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* [[Mode 7|Mode 7]] matrix operations
 
* [[Mode 7|Mode 7]] matrix operations
 
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The ''Picture Processing Unit'' (PPU) consists of two separate but closely tied [[Integrated circuit|IC]] packages. It contains 64 KB of [[Static random access memory|SRAM]] for storing video data, 544 bytes of object attribute memory (OAM) for storing [[Sprite (computer graphics)|sprite]] data, and 256 × 15 bits of color generator RAM (CGRAM) for storing [[Palette (computing)|palette]] data. This CGRAM allows the console to display up to 256 colors, chosen from the [[List of monochrome and RGB palettes#15-bit RGB|15-bit RGB color space]], for a total of 32,768 possible colors. The PPU is clocked by the same signal as the CPU, and generates a pixel every two or four cycles.
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The ''Picture Processing Unit'' (PPU) consists of two separate but closely tied [[Integrated circuit|IC]] packages. It contains 64{{nbsp}}KB of [[Static random access memory|SRAM]] for storing video data, 544 bytes of object attribute memory (OAM) for storing [[Sprite (computer graphics)|sprite]] data, and 256 × 15 bits of color generator RAM (CGRAM) for storing [[Palette (computing)|palette]] data. This CGRAM allows the console to display up to 256 colors, chosen from the [[List of monochrome and RGB palettes#15-bit RGB|15-bit RGB color space]], for a total of 32,768 possible colors. The PPU is clocked by the same signal as the CPU, and generates a pixel every two or four cycles.
 
Seven video modes are available to the programmer:
 
Seven video modes are available to the programmer:
  
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* Noise generation
 
* Noise generation
 
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The audio subsystem, the S-SMP, is a dedicated single chip consisting of an 8-bit CPU, along with a 16-bit [[Digital signal processor|DSP]], and 64 KB of [[Static random access memory|SRAM]]. It is designed and produced by [[Sony]] and is completely independent from the rest of the system. It is clocked at a nominal 24.576 MHz in both NTSC and PAL systems.
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The audio subsystem, the S-SMP, is a dedicated single chip consisting of an 8-bit CPU, along with a 16-bit [[Digital signal processor|DSP]], and 64{{nbsp}}KB of [[Static random access memory|SRAM]]. It is designed and produced by [[Sony]] and is completely independent from the rest of the system. It is clocked at a nominal 24.576 MHz in both NTSC and PAL systems.
 
It is capable of producing stereo sound, composed from 8 voices generated using 16 bit audio samples and various effects such as [[reverberation]].
 
It is capable of producing stereo sound, composed from 8 voices generated using 16 bit audio samples and various effects such as [[reverberation]].
  
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=== Game cartridge ===
 
=== Game cartridge ===
 
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{{Main|Super Nintendo Entertainment System Game Pak}}
The [[ROM cartridge|cartridge]] media of the console is officially referred to as Game Pak in most Western regions, and as Cassette in Japan and parts of Latin America. While the SNES can address 128 Mbit, only 117.75 Mbit are actually available for cartridge use. A fairly normal mapping could easily address up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit of battery-backed RAM. However, most available memory access controllers only support mappings of up to 32 Mbit. The largest games released (''[[Tales of Phantasia]]'' and ''[[Star Ocean (video game)|Star Ocean]]'') contain 48 Mbit of ROM data, while the smallest games contain only 2 Mbit.
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The [[ROM cartridge|cartridge]] media of the console is officially referred to as Game Pak in most Western regions, and as {{nihongo|Cassette|????|Kasetto}} in Japan and parts of Latin America. While the SNES can address 128 Mbit, only 117.75 Mbit are actually available for cartridge use. A fairly normal mapping could easily address up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit of battery-backed RAM. However, most available memory access controllers only support mappings of up to 32 Mbit. The largest games released (''[[Tales of Phantasia]]'' and ''[[Star Ocean (video game)|Star Ocean]]'') contain 48 Mbit of ROM data, while the smallest games contain only 2 Mbit.
  
 
Cartridges may also contain battery-backed SRAM to save the game state, extra working RAM, custom coprocessors, or any other hardware that will not exceed the maximum [[current rating]] of the console.
 
Cartridges may also contain battery-backed SRAM to save the game state, extra working RAM, custom coprocessors, or any other hardware that will not exceed the maximum [[current rating]] of the console.
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== Enhancement chips ==
 
== Enhancement chips ==
 
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{{Main|List of Super NES enhancement chips}}
 
[[File:SNES Star Fox.png|thumb|left|''[[Star Fox (video game)|Star Fox]]'', the first game to utilize the [[Super FX]] chip, as shown with the polygonal models that compose a large portion of the game's graphics]]
 
[[File:SNES Star Fox.png|thumb|left|''[[Star Fox (video game)|Star Fox]]'', the first game to utilize the [[Super FX]] chip, as shown with the polygonal models that compose a large portion of the game's graphics]]
 
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, just like the MMC chips used for most NES games. This is most often characterized by 16 additional pins on the cartridge card edge.
 
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, just like the MMC chips used for most NES games. This is most often characterized by 16 additional pins on the cartridge card edge.

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