Designed to handle data compressed by ABS Lossless Entropy Algorithm, a form of arithmetic coding developed by Ricoh, its use is necessary in games where massive amounts of sprite data are compressed with a total design limit of 32- megabits. The S-DD1 chip is an ASIC decompressor made by Nintendo for use in some Super Nintendo Entertainment System Game Paks. bps data/fax modem data pump in a single VLSI package, used in the XBAND cartridge. The Rockwell RC96V24DP is a low power, V. It primarily assists with drawing the race track, especially during the times that the track branches into multiple paths. The chip assists with tasks like calculating the next AI move, Shannon-Fano bitstream decompression, and bitplane conversion of graphics.ĭSP-4 is used in only one game cartridge, Top Gear 3000. It also provides dynamic scaling capability and transparency effects.ĭSP-3 is an assistant chip, used in only one game for the Japanese Super Famicom, a turn-based strategy game titled SD Gundam GX. Its primary purpose is to convert Atari ST bitmap image data into the SNES bitplane format. The DSP-2 can only be found in the SNES port of Dungeon Master.
#List of super nes games code#
The DSP-1B introduced a bug in the Pilotwings demo due to the game code not being updated to reflect the timing differences of the chip revisions. The DSP-1A is a die shrink of the DSP-1, and the DSP-1B also corrects several bugs. The later DSP-1A and DSP-1B serve the same purpose as the DSP-1. It also provides fast support for the floating point and trigonometric calculations needed by 3D math algorithms. It is used as a math coprocessor in games such as Super Mario Kart and Pilotwings that require more advanced Mode 7 scaling and rotation. The DSP-1 is the most varied and widely used of the SNES DSPs, appearing in over 15 separate titles. All of them are based on the NEC µPD77C25 CPU. The DSP-1 version, including the later 1A die shrink and 1B bug fix revisions, was most often used the DSP-2, DSP-3, and DSP-4 were used in only one title each. Four revisions of the chip exist, each physically identical but with different microcode.
#List of super nes games series#
This series of fixed-point digital signal processor chips allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions. In both the PlayStation 2 and Nintendo GameCube versions of Mega Man X Collection, this self-test screen is still accessible in Mega Man X2 (although differently accessed due to the remapped controller configuration), but not in Mega Man X3, because Mega Man X Collection features the 32-bit CD version of the game and not the SNES version. It is based on the Hitachi HG51B169 DSP.Ī Cx4 self-test screen can be accessed by holding the 'B' button on the second controller upon system start-up in both Mega Man X2 and Mega Man X3. It is known for its role in mapping and transforming wireframes in Capcom's second and third Mega Man X series games. The Cx4 chip is a math coprocessor that was used by Capcom and produced by Hitachi (now Renesas) to perform general trigonometric calculations for wireframe effects, sprite positioning and rotation. The differences arise in how they are packaged, their pinout, their maximum supported ROM size, and their internal clock speed. All versions of the Super FX chip are functionally compatible in terms of their instruction set. The final known revision is the GSU-2-SP1. Later on, the design was revised to become the GSU-2, which is still 16-bit, but unlike the earlier Super FX chips, this version can support a ROM size greater than 8 MBit. Both the MARIO CHIP 1 and the GSU-1 can support a maximum ROM size of 8 Mbits.
#List of super nes games full#
The GSU-1 however runs at the full 21 MHz. Both versions are clocked with a 21 MHz signal, but an internal clock speed divider halves it to 10.5 MHz on the MARIO CHIP 1. The following year, some boards were providing an epoxy version of it, and later a first revision came out under the label "GSU-1". This chip went through at least four revisions, first starting out as a surface mounted chip labeled "MARIO CHIP 1" (Mathematical, Argonaut, Rotation & I/O) in the earliest Star Fox cartridges, commonly called the Super FX. Super Mario World 2: Yoshi's Island uses the Super FX 2 for sprite scaling, rotation, and stretching screen warping and rendering huge boss characters that take up much of the screen. In addition to rendering polygons, the chip can assist the SNES with advanced 2D effects. It is typically programmed to act as a graphics accelerator chip that draws polygons to a frame buffer in the RAM sitting adjacent to it. The Super FX chip is a 16-bit supplemental RISC CPU developed by Argonaut Games that was included in certain game cartridges to perform functions that the main CPU can not feasibly do.