Talk:List of Super NES enhancement chips

message: I have proposed merging a number of SNES special chip articles into this one article, as none of them contain a whole lot of useful information. The hardest part, IMO, will be including the game lists from the individual articles in a sane format. Anomie 16:00, 13 July 2007 (UTC)
thread_title: Merge proposal

message: I'm pretty certain the CX4 chip was responsible for the transparency/translucency effects in the first Mega Man X game; it made levels such as Launch Octopus's possible as it was all under water (basically the level was behind a translucent water layer).
217.154.84.2 (talk) 10:49, 19 August 2009 (UTC)
replies: text: I'm pretty sure that isn't necessary. The SNES supports color addition, which lets you simulate certain kinds of transparency, like the one you mention here. See http://www.romhacking.net/docs/428/ Amaurea (talk) 17:31, 12 April 2011 (UTC)
thread_title:  Transparency 

message: Can someone do an article on the NES enhancement chips too, especially MMC1-MMC5?75.81.204.244 (talk) 08:38, 21 September 2010 (UTC)
replies: text: There is the Memory Management Controller article, which should qualify to be added to a see also section in this article, imho. --Abdull (talk) 20:54, 30 September 2010 (UTC)
thread_title:  Do an article on the NES enhancement chips too 

message: OK, am I missing something here? First up, the ST video chip was a bitplane device itself - albeit, as proven when the STe came along and they had to bodge the extra bits on "the wrong end", not a very well engineered one. Either the graphics would likely have been saved like that in the first place, or the conversion isn't so hard...
And converting a few hundred k's of 4-bit image data from one bitplane format to another - or from bitmap to a presumably fixed bitplane format for your target device - can't be more than an afternoon's work with a moderately advanced bit of BASIC or simplistic C++, can it? Read in a max of 8kb of sprite data (that alone would fill a quarter of the screen), bitslice each byte a certain way, output 8kb (16?) of usable stuff. Wash rinse repeat. Even if your routine, measured from inception, thru coding, testing and final use only manages to convert a few hundred bytes per second on average, you'll be done in a working day.
So why did they go to the effort of designing the DSP and/or writing code for it in order to do this on a near-continual basis in the production model?
It's not as if there aren't plentiful other SNES titles with large-ish not-very-high-colour not-particularly-high-motion sprites in that manage perfectly fine without it... 193.63.174.11 (talk) 17:34, 23 February 2011 (UTC)
replies: text: ...*researches* ... OK, it's in fact INTERLEAVED bitplane. Maybe the SNES is just line-by-line or even whole-screen bitplane then, and that's what needs converting? All the same, whilst looking this up, I found a blog post that includes about thirty lines of assembler code that does the chunky-to-bitplane conversion, and does it fast enough that (on an 8mhz cpu) it only requires about 15% cpu time to render chunky graphics in realtime on a bitplane display... interleave-to-fullscreen (or whatever) would, at worst, be twice that - convert to chunky, then back to the other bitplane type. Still none the wiser as to why they'd need to do it in realtime rather than just converting the data beforehand. 193.63.174.11 (talk) 18:46, 23 February 2011 (UTC)
thread_title:  DSP-2 use for bitplane conversion 

message: I changed: Armored Trooper Votoms: The Battling Road to: Soukou Kihei Votoms: The Battling Road because, although the franchise is known as "Armored Trooper Votoms" in English, this game never had an English-language relase. I don't think it was ever released outside of Japan. Notice also the lack of any SNES games listed on the linked (English) page. 126.210.110.119 (talk) 07:58, 1 January 2014 (UTC)
thread_title:  Soukou Kihei Votoms / Armored Trooper Votoms 

message: Can you add image examples of the enhancement chips (e.g 16-bit rotating square) and animated?--72.50.79.77 (talk) 14:32, 15 April 2017 (UTC)
thread_title:  Image examples 

message: Hello fellow Wikipedians,
I have just modified 2 external links on List of Super NES enhancement chips. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes:
*Added archive https://web.archive.org/web/20080820132758/http://www.snes9x.com/phpbb2/ to http://www.snes9x.com/phpbb2/
*Added archive https://web.archive.org/web/20080724155439/http://www.mypsp.com.au/NewsDetail.aspx?id=660 to http://www.mypsp.com.au/NewsDetail.aspx?id=660
When you have finished reviewing my changes, you may follow the instructions on the template below to fix any issues with the URLs.
Cheers.—InternetArchiveBot (Report bug) 13:06, 27 December 2017 (UTC)
thread_title:  External links modified 

message: Would it be appropriate to add in a section for unofficial/homebrew SNES cartridge chips such as the MSU-1 (a theoretical chip that lets the SNES use up to 4 GB of optical disc space for CD quality audio, FMV, general purpose storage, etc...), or would that be better off as a section under the SNES CD-ROM page? Leo2Kirby (talk) 19:58, 9 April 2019 (UTC)
thread_title:  Section for unofficial/homebrew chips such as MSU-1? 

message: I removed the note that SuperFX is used for screen warping and large bosses in Yoshi's Island. I don't have a source to cite for this, but with a little know-how, one can verify this himself using an emulator with debugging capabilities. Screen warping is done by using offset-per-tile mode. The large vector-graphics bosses are rendered by using HDMA to select pre-rendered slices of graphics for each scanline. Both of these features are built directly into the SNES stock hardware. The latter is easy to very easy to confirm: Play the game to a boss in SNES9x and disable HDMA emulation. You'll be able to see the prerendered slices used for the bosses, generally appearing as a large triangle with some kind of interesting coloring. One each scanline, HDMA scrolls this graphics layer to select an appropriately-sized slice and position it horizontally. 98.217.97.77 (talk) 19:59, 13 October 2019 (UTC)
thread_title: SuperFx in Yoshi's Island

message: WHICH games are those?  I try to look it up and all I find is page after page, including copies of this one, mentioning "Hacker" or "Man" who retroactively put that chip into games that didn't originally have it.  True enough I never heard of the chip before he did but it is certainly irritating to be teased with a big figure like 34 but no details beyond that. Volcabbage (talk) 19:52, 25 March 2021 (UTC)
replies: text: The "List of Super NES games that use enhancement chips" table halfway down this article lists the 34 games that originally used the SA-1 chip, as well as all other games that originally used other chips.  The chart does not include any that were added by hackers/editors later. Jtrevor99 (talk) 21:04, 25 March 2021 (UTC)
thread_title: 34 games with sa-1 chip?