Explorable, hands-on explanations of how Nintendo's 16-bit machine actually worked — one subsystem at a time. Not a spec sheet: each guide is a playable course you can hear, drag and toggle. More subsystems land over time.
Sony's SPC700 sound CPU and its 8-voice DSP: BRR samples, ADSR & GAIN envelopes, Gaussian interpolation, and the hardware echo/FIR — a course with a live synthesiser.
Ready · 16 modules2D rendering from zero, then the SNES PPU: tiles and bitplanes, the eight background modes, Mode 7 rotation, sprites, color math, and the HDMA raster tricks — with live canvas labs.
Ready · 16 modulesHow CPUs work from zero, then the Ricoh 5A22: 8/16-bit mode switching, the 24-bit banked memory map, DMA and HDMA, the math registers — and how bsnes counts every cycle.
Ready · 15 modulesROM storage from zero, then the cartridge: LoROM vs HiROM mapping, battery SRAM, and the enhancement chips — Super FX, SA-1, DSP-1 — plus co-processor emulation in bsnes.
Ready · 13 modulesSNES homebrew from zero: the real toolchain (ca65, Mesen2), boot code, art into bytes, sprites, the game loop — a complete little game, built module by module and shipped to real hardware.
Ready · 14 modules