SNES Assembly Bare-Metal Deconstruction

"Zero Star" Hardware Systems Explorer

Interactive deconstruction of Inkbox's 2-year project: crafting a procedurally generated 9,999-floor action RPG in pure 65c816 & SPC700 assembly.

ROM SIZE
129 KB
CPU SPEED
3.58 MHz
CO-PROCESSORS
NONE (0)
FLOORS
9,999

๐Ÿ›๏ธ SNES Hardware Architecture & Memory Allocation

The Super Nintendo operates as a multi-domain architecture with isolated processing cores, non-uniform memory maps, and dedicated coprocessors. Developing *Zero Star* required splitting memory workloads precisely between Work RAM Banks, Video RAM, and Audio RAM without software abstractions.

Hardware Domain Diagram Click any block to inspect technical specs

MAIN CPU DOMAIN
Ricoh 5A22 Core
65c816 @ 3.58 MHz
Allocated Memory:
WRAM Bank $7E (64 kB)
WRAM Bank $7F (63 kB)
DISPLAY DOMAIN
Dual PPUs (PPU1 / PPU2)
Background Mode 1
Dedicated Graphics:
64 kB Video RAM (VRAM)
544 B Sprite Metadata (OAM)
512 B Palette Memory (CGRAM)
AUDIO SUBSYSTEM
Sony SPC700 Core
8-Bit CPU @ 1.024 MHz
Isolated Audio:
64 kB Audio RAM (ARAM)
16-Bit 8-Voice DSP
4x I/O Registers ($2140-$2143)
๐Ÿ‘‰ SELECT A DOMAIN ABOVE TO INSPECT TECHNICAL SPECS
Click on the Main CPU Domain, Display Domain, or Audio Subsystem block to analyze memory layout, bus boundaries, and core hardware register allocations.

Console Memory Budget

Total addressable hardware RAM distribution (256 kB Total)

Bank $7F explicitly holds the uncompressed 63 kB dungeon playfield.