Timing: Difference between revisions

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m (JOYSERn link formatting.)
(notes on some things to look up)
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Timing of the SNES hardware.
== Master Clock ==


The SNES master clock:
The SNES master clock:
* NTSC 21.447 MHz
* NTSC 21.447 MHz
* PAL 21.281 MHz
* PAL 21.281 MHz
== CPU ==


A 65816 CPU "cycle" can take 6, 8 or 12 master cycles on the SNES, depending on the memory region accessed, and the [[MMIO registers#MEMSEL|MEMSEL]] fast-ROM setting.
A 65816 CPU "cycle" can take 6, 8 or 12 master cycles on the SNES, depending on the memory region accessed, and the [[MMIO registers#MEMSEL|MEMSEL]] fast-ROM setting.
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* 12-cycles for [[MMIO registers#JOYSER0|JOYSER0 and JOYSER1]].
* 12-cycles for [[MMIO registers#JOYSER0|JOYSER0 and JOYSER1]].
* 6-cycles for "internal" cycles not accessing memory (e.g. 2nd cycle of NOP)
* 6-cycles for "internal" cycles not accessing memory (e.g. 2nd cycle of NOP)
== Video ==
TODO:
* Cycles per scanline
* Cycles per frame
* Cycles per vblank
* Vblank DMA budgets
* Scanlines per frame


== References ==
== References ==
<References/>
<References/>

Revision as of 03:59, 26 May 2022

Timing of the SNES hardware.

Master Clock

The SNES master clock:

  • NTSC 21.447 MHz
  • PAL 21.281 MHz

CPU

A 65816 CPU "cycle" can take 6, 8 or 12 master cycles on the SNES, depending on the memory region accessed, and the MEMSEL fast-ROM setting.

This gives some commonly quoted SNES CPU speeds, though none of them tell a complete story:

  • 3.58 MHz fast-ROM (6-cycle)
  • 2.68 MHz slow-ROM (8-cycle)
  • 1.79 MHz other (12-cycle)

The speed of access depends on the memory region:[1]

  • 6-cycles for fast-ROM access, enabled via MEMSEL and accessed at an address of $800000 of higher.
  • 8-cycles for slow-ROM access.
  • 8-cycles for internal WRAM.
  • 6-cycles for most MMIO registers.
  • 12-cycles for JOYSER0 and JOYSER1.
  • 6-cycles for "internal" cycles not accessing memory (e.g. 2nd cycle of NOP)

Video

TODO:

  • Cycles per scanline
  • Cycles per frame
  • Cycles per vblank
  • Vblank DMA budgets
  • Scanlines per frame

References

  1. Fullsnes: CPU Clock Cycles