Glossary: Difference between revisions

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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 ==
== Graphics ==


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; CGRAM
; CGRAM
: 256 15-bit words of memory located in the PPU that holds the palette data.
: 256 15-bit words of memory located in the PPU that holds the palette data.
; CHR
; Character
; Character
: Another word for tile.
: Another word for tile.
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; [[Palettes|Palette]]
; [[Palettes|Palette]]
: A color lookup table.
: 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
; Sliver
: An 8x1 segment of a tile.
: An 8x1 pixel segment of a tile.
; [[Sprites|Sprite]]
; [[Sprites|Sprite]]
: A 16-colour (4bpp) tile that can be drawn anywhere on the screen.
: 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.
; [[Tiles|Tile]]
; [[Tiles|Tile]]
: A small square graphic.
: A small square graphic.
: SNES tiles are 8x8 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.
: 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.
; [[Tilemaps|Tilemap]]
; [[Tilemaps|Tilemap]]
: A grid (in VRAM) that describe which tiles and palettes to draw for a background layer.
: A grid (in VRAM) that describe which tiles and palettes to draw for a background layer.
; [[Tilemaps#Mode_7|Mode 7 Tilemap]]
; [[Tilemaps#Mode_7|Mode 7 Tilemap]]
: A 128x128 grid of 8-bit tile indexes for the Mode-7 background (in VRAM).
: A 128×128 grid of 8-bit tile indexes for the Mode-7 background (in VRAM).
; [[Tilemap#Format|Tilemap Entry]]
; [[Tilemap#Format|Tilemap Entry]]
: A 16 bit word containing the tile index, flip, palette index and priority.
: A 16 bit word containing the tile index, flip, palette index and priority.
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: Generates video output from VRAM, CGRAM and OAM memory.
: Generates video output from VRAM, CGRAM and OAM memory.
; VRAM
; VRAM
: Video-RAM.  The SNES has 2x 32KiB Video-RAM chips (64KiB total VRAM).
: Video-RAM.  The SNES has two 32 KiB Video-RAM chips (64 KiB total VRAM).
: The VRAM holds [[Tiles|tile]] data, [[Tilemaps|tilemap]] data and [[offset-per-tile]] data
: The VRAM holds [[Tiles|tile]] data, [[Tilemaps|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.

Latest revision as of 14:42, 26 July 2022

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.