Difference between revisions of "Super Nintendo"
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(Created page with "The '''Super Nintendo''' was developed and produced by Nintendo. == Details == Lots of :words: about the console. === Hardware === Physical tech specs. === Software ...") |
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=== Hardware === | === Hardware === | ||
− | + | Core | |
+ | CPU: Nintendo custom '5A22', 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. | ||
+ | |||
+ | The CPU also contains other support hardware, including: | ||
+ | for interfacing with controller ports; | ||
+ | for generating NMI interrupts on Vertical blanking interval; | ||
+ | for generating IRQ interrupts on screen positions; | ||
+ | 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); | ||
+ | multiplication and division registers. | ||
+ | |||
+ | Cartridge Size Specifications: 2 - 32 Megabits(Mb) which ran at two speeds ('SlowROM' and 'FastROM'). Custom address decoders allow larger sizes, eg. 48 Mb for Star Ocean and Tales of Phantasia | ||
+ | |||
+ | Sound | ||
+ | Sound Controller Chip: 8-bit Sony SPC700 CPU for controlling the Digital signal processor running at an effective clock rate around 1.024 MHz. | ||
+ | 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 'GAIN' (discretely controlled) volume envelopes. | ||
+ | Memory Cycle Time: 279 Minutes | ||
+ | Sound RAM: 512 kilobit(Kb) shared between SPC700 and S-DSP. | ||
+ | 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). | ||
+ | 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. | ||
+ | |||
+ | Video | ||
+ | Picture Processor Unit: 15-Bit | ||
+ | Video RAM: 64 KB of VRAM for screen maps (for 'background' layers) and tile sets (for backgrounds and objects); 512 + 32 bytes of 'OAM' (Object Attribute Memory) for objects; 512 bytes of 'CGRAM' for palette data. | ||
+ | Palette: 256 entries; 15-Bit color (BGR555) for a total of 32,768 colors. | ||
+ | Maximum colors per layer per scanline: 256. | ||
+ | Maximum colors on-screen: 32,768 (using color arithmetic for transparency effects). | ||
+ | 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. | ||
+ | Maximum onscreen objects (sprites): 128 (32 per line, up to 34 8x8 tiles per line). | ||
+ | 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. | ||
+ | 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). | ||
+ | |||
=== Software === | === Software === |
Revision as of 09:04, 7 November 2012
The Super Nintendo was developed and produced by Nintendo.
Details
Lots of :words: about the console.
Hardware
Core CPU: Nintendo custom '5A22', 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.
The CPU also contains other support hardware, including: for interfacing with controller ports; for generating NMI interrupts on Vertical blanking interval; for generating IRQ interrupts on screen positions; 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); multiplication and division registers.
Cartridge Size Specifications: 2 - 32 Megabits(Mb) which ran at two speeds ('SlowROM' and 'FastROM'). Custom address decoders allow larger sizes, eg. 48 Mb for Star Ocean and Tales of Phantasia
Sound Sound Controller Chip: 8-bit Sony SPC700 CPU for controlling the Digital signal processor running at an effective clock rate around 1.024 MHz. 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 'GAIN' (discretely controlled) volume envelopes. Memory Cycle Time: 279 Minutes Sound RAM: 512 kilobit(Kb) shared between SPC700 and S-DSP. 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). 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.
Video Picture Processor Unit: 15-Bit Video RAM: 64 KB of VRAM for screen maps (for 'background' layers) and tile sets (for backgrounds and objects); 512 + 32 bytes of 'OAM' (Object Attribute Memory) for objects; 512 bytes of 'CGRAM' for palette data. Palette: 256 entries; 15-Bit color (BGR555) for a total of 32,768 colors. Maximum colors per layer per scanline: 256. Maximum colors on-screen: 32,768 (using color arithmetic for transparency effects). 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. Maximum onscreen objects (sprites): 128 (32 per line, up to 34 8x8 tiles per line). 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. 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).
Software
Programming / Hacking details.