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The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
by93 Escort Wagon ( 326346 ) writes:
But seriously, do more than a handful of people care about video game speed running records?
byDerekloffin ( 741455 ) writes:
It is actually concerning in general as I'm sure Nintendo wasn't the only one using this tech, so other tech, some of which may be far more critical, might have the same thing going on. Identifying the cause is thus potentially quite important.
bytepples ( 727027 ) writes:
In what Wikipedia calls the fourth generation, Nintendo was indeed the only company using two clock sources for digital logic in one base console.
Both the NES and TurboGrafx-16 have sound on the CPU die, with everything clocked by the same 21.48 MHz crystal. The Genesis derives its sound clocks by dividing the 53.69 MHz crystal by 15 for the Z80 CPU and the VDP's DCSG channels (square waves and noise) and by 7 for the CPU and YM2612 FM chip. The NeoGeo AES divides a 24.17 MHz crystal by 2, 4, and 8 to form various clocks, with a second crystal used only for the composite video encoder's color burst reference (which is not observable by the CPU and not used at all for RGB output).
The Super NES has a 21.48 MHz crystal for the CPU and graphics. It has a separate 24.6 MHz PZT oscillator with much less precision than a crystal, which it divides by 8 for the sound unit's 3.07 MHz clock, with one sample per 96 cycles. Nintendo could instead have had it divide the 21.48 MHz crystal by 7 for a stable 31960 Hz output.
As for add-ons: Sega CD has its own clock. 32X does not, instead tripling the CPU clock to 23.01 MHz. Super Game Boy divides the PPU crystal by 5, and Super FX and SA-1 divide it by 2. (The Japan-only Super Game Boy 2 instead has its own 20.97 MHz crystal to make its Game Link port interoperate with a Game Boy.)
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