NMI while
transferring blocks to the SPC.
ONCE YOUR PROGRAM IS IN
Okay, so you've got an SPC program in the SPC, now what? First your program
should have some means of accepting input from the SNES when it wants to
change game music or play a sound effect. To do this, you need to be able to
read or write values from or onto the I/O port from the SPC. On the SNES
65816 side, the I/O ports $2140-$2143. Inside the SPC, they're zero page
locations $f4-$f7. Location $f4 is $2140, $f5 is $2141, etc.
Your code will want to check these ports. Your SPC program should detect
values by writing a sentinel value to the port and wait for it to change.
Then call the appropriate routine or effect the appropriate change. The
reciever should have the task of using the sentinel to detect a change. If
all the values are important, use two ports, send the byte out both ports
and wait for the exclusive-or complement of the value sent to show up at one
of the ports. This will be the reciever telling you it has recieved the next
byte ok. The reciever should wait for both locations to become equivalent
before attempting to get the next byte. This will ensure the reciever that
the sender has placed a value onto the port.
Next, your program will want to make some noise to tell the world (and you)
that it's there. To do this, you need to know about the SPC's samples and
registers. I'll start with the registers, then talk about the samples.
THE SPC-700 REGISTERS
These registers are directly accessible from your SPC code. They are the
zeropage locations $f1-$ff.
$F1 SPCCON1 bits 0-2 timer enables (1=on), bits 4-5
are I/O port clear bits (11=clear all)

$F2 SPCDRGA DSP Register Address latch. Write a value


here to select a DSP register to read or
modify. This register itself is write-
only.

$F3 SPCDDAT DSP Register Data register. Read or write


this register to read/write the DSP register
currently referred to in SPCDRGA.
$FA-$FC SPCTMLT Timer latches - place a value into the
registers. The timer counts up to your
time from 0. When it hits, the associated
SPCTMCT register will advance.

$FD-$FF SPCTMCT 4-bit counters count timer hits on each


timer respectively

Note: Timer 2 ($FC,$FF) counts at 64 kHz while the other two


count at 8 kHz.

THE SPC-700 DSP REGISTERS


To store a DSP setting, you set $F2 to the DSP register address to modify
and then set $F3 to the value this register is to recieve.
These registers repeat for each voice (00v0), where v is a voice number from
0 to 7.

0000 Volume left


0001 Volume right
0002 Pitch low
0003 Pitch high (The total 14 bits of pitch
height)
0004 SRCN Designates source number from 0-
255 (sample number)
0005 ADSR 1
0006 ADSR 2
0007 GAIN Envelope can be freely designated by
your code ($1f here: ignore ADSR
and just output using the volume
settings)

000F FILTER Filter deisgnation for this voice


The remaining registers affect everything:
0008 ENVX Present val of envelope with DSP
rewrites
0009 VALX Present wave height val

000C MASTVOLL Master volume ($7f is maximum),


left channel

000D ECHO Echo feedback bits (1 for each


voice)

001C MASTVOLR Master volume ($7f is maximum),


right channel

002C ECHOVOLL Echo volume, left

002D PTCHMOD Pitch modulation enable bits

003C ECHOVOLR Echo volume, right

003D NOISEN Noise enable bits

004C KEYON Key-on (enable voice) bits

004D ECHOEN Echo enable bits

005C KEYOFF Key-off (mute voice) bits


005D SAMLOC Hi-byte of mem address for the
sample directory table (contains
start-address and loop-start
offset)

006C VOXCON Misc voice control


Bit 7: Reset (0=off)
Bit 6: Mute (0=off)
Bit 5: Echo (1=off)

006D ECHOLOC Echo waveform directory location


(Same as $5d)

007D ECHODLY Echo delay enable bits


SPC-700 SAMPLES
The samples for the SPC are stored in a compressed format known as BRR.
Unlike raw samples, the SPC samples are divided into 9-byte blocks. Each
block encodes the equivalent of 16 raw 16-bit samples. The block format is
as follows:
rrrrffle 01 23 45 67 89 ab cd ef

rrrr - granularity (known in SPC dox as "range"), 0-12


ff - filter designation
These are normally zero but have significance on the LAST block:
l - loop flagbit
e - last chunk of sample
To convert a raw sample, it must first be padded to a multple of 16 and
converted to a 16-bit signed waveform.
The granularity indicates the quantization level used for this block. Higher
granularity values indicate SMALLER shifts in amplitude for the BRR nybbles
in this block. Since a nybble only has a dynamic range from -8 to 7, the
granularity is used to expand this:
Granulirity Nybbles produce dynamic range:
00 -00008 to 00007, in steps of 0001
01 -00016 to 00014, in steps of 0002
02 -00032 to 00028, in steps of 0004
03 -00064 to 00056, in steps of 0008
04 -00128 to 00112, in steps of 0016
05 -00256 to 00224, in steps of 0032
06 -00512 to 00448, in steps of 0064
07 -01024 to 00896, in steps of 0128
08 -02048 to 01792, in steos of 0256
09 -04096 to 03584, in steps of 0512
10 -08192 to 07168, in steps of 1024
11 -16384 to 14336, in steps of 2048
12 -32768 to 28672, in steps of 4096
As you can see, the SPC uses 16-bit waveforms. There is enough space in 32K
to store 58,240 samples using this compression method about 4 seconds at
14.4 KHz (sorry, there's not quite enough space to do a real good CD quality
sound track), ah, but then there's always the cartridge memory (24 MBits
would hold 5.5 million samples - since the transfer gets a speed faster than
playback you could double buffer and send stuff this way - this would give
you about 6.5 minutes of digitized sound at CD quality in monaural
recording. Stereo would halve these times).
To convert you look at the raw sample 16 samples at a time. For all waveform
points in this sample you find a range (above) that fits in all the points.
This is your granularity. You then use the step value to quantize each point
down to one nybble. Then string these nybbles together, left to right. When
this is done, you just create the header byte and append the eight
additional bytes from the nybbles you just obtained. This has just converted
16 bytes of your sample to BRR format (Yay hoo!). Repeat the above procedure
for the rest of the raw sample.
When recording for music, keep the recording rate at about 30 Khz to ensure
that using the pitch value will give you a broad tonal range when using that
sample as an instrument. You can forgo (skip) this rule if you're using
multiple patching of the instrument to counter envelope and timbre
distortion (but you still have to keep this in mind however) [BTW: multiple
patching means recording the instrument several times, playing the
instrument at different octaves for each recording] you then match the right
patch to the playback octave when performing music (ie: on the SPC).
A higher recording rate gives better results after BRR conversion, as does
using 16-bit samples as opposed to 8-bit samples.
SPC-700 CODING
The SPC-700 is a processor. That means that, just like the 68000, the SPC
follows a program placed in its memory. This means to do music, you must
either use a predefined routine from someone else or learn SPC-700 machine
code. The latter isn't all that bad (the SPC instructions set kicks butt
over the 65816's). There are functions for testing individual bits, changing
individual bits, doing 16-bit BCD, multiplying and dividing. 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). However the Famidev site has one good shareware
assembler called TASM which is a table-based assembler (you can change the
instruction set it assembles for). If you place my instruction set (called
TASM07.TAB) into TASM, you can assemble SPC-700 code. The list follows. It
is beyond the scope of this overview to go into detail about the SPC 700
assembly. Maybe in another document I will do exactly that.
Anyhoo, here's the SPC-700 TASM table:
=== "TASM07.TAB" === Cut me here ==============================================
"TASM SPC-700 Assembler, "
/*
/* Defines the SNES's SPC-700 Instruction set
/* Created by Gau of the Veldt
/*
/* There are no special instruction classes
/*
/* INSTR,ARGS,OPCODE,BYTES,MOD,CLASS,SHIFT,OR
/*
ADC A,(X) 86 1 NOP 1
ADC A,[*+X] 87 2 NOP 1
ADC A,#* 88 2 NOP 1
ADC A,*+X 95 3 NOP 1
ADCZ A,*+X 94 2 NOP 1
ADC A,*+Y 96 3 NOP 1
ADC A,[*]+Y 97 2 NOP 1
ADC A,* 85 3 NOP 1
ADCZ A,* 84 2 NOP 1
ADC *,#* 98 3 CSWAP 1
ADC *,* 89 3 CSWAP 1

AND A,(X) 26 1 NOP 1


AND A,[*+X] 27 2 NOP 1
AND A,#* 28 2 NOP 1
AND A,*+X 35 3 NOP 1
ANDZ A,*+X 34 2 NOP 1
AND A,*+Y 36 3 NOP 1
AND A,[*]+Y 37 2 NOP 1
AND A,* 25 3 NOP 1
ANDZ A,* 24 2 NOP 1
AND (X),(Y) 39 1 NOP 1
AND *,#* 38 3 CSWAP 1
AND *,* 29 3 CSWAP 1

AND1 C,* 4A 3 NOP 1


AND1 C,/* 6A 3 NOP 1

ASL A 1C 1 NOP 1
ASL *,X 1B 2 NOP 1
ASL * 0C 3 NOP 1
ASLZ * 0B 2 NOP 1

LSR A 5C 1 NOP 1
LSR *,X 5B 2 NOP 1
LSR * 4C 3 NOP 1
LSRZ * 4B 2 NOP 1

ROL A 3C 1 NOP 1
ROL *,X 3B 2 NOP 1
ROL * 2C 3 NOP 1
ROLZ * 2B 2 NOP 1

ROR A 7C 1 NOP 1
ROR *,X 7B 2 NOP 1
ROR * 6C 3 NOP 1
RORZ * 6B 2 NOP 1

BBC0 *,* 13 3 CREL 1


BBC1 *,* 33 3 CREL 1
BBC2 *,* 53 3 CREL 1
BBC3 *,* 73 3 CREL 1
BBC4 *,* 93 3 CREL 1
BBC5 *,* B3 3 CREL 1
BBC6 *,* D3 3 CREL 1
BBC7 *,* F3 3 CREL 1

BBS0 *,* 03 3 CREL 1


BBS1 *,* 23 3 CREL 1
BBS2 *,* 43 3 CREL 1
BBS3 *,* 63 3 CREL 1
BBS4 *,* 83 3 CREL 1
BBS5 *,* A3 3 CREL 1
BBS6 *,* C3 3 CREL 1
BBS7 *,* E3 3 CREL 1

BPL * 10 2 R1 1
BRA * 2F 2 R1 1
BMI * 30 2 R1 1
BVC * 50 2 R1 1
BVS * 70 2 R1 1
BCC * 90 2 R1 1
BCS * B0 2 R1 1
BNE * D0 2 R1 1
BEQ * F0 2 R1 1
CLR0 * 02 2 NOP 1
CLR1 * 22 2 NOP 1
CLR2 * 42 2 NOP 1
CLR3 * 62 2 NOP 1
CLR4 * 82 2 NOP 1
CLR5 * A2 2 NOP 1
CLR6 * C2 2 NOP 1
CLR7 * E2 2 NOP 1

SET0 * 12 2 NOP 1
SET1 * 32 2 NOP 1
SET2 * 52 2 NOP 1
SET3 * 72 2 NOP 1
SET4 * 92 2 NOP 1
SET5 * B2 2 NOP 1
SET6 * D2 2 NOP 1
SET7 * F2 2 NOP 1

CMP A,(X) 66 1 NOP 1


CMP A,[*+X] 67 2 NOP 1
CMP A,#* 68 2 NOP 1
CMP A,*+X 75 3 NOP 1
CMPZ A,*+X 74 2 NOP 1
CMP A,*+Y 76 3 NOP 1
CMP A,[*]+Y 77 2 NOP 1
CMP A,* 65 3 NOP 1
CMPZ A,* 64 2 NOP 1
CMP X,#* C8 2 NOP 1
CMP X,* 1E 3 NOP 1
CMP X,* 3E 2 NOP 1
CMP Y,#* AD 2 NOP 1
CMP Y,* 5E 3 NOP 1
CMP Y,* 7E 2 NOP 1
CMP (X),(Y) 79 1 NOP 1
CMP *,#* 78 3 CSWAP 1
CMP *,* 69 3 CSWAP 1

CBNE *+X,* DE 3 CREL 1


CBNE *,* 2E 3 CREL 1
DBNZ Y,* FE 2 R1 1
DBNZ *,* 6E 3 CREL 1
DAA YA DF 1 NOP 1
DAS YA BE 1 NOP 1
NOT1 * EA 3 NOP 1
XCN A 9F 1 NOP 1
MOV1 C,* AA 3 NOP 1
MOV1 *,C CA 3 NOP 1

DECW * 1A 2 NOP 1
INCW * 3A 2 NOP 1
CLRW * 5A 2 NOP 1
ADDW YA,* 7A 2 NOP 1
SUBW YA,* 9A 2 NOP 1
MOVW YA,* BA 2 NOP 1
MOVW *,YA DA 2 NOP 1
MUL YA CF 1 NOP 1
DIV YA,X 9E 1 NOP 1

EOR A,(X) 46 1 NOP 1


EOR A,[*+X] 47 2 NOP 1
EOR A,#* 48 2 NOP 1
EOR A,*+X 55 3 NOP 1
EORZ A,*+X 54 2 NOP 1
EOR A,*+Y 56 3 NOP 1
EOR A,[*]+Y 57 2 NOP 1
EOR A,* 45 3 NOP 1
EORZ A,* 44 2 NOP 1
EOR (X),(Y) 59 1 NOP 1
EOR *,#* 58 3 CSWAP 1
EOR *,* 49 3 CSWAP 1

EOR1 C,* 8A 3 NOP 1

DEC A 9C 1 NOP 1
DEC X 1D 1 NOP 1
DEC Y DC 1 NOP 1
DEC *,X 9B 2 NOP 1
DEC * 8C 3 NOP 1
DECZ * 8B 2 NOP 1

INC A BC 1 NOP 1
INC X 3D 1 NOP 1
INC Y FC 1 NOP 1
INC *,X BB 2 NOP 1
INC * AC 3 NOP 1
INCZ * AB 2 NOP 1

MOV X,A 5D 1 NOP 1


MOV A,X 7D 1 NOP 1
MOV X,SP 9D 1 NOP 1
MOV SP,X BD 1 NOP 1
MOV A,Y DD 1 NOP 1
MOV Y,A FD 1 NOP 1
MOV (X),(Y) 99 1 NOP 1
MOV (X)+,A AF 1 NOP 1
MOV A,(X)+ BF 1 NOP 1
MOV (X),A C6 1 NOP 1
MOV A,(X) E6 1 NOP 1
MOV Y,#* 8D 2 NOP 1
MOV X,#* CD 2 NOP 1
MOV A,#* E8 2 NOP 1
MOV [*+X],A C7 2 NOP 1
MOV [*]+Y,A D7 2 NOP 1
MOV A,[*+X] E7 2 NOP 1
MOV A,[*]+Y F7 2 NOP 1
MOV *+X,A D5 3 NOP 1
MOVZ *+X,A D4 2 NOP 1
MOV *+Y,A D6 3 NOP 1
MOV *+Y,X D9 2 NOP 1
MOV *+X,Y DB 2 NOP 1
MOV X,*+Y F9 2 NOP 1
MOV Y,*+X FB 2 NOP 1
MOV A,*+X F5 3 NOP 1
MOVZ A,*+X F4 2 NOP 1
MOV A,*+Y F6 3 NOP 1
MOV *,A C5 3 NOP 1
MOVZ *,A C4 2 NOP 1
MOV *,X C9 3 NOP 1
MOV *,X D8 2 NOP 1
MOV *,Y CC 3 NOP 1
MOV *,Y CB 2 NOP 1
MOV A,* E5 3 NOP 1
MOVZ A,* E4 2 NOP 1
MOV X,* E9 3 NOP 1
MOV X,* F8 2 NOP 1
MOV Y,* EC 3 NOP 1
MOV Y,* EB 2 NOP 1
MOV *,#* 8F 3 CSWAP 1
MOV *,* FA 3 CSWAP 1

OR A,(X) 06 1 NOP 1
OR A,[*+X] 07 2 NOP 1
OR A,#* 08 2 NOP 1
OR A,*+X 15 3 NOP 1
ORZ A,*+X 14 2 NOP 1
OR A,*+Y 16 3 NOP 1
OR A,[*]+Y 17 2 NOP 1
OR A,* 05 3 NOP 1
ORZ A,* 04 2 NOP 1
OR (X),(Y) 19 1 NOP 1
OR *,#* 18 3 CSWAP 1
OR *,* 09 3 CSWAP 1

OR1 C,* 0A 3 NOP 1


OR1 C,/* 2A 3 NOP 1

SBC A,(X) A6 1 NOP 1


SBC A,[*+X] A7 2 NOP 1
SBC A,#* A8 2 NOP 1
SBC A,*+X B5 3 NOP 1
SBCZ A,*+X B4 2 NOP 1
SBC A,*+Y B6 3 NOP 1
SBC A,[*]+Y B7 2 NOP 1
SBC A,* A5 3 NOP 1
SBCZ A,* A4 2 NOP 1
SBC (X),(Y) B9 1 NOP 1
SBC *,#* B8 3 CSWAP 1
SBC *,* A9 3 CSWAP 1

TCALL * 01 1 T1 1 4 F0
TSET1 * 0E 3 NOP 1
TCLR1 * 4E 3 NOP 1

CALL * 3F 3 NOP 1
PCALL * 4F 2 NOP 1
JMP [*+X] 1F 3 NOP 1
JMP * 5F 3 NOP 1

PUSH PSW 0D 1 NOP 1


PUSH A 2D 1 NOP 1
PUSH X 4D 1 NOP 1
PUSH Y 6D 1 NOP 1

POP PSW 8E 1 NOP 1


POP A AE 1 NOP 1
POP X CE 1 NOP 1
POP Y EE 1 NOP 1
NOP "" 00 1 NOP 1
BRK "" 0F 1 NOP 1
RET "" 6F 1 NOP 1
RETI "" 7F 1 NOP 1
CLRP "" 20 1 NOP 1
SETP "" 40 1 NOP 1
CLRC "" 60 1 NOP 1
SETC "" 80 1 NOP 1
EI "" A0 1 NOP 1
DI "" C0 1 NOP 1
CLRV "" E0 1 NOP 1
NOTC "" ED 1 NOP 1
SLEEP "" EF 1 NOP 1
STOP "" FF 1 NOP 1
=== "TASM07.TAB" === Cut me here ==============================================
Anyways, enjoy this SPC-700 doc. It's been fun. If you want help or more
info, you can either mail me via the Famidev ([email protected]) mailing
list, or at my email location ([email protected]), or additionally through
my mail gateway from my WWW page (http://www.netbistro.com/~gau).

E-Mail: [email protected]
WWW: http://www.netbistro.com/~gau

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