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As I wrote the script for this video, I considered breaking it up into two parts, one for the SNES side of things, and the other for the controller side of things. But I ultimately decided to just bundle it all together. That meant that this video is now the longest of the series, and almost tied for longest on the entire channel. Oops!
I really wanted to explain more about the Super Scope, since it has a very peculiar way of working, and a lot of caveats that stem off from its methods, but I think going all the way to the nitty-gritty details would go outside of the scope for this video series. Maybe I'll make another video just for the Super Scope that goes even more in depth.

Files

Controllers - Super Nintendo Entertainment System Features Pt. 08

How does the Super NES gather input from such a wide variety of controllers? It's all explained right here. LINKS Twitter (updates): https://twitter.com/RetroGameMechEx Patreon (support): https://www.patreon.com/rgmechex Discord (discussion): https://discord.me/rgmechex PATRONS Thank you everyone who supports my channel, it helps me out so much! Matthew Mahorney, F. Murmel, Acceleration Shark, Alec Johnson, Ange Albertini, Avi Drissman, Brandan Lennox, Brandon Pelfrey, Chris Margroff, Chris Post, Cypher Signal, David Spalding, Diamond Ice, FFVIMan, Gabe S, Gynvael, Jason Hughes, Joshua Goyder, krivx, Larry Koubiak, Mike Gerow, Nik, Owen Christensen, Roxanne Courchesne, Rupix, Shannon Potter, Tina Wuest, Walter Huf, Seth Tierney, 333Rich333, 4F Panda, A Sentient JDAM, Alex Yancey, Ankou, Avi Finkel, Bjoern Hansen, Buddy, Bwangry, Ceres, Chris Apple, Chris Connett, Chris Roy, Corey Ogburn, Dan Shedd, Daniel Bernard (ReckedCat), David, David Mazarro, ers35, Garret Kelly, Gescheit Gespielt, Glenn Sugden NPC, Israel Jacquez, Jake Hickman, Jared Johnstone, Jeremiah, Jeremy Wright, jesugtz, Joel Kuhn, Johnathan Roatch, Jonathan Scott, Jordan Wiens, Joseph M, Kit Spindler, LiraNuna, Mark, Martin Trozell, Matthew, Max Roncace, Mikely Whiplash, Nicholas, null, Oxygen Chen, Phil Clayburn, RetroReversing.com, Robert Schultz, Ryan, sapslaj, Scott Harper, Seth N. Hetu, Stephen1704, Steven, Tao Schreiner, Travis Nellor, Vier Ladair, Xander, Xkeeper, Yakov, yuriks, Zach Komon, & zephyrin!

Comments

Anonymous

You keep referring to things like "CPU register $4001". I'm assuming you mean the memory location. Why call it a register in that way?

Anonymous

And at 15:54 you refer to "address $4201".

rgmechex

Short answer: I call it that because everyone else calls it that. Long answer (this will be explained more in the next video): A register is a place where data is stored within the processor itself. CPU register $4201 can be abstractly seen as an 8-bit value held inside the CPU. Under that layer of abstraction it is really just a connection to pins 19-26 of the processor. These registers are memory mapped, so they, like WRAM, SRAM, and ROM, are given a subset of the address space they can be addressed by. The SNES CPU gets the $42xx region, and the PPU gets the $21xx region.

rgmechex

The terminology is kind of corrupted in a way because they are all used interchangeably... Though technically it could be "CPU register $4201" or "address $4201", but calling it "'memory' address $4201" would be incorrect, since it's not a reference to any memory. I also very often erroneously call the PPU registers CPU registers instead. Usually when referring to both at once I call them "hardware registers".