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A floating-point unit ( FPU ), numeric processing unit ( NPU ), colloquially math coprocessor , is a part of a computer system specially designed to carry out operations on floating-point numbers. Typical operations are addition , subtraction , multiplication , division , and square root . Some FPUs can also perform various transcendental functions such as exponential or trigonometric calculations, but the accuracy can be low, so some systems prefer to compute these functions in software.

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33-658: SA1 or SA-1 can refer to: Nintendo SA1 , a microprocessor by Nintendo for use in SNES game cartridges SA1 Swansea Waterfront , the marketing name given to the brownfield development area located in Swansea Docks, South Wales the Royal mail postcode prefix for central Swansea Sonic Adventure , a video game for the Sega Dreamcast, abbreviated as "SA1" by fans of

66-541: A frame buffer in the RAM sitting adjacent to it. Super Mario World 2: Yoshi's Island uses the Super FX 2 for sprite scaling, rotation, and stretching. This chip has at least four revisions, first as a surface mounted chip labeled "MARIO CHIP 1" (Mathematical, Argonaut, Rotation & I/O), commonly called the Super FX, in the earliest Star Fox (1993) cartridges. From 1994, some boards have an epoxy version, and later

99-512: A finite number of operations it can support – for example, no FPUs directly support arbitrary-precision arithmetic . When a CPU is executing a program that calls for a floating-point operation that is not directly supported by the hardware, the CPU uses a series of simpler floating-point operations. In systems without any floating-point hardware, the CPU emulates it using a series of simpler fixed-point arithmetic operations that run on

132-612: A first revision is labeled GSU-1. Both versions are clocked with a 21.47 MHz signal, but an internal clock speed divider halves it to 10.74 MHz on the MARIO CHIP 1. The GSU-1 however runs at the full 21.47 MHz. Both the MARIO CHIP 1 and the GSU-1 can support a maximum ROM size of 8 Mbits . The design was revised to the GSU-2, which is still 16-bit, but this version can support a ROM size greater than 8 Mbit. The final known revision

165-889: A gate array to interface the ARM2 processor with the WE32206 to support the additional ARM floating-point instructions. Acorn later offered the FPA10 coprocessor, developed by ARM, for various machines fitted with the ARM3 processor. Coprocessors were available for the Motorola 68000 family , the 68881 and 68882 . These were common in Motorola 68020 / 68030 -based workstations , like the Sun-3 series. They were also commonly added to higher-end models of Apple Macintosh and Commodore Amiga series, but unlike IBM PC-compatible systems, sockets for adding

198-491: A much more expensive CPU, or an increasingly obsolete stock chipset, into the Super NES itself. The presence of an enhancement chip is often indicated by 16 additional pins on either side of the original pins, 8 to each side. The Super FX chip is a 16-bit supplemental RISC CPU developed by Argonaut Software . It is typically programmed to act as a graphics accelerator chip that draws polygons and advanced 2D effects to

231-485: A slave CPU for the 5A22; both can interrupt each other independently. The SA1 also features a range of enhancements over the standard 65C816: A data decompression chip designed by Epson , used in three games by Hudson . Tengai Makyou Zero also contains a real-time clock chip accessed via the SPC7110. The ST series of chips are used by SETA Corporation to enhance AI . Used for general functions and handling

264-634: A slightly higher clock speed. The Super Game Boy 2, only released in Japan, fixes this. This chip was made by MegaChips exclusively for Nintendo Power cartridges for the Super Famicom. The cartridges have flash ROMs instead of mask ROMs , to hold games downloaded for a fee at retail kiosks in Japan. The chip manages communication with the kiosks to download ROM images, and provides game selection menu. Some games were produced both in cartridge and download form, and others were download only. The service

297-432: A special FPU named FlexFPU, which uses simultaneous multithreading . Each physical integer core, two per module, is single-threaded, in contrast with Intel's Hyperthreading , where two virtual simultaneous threads share the resources of a single physical core. Some floating-point hardware only supports the simplest operations: addition, subtraction, and multiplication. But even the most complex floating-point hardware has

330-603: Is available, the CORDIC methods are most commonly used for transcendental function evaluation. In most modern computer architectures, there is some division of floating-point operations from integer operations. This division varies significantly by architecture; some have dedicated floating-point registers, while some, like Intel x86 , go as far as independent clocking schemes. CORDIC routines have been implemented in Intel x87 coprocessors ( 8087 , 80287, 80387 ) up to

363-598: Is the GSU-2-SP1. All versions of the Super FX chip are functionally compatible in terms of their instruction set. The differences are in packaging, pinout, maximum supported ROM size, and internal clock speed. The Cx4 chip is a math coprocessor used by Capcom and produced by Hitachi (now Renesas ) to perform general trigonometric calculations for wireframe effects, sprite positioning, and rotation. It maps and transforms wireframes in Capcom's second and third games of

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396-455: Is to convert Atari ST bitmap image data into the Super NES bitplane format. It also provides dynamic scaling capability and transparency effects. The DSP-3 is only in the turn-based strategy game SD Gundam GX for Super Famicom. It assists with tasks like calculating the next AI move, Shannon–Fano bitstream decompression, and bitplane conversion of graphics. The DSP-4 is used in only Top Gear 3000 . It primarily assists with drawing

429-720: The Mega Man X series. It is based on the Hitachi HG51B169 DSP and clocked at 20 MHz. The name Cx4 stands for Capcom Consumer Custom Chip. A Cx4 self-test screen can be accessed by holding the 'B' button on the second controller upon system start-up in both Mega Man X2 and X3 . This series of fixed-point digital signal processor chips provides fast vector-based calculations, bitmap conversions, 2D and 3D coordinate transformations, and other functions. The chip has four revisions, each physically identical but with different microcode . The DSP-1 version, including

462-497: The 80287 , and 80386/80386SX -based machines – for the 80387 and 80387SX respectively, although early ones were socketed for the 80287, since the 80387 did not exist yet. Other companies manufactured co-processors for the Intel x86 series. These included Cyrix and Weitek . Acorn Computers opted for the WE32206 to offer single , double and extended precision to its ARM powered Archimedes range, introducing

495-545: The 80486 microprocessor series, as well as in the Motorola 68881 and 68882 for some kinds of floating-point instructions, mainly as a way to reduce the gate counts (and complexity) of the FPU subsystem. Floating-point operations are often pipelined . In earlier superscalar architectures without general out-of-order execution , floating-point operations were sometimes pipelined separately from integer operations. The modular architecture of Bulldozer microarchitecture uses

528-580: The IBM 701 . This was carried forward to its successors the 709, 7090, and 7094. In 1963, Digital announced the PDP-6 , which had floating point as a standard feature. In 1963, the GE-235 featured an "Auxiliary Arithmetic Unit" for floating point and double-precision calculations. Historically, some systems implemented floating point with a coprocessor rather than as an integrated unit (but now in addition to

561-497: The Super Nintendo Entertainment System with special coprocessors . This standardized selection of chips was available to licensed developers, to increase system performance and features for each game cartridge. As increasingly superior chips became available throughout the Super NES's generation, this provided a cheaper and more versatile way of maintaining the system's market lifespan than building

594-420: The central processing unit ; however, many embedded processors do not have hardware support for floating-point operations (while they increasingly have them as standard). When a CPU is executing a program that calls for a floating-point operation, there are three ways to carry it out: In 1954, the IBM 704 had floating-point arithmetic as a standard feature, one of its major improvements over its predecessor

627-659: The floating-point and trigonometric calculations needed by 3D math algorithms. The later DSP-1A and DSP-1B serve the same purpose as the DSP-1. The DSP-1A is a die shrink of the DSP-1, and the DSP-1B corrects several bugs. The DSP-1B introduced a bug in the Pilotwings demo due to the game code not being updated for the timing differences of the chip revisions. The DSP-2 is only in Dungeon Master . Its primary purpose

660-561: The ABS Lossless Entropy Algorithm, a form of arithmetic coding developed by Ricoh , its use is necessary in games where massive amounts of sprite data are compressed with a total design limit of 32- megabits . This data is decompressed dynamically by the S-DD1 and given directly to the picture processing unit. The S-DD1 mediates between the Super NES's Ricoh 5A22 CPU and the game's ROM via two buses . However,

693-757: The AI of opponent cars in F1 ROC II: Race of Champions . It contains a NEC μPD96050 DSP, clocked at 10Mhz. ST011 is used for AI functionality in the shogi board game Hayazashi Nidan Morita Shogi . It also uses a NEC μPD96050 , clocked at 15 Mhz. The ST018 is used for AI functionality in Hayazashi Nidan Morita Shogi 2 . It is a 21.47 MHz, 32-bit ARMv3 processor. The Planet's Champ TG 3000 Math coprocessor In general-purpose computer architectures , one or more FPUs may be integrated as execution units within

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726-469: The CPU, e.g. GPUs  – that are coprocessors not always built into the CPU ;– have FPUs as a rule, while first generations of GPUs did not). This could be a single integrated circuit , an entire circuit board or a cabinet. Where floating-point calculation hardware has not been provided, floating-point calculations are done in software, which takes more processor time, but avoids

759-565: The affected games, until the compression algorithm was identified. S-RTC is a real-time clock chip used in one game, Daikaijuu Monogatari II . The Super Accelerator 1 (SA1) chip is used in 34 Super NES games, including Super Mario RPG: Legend of the Seven Stars . Similar to the 5A22 CPU in the Super NES hardware, the SA1 contains a processor core based on the 65C816 with several programmable timers. The SA1 does not function as

792-468: The controlling 5A22 processor may still request normal, uncompressed data from the game's ROM even if the S-DD1 is already busy with a decompression operation. This form of parallelism allows sprite data to be decompressed while other types of data are quickly passed to the main CPU. Star Ocean and Street Fighter Alpha 2 are the only games that use this chip. Emulation of the S-DD1 was initially difficult, requiring "graphics packs" to be provided for

825-434: The cost of the extra hardware. For a particular computer architecture, the floating-point unit instructions may be emulated by a library of software functions; this may permit the same object code to run on systems with or without floating-point hardware. Emulation can be implemented on any of several levels: in the CPU as microcode , as an operating system function, or in user-space code. When only integer functionality

858-562: The execution of those instructions. In the 1980s, it was common in IBM PC /compatible microcomputers for the FPU to be entirely separate from the CPU , and typically sold as an optional add-on. It would only be purchased if needed to speed up or enable math-intensive programs. The IBM PC, XT , and most compatibles based on the 8088 or 8086 had a socket for the optional 8087 coprocessor. The AT and 80286 -based systems were generally socketed for

891-459: The integer arithmetic logic unit . The software that lists the necessary series of operations to emulate floating-point operations is often packaged in a floating-point library . In some cases, FPUs may be specialized, and divided between simpler floating-point operations (mainly addition and multiplication) and more complicated operations, like division. In some cases, only the simple operations may be implemented in hardware or microcode , while

924-656: The later 1A die shrink and 1B bug fix revisions, was most often used; the DSP-2, DSP-3, and DSP-4 were used in only one game each. All of them are based on the NEC μPD77C25 CPU and clocked at 7.6 MHz. The DSP-1 is the most varied and widely used of the Super NES DSPs, in more than 15 separate games. It is used as a math coprocessor in games such as Super Mario Kart and Pilotwings that require more advanced Mode 7 scaling and rotation. It provides fast support for

957-490: The link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=SA1&oldid=1195038136 " Category : Letter–number combination disambiguation pages Hidden categories: Short description is different from Wikidata All article disambiguation pages All disambiguation pages Nintendo SA-1 The list of Super NES enhancement chips demonstrates Nintendo hardware designers' plan to easily expand

990-922: The more complex operations are implemented as software. In some current architectures, the FPU functionality is combined with SIMD units to perform SIMD computation; an example of this is the augmentation of the x87 instructions set with SSE instruction set in the x86-64 architecture used in newer Intel and AMD processors. Several models of the PDP-11 , such as the PDP-11/45, PDP-11/34a, PDP-11/44, and PDP-11/70, supported an add-on floating-point unit to support floating-point instructions. The PDP-11/60, MicroPDP-11/23 and several VAX models could execute floating-point instructions without an add-on FPU (the MicroPDP-11/23 required an add-on microcode option), and offered add-on accelerators to further speed

1023-585: The race track, especially during the times that the track branches into multiple paths. The hardware inside the Super Game Boy peripheral includes a Sharp SM83 core mostly identical to the CPU in the handheld Game Boy . Because the Super NES is not powerful enough for software emulation of the Game Boy, the hardware for the entire handheld is inside of the cartridge. Game Boy games however run approximately 2.4% faster than on an actual Game Boy due to

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1056-630: The series to differentiate it from its sequel, Sonic Adventure 2 SA-1 Guild , the NATO name for the S-25 Berkut, the first operational surface-to-air guided missile, used by the Soviets SA-1 (Apollo) , an Apollo-flight [REDACTED] Topics referred to by the same term This disambiguation page lists articles associated with the same title formed as a letter–number combination. If an internal link led you here, you may wish to change

1089-662: Was closed in February 2007. OBC-1 is a sprite manipulation chip used exclusively in the Super Scope game Metal Combat: Falcon's Revenge , the sequel to Battle Clash . The Rockwell RC96V24DP is a low power, V.22 bis 2400 bit/s data/fax modem data pump in a single VLSI package, used in the XBAND cartridge. The S-DD1 chip is an ASIC decompressor made by Nintendo for use in some Super Nintendo Entertainment System Game Paks . Designed to handle data compressed by

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