OpenSNES
Modern Open-Source SNES Development SDK
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snes.h
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#ifndef OPENSNES_H
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#define OPENSNES_H
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/*============================================================================
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* Version Information
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*============================================================================*/
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/* The values below are kept in sync with `CHANGELOG.md` head and verified by
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* `devtools/check_doc_drift.py` at lint time (CI gate `lint.yml::doc-drift`).
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* When bumping the CHANGELOG for a release, bump these three macros in the
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* same commit — `.claude/rules/release.md` documents the step, and `make
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* lint-docs` fails fast on mismatch. */
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#define OPENSNES_VERSION_MAJOR 0
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#define OPENSNES_VERSION_MINOR 50
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#define OPENSNES_VERSION_PATCH 0
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#define OPENSNES_VERSION_STRING "0.50.0"
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/*============================================================================
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* Core Headers
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*============================================================================*/
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/* Standard types */
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#include <
snes/types.h
>
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/* Hardware registers */
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#include <
snes/registers.h
>
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/* Console initialization */
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#include <
snes/console.h
>
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/* Video / PPU */
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#include <
snes/video.h
>
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/* Sprites */
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#include <
snes/sprite.h
>
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/* Backgrounds */
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#include <
snes/background.h
>
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/* Input */
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#include <
snes/input.h
>
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/* DMA */
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#include <
snes/dma.h
>
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/* Text */
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#include <
snes/text.h
>
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/* Interrupts */
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#include <
snes/interrupt.h
>
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/* System variables (crt0.asm exports) */
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#include <
snes/system.h
>
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/* Mode 7 */
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#include <
snes/mode7.h
>
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/* HDMA */
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#include <
snes/hdma.h
>
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/* Window/Masking */
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#include <
snes/window.h
>
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/* Color Math */
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#include <
snes/colormath.h
>
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/* Mosaic Effects */
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#include <
snes/mosaic.h
>
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/* Map Engine */
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#include <
snes/map.h
>
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/* Debug Utilities */
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#include <
snes/debug.h
>
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/*============================================================================
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* Specialty modules — include separately, opt-in only
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*============================================================================
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*
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* These modules carry real linker / dependency cost when included, so the
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* master header keeps them out by default. Include the ones your project
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* actually uses, and add the matching name to LIB_MODULES in your example
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* Makefile (the transitive resolver in make/common.mk pulls deps for you).
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*
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* #include <snes/audio.h> // SPC700 audio driver
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* #include <snes/math.h> // fixed-point math, LUTs, hardware multiplier
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* #include <snes/sram.h> // battery-backed save RAM
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* #include <snes/collision.h> // bounding-box collision
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* #include <snes/lzss.h> // LZSS decompression to VRAM
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* #include <snes/string.h> // memcpy, memmove, memset, strlen, strcmp, strcpy, strncpy
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* #include <snes/vramqueue.h> // VRAM uploads noted during the frame, sent in VBlank
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* #include <snes/gameloop.h> // gameloop framework opt-in
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* #include <snes/asset.h> // typed BgAsset / GfxAsset bundles
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* #include <snes/scene.h> // push/pop scene stack
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* #include <snes/tile.h> // build 2/4/8bpp tiles from pixels at run time
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*/
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#endif
/* OPENSNES_H */
background.h
SNES Background Layer Management.
colormath.h
SNES Color Math (Blending/Transparency).
console.h
SNES Console Initialization and Core Functions.
debug.h
Debug utilities for SNES development.
dma.h
SNES DMA (Direct Memory Access).
hdma.h
SNES HDMA (Horizontal-blanking DMA).
input.h
SNES Controller Input.
interrupt.h
SNES Interrupt Handling.
map.h
Scrolling tilemap engine for Mode 1 backgrounds.
mode7.h
SNES Mode 7 Support.
mosaic.h
SNES Mosaic Effects.
registers.h
SNES Hardware Register Definitions.
sprite.h
SNES Sprite (Object) Management.
system.h
SNES System Variables (crt0.asm exports).
text.h
Text rendering functions for OpenSNES.
types.h
OpenSNES Standard Types.
video.h
SNES Video / PPU Functions.
window.h
SNES Window/Masking System.
lib
include
snes.h
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