Glossary: Difference between revisions

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== S ==
== S ==
;Scrolling
;[[PPU scrolling|Scrolling]]
:Movement of the visible portion of a background.
:Movement of the visible portion of a background.
;Sprite
;Sprite

Revision as of 18:02, 21 December 2012

These terms are commonly used in technical discussions about the Nintendo Entertainment System.

0

10NES
The program running on the CIC.
60-pin
Referring to Famicom Game Paks. The Famicom and most famiclones for the Asian market use 60-pin Game Paks, which have audio passthrough and no lockout chip.
72-pin
Referring to NES Game Paks. The NES and most famiclones for the North American and European markets use 72-pin Game Paks, which have expansion port passthrough and a different lockout chip for each market.

A

Address decoding
Translation of addresses on the console's address buses into chip enables and addresses for the various ROMs and RAMs in the cartridge. In most cartridges, this involves some form of bank switching.
Attribute
A part of video memory that selects which part of the palette is used for a given sprite or area of the background.
Attribute table
The 64-byte table of background tile attributes at the end of each of the four nametables.

B

Background
A grid of tiles.
Bank switching
The primary function of a mapper. It involves mapping small pieces of a large ROM into a small address space, and allowing the program to select pieces (or "turn the pages" so to speak) by writing to a port on the mapper.
Battery RAM
RAM made nonvolatile by the addition of a battery backup circuit. This is used to let the player save progress in games with more than one chapter. Almost all battery RAM in NES games is PRG RAM; a couple games on very uncommon mappers have battery-backed CHR RAM.

C

Camera
Abstraction for the part of a world that is displayed on the screen. The illusion of a moving camera is created by scrolling the background and moving all the sprites at once.
CHR
Another word for pattern tables, after the traditional name character generator for a tiled background plane.
CHR RAM
An SRAM on the cartridge, usually 8192 bytes, mapped at $0000-$1FFF and holding pattern tables.
Checking Integrated Circuit (CIC)
Nintendo's term for what the public knows better as the lockout chip.
CIC clone
A microcontroller generating the same pseudorandom stream as the authentic CIC. Examples include Tengen's Rabbit and Kevin Horton's CIClone.
CIC stun
Freezing the CIC by using a charge pump to pulse negative voltage on the data pins.
CIRAM
A 2048-byte SRAM in the NES, mapped at $2400-$2BFF (subject to mirroring controlled by the Game Pak)
Color Generator RAM (CGRAM)
A 28-entry RAM inside the PPU, holding the palette.
Control Deck
The console itself, into which the Game Pak is inserted and to which the controllers and outputs are connected.

D

DRAM
Dynamic random access memory, or memory that needs to be periodically refreshed.

F

Famiclone
A third-party clone of the NES or Famicom hardware.
Family Computer, Famicom, FC
The Japanese version of the NTSC NES, with a few minor hardware differences.
Flip
Reflection of an image. For example, a "vertical flip" turns an M into a W as the pixels move vertically across a horizontal axis.
Forced blanking
Turning off the rendering circuitry by writing zero to $2001, giving the CPU the same access to VRAM through the PPU ports that the CPU normally has during vertical blanking.
Front-loader
NES-001, the original version of the 72-pin NES. It uses a pseudo-ZIF socket for Game Paks.

G

Game Pak
A cartridge for a Nintendo console. It contains ROMs, mappers, and possibly other circuitry.

L

Left pattern table
The pattern table at PPU $0000-$0FFF. So-called due to display conventions in debugging emulators.
Lock-on
Referring to a cartridge with two connectors: one to connect to the console and another to connect to another cartridge to use its CIC or to modify its program.
Lockout chip
Nintendo's scheme used in the front-loading NES to block the use of infringing copies of its games and to reassure retailers that the NES wouldn't have the flood of low-quality games seen on second-generation consoles. Nintendo was successfully sued in antitrust court over this and other practices. It consists of two 4-bit CIC microcontrollers, one in the Control Deck and one in each Game Pak, passing a stream of pseudorandom numbers back and forth.
Lockout defeat
Various ways of getting a program to run without an authentic CIC. These include CIC clone and CIC stun.

M

Mapper
Circuitry on the Game Pak to perform address decoding and counting.
Mapper hack
A patch to a ROM that uses one mapper to make it work with a different kind of mapper.
Memory Management Controller (MMC)
Name for ASIC mappers made by Nintendo.
Metatile
A block of tile numbers written to the background as a unit. These blocks, often 2x2 tiles (16x16 pixels) in size, are common building blocks for area maps in NES games.
Mirroring
Presence of one memory area at more than one place in the memory map.

N

Nametable
Any of four areas in VRAM (PPU addresses $2000-$23FF, $2400-$27FF, $2800-$2BFF, $2C00-$2FFF) specifying which tiles to display at which places in the background. Each is 32 by 30 tiles and ends with an attribute table.

O

Object Attribute Memory (OAM)
A 256-byte DRAM inside the PPU holding the sprite display list.

P

Palette
A color lookup table.
Pattern table
Two 4096 byte areas of video memory, mapped at PPU $0000-$0FFF and $1000-$1FFF.
Picture Processing Unit (PPU)
It generates the video signal.
Port
An address mapped to input or output instead of RAM.
PRG
Memory on the CPU's bus. Short for "program".
PRG RAM
RAM on the CPU's bus.
PRG ROM
ROM on the CPU's bus, containing a program to be executed and data for the program to use. In games using CHR RAM, it may also contain data to be copied to CHR RAM.
Priority
Which graphics appear in front of other graphics. In general, sprites earlier in OAM appear on top, and a sprite may appear in front of or behind the background.

R

Right pattern table
The pattern table at PPU $1000-$1FFF. So-called due to display conventions in debugging emulators.

S

Scrolling
Movement of the visible portion of a background.
Sprite
An entry in OAM controlling a small block of pixels that can be moved around on the screen. It has X and Y coordinates, a tile index into one of the pattern tables, vertical and horizontal flip switches, and priority.
SRAM
Static random access memory is memory made with latches, which does not need to be refreshed but takes four to six times as much die space as DRAM. PRG RAM and CHR RAM are generally SRAM. Occasionally, it stands for "save RAM", which means the same as battery RAM.

T

Tile
An 8x8 pixel piece of graphics. Tile data on the NES has 2 bits per pixel, and each pixel in a tile can have one of three colors or transparency.
Top-loader
NES-101, a 72-pin console released during the end of the NES's commercial era that takes cartridges in the top, like most other consoles. It has no lockout chip.
Transparent
In the case of overlapping graphics, a transparent pixel means that pixels from the graphics behind this graphic show through.

U

Unlicensed
Referring to video games for the NES published outside of a contract with Nintendo. Most of these use a lockout defeat; a few use lock-on.

V

VRAM
Video RAM. This is a generic term which encompasses CHR-RAM and memory for Name Table and Palettes.

W

Work RAM, WRAM
See PRG RAM.

Z

Zapper
The light gun for NES.