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| Super
NES Game System from Nintendo |
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only $76.69 each

Availability: TEMP. OUT OF STOCK
Ships Within: 24 hours
Shipping Weight: 8lbs
Warranty: 1 year
we
recommend GROUND shipping to save you money |
| Qty |
Super
NES System |
| 1 |
US$
59.69 |
| 2+ |
US$
59.00 |
| 5+ |
US$
58.00 |
| Contact
us for orders 5+ |
|
Quick
Spec list:
- CPU:
16-bit Custom 65C816 running at 1.79, 2.68 or 3.58
MHz (changeable)
- RAM:
1 Mbit (128 Kbyte)
- Memory
Cycle Time: 279 ms
- Picture
Proccessor Unit: 16-bit
- Video
RAM: 0.5 Mbit (64 Kbyte)
- Resolution:
256x224, 512 x 448 pixels max hi res and interlaced
modes
- Colours
Available: 32,768 colours
- Max
colours on screen: 256 colours
- Max
sprite size: 64 x 64 pixels
- Max
sprites: 128 (32 per line)
- Min/Max
Cart Size: 2 Mbit - 48 Mbit
- Audio
RAM: 512 Kbit
- Sound
chip: 8-bit Sony SPC700
- Sound
channels: 8, uses compressed wave samples
- Controller
Response: 16 ms
- Pulse
Code Modulator: 16-bit
- Power
Input: 120V AC, 60Hz, 17 Watts
- Power
Output: 10V DC, 850 mA (NTSC), 9V AC (PAL)
The design of the Super Nintendo/Super
Famicom was unusual for its time. It featured a what
appeared to be a low-performance CPU, but which could
process instructions twice as fast as the Sega Megadrive,
supported by very powerful custom chips for sound and
video processing. This approach would become common
in subsequent video game hardware, but at the time it
was new to game developers. As a result early third-party
games were of low technical quality. Developers later
became accustomed to the system, and were able to take
advantage of its full potential. It was the first console
capable of applied acoustics in video game audio sold
in North America, Europe, and Japan.
Core
CPU: Nintendo custom '5A22', believed to be produced
by Ricoh;
based around a 16-bit CMD/GTE 65c816 (a predecessor
of the WDC65C816). The CPU runs the 65c816-alike core
with a variable-speed bus, with bus access times determined
by addresses accessed, with a clockspeed of 3.58 MHz.
The SNES/SFC provided the CPU with 128 KB of Work RAM.
The CPU also contains other support hardware, including:
- for interfacing with controller
ports
- for generating NMI interrupts
on Vblank
- for generating IRQ interrupts
on screen positions
- DMA unit, supporting two
primary modes, general DMA (for block transfers, at
a rate of 2.68 MB/second) and Hblank DMA (for transferring
small data sets at the end of each scanline, outside
of the active display period)
- multiplication and division
registers.
Cartridge Size Specifications:
2 - 32 Mb which ran at two speeds ('SlowROM' and 'FastROM').
Custom address decoders allow larger sizes, eg. 48 Mb
for Star Ocean: Fantastic Space Odyssey and Tales of
Phantasia
Sound
- Sound Controller Chip: 8-bit
Sony SPC700 CPU for controlling the DSP; running at
an effective clock rate around 1.024 MHz.
- Main Sound Chip: 8-channel
Sony S-DSP with hardware ADPCM decompression, pitch
modulation, echo effect with feedback (for reverberation)
with 8-tap FIR filter, and ADSR and 'GAIN' (discretely
controlled) volume envelopes.
- Memory Cycle Time: 279 Minutes
- Low-pass filter for improved
quality of low-frequency (bass) tones
- Sound RAM: 64 KB shared between
SPC700 and S-DSP.
- Pulse Code Modulator: 16-Bit
ADPCM (using 4-bit compressed ADPCM samples, expanded
to 16-bit resolution, processed with an additional
4-point Gaussian sound interpolation).
- Note - while not directly
related to SNES hardware, the standard extension for
SNES audio subsystem state files saved by emulators
is .SPC, a format used by SPC players.
Video
- Picture Processor Unit: 16-Bit
- Video RAM: 64 KB of VRAM
for screen maps (for 'background' layers) and tile
sets (for backgrounds and objects); 512 + 32 bytes
of 'OAM' (Object Attribute Memory) for objects; 512
bytes of 'CGRAM' for palette data.
- Palette: 256 entries; 15-Bit
color depth (RGB555) for a total of 32,768 colors.
- Maximum colors per layer per
scanline: 256.
- Maximum colors on-screen:
32,768 (using color arithmetic for transparency effects).
- Resolution: between 256x224
and 512x448. Most games used 256x224 pixels since
higher resoulutions caused slowdown, flicker, and/or
had increased limitations on layers and colors (due
to memory bandwidth constraints); the higher resolutions
were used for less processor-intensive games, in-game
menus, text, and high resolution images.
- Maximum onscreen objects (sprites):
128 (32 per line, up to 34 8x8 tiles per line).
- Maximum number of sprite pixels
on one scanline: 256. The renderer was designed such
that it would drop the frontmost sprites instead of
the rearmost sprites if a scanline exceeded the limit,
allowing for creative clipping effects.
- Most common display modes:
Pixel-to-pixel text mode 1 (16 colors per tile; 3
scrolling layers) and affine mapped text mode 7 (256
colors per tile; one rotating/scaling layer).
Enhancement chips
- SuperFX Developed by Argonaut.
The Super FX chip is a supplemental RISC CPU for the
main SNES CPU. The chip was primarily used to create
3D worlds made by shaded polygons, texture mapping
and light source shading. The chip however could also
be used to enhance 2D games such as Super Mario World
2: Yoshi's Island. Some other carts that the chip
can be found in are Star Fox, Doom, Dirt Trax FX,
Stunt Race FX, Vortex, and Winter Gold. A SuperFX2
chip was also created that used two chips each with
a speed of 10.5Mhz that worked together in tandem.
Many of the games designed to use it were never released.
- SA-1 65c816 8/16-bit processor,
clocked at 10MHz. It contains some extra circuits
developed by Nintendo, which includes some fast RAM,
a memory mapper, DMA, several real-time timers, and
the region lockout chip. The SA-1 was a multipurpose
chip that could be found in games such as Kirby Superstars,
Kirby Dreamland 3, and Super Mario RPG.
- DSP1 The DSP (Digital Signal
Processor) chip was created to generate more enhanced
Mode 7 rotation and scaling effects using floating-point
processing. The chip can be found in Pilot Wings and
Super Mario Kart.
- DSP2 A more advanced DSP chip
developed by Seta that increases the SNES´s
speed from 3.58MHz to 8MHz. The chip was created for
Seta's own F1 Race of Champions.
- SDD1 Other than its normal
processing and copy protection duties, this chip was
primarily a memory compression chip. This allowed
games to be bigger than normal by compressing the
data. Games that used this chip were Street Fighter
2 Alpha and Star Ocean.
- C4 A chip created by Capcom.
This chip was used to create enhanced transparency
effects such as rain and water. The chip was used
in Mega Man X2 and Mega Man X3 games.
Power Adapter
- Transformer Input: 120 VAC,
60 Hz, 17 watts
- Transformer Output: 10 VDC,
850 mA (NTSC), 9 VAC (PAL)
Game controllers
- Controller Response: 16 ms
- 2 seven-pin controller ports
in the front of the machine
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