Glossary
Here are some definitions of the most commonly used terms throughout the tutorial. For the sake of context and continuity, it's best read from top to bottom.
Terminology | Definition |
SNES | Super Nintendo Entertainment System |
Memory | The working space in the SNES in which the ROM, RAM and SRAM are present |
ROM | Read-only memory; the well-known .smc/.sfc/.fig files |
(W)RAM | (Work) Random-access memory |
SRAM | Static random-access memory; the well-known .srm files |
Register | A variable in the SNES not part of the standard SNES memory |
Opcode | A three-letter instruction; a mnemonic |
Addressing mode | An optional parameter for an opcode denoting a value or an address |
Instruction/Operation | The combination of an opcode and optionally an addressing mode |
Machine code | An instruction assembled into bytes, which can be understood by processors |
Value | A magnitude, quantity, or number; a number representing information |
Signed | A value that semantically allows itself to be negative as well |
Unsigned | A value that semantically allows itself to be positive-only, allowing for greater positive numbers |
Address | A location in the memory of the SNES. Ranges from $000000 to $FFFFFF |
Long address | An address represented by a 6-digit hexadecimal notation (e.g. $001200) |
Absolute address | An address represented by a 4-digit hexadecimal notation of the final 4 digits (e.g. $1200) |
Direct page | An address represented by a 2-digit hexadecimal notation of the final 2 digits (e.g. $00) |
Byte | An 8-bit value |
Word | A 16-bit value |
Long | A 24-bit value |
Double | A 32-bit value |
Bank byte | The first two digits of a long address or a long value (e.g. "$12" in $123456) |
High byte | The middle two digits of a long address, absolute address, long value or word value (e.g. "$34" in both $123456 and $3456) |
Low byte | The final two digits of a long address, absolute address, long value or word value (e.g. "$56" in both $123456 and $3456) |
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