SNES audio hardware info
Posted: Sat Feb 14, 2015 11:03 pm
This is always something I've been curious about, but never bothered tampering with. I know that the audio is almost entirely separate from the rest of the system and is controlled by the SPC 700 cpu, which is apparently similar to the 65816 cpu found in the other part of the system. Does the SPC 700 look straight at the cartridge slot and forget about the 65816, or do you have to tell the 65816 to send information to the SPC 700? I noticed that the music still runs in a majority of these games even when they crash, so would it be the former? I also know that the SNES has 8 channels for "real life" sound effects (as apposed to FM) that make the music and, off course, are used for sound effects, meaning that you can arrange the tracks for music and the sound effects however you like. I also know that all the sounds are stored in a 64kB space called "audio ram", but I don't really have a good understanding as to how big that is for this sort of thing. How many seconds of audio can you store at the highest quality, assuming you can even change it in the first place? would music like this be possible? (Space wise. I'm pretty sure there aren't more than 6 instruments playing in the song at a time.)
https://www.youtube.com/watch?v=kY2awRU3Sx0 (I'm a sucker for this kind of fast passed, cheesy electric guitar crap)
Oh yeah, is the SPC700 8 bit or 16 bit? A lot of places say the processor speed, but nothing else.
https://www.youtube.com/watch?v=kY2awRU3Sx0 (I'm a sucker for this kind of fast passed, cheesy electric guitar crap)
Oh yeah, is the SPC700 8 bit or 16 bit? A lot of places say the processor speed, but nothing else.