Super NES: Difference between revisions

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{{Featured article}}
[[File:SNES-Info-Box.jpg|link=|right]]
{{Infobox CVG system
|title        = Super Nintendo Entertainment System
|aka          = SNES<br>Super Famicom (Japan)<br>Super Comboy (Korea)
|logo        = [[File:SNES logo.svg|frameless|upright=0.84]]<br>[[File:Nintendo_Super_Famicom_logo.png|frameless|upright=0.84]]
|image        = <div style="white-space: nowrap; border: #dadada solid 1px;">[[File:SNES-Mod1-Console-Set.jpg|frameless|250px|The North American SNES (circa 1991)]]<br />[[File:Super-Famicom-Console-Set.jpg|frameless|250px|A Japanese Super Famicom]]</div>
|caption      = '''Top:''' North American SNES (circa 1991)<br />'''Bottom:''' Japanese Super Famicom, which has the same casing later used in European and Australian consoles.<br /><small>Other variations are pictured under [[#Casing|Casing]] below</small>
|manufacturer = [[Nintendo]]
|type        = [[Home video game console]]
|generation  = [[History of video game consoles (fourth generation)|Fourth generation]]
|releasedate  = {{vgrelease|JP=November 21, 1990}}{{vgrelease|NA=August 23,<!-- SEE FOOTNOTE AND TALK BEFORE CHANGING THIS --> 1991<ref group="lower-alpha" name="NAReleaseDateNote"/>}} <small>[[UK]] / [[Republic of Ireland|IE]]</small> April 11, 1992 <br/><small>[[Europe|EU]]</small> June 6, 1992<ref>{{cite web|url=http://www.nintendo.co.uk/Corporate/Nintendo-History/Nintendo-History-625945.html |title=History &#124; Corporate |publisher=Nintendo |accessdate=2013-02-24}}</ref> {{vgrelease|AUS=November 21, 1994}}
|discontinued = {{vgrelease|JP=September 25, 2003<ref name="End"/>}}{{vgrelease|NA=November 30, 1999{{Citation needed|date=July 2014}}}}
|lifespan = 1990-2003
|CPU          = [[Ricoh 5A22]] 3.58 MHz
|sound        = [[Nintendo S-SMP]]
|media        = [[ROM cartridge]]
|onlineservice= [[Satellaview]] (Japan only), [[XBAND]], [[Nintendo Power (cartridge)|Nintendo Power]] (Japan Only)
|unitssold    = Worldwide: 49.10 million<ref name="consolidatedsales"/><br />Japan: 17.17 million<br />North & South America: 23.35 million<br />Other: 8.58 million
|topgame      =
* ''Super Mario World'' ([[Pack-in game|pack-in]])<br />(20.60 million){{Citation needed|date=July 2014}}
* ''Donkey Kong Country'' ([[Pack-in game|pack-in]]), 9 million<ref>[[#CITEREFKent2001|Kent (2001)]], p. 497. "By the end of the 16-bit generation, Nintendo would go on to sell 9 million
copies of Donkey Kong Country"</ref>{{-}}
* ''[[Super Mario Kart]]'' ([[Pack-in game|pack-in]]), 8 million<ref>{{cite web|url=http://top100.ign.com/2007/ign_top_game_23.html|title=IGN's Top 100 Games of All Time 2007|publisher=IGN|year=2007|accessdate=2009-01-02}}</ref>
* ''[[Street Fighter II|Street Fighter II: The World Warrior]]'' (stand-alone), 6.3 million<ref name="capcomplatinum">{{cite web|url=http://www.capcom.co.jp/ir/english/business/million.html|title=Platinum Titles|publisher=[[Capcom]]|accessdate=2010-08-21}}</ref>
|predecessor  = [[Nintendo Entertainment System]]
|successor    = [[Nintendo 64]]
}}
 
 
 
==Technical specifications==
{{main|Super Nintendo Entertainment System technical specifications}}
The 16-bit design of the SNES<ref>{{cite web|url=http://problemkaputt.de/fullsnes.htm|title=Fullsnes - Nocash SNES Specs|publisher=|accessdate=6 February 2015}}</ref> incorporates powerful graphics and sound co-processors that allow tiling and simulated 3D effects, a palette of 32,768 colors, and high-quality 8-channel audio. These base platform features, plus the ability to dramatically extend them all through substantial [[#Enhancement chips|chip upgrades]] inside of each cartridge, represent a leap over the 8-bit NES generation and some significant advantages over the competition such as the Sega Genesis.<ref>{{cite web |url=http://www.1up.com/features/ps1-turns-10 |title=PS1 10th Anniversary retrospective |author=Jeremy Parish |publisher=1UP.com|date=2005-09-06|accessdate=2007-05-27}}</ref>
 
===Central processing unit===
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
|-
|-
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* Hardware multiplication and division
* Hardware multiplication and division
|}
|}
===Video===
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
|-
|-
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* [[Mode 7|Mode&nbsp;7]] matrix operations
* [[Mode 7|Mode&nbsp;7]] matrix operations
|}
|}
===Audio===
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
|-
|-
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* Noise generation
* Noise generation
|}
|}
===Onboard RAM===
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
|-
|-
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|-
|-
| style="background:#eee;"|'''Main&nbsp;RAM'''
| style="background:#eee;"|'''Main&nbsp;RAM'''
|128&nbsp;kB<ref group="lower-alpha" name="binary prefix"/>
|128&nbsp;kB
|-
|-
| style="background:#eee;"|'''Video&nbsp;RAM'''
| style="background:#eee;"|'''Video&nbsp;RAM'''
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|64&nbsp;kB
|64&nbsp;kB
|}
|}
==Hardware==
*Super Famicom
*Super Nintendo
==Peripherals==
==Games==
*[[Actraiser]]
*[[ActRaiser 2]]
*[[Addams Family (The)]]
*[[Aladdin]]
*[[Asterix & Obelix]]
*[[Axelay]]
*[[Castlevania: Vampire's Kiss]]
*[[Cybernator]]
*[[Donkey Kong Country]]
*[[Donkey Kong Country 2 : Diddy's Kong Quest]]
*[[Donkey Kong Country 3 : Dixie Kong's Double Trouble]]
*[[Dragon Ball Z: Super Butōden]]
*[[Final Fight 2]]
*[[Flashback]]
*[[Flintstones :  The Treasure of Sierra Madrock (The)]]
*[[F-Zero]]
*[[Ganbare Daiku No Gensan (Hammerin Harry)]]
*[[Ganbare Goemon 2 Kiteretsu Shogun Magginesu]]
*[[Goof Troop]]
*[[Great Circus Mystery starring Mickey & Minnie (The)]]
*[[Illusion of Time]]
*[[Indiana Jones Greatest Adventures]]
*[[International Superstar Soccer Deluxe]]
*[[Joe and Mac Caveman Ninja]]
*[[Killer Instinct]]
*[[Kunio-Kun no Dodgeball]]
*[[Legend of Zelda : A Link to the Past (The)]]
*[[Lion King (The)]]
*[[Magical Quest Starring Mickey Mouse (The)]]
*[[Mega Man X]]
*[[Mortal Kombat]]
*[[Mortal Kombat II]]
*[[NBA Jam]]
*[[Parodius]]
*[[Pinocchio]]
*[[Rock N' Roll Racing]]
*[[Run Saber]]
*[[Secret of Mana]]
*[[Soul Blazer]]
*[[StarWing]]
*[[Street Fighter II Turbo : Hyper Fighting]]
*[[Street Racer]]
*[[Sunset Riders]]
*[[Super Adventure Island]]
*[[Super Aleste]]
*[[Super Castlevania IV]]
*[[Super Ghouls'n Ghosts]]
*[[Super Mario All-Stars]]
*[[Super Mario Kart]]
*[[Super Mario World]]
*[[Super Mario World 2: Yoshi's Island]]
*[[Super Metroid]]
*[[Super Probotector : Alien Rebels]]
*[[Super Punch-Out!!]]
*[[Super Star Wars : Return of the Jedi]]
*[[Super Street Fighter II : The New Challengers]]
*[[Super SWIV]]
*[[Super Tennis]]
*[[Super Turrican]]
*[[Teenage Mutant Ninja Turtles IV : Turtles in Time]]
*[[U.N. Squadron]]
*[[WWF Royal Rumble]]
[[File:Super Famicom logo.png|thumb|left|The four color Super Famicom mark was also used as part of the Super NES logo in the PAL region. They correspond to the colors of the ABXY buttons of the control pad in those regions.]]
[[Category:Hardware Collection]]
[[Category:Home Systems]]

Latest revision as of 16:36, 21 March 2018

CPU reference
Processor Ricoh 5A22, based on a 16-bit 65c816 core
Clock rates (NTSC) Input: 21.47727 MHz
Bus: 3.58 MHz, 2.68 MHz, or 1.79 MHz
Clock rates (PAL) Input: 21.28137 MHz
Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
Buses 24-bit and 8-bit address buses, 8-bit data bus
Additional features
  • DMA and HDMA
  • Timed IRQ
  • Parallel I/O processing
  • Hardware multiplication and division
Video reference
Resolutions Progressive: 256×224, 512×224, 256×239, 512×239
Interlaced: 512×448, 512×478
Pixel depth 2, 4, 7, or 8 bpp indexed; 8 or 11 bpp direct
Total colors 32768 (15-bit)
Sprites 128, 32 max per line; up to 64 × 64 pixels
Backgrounds Up to 4 planes; each up to 1024 × 1024 pixels
Effects
  • Pixelization (mosaic) per background
  • Color addition and subtraction
  • Clipping windows (per background, affecting color, math, or both)
  • Scrolling per 8 × 8 tile
  • Mode 7 matrix operations
Audio reference
Processors Nintendo S-SMP
Clock rates Input: 24.576 MHz
SPC700: 1.024 MHz
Format 8 channel ADPCM
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
Memory reference
Main RAM 128 kB
Video RAM 64 kB main RAM
512 + 32 bytes sprite RAM
256 × 15 bits palette RAM
Audio RAM 64 kB

Hardware

  • Super Famicom
  • Super Nintendo

Peripherals

Games

The four color Super Famicom mark was also used as part of the Super NES logo in the PAL region. They correspond to the colors of the ABXY buttons of the control pad in those regions.