1# snes-core 2 3Emulation core for the Super Nintendo Entertainment System (SNES) / Super Famicom. 4 5This system contains the following components: 6* 65C816 CPU clocked at 3.58 MHz 7 * The SNES augments this CPU with some additional components, including multiplication and division units 8* Technically two PPUs (picture processing units), though they function as a single unit 9 * Can render in 256x224, 256x239, 512x224, 512x239, 512x448, or 512x478 10 * 512px resolutions were not commonly used due to memory usage and the quality of 90s TV setups 11 * 512x448 and 512x478 only possible using interlaced rendering modes 12 * Supports 15-bit RGB color (32,768 possible colors) with up to 256 different colors onscreen simultaneously 13 * Supports 4 different background layers, though most BG modes only use 2 or 3 14 * Each BG layer can be 4-color, 16-color, or 256-color depending on BG mode 15 * Supports 8 different background modes 16 * One mode supports background rotation and scaling via affine transformations (Mode 7) 17 * Two modes support 512px high-resolution backgrounds (Modes 5 & 6) 18 * Supports 128 sprites onscreen simultaneously and up to 32 sprites per line, with sprites ranging in size from 8x8 to 64x64 19 * Supports layer blending via "color math", commonly used for transparency and lighting effects 20* APU (audio processing unit) 21 * Contains an embedded SPC700 CPU clocked at 1.024 MHz, used to drive the DSP 22 * The embedded DSP is an 8-channel ADPCM playback device with per-channel envelopes, a noise generator, pitch modulation, and an echo filter 23 * Emits an audio signal at 32 KHz 24* 128KB of working RAM 25* 64KB of VRAM 26* 512+32 bytes of OAM (object/sprite attribute memory) 27* 512 bytes of CGRAM (color palette memory) 28* 64KB of audio RAM shared between the SPC700 and the audio DSP 29 30The SNES may have had a fairly awful CPU compared to its most significant competition, but it made up for it with its extremely capable graphics processor.