Glossary
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CPU
- 5A22
- Ricoh's designation for the S-CPU.
- A Bus
- Memory address bus. ROM, WRAM, and coprocessors are on this bus.
- B Bus
- I/O address bus, used mostly for communication with the S-PPU and S-SMP. The S-WRAM also has a port on the B Bus, primarily used for block copies from ROM to WRAM.
- DMA
- Direct Memory Access. A unit of the S-CPU's memory controller capable of briefly pausing the 65C816 to perform copies, either as a block copy or as HDMA.
- HDMA
- Horizontal blank Direct Memory Access. Sends a word of data to the PPU between one scanline and the next to produce line scrolling, window shaping, and other raster effects. (Compare Copper on Amiga.)
- S-CPU
- The central processing unit. It consists of a 65C816 core licensed from Western Design Center and a custom memory controller.
- S-WRAM
- Work RAM. A 128 KiB DRAM.
Graphics
- Background
- A grid-based layer containing a tileset, one or more tilemaps, a scroll offset and other attributes.
- CGRAM
- 256 15-bit words of memory located in the PPU that holds the palette data.
- CHR
- Character
- Another word for tile.
- Nametable
- Another word for tilemap.
- Object
- Nintendo's term for Sprite.
- OAM
- Object Attribute Memory
- 544 bytes of memory located in the PPU that holds the sprite table.
- Palette
- A color lookup table.
- Raster
- A horizontal line of the output picture. (Also: scanline)
- Scanline
- A horizontal line of the output picture. (Also: raster)
- Sliver
- An 8x1 pixel segment of a tile.
- Sprite
- A 16-colour (4bpp) square of tiles, usually 8×8, 16×16, or 32×32 pixels in size, that can be drawn anywhere on the screen.
- Tile
- A small square graphic.
- SNES tiles are 8×8 pixels in size and are stored in a variety of formats in VRAM. Adjacent tiles can be combined to create larger tiles for backgrounds and sprites.
- Tilemap
- A grid (in VRAM) that describe which tiles and palettes to draw for a background layer.
- Mode 7 Tilemap
- A 128×128 grid of 8-bit tile indexes for the Mode-7 background (in VRAM).
- Tilemap Entry
- A 16 bit word containing the tile index, flip, palette index and priority.
- PPU
- Picture Processing Unit
- Generates video output from VRAM, CGRAM and OAM memory.
- VRAM
- Video-RAM. The SNES has two 32 KiB Video-RAM chips (64 KiB total VRAM).
- The VRAM holds tile data, tilemap data and offset-per-tile data
Sound
- ARAM
- Audio RAM. A 64 KiB memory containing the sound driver, sound driver work RAM, sequences, samples, and echo buffer.
- S-DSP
- The digital signal processor in SHVC-Sound. It plays BRR samples and updates the echo buffer.
- S-SMP
- The CPU core in SHVC-Sound. It communicates with the S-CPU and translates musical sequences into commands to the S-DSP.
- SHVC-Sound
- The audio subsystem of the SNES, designed by Sony. It consists of the S-SMP, S-DSP, and ARAM.
- SPC700
- The 8-bit 65C02-like architecture of the S-SMP.