>So you don't think that the mssdemo code would work on a real snes? =(
I'm pretty sure I know what the problem is, but since I never tried to fix it, I can't be positive.
The way the KeyOn/KeyOff sound registers are described in the docs is misleading. I believe he misinterpretted them as I originally did (and basically everyone did I think, since the emulators had it wrong as well). It wasn't until I tried writing a music player that I ran across the difficulties. I shared the info with the emu authors and it's been fixed for some time now (I believe).
It's really weird that a mistake in the emulators will not really affect a lot of games, but will drastically affect hombrew code. One common example (besides the one above), is that emulators used to (I believe some still do) allow you to write to the video registers whenever you want. Many coders have made mistakes by writing to a reg whenever was convenient. Unfortunately, on the real SNES, you can only write to it at certain times. Since comercial game writers knew this, all their code wrote to it only at the correct times. As for the homebrew authors, the bug is really hard to track down since it works on the emulators. (Translations that have glitches on the real SNES, but not on the emulator are quite often due to mistakes like this.)
Basically, when starting out coding, don't be surprised if you see lots of cases where: the emulators run a feature correctly for games, and will run your code fine (which uses that feature), but on the SNES your code won't work.
Since the games work fine, the emu authors think the feature is implemented correctly. You can't really blame them, but it just goes to show that homebrew authors are approaching the whole thing from a different angle ... and so end up learning a lot that was not noticed before.
The emulators are getting a lot better ... and are useful tools (great for debugging) ... just don't forget their limitations (and if you run across some, and know what feature is implemented wrong, by all means share the info! It's how we are constantly learning new tidbits about the SNES).
> And.. I would be more then happy of all docs you could point out :D
Like I said, many of the docs are outdated now (more errors than they are worth).
I'd start with the docs included in the "SNES starter kit" as they cover pretty much everything. Once you feel fairly comfortable with that, there's a huge pile of info at zophar's .... but it's real hard to find the good stuff amongst all the junk. Hmm... apparently there is no way to get to it from the main page, let me find the link.
Here it is: http://www.zophar.net/SuperNintendoDev/TechnicalInformation.html
Like I said though, most documents there are faulty and some are just blatently worthless (all wrong). But you need to realize good info wasn't always available, so people traded ideas and well as facts. I'd suggest you stick to the starter kit docs until you feel comfortable in trying to make the distinction yourself.
Actually, even then it's not really worth it. If you want to know something that you can't find in the starter kit docs (or are having trouble with) ... just ask around. Much easier (and most likely, more reliable).
Good luck on your projects!