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	<id>https://retrogooning.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Erluk</id>
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	<updated>2026-05-08T15:17:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://retrogooning.com/index.php?title=Super_Nintendo&amp;diff=258</id>
		<title>Super Nintendo</title>
		<link rel="alternate" type="text/html" href="https://retrogooning.com/index.php?title=Super_Nintendo&amp;diff=258"/>
		<updated>2012-11-07T17:05:52Z</updated>

		<summary type="html">&lt;p&gt;Erluk: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Super Nintendo&amp;#039;&amp;#039;&amp;#039;  was developed and produced by [[Nintendo]].&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
&lt;br /&gt;
Lots of :words: about the console.&lt;br /&gt;
&lt;br /&gt;
=== Software ===&lt;br /&gt;
&lt;br /&gt;
Programming / Hacking details.&lt;br /&gt;
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=== Hardware ===&lt;br /&gt;
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== Mods ==&lt;br /&gt;
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=== Audio ===&lt;br /&gt;
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=== Video ===&lt;br /&gt;
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=== Case ===&lt;br /&gt;
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=== Overclock ===&lt;br /&gt;
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== Repairs ==&lt;br /&gt;
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== See also ==&lt;br /&gt;
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== Useful Links ==&lt;br /&gt;
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[[Category:Nintendo]]&lt;/div&gt;</summary>
		<author><name>Erluk</name></author>
	</entry>
	<entry>
		<id>https://retrogooning.com/index.php?title=Super_Nintendo&amp;diff=257</id>
		<title>Super Nintendo</title>
		<link rel="alternate" type="text/html" href="https://retrogooning.com/index.php?title=Super_Nintendo&amp;diff=257"/>
		<updated>2012-11-07T17:05:06Z</updated>

		<summary type="html">&lt;p&gt;Erluk: /* Hardware */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Super Nintendo&amp;#039;&amp;#039;&amp;#039;  was developed and produced by [[Nintendo]].&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
&lt;br /&gt;
Lots of :words: about the console.&lt;br /&gt;
&lt;br /&gt;
=== Software ===&lt;br /&gt;
&lt;br /&gt;
Programming / Hacking details.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
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=== Video ===&lt;br /&gt;
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=== Case ===&lt;br /&gt;
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=== Overclock ===&lt;br /&gt;
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== Repairs ==&lt;br /&gt;
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== See also ==&lt;br /&gt;
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== Useful Links ==&lt;br /&gt;
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[[Category:Nintendo]]&lt;/div&gt;</summary>
		<author><name>Erluk</name></author>
	</entry>
	<entry>
		<id>https://retrogooning.com/index.php?title=Super_Nintendo&amp;diff=256</id>
		<title>Super Nintendo</title>
		<link rel="alternate" type="text/html" href="https://retrogooning.com/index.php?title=Super_Nintendo&amp;diff=256"/>
		<updated>2012-11-07T17:04:32Z</updated>

		<summary type="html">&lt;p&gt;Erluk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Super Nintendo&amp;#039;&amp;#039;&amp;#039;  was developed and produced by [[Nintendo]].&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
&lt;br /&gt;
Lots of :words: about the console.&lt;br /&gt;
&lt;br /&gt;
=== Hardware ===&lt;br /&gt;
&lt;br /&gt;
    Core&lt;br /&gt;
    CPU: Nintendo custom &amp;#039;5A22&amp;#039;, believed to be produced by Ricoh; based around a 16-bit CMD/GTE 65c816 (a clone of the Western Design Center 65816). [Edit note: 65c816 was made by Western Design Center by William D. Mensch. CMD/GTE was a licensee] The CPU runs the 65c816-alike core with a variable-speed bus, with bus access times determined by addresses accessed, with a maximum theoretical effective clock rate around 3.58 MHz. The SNES/SFC provided the CPU with 128 KB of Work RAM.&lt;br /&gt;
&lt;br /&gt;
    The CPU also contains other support hardware, including:&lt;br /&gt;
        for interfacing with controller ports;&lt;br /&gt;
        for generating NMI interrupts on Vertical blanking interval;&lt;br /&gt;
        for generating IRQ interrupts on screen positions;&lt;br /&gt;
        Direct memory access unit, supporting two primary modes, general DMA (for block transfers, at a rate of 2.68MB/second) and Horizontal blanking interval DMA (for transferring small data sets at the end of each scanline, outside of the active display period);&lt;br /&gt;
        multiplication and division registers.&lt;br /&gt;
&lt;br /&gt;
    Cartridge Size Specifications: 2 - 32 Megabits(Mb) which ran at two speeds (&amp;#039;SlowROM&amp;#039; and &amp;#039;FastROM&amp;#039;). Custom address decoders allow larger sizes, eg. 48 Mb for Star Ocean and Tales of Phantasia&lt;br /&gt;
&lt;br /&gt;
    Sound&lt;br /&gt;
        Sound Controller Chip: 8-bit Sony SPC700 CPU for controlling the Digital signal processor running at an effective clock rate around 1.024 MHz.&lt;br /&gt;
        Main Sound Chip: 8-channel Sony S-DSP with hardware ADPCM decompression, pitch modulation, echo effect with feedback (for reverberation) with 8-tap FIR filter, and ADSR and &amp;#039;GAIN&amp;#039; (discretely controlled) volume envelopes.&lt;br /&gt;
        Memory Cycle Time: 279 Minutes&lt;br /&gt;
        Sound RAM: 512 kilobit(Kb) shared between SPC700 and S-DSP.&lt;br /&gt;
        Pulse Code Modulator: 16-Bit ADPCM (using 4-bit compressed ADPCM samples, expanded to 15-bit resolution, processed with an additional 4-point Gaussian sound interpolation).&lt;br /&gt;
        Note - while not directly related to SNES hardware, the standard extension for SNES audio subsystem state files saved by emulators is SPC_sound_format(.spc), a format used by SPC players.&lt;br /&gt;
&lt;br /&gt;
    Video&lt;br /&gt;
        Picture Processor Unit: 15-Bit&lt;br /&gt;
        Video RAM: 64 KB of VRAM for screen maps (for &amp;#039;background&amp;#039; layers) and tile sets (for backgrounds and objects); 512 + 32 bytes of &amp;#039;OAM&amp;#039; (Object Attribute Memory) for objects; 512 bytes of &amp;#039;CGRAM&amp;#039; for palette data.&lt;br /&gt;
        Palette: 256 entries; 15-Bit color (BGR555) for a total of 32,768 colors.&lt;br /&gt;
        Maximum colors per layer per scanline: 256.&lt;br /&gt;
        Maximum colors on-screen: 32,768 (using color arithmetic for transparency effects).&lt;br /&gt;
        Resolution: between 256x224 and 512x448. Most games used 256x224 pixels since higher resolutions caused slowdown, flicker, and/or had increased limitations on layers and colors (due to memory bandwidth constraints); the higher resolutions were used for less processor-intensive games, in-game menus, text, and high resolution images.&lt;br /&gt;
        Maximum onscreen objects (sprites): 128 (32 per line, up to 34 8x8 tiles per line).&lt;br /&gt;
        Maximum number of sprite pixels on one scanline: 256. The renderer was designed such that it would drop the frontmost sprites instead of the rearmost sprites if a scanline exceeded the limit, allowing for creative clipping effects.&lt;br /&gt;
        Most common display modes: Pixel-to-pixel text mode 1 (16 colors per tile; 3 scrolling layers) and affine mapped text mode 7 (256 colors per tile; one rotating/scaling layer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Software ===&lt;br /&gt;
&lt;br /&gt;
Programming / Hacking details.&lt;br /&gt;
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== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
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=== Video ===&lt;br /&gt;
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=== Case ===&lt;br /&gt;
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=== Overclock ===&lt;br /&gt;
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== Repairs ==&lt;br /&gt;
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== See also ==&lt;br /&gt;
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== Useful Links ==&lt;br /&gt;
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[[Category:Nintendo]]&lt;/div&gt;</summary>
		<author><name>Erluk</name></author>
	</entry>
	<entry>
		<id>https://retrogooning.com/index.php?title=10NES&amp;diff=254</id>
		<title>10NES</title>
		<link rel="alternate" type="text/html" href="https://retrogooning.com/index.php?title=10NES&amp;diff=254"/>
		<updated>2012-11-06T22:34:56Z</updated>

		<summary type="html">&lt;p&gt;Erluk: Created page with &amp;quot;The 10NES is a microchip on the NES console that locks out unlicensed games. It looks for a second chip on the inserted cartridge. If this chip is present, it will present a c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 10NES is a microchip on the NES console that locks out unlicensed games. It looks for a second chip on the inserted cartridge. If this chip is present, it will present a code, thus allowing play of the game.&lt;br /&gt;
&lt;br /&gt;
It is sometimes removed as a mod. This is done to ease the playing of games, as if the contacts are dirty and the chip does not get a perfect connection, the NES&amp;#039;s power light will switch on and off.&lt;br /&gt;
&lt;br /&gt;
The 10NES was only installed in the original NES(NES-001) and not the redesign(NES-101), or &amp;quot;Top-Loader&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Erluk</name></author>
	</entry>
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