APU: Difference between revisions
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The NES APU is the audio processing unit in the NES console which generates sound for games. It is implemented in the RP2A03 (NTSC) and RP2A07 (PAL) chips. Its [[APU registers|registers]] are mapped in the range $4000-$4017. | The NES APU is the audio processing unit in the NES console which generates sound for games. It is implemented in the RP2A03 (NTSC) and RP2A07 (PAL) chips. Its [[APU registers|registers]] are mapped in the range $4000-$4017. | ||
For clarity, this reference describes the ''abstract'' operation of the APU, ''not the exact hardware implementation''. As long as the behavior is documented, the exact kind of counter or shift register used to implement a particular behavior is essentially irrelevant; in any case, the exact hardware implementation can only be speculated on without access to very expensive chip-level reverse-engineering tools. | For clarity, this reference describes the ''abstract'' operation of the APU, ''not the exact hardware implementation''. As long as the behavior is documented, the exact kind of counter or shift register used to implement a particular behavior is essentially irrelevant; in any case, the exact hardware implementation can only be speculated on without access to very expensive chip-level reverse-engineering tools (though expense hasn't stopped the Visual 2A03 project from doing just this). | ||
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Revision as of 12:46, 11 March 2012
The NES APU is the audio processing unit in the NES console which generates sound for games. It is implemented in the RP2A03 (NTSC) and RP2A07 (PAL) chips. Its registers are mapped in the range $4000-$4017.
For clarity, this reference describes the abstract operation of the APU, not the exact hardware implementation. As long as the behavior is documented, the exact kind of counter or shift register used to implement a particular behavior is essentially irrelevant; in any case, the exact hardware implementation can only be speculated on without access to very expensive chip-level reverse-engineering tools (though expense hasn't stopped the Visual 2A03 project from doing just this).
Registers | Channel | Units |
---|---|---|
$4000-$4003 | Pulse 1 | Timer, Length Counter, Envelope, Sweep |
$4004-$4007 | Pulse 2 | Timer, Length Counter, Envelope, Sweep |
$4008-$400B | Triangle | Timer, Length Counter, linear counter |
$400C-$400F | Noise | Timer, Length Counter, Envelope, shift register w/ feedback |
$4010-$4013 | DMC | Timer, memory reader, sample buffer, output unit |
$4015 | All | Length Counter enable and status |
$4017 | All | Frame Counter/Sequencer |
Each channel has a variable-rate timer clocking a waveform generator, and various modulators driven by low-frequency clocks from the Frame Counter/Sequencer. The DMC plays samples while the other channels play waveforms. Each sub-unit of a channel generally runs independently and in parallel to other units, and modification of a channel's parameter usually affects only one sub-unit and doesn't take effect until that unit's next internal cycle begins.
The read/write status register allows channels to be enabled and disabled, and their current length counter status to be queried.
The outputs from all the channels are combined using a non-linear mixing scheme.
On board extra audio register reference
Note
- The NES APU is also documented in Brad Taylor's 2A03 Technical Reference.
- These web pages are based on Blargg's NES APU Reference.
- Basic usage of the APU (excluding the DMC) can be found here.