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ZSNES
ZSNES is a free software Super Nintendo Entertainment System emulator written mostly in x86 assembly with official ports for Linux, DOS, Windows, and unofficial ports for Xbox and macOS. Background Development of ZSNES began on 3 July 1997 and the first version was released on 14 October 1997, for DOS. Since then, official ports have been made for Windows and Linux. The emulator became free software under the GPL-2.0-or-later license on 2 April 2001. Despite an announcement by ''adventure_of_link'' stating that "ZSNES is NOT dead, it's still in development" made on the ZSNES board after the departure of its original developers ''zsKnight'' and ''_Demo_'', development has slowed dramatically since its last version (1.51 released on 24 January 2007). Much of the development efforts concentrated on increasing the emulator's portability, by rewriting assembly code in C and C++, including a new GUI using Qt. ZSNES is notable in that it was early in being able to emulate several of ...
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ZSNES Interface Windows
ZSNES is a free software Super Nintendo Entertainment System emulator written mostly in x86 assembly with official ports for Linux, DOS, Windows, and unofficial ports for Xbox and macOS. Background Development of ZSNES began on 3 July 1997 and the first version was released on 14 October 1997, for DOS. Since then, official ports have been made for Windows and Linux. The emulator became free software under the GPL-2.0-or-later license on 2 April 2001. Despite an announcement by ''adventure_of_link'' stating that "ZSNES is NOT dead, it's still in development" made on the ZSNES board after the departure of its original developers ''zsKnight'' and ''_Demo_'', development has slowed dramatically since its last version (1.51 released on 24 January 2007). Much of the development efforts concentrated on increasing the emulator's portability, by rewriting assembly code in C and C++, including a new GUI using Qt. ZSNES is notable in that it was early in being able to emulate several of ...
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Super Nintendo Entertainment System
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania, and 1993 in South America. In Japan, it is called the In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions. The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be competitive into the ...
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List Of Super NES Enhancement Chips
The list of Super NES enhancement chips demonstrates Nintendo hardware designers' plan to easily expand the Super Nintendo Entertainment System with special coprocessors. This standardized selection of chips was available to licensed developers, to increase system performance and features for each game cartridge. As increasingly superior chips became available throughout the Super NES's generation, this provided a cheaper and more versatile way of maintaining the system's market lifespan compared to Nintendo's option of having included a much more expensive CPU or a more obsolete stock chipset. The presence of an enhancement chip is often indicated by 16 additional pins on either side of the original pins, 8 to each side. Super FX The Super FX chip is a 16-bit supplemental RISC CPU developed by Argonaut Games.(2007-05-01) Snes9x readme.txt v1.51snes9x.com. Retrieved on 2007-07-03. It is typically programmed to act as a graphics accelerator chip that draws polygons and advanced ...
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Emulator
In computing, an emulator is Computer hardware, hardware or software that enables one computer system (called the ''host'') to behave like another computer system (called the ''guest''). An emulator typically enables the host system to run software or use peripheral devices designed for the guest system. Emulation refers to the ability of a computer program in an electronic device to emulate (or imitate) another program or device. Many Printer (computing), printers, for example, are designed to emulate Hewlett-Packard, HP LaserJet printers because so much software is written for HP printers. If a non-HP printer emulates an HP printer, any software written for a real HP printer will also run in the non-HP printer emulation and produce equivalent printing. Since at least the 1990s, many video game enthusiasts and hobbyists have used emulators to play classic arcade games from the 1980s using the games' original 1980s machine code and data, which is interpreted by a current-era s ...
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Mode 7
Mode 7 is a graphics mode on the Super Nintendo Entertainment System video game console that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different effects. The most famous of these effects is the application of a perspective effect on a background layer by scaling and rotating the background layer in this manner. This transforms the background layer into a two-dimensional horizontal texture-mapped plane that trades height for depth. Thus, an impression of three-dimensional graphics is achieved. Mode 7 was one of Nintendo's prominent selling points for the Super NES platform in publications such as ''Nintendo Power'' and ''Super NES Player's Guide''.'''' Similar ''faux'' 3D techniques have been presented on a few 2D systems other than the Super NES, in select peripherals and games. Function The Super NES console has eight graphics modes, numbered from 0 to 7, for displaying background layers. The last one (background mode ...
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Static Random-access Memory
Static random-access memory (static RAM or SRAM) is a type of random-access memory (RAM) that uses latching circuitry (flip-flop) to store each bit. SRAM is volatile memory; data is lost when power is removed. The term ''static'' differentiates SRAM from DRAM (''dynamic'' random-access memory) — SRAM will hold its data permanently in the presence of power, while data in DRAM decays in seconds and thus must be periodically refreshed. SRAM is faster than DRAM but it is more expensive in terms of silicon area and cost; it is typically used for the cache and internal registers of a CPU while DRAM is used for a computer's main memory. History Semiconductor bipolar SRAM was invented in 1963 by Robert Norman at Fairchild Semiconductor. MOS SRAM was invented in 1964 by John Schmidt at Fairchild Semiconductor. It was a 64-bit MOS p-channel SRAM. The SRAM was the main driver behind any new CMOS-based technology fabrication process since 1959 when CMOS was invented. In 1965 ...
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WDC 65C816
The W65C816S (also 65C816 or 65816) is an 8/16-bit microprocessor (MPU) developed and sold by the Western Design Center (WDC). Introduced in 1985, the W65C816S is an enhanced version of the WDC 65C02 8-bit computing, 8-bit MPU, itself a CMOS enhancement of the venerable MOS Technology MOS Technology 6502, 6502 NMOS logic, NMOS MPU. The 65C816 was the CPU for the Apple IIGS and, in modified form, the Super Nintendo Entertainment System. The ''65'' in the part's designation comes from its 65C02 compatibility mode, and the ''816'' signifies that the MPU has selectable 8- and 16-bit computing, 16-bit processor register, register sizes. In addition to the availability of 16-bit registers, the W65C816S features extended memory addressing to 24-bit computing, 24 bits, supporting up to 16 megabytes of random-access memory, an enhanced instruction set, and a 16 bit Stack (data structure), stack pointer, as well as several new electrical signals for improved system hardware management. At ...
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PlayStation 4
The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in Europe, South America and Australia, and on February 22, 2014 in Japan. A console of the eighth generation, it competes with the Microsoft's Xbox One and the Nintendo's Wii U and Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Unit (APU) built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops; AMD stated that it was the "most powerful" APU it had developed to date. The PlayStation 4 places an increased emphasis on social interaction and integration with other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices (" Remote Play"), the ability to stream gameplay ...
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Xbox One
The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third base console in the Xbox series of video game consoles. It was first released in North America, parts of Europe, Australia, and South America in November 2013 and in Japan, China, and other European countries in September 2014. It is the first Xbox game console to be released in China, specifically in the Shanghai Free-Trade Zone. Microsoft marketed the device as an "all-in-one entertainment system", hence the name "Xbox One". An eighth-generation console, it mainly competed against Sony's PlayStation 4 and Nintendo's Wii U and later the Switch. Moving away from its predecessor's PowerPC-based architecture, the Xbox One marks a shift back to the x86 architecture used in the original Xbox; it features an AMD Accelerated Processing Unit (APU) built around the x86-64 instruction set. Xbox One's controller was redesigned over the Xbox 360's, w ...
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Eighth Generation Of Video Game Consoles
The eighth generation of video game consoles began in 2012, and consists of four home video game consoles: the Wii U released in 2012, the PlayStation 4 family in 2013, the Xbox One family in 2013, and the Nintendo Switch family in 2017. The generation offered few signature hardware innovations. Sony and Microsoft continued to produce new systems with similar designs and capabilities as their predecessors, but with improved performance (processing speed, higher-resolution graphics, and increased storage capacity) that further moved consoles into confluence with personal computers, and furthering support for digital distribution and games as a service. Motion-controlled games of the seventh generation had waned in popularity, but consoles were preparing for advancement of virtual reality (VR), with Sony introducing the PlayStation VR in 2016. Sony focused heavily on its first-party developers and console exclusives as key selling points, while Microsoft expanded its gaming servic ...
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ARM Architecture
ARM (stylised in lowercase as arm, formerly an acronym for Advanced RISC Machines and originally Acorn RISC Machine) is a family of reduced instruction set computer (RISC) instruction set architectures for computer processors, configured for various environments. Arm Ltd. develops the architectures and licenses them to other companies, who design their own products that implement one or more of those architectures, including system on a chip (SoC) and system on module (SOM) designs, that incorporate different components such as memory, interfaces, and radios. It also designs cores that implement these instruction set architectures and licenses these designs to many companies that incorporate those core designs into their own products. There have been several generations of the ARM design. The original ARM1 used a 32-bit internal structure but had a 26-bit address space that limited it to 64 MB of main memory. This limitation was removed in the ARMv3 series, which ...
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RISC
In computer engineering, a reduced instruction set computer (RISC) is a computer designed to simplify the individual instructions given to the computer to accomplish tasks. Compared to the instructions given to a complex instruction set computer (CISC), a RISC computer might require more instructions (more code) in order to accomplish a task because the individual instructions are written in simpler code. The goal is to offset the need to process more instructions by increasing the speed of each instruction, in particular by implementing an instruction pipeline, which may be simpler given simpler instructions. The key operational concept of the RISC computer is that each instruction performs only one function (e.g. copy a value from memory to a register). The RISC computer usually has many (16 or 32) high-speed, general-purpose registers with a load/store architecture in which the code for the register-register instructions (for performing arithmetic and tests) are separate fr ...
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