Super NES: Difference between revisions

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Super Famicom Page
[[File:SNES-Info-Box.jpg|link=|right]]
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
|-
! colspan="2" style="text-align:center; font-size:larger; background:#eee;"|CPU reference
|-
| style="background:#eee;"|'''Processor'''
|Ricoh 5A22, based on a 16-bit 65c816 core
|-
| style="background:#eee;"|'''Clock rates''' <small>(NTSC)</small>
|''Input:''&nbsp;21.47727&nbsp;MHz<br />''Bus:''&nbsp;3.58&nbsp;MHz, 2.68&nbsp;MHz, or 1.79&nbsp;MHz
|-
| style="background:#eee;"|'''Clock rates''' <small>(PAL)</small>
|''Input:''&nbsp;21.28137&nbsp;MHz<br />''Bus:''&nbsp;3.55&nbsp;MHz, 2.66&nbsp;MHz, or 1.77&nbsp;MHz
|-
| style="background:#eee;"|'''Buses'''
|24-bit and 8-bit address buses, 8-bit data bus
|-
| style="background:#eee;"|'''Additional features'''
|
* DMA and HDMA
* Timed IRQ
* Parallel I/O processing
* Hardware multiplication and division
|}
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
|-
! colspan="2" style="text-align:center; font-size:larger; background:#eee;"|Video reference
|-
| style="background:#eee;"|'''Resolutions'''
|''Progressive:'' 256×224, 512×224, 256×239, 512×239<br />''Interlaced:'' 512×448, 512×478
|-
| style="background:#eee;"|'''Pixel depth'''
|2, 4, 7, or 8 [[Color depth|bpp]] indexed; 8 or 11 bpp direct
|-
| style="background:#eee;"|'''Total colors'''
|32768 (15-bit)
|-
| style="background:#eee;"|'''Sprites'''
|128, 32 max per line; up to 64&nbsp;×&nbsp;64 pixels
|-
| style="background:#eee;"|'''Backgrounds'''
|Up to 4 planes; each up to 1024&nbsp;×&nbsp;1024 pixels
|-
| style="background:#eee;"|'''Effects'''
|
* Pixelization (mosaic) per background
* Color addition and subtraction
* Clipping windows (per background, affecting color, math, or both)
* Scrolling per 8&nbsp;×&nbsp;8 tile
* [[Mode 7|Mode&nbsp;7]] matrix operations
|}
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
|-
! colspan="2" style="text-align:center; font-size:larger; background:#eee;"|Audio reference
|-
| style="background:#eee;"|'''Processors'''
|Nintendo S-SMP
|-
| style="background:#eee;"|'''Clock rates'''
|''Input:''&nbsp;24.576&nbsp;MHz<br />''SPC700:''&nbsp;1.024&nbsp;MHz
|-
| style="background:#eee;"|'''Format'''
|8 channel ADPCM
|-
| style="background:#eee;"|'''Output'''
|32&nbsp;kHz 16-bit stereo
|-
| style="background:#eee;"|'''Effects'''
|
* ADSR envelope control
* Frequency scaling and modulation using Gaussian interpolation
* Echo: 8-tap FIR filter, with up to .24s delay
* Noise generation
|}
{|class="infobox" style="width:23em;font-size:90%;text-align:left;"
|-
! colspan="2" style="text-align:center; font-size:larger; background:#eee;"|Memory reference
|-
| style="background:#eee;"|'''Main&nbsp;RAM'''
|128&nbsp;kB
|-
| style="background:#eee;"|'''Video&nbsp;RAM'''
|64&nbsp;kB main&nbsp;RAM<br />512&nbsp;+&nbsp;32&nbsp;bytes sprite&nbsp;RAM<br />256&nbsp;×&nbsp;15&nbsp;bits palette&nbsp;RAM
|-
| style="background:#eee;"|'''Audio&nbsp;RAM'''
|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.