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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)