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Learn SNES Development

A progressive learning path through 54 examples, from your first ROM to complete games. Each example builds on concepts from earlier ones.

Level 1: First Steps

Learn the basics: display text, show sprites, read input.

Hello World

Text Module Test

Simple Sprite -- Your First OAM Sprite

Two Players Example

Level 2: Graphics Fundamentals

Background modes, sprite animation, screen effects.

Mode 1 Example

Mode 1 BG3 High Priority -- HUD Layer Over Backgrounds

Mode 1 LZ77

Animated Sprite -- Direction States and Sprite Sheets

Dynamic Sprite -- VRAM Streaming for Animated Sprites

Object Size -- All 6 SNES Sprite Size Modes

Fading Example

Mosaic -- PPU Pixel Block Effect

Level 3: Scrolling and Effects

HDMA, parallax, color math, hardware windows.

Continuous Scroll

Mixed Scroll

HDMA Wave

HDMA Gradient

HDMA Helpers Demo

Gradient Colors -- HDMA Color Gradients

Parallax Scrolling

Color Addition Transparency

Window -- HDMA Triangle Masking

Transparent Window -- Color Math + HDMA

Level 4: Advanced Topics

Mode 7, input devices, memory, audio.

Mode 7 -- Rotation and Scaling

Mode 7 Perspective -- Pseudo-3D Ground Effect

Metasprite

SNES Mouse

Super Scope

HiROM Demo -- Understanding SNES Memory Mapping

Save Game -- SRAM Persistence

SNESMOD Music Example

SNESMOD Sound Effects

Level 5: Maps and Complete Projects

Tile maps, collision, and complete games.

Dynamic Map

Slope Mario

Collision Detection Demo

Breakout

LikeMario

Map and Objects

Level 6: Enhancement Chips

Cartridge coprocessors that push the SNES beyond its base hardware. SA-1 uses the same 65816 ISA at 3x speed; SuperFX is a custom RISC processor.

SA-1 Coprocessor (same ISA, 10.74 MHz)

examples_enhancement_sa1_hello

examples_enhancement_sa1_starfield

SuperFX / GSU (custom RISC, bitmap + 3D)

examples_enhancement_superfx_hello

examples_enhancement_superfx_3d