This may be related to the thread: http://board.zsnes.com/phpBB2/viewtopic.php?t=9775
I'm working with cc65, but lack good documentation, especially on what the ROM's header should look like in more normal assembly code as opposed to the one listed on wikibooks:
http://en.wikibooks.org/wiki/Console_Ga ... ial/header
(it uses WLA specific derivatives).
I looked everywhere, most of the links I end up with uses some sort of assembler-specific stuff, for example:
Code: Select all
.SNESHEADER
ID "SNES" ; 1-4 letter string, just leave it as "SNES"
NAME "SNES Tile Demo " ; Program Title - can't be over 21 bytes,
; "123456789012345678901" ; use spaces for unused bytes of the name.
SLOWROM
LOROM
CARTRIDGETYPE $00 ; $00 = ROM only, see WLA documentation for others
ROMSIZE $08 ; $08 = 2 Mbits, see WLA doc for more..
SRAMSIZE $00 ; No SRAM see WLA doc for more..
COUNTRY $01 ; $01 = U.S. $00 = Japan, that's all I know
LICENSEECODE $00 ; Just use $00
VERSION $00 ; $00 = 1.00, $01 = 1.01, etc.
.ENDSNES
ID is at $7FB2
cartridge type is at $7FD6
(source: http://www.os4depot.net/index.php?funct ... wla-dx.lha)
But it's really hard to code without knowing the full picture of things...
One tutorial I found simply just ignored the header and went straight to stuff on compression of maps, etc.
Now, I know ZSNES has to read this stuff at some point when loading the ROM to play, so just wondering if there's a handy-dandy spec sheet somewhere that the ZSNES dev team uses as a reference? Where exactly do this header reside and is there anywhere to find more documentation on what is in the header, their location in the ROM, etc.?
And if any of ya'll know of links to tutorials on developing homebrew SNES games using the cc65 package, could you be so kind to post it also?

(i.e. how to setup the linker config file, etc.)
Thanks,