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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