Snes Super Nintendo Entertainment System
The Super Nintendo Entertainment System (also known as Super NES, SNES, or Super Nintendo) was a 16-bit video game console. Nintendo released it in.
Super Nintendo Entertainment System Classic
Contents • • • • • • • • • • • • • • • • • System Information [ ] The SNES was a 16-bit console and therefore had better graphics than its predecessor, the Nintendo Entertainment System (NES). It was quite a revolutionary console at the time and the 16-bit graphics made many of the games more pleasing to the eye. Technical specifications [ ] The design of the SNES incorporates powerful graphics and sound co-processors that allowed impressive tiling and effects, many times more colors, and audio quality that represented a massive leap over the competition. Individual game cartridges can supply further custom chips as needed.
Central processing unit [ ] Processor Specifications. Other Features DMA and HDMA Timed IRQ Parallel I/O processing Hardware multiplication and division The is a Nintendo-custom processor, based on a 16-bit core. The CPU employs a variable bus speed depending on the memory region being accessed for each instruction cycle: the input clock is divided by 6, 8, or 12 to obtain the bus clock rate. Non-access cycles, most accesses, and some general accesses use the divisor of 6.
WRAM accesses and other general accesses use the divisor of 8. Only the controller port serial-access registers use the divisor of 12. The chip has an 8-bit data bus, controlled by two address buses. The 24-bit 'Bus A' is used for general accesses, while the 8-bit 'Bus B' is used for support chip registers (mainly the video and audio processors). Normally only one bus is used at a time, however the built in unit places a read signal on one bus and a write signal on the other to achieve block transfer speeds of up to 2.68 MB/s. The DMA unit has 8 independent channels, each of which can be used in two modes. General DMA transfers up to 64 kB in one shot, while DMA (HDMA) transfers 1–4 bytes at the end of each video.
HDMA is typically used to change video parameters to achieve effects such as perspective, split-screen, and non-rectangular windowing without tying up the main CPU. The 5A22 also contains an 8-bit parallel I/O port (which was mostly unused in the SNES); controller port interface circuits, including both and access to controller data; a 16-bit multiplication and division unit; and circuitry for generating on and interrupts on calculated screen positions. Audio [ ] Audio reference Processors Sony SPC700, Sony DSP Clock rates Input: 24.576 MHz SPC700: 1.024 MHz Format 16-bit ADPCM, 8 channels Output 32 kHz 16-bit stereo Effects • ADSR envelope control • Frequency scaling and modulation using Gaussian interpolation • Echo: 8-tap FIR filter, with up to.24s delay • Noise generation The audio subsystem consists of an 8-bit, a 16-bit, 64 kB of shared by the two chips, and a 64 byte. The audio subsystem is almost completely independent from the rest of the system: it is clocked at a nominal 24.576 MHz in both NTSC and PAL systems, and can only communicate with the CPU via 4 registers on Bus B.
Snes Super Nintendo Entertainment System
RAM is accessed at 3.072 MHz, with accesses between the SPC700 ( 1⁄ 3) and the DSP ( 2⁄ 3). This RAM is used to store the SPC700 program and, the audio sample data and table, and the DSP's echo buffer. The SPC700 runs programs (uploaded using the boot ROM program) to accept instructions and data from the CPU and to manipulate the DSP registers to generate the appropriate music and sound effects. The DSP generates a 16-bit waveform at 32& kHz by mixing input from 8 independent voices and an 8-tap typically used for.
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Super Nes System
Each voice can play its PCM sample at a, with,, and, linear, non-linear, or direct volume envelope adjustment. The voice and FIR filter outputs are mixed both for direct output and for future input into the FIR filter. All audio samples are compressed using.