Tuesday, January 22, 2008

Nintendo Entertainment


Super Nintendo Entertainment System:
Super Nintendo Entertainment Systemis a 16-bit video game console that was released by Nintendo in North America, Europe, Australasia, Central America, South America and Brazil between 1990 and 1993. In Japan and Southeast Asia, the system is called the Super Family Computer, Super Famicom (スーパーファミコン, Sūpā Famikon?), or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent direct compatibility.
The Super Nintendo Entertainment System was Nintendo's second home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities that compensated for its relatively slow CPU, compared with other consoles at the time. Additionally, the system's support for numerous enhancement chips (which shipped as part of certain game cartridges) helped to keep it competitive in the marketplace.
The SNES was a global success, becoming the best-selling console of the 16-bit era despite its relatively late start and the fierce competition it faced in North America from Sega's Genesis console. The SNES remained popular well into the 32-bit era, and although Nintendo has dropped all support for the console, it continues to be popular among fans, collectors, and emulation enthusiasts, some of whom are still making "homebrew" ROM images.
History:

To compete with the popular NES/Famicom, NEC launched the TurboGrafx-16/PC-Engine in 1987, and Sega followed suit with the Genesis/Mega Drive in 1988. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit NES. However, the NES would continue to dominate the gaming market for several years before Sega's system finally became successful.[3] Nintendo executives were initially reluctant to design a new system, but they reconsidered when the NES hardware began to show its age. Seeing its dominance in the market slipping, Nintendo was compelled to create a new console to compete with its 16-bit rivals.Launch:Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday November 21, 1990 for ¥25,000 (US$210). It was an instant success: Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends.[5] The system's release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.[6]
With the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the Japanese console market.[7] Nintendo's success was partially due to its retention of most of its key third-party developers from its earlier system, including Capcom, Konami, Tecmo, Square Co., Koei, and Enix.[8]
"Nintendo's strongest selling point, however, was the game that came packed in with the Super NES console—Super Mario World."[9]In August 1991,b[›] Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$199. The SNES was released in the United Kingdom and Ireland in April 1992 for GB£150, with a German release following a few weeks later. The PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. Both the NES and Super NES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and Gradiente
Emulation:
Like the NES before it, the SNES has retained interest among its fans even following its decline in the marketplace. It has continued to thrive on the second-hand market and through console emulation. The SNES has taken much the same revival path as the NES (see History of the Nintendo Entertainment System).
ZSNES v1.51 user interfaceEmulation projects began with the initial release of VSMC in 1994, and Super Pasofami became the first working SNES emulator in 1996.[33] During that time, two competing emulation projects—Snes96 and Snes97—merged to form a new initiative entitled Snes9x.[34] In 1997, SNES enthusiasts began programming an emulator named ZSNES.[35] These two have remained among the best-known SNES emulators, although development continues on others as well. Recently there has been a push for exact emulation,d[›] begun in 2003 by members of both the Snes9x and ZSNES teams and others,[36] and currently led by the development of bsnes.[37]

Technical specifications:


The design of the Super NES incorporates a relatively slow CPU (half the speed of the Mega Drive), but the powerful graphics and sound co-processors allowed impressive tiling and Mode 7 effects, many times more colors, and audio quality that represented a massive leap over the competition.[47] Individual game cartridges can easily supply further custom chips as needed.
Super Nintendo Entertainment SystemFrom Wikipedia, the free encyclopediaJump to: navigation, searchSuper Nintendo Entertainment System
Manufacturer Nintendo Type Video game console Generation Fourth generation (16-bit era) First available JP November 21, 1990NA August 13, 1991EU April 11, 1992AUS July 3, 1992

CPU 16-bit 65c816 Ricoh 5A22 3.58 MHz Media Game Pak Online service Satellaview (Japan only), XBAND Units sold Worldwide: 49 million[1]United States: 20 million[1] Top-selling game Super Mario World, 20 million (as of June 25, 2007)[2] Predecessor Nintendo Entertainment System Successor Nintendo 64 The Super Nintendo Entertainment System or Super NES (also called SNESa[›] and Super Nintendo) is a 16-bit video game console that was released by Nintendo in North America, Europe, Australasia, Central America, South America and Brazil between 1990 and 1993. In Japan and Southeast Asia, the system is called the Super Family Computer, Super Famicom (スーパーファミコン, Sūpā Famikon?), or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent direct compatibility.
The Super Nintendo Entertainment System was Nintendo's second home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities that compensated for its relatively slow CPU, compared with other consoles at the time. Additionally, the system's support for numerous enhancement chips (which shipped as part of certain game cartridges) helped to keep it competitive in the marketplace.
The SNES was a global success, becoming the best-selling console of the 16-bit era despite its relatively late start and the fierce competition it faced in North America from Sega's Genesis console. The SNES remained popular well into the 32-bit era, and although Nintendo has dropped all support for the console, it continues to be popular among fans, collectors, and emulation enthusiasts, some of whom are still making "homebrew" ROM images.
Contents [hide]1 History 1.1 Launch 1.2 Console wars 1.3 Changes in policy 1.4 The 32-bit era and beyond 2 Emulation 3 Technical specifications 3.1 Central processing unit 3.2 Video 3.3 Audio 3.4 Onboard RAM 3.5 Regional lockout 3.6 Casing 3.7 Game cartridge 4 Peripherals 5 Enhancement chips 6 Market share 7 See also 8 Content notes 9 Notes 10 References 11 External links .
History:

To compete with the popular NES/Famicom, NEC launched the TurboGrafx-16/PC-Engine in 1987, and Sega followed suit with the Genesis/Mega Drive in 1988. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit NES. However, the NES would continue to dominate the gaming market for several years before Sega's system finally became successful.[3] Nintendo executives were initially reluctant to design a new system, but they reconsidered when the NES hardware began to show its age. Seeing its dominance in the market slipping, Nintendo was compelled to create a new console to compete with its 16-bit rivals.[4]
Launch:
Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday November 21, 1990 for ¥25,000 (US$210). It was an instant success: Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends.[5] The system's release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.[6]
With the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the Japanese console market.[7] Nintendo's success was partially due to its retention of most of its key third-party developers from its earlier system, including Capcom, Konami, Tecmo, Square Co., Koei, and Enix.[8]
"Nintendo's strongest selling point, however, was the game that came packed in with the Super NES console—Super Mario World."[9]In August 1991,b[›] Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$199. The SNES was released in the United Kingdom and Ireland in April 1992 for GB£150, with a German release following a few weeks later. The PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. Both the NES and Super NES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and Gradiente.[10]
The Super NES and Super Famicom launched with only a few games, but these games were well-received in the marketplace. In Japan, only two games were initially available: Super Mario World and F-Zero.[11] In North America and Europe, Super Mario World shipped with the console, and other initial titles included F-Zero, Pilotwings (which demonstrated the console's "Mode 7" pseudo-3D rendering capability), SimCity, and Gradius III.[12]
[edit] Console warsThe rivalry between Nintendo and Sega resulted in one of the fiercest console wars in video game history,[13] in which Sega positioned the Genesis as the "cool" console, with edgy advertisements occasionally attacking the competition and more mature titles aimed at older gamers.[14] Despite the Genesis's head start, its much larger library of games, as well as its lower price point,[15] market share between the SNES and the Genesis was about even in April 1992,[16] and neither console could maintain a definitive lead for several years. The Super NES eventually prevailed, dominating the American 16-bit console market,[17] and would even remain popular well into the 32-bit generation.[18]
[edit] Changes in policyDuring the NES era, Nintendo maintained exclusive control over titles released for the system—the company had to approve every game, each third-party developer could only release up to five games per year, those games could not be released on another console within two years, and Nintendo was the exclusive manufacturer and supplier of NES cartridges. However, competition from Sega's console brought an end to this practice; in 1990, Acclaim began releasing games for both platforms, with most of Nintendo's other licensees following suit over the next several years; Capcom (which licensed some games to Sega instead of producing them directly) and Square were the most notable holdouts.[19]
Nintendo also maintained a strict censorship policy that, among other things, limited the amount of violence in the games on its systems. One game, Mortal Kombat, would challenge this policy. A surprise hit in arcades in 1992, Mortal Kombat features splashes of blood and finishing moves that often depict one character dismembering the other. Because the Genesis version retained the gore while the SNES version did not, it outsold the SNES version three to one.[20][21]
Game players were not the only ones to notice the violence in this game; US Senators Herb Kohl and Joe Lieberman convened a Congressional hearing on December 9, 1993 to investigate the marketing of violent video games to children.c[›] While Nintendo took the high ground with moderate success, the hearings led to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board, and the inclusion of ratings on all video games.[20][21] With these ratings in place, Nintendo decided its censorship policies were no longer needed. Consequently, the SNES port of Mortal Kombat II was released uncensored, and this time Nintendo's version outsold Sega's.[20][21]
[edit] The 32-bit era and beyondWhile other companies were moving on to 32-bit systems, Rare and Nintendo proved that the Super NES was still a strong contender in the market. In November 1994, Rare released Donkey Kong Country, a platform game featuring 3D models and textures pre-rendered on SGI workstations. With its detailed graphics, careful game design and high-quality music, Donkey Kong Country rivaled the quality of games that were being released on newer 32-bit CD-based consoles. In the last 45 days of 1994, the game sold 6.1 million units, making it the fastest-selling video game in history to that date. This game sent a message that early 32-bit systems had little to offer over the Super NES, and helped make way for the more advanced consoles on the horizon.[22][23]
In October 1997, Nintendo released a redesigned SNES 2 in North America for US$99, which included the pack-in game Super Mario World 2: Yoshi's Island.[24] Like the earlier NES 2, the new model was slimmer and lighter than its predecessor, but it lacked S-Video and RGB output, and it was among the last major SNES-related releases in the region. A similarly redesigned Super Famicom Jr. was released in Japan at around the same time.[25]
Nintendo of America ceased production of the SNES in 1999,[26] about a year after releasing Kirby's Dream Land 3 (its last first-party game for the system) on November 27, 1997. In Japan, Nintendo continued production of the Super Famicom until September 2003,[27] and new games were produced until the year 2000, ending with the release of Metal Slader Glory Director's Cut on December 1, 2000.[28] Some consider the SNES to embody the "Golden Age of video games", citing its many groundbreaking games and the perceived focus on gameplay over graphics and technical gimmicks.[29] Others question this perceived romanticism, believing the system was just another step in the evolution of video game technology.[30]
In recent years, many SNES titles have been ported to the Game Boy Advance, which has similar video capabilities. In 2005, Nintendo announced that SNES titles would be made available for download via the Wii's Virtual Console service.[31] In 2007, Nintendo announced that it would no longer repair Famicom or Super Famicom systems due to an increasing shortage of the necessary parts.[32]
Emulation:
Like the NES before it, the SNES has retained interest among its fans even following its decline in the marketplace. It has continued to thrive on the second-hand market and through console emulation. The SNES has taken much the same revival path as the NES (see History of the Nintendo Entertainment System).
ZSNES v1.51 user interfaceEmulation projects began with the initial release of VSMC in 1994, and Super Pasofami became the first working SNES emulator in 1996.[33] During that time, two competing emulation projects—Snes96 and Snes97—merged to form a new initiative entitled Snes9x.[34] In 1997, SNES enthusiasts began programming an emulator named ZSNES.[35] These two have remained among the best-known SNES emulators, although development continues on others as well. Recently there has been a push for exact emulation,d[›] begun in 2003 by members of both the Snes9x and ZSNES teams and others,[36] and currently led by the development of bsnes.[37]
Nintendo took the same stance against the distribution of SNES ROM image files and emulation as it did with the NES, insisting that they represented flagrant software piracy.[38] Proponents of SNES emulation cite discontinued production of the SNES, the right of the owner of the respective game to make a personal backup, space shifting for private use, the desire to develop homebrew games for the system, the frailty of SNES cartridges and consoles, and the lack of certain foreign imports.[39] Despite Nintendo's attempts to stop the proliferation of such projects, emulators and ROM files continue to be available on the Internet.
The SNES was one of the first systems to attract the attention of amateur fan translators: Final Fantasy V was the first major work of fan translation, and was completed in 1997.[40]
Emulation of the SNES is now available on handheld units, such as Sony's PlayStation Portable (PSP),[41] the Nintendo DS[42] and Game Boy Advance,[43] the Gizmondo,[44] and the GP2X by GamePark Holdings,[45] as well as PDAs.[46] Nintendo's Virtual Console service for the Wii marks the introduction of officially sanctioned SNES emulation.
Technical specifications:

The design of the Super NES incorporates a relatively slow CPU (half the speed of the Mega Drive), but the powerful graphics and sound co-processors allowed impressive tiling and Mode 7 effects, many times more colors, and audio quality that represented a massive leap over the competition.[47] Individual game cartridges can easily supply further custom chips as needed.
Central processing:

unitCPU reference Processor Ricoh 5A22, based on a 16-bit 65c816 core Clock Rates (NTSC) Input: 21.47727 MHzBus: 3.58 MHz, 2.68 MHz, or 1.79 MHz Clock Rates (PAL) Input: 21.28137 MHzBus: 3.55 MHz, 2.66 MHz, or 1.77 MHz Buses 24-bit and 8-bit address buses, 8-bit data bus Additional Features DMA and HDMA Timed IRQ Parallel I/O processing Hardware multiplication and division The CPU is a Nintendo-custom 5A22 processor, based around a 16-bit 65c816 core. The CPU employs a variable bus speed depending on the memory region being accessed for each instruction cycle: the input clock is divided by 6, 8, or 12 to obtain the bus clock rate. Non-access cycles, most register accesses, and some general accesses use the divisor of 6. WRAM accesses and other general accesses use the divisor of 8. Only the controller port serial-access registers use the divisor of 12.[48]
The chip has an 8-bit data bus, controlled by two address buses. The 24-bit "Bus A" is used for general accesses, while the 8-bit "Bus B" is used for support chip registers (mainly the video and audio processors).[48] Normally only one bus is used at a time, however the built in direct memory access (DMA) unit places a read signal on one bus and a write signal on the other to achieve block transfer speeds of up to 2.68 MB/s (MiB/s).[49]
The DMA unit has 8 independent channels, each of which can be used in two modes. General DMA transfers up to 64 KB in one shot, while H-blank DMA (HDMA) transfers 1–4 bytes at the end of each video scanline. HDMA is typically used to change video parameters to achieve effects such as perspective, split-screen, and non-rectangular windowing without tying up the main CPU.[49]
The 5A22 also contains an 8-bit parallel I/O port (which was mostly unused in the SNES); controller port interface circuits, including both serial and parallel access to controller data; a 16-bit multiplication and division unit; and circuitry for generating Non-Maskable interrupts on V-blank and IRQ interrupts on calculated screen positions.[49]
Video:The picture processing unit (PPU) consists of two separate but closely tied IC packages, which may be considered as a single entity. It also contains 64 KB (KiB) of SRAM for storing video data (VRAM), 544 bytes of object attribute memory (OAM) for storing sprite data, and 512 bytes of color generator RAM (CGRAM) for storing palette data. The PPU is clocked by the same signal as the CPU, and generates a pixel every two or four cycles. Both NTSC and PAL systems use the same PPU chips, with one pin per chip selecting NTSC or PAL operation.Onboard RAM:The console contains 128 KB (KiB) of DRAM. This is mapped to various segments of Bus A, and can also be accessed in a serial fashion via registers on Bus B. The video and audio subsystems contain additional RAM reserved for use by those processors.Regional lockout:Nintendo employed several types of regional lockout, including both physical and hardware incompatibilities.
A cartridge shape comparisonTop:
Japanese and PAL designBottom:
North American design
The top image also illustrates the optional pins used by enhancement chips.On a physical level, the cartridges are shaped differently for different regions. North American cartridges have a rectangular bottom with inset grooves matching protruding tabs in the console, while other regions' cartridges are narrower with a smooth curve on the front and no grooves. The physical incompatibility can be overcome with use of various adapters, or through modification of the console.
Casing:
All versions of the SNES are predominantly gray, although the exact shade may differ. The original North American version has a boxy design with purple sliding switches and a dark gray eject lever. The Japanese and European versions are more rounded, with darker gray accents and buttons. The North American SNES 2 and the Japanese Super Famicom Jr. are both smaller with a rounded contour, however the SNES 2 buttons are purple where the Super Famicom Jr. buttons are gray.
Peripherals:

The SNES standard controller adds two additional face buttons to the design of the NES iteration, arranging the four in a diamond shape, and the layout adds two shoulder buttons. It also features an ergonomic design later used for the NES 2. The Japanese and PAL region versions incorporate the system's logo in the colors of the four action buttons, while the North American version colors them lavender and purple to match the redesigned console. Many believe that several later consoles derive their controller design from the SNES, including the PlayStation, PS2, PS3, Dreamcast, Xbox, Xbox 360, and Wii (Classic Controller).Enhancement
chips:
As part of the overall plan for the SNES, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console. This is most often characterized by 16 additional pins on the cartridge card edge.[52]
The Super FX is a RISC CPU designed to perform functions that the main CPU could not feasibly do. The chip was primarily used to create 3D game worlds made with polygons, texture mapping and light source shading. The chip could also be used to enhance 2D games.[34]
The Nintendo fixed-point digital signal processor (DSP) chip allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions.[67] Four revisions of the chip exist, each physically identical but with different microcode. The DSP-1 version, including the later 1A and 1B bug fix revisions, was most often used; the DSP-2, DSP-3, and DSP-4 were used in only one title each.Computer
software:

Computer software is a general term used to describe a collection of computer programs, procedures and documentation that perform some task on a computer system.[1] The term includes application software such as word processors which perform productive tasks for users, system software such as operating systems, which interface with hardware to provide the necessary services for application Super Nintendo Entertainment System: software, and middleware which controls and co-ordinates distributed systems.Relationship to computer hardware:
Computer software is so called to contrast with computer hardware, which encompasses the physical interconnections and devices required to store and execute (or run) the software. In computers, software is loaded into RAM and executed in the central processing unit. At the lowest level, software consists of a machine language specific to an individual processor. A machine language consists of groups of binary values signifying processor instructions which change the state of the computer from its preceding state. Software is an ordered sequence of instructions for changing the state of the computer hardware in a particular sequence. It is usually written in high-level programming languages that are easier and more efficient for humans to use (closer to natural language) than machine language. High-level languages are compiled or interpreted into machine language object code. Software may also be written in an assembly language, essentially, a mnemonic representation of a machine language using a natural language alphabet. Assembly language must be assembled into object code via an assembler.
Types:
Practical computer systems divide software systems into three major classes: system software, programming software and application software, although the distinction is arbitrary, and often blurred.
System software:
helps run the computer hardware and computer system. It includes operating systems, device drivers, diagnostic tools, servers, windowing systems, utilities and more. The purpose of systems software is to insulate the applications programmer as much as possible from the details of the particular computer complex being used, especially memory and other hardware features, and such as accessory devices as communications, printers, readers, displays, keyboards, etc.
Programming software:
usually provides tools to assist a programmer in writing computer programs and software using different programming languages in a more convenient way. The tools include text editors, compilers, interpreters, linkers, debuggers, and so on. An Integrated development environment (IDE) merges those tools into a software bundle, and a programmer may not need to type multiple commands for compiling, interpreter, debugging, tracing, and etc., because the IDE usually has an advanced graphical user interface, or GUI.
Application software:
allows end users to accomplish one or more specific (non-computer related) tasks. Typical applications include industrial automation, business software, educational software, medical software, databases, and computer games. Businesses are probably the biggest users of application software, but almost every field of human activity now uses some form of application software.



Operation:Computer software has to be "loaded" into the computer's storage (such as a hard drive, memory, or RAM). Once the software is loaded, the computer is able to execute the software. Computers operate by executing the computer program. This involves passing instructions from the application software, through the system software, to the hardware which ultimately receives the instruction as machine code. Each instruction causes the computer to carry out an operation -- moving data, carrying out a computation, or altering the control flow of instructions.