A progressive learning path through 54 examples, from your first ROM to complete games. Each example builds on concepts from earlier ones.
Learn the basics: display text, show sprites, read input.
Simple Sprite -- Your First OAM Sprite
Background modes, sprite animation, screen effects.
Mode 1 BG3 High Priority -- HUD Layer Over Backgrounds
Animated Sprite -- Direction States and Sprite Sheets
Dynamic Sprite -- VRAM Streaming for Animated Sprites
Object Size -- All 6 SNES Sprite Size Modes
Mosaic -- PPU Pixel Block Effect
HDMA, parallax, color math, hardware windows.
Gradient Colors -- HDMA Color Gradients
Window -- HDMA Triangle Masking
Transparent Window -- Color Math + HDMA
Mode 7, input devices, memory, audio.
Mode 7 -- Rotation and Scaling
Mode 7 Perspective -- Pseudo-3D Ground Effect
HiROM Demo -- Understanding SNES Memory Mapping
Tile maps, collision, and complete games.
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.
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