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Terminology

Glossary of terms used throughout the Playback documentation.

4 min read


This glossary explains technical terms you may encounter when using Playback and your Operator device.

General terms

TermDefinition
CartridgeThe physical game card that contains the game data and (sometimes) save memory. Also called a “cart” or “game pak.”
EmulatorSoftware that recreates the behavior of original console hardware, allowing games to run on modern computers.
CoreAn emulator engine that Playback uses to run games. Different cores have different features and accuracy levels.
FlashcartA rewritable cartridge that can be loaded with different games. Used for homebrew and game development.
HomebrewGames and software created by independent developers, not official publishers.
ReproductionAn unofficial copy of a game cartridge, often called a “repro” or “counterfeit.”
TermDefinition
SRAMStatic RAM. Battery-backed memory used to store saves in older cartridges. Requires a working battery to retain data.
FRAMFerroelectric RAM. Non-volatile memory that retains saves without a battery. Used in some GBA games.
EEPROMElectrically Erasable Programmable ROM. Small non-volatile storage used for saves in many GBA games.
Flash MemoryNon-volatile storage used for larger saves. Doesn’t require a battery.
Save StateA snapshot of the entire emulator state at a specific moment. Different from in-game saves.
VaultPlayback’s automatic backup system that stores copies of your saves on your computer.

Game Boy® terms

TermDefinition
MBCMemory Bank Controller. A chip in Game Boy cartridges that manages access to game data and save memory. Different games use different MBC types (MBC1, MBC3, MBC5, etc.).
DMGDot Matrix Game. The original Game Boy model (1989). Also refers to cartridges compatible with it.
GBCGame Boy Color®. Can also refer to cartridges designed for it.
GBAGame Boy Advance®. Can also refer to cartridges designed for it.
RTCReal-Time Clock. A chip in some cartridges that tracks actual time for in-game events. See RTC Games.
SGBSuper Game Boy®. An adapter that lets you play Game Boy games on a Super Nintendo®, with added features like borders and color palettes.

SNES® terms

TermDefinition
SNESSuper Nintendo Entertainment System (North American name).
Super Famicom®The Japanese version of the SNES. Uses differently shaped cartridges.
LoROM / HiROMMemory mapping schemes used by SNES cartridges to organize game data.

Enhancement chips

These are coprocessors found in some SNES cartridges:

ChipPurposeExample Games
SuperFX3D polygon graphicsStunt Race FX, Doom
SA-1Fast coprocessor for enhanced performanceKirby Super Star
DSPDigital Signal Processor for math calculationsPilotwings
CX4Wireframe graphics processorMega Man X2, Mega Man X3
SDD1Data decompressionStar Ocean, Street Fighter Alpha 2
SPC7110Advanced decompressionFar East of Eden Zero

Emulation terms

TermDefinition
libretroA cross-platform API that allows emulator cores to be used interchangeably. Playback is built on this technology.
AccuracyHow closely an emulator recreates original hardware behavior. Higher accuracy means better compatibility but may require more processing power.
Integer ScalingScaling a game’s pixels by whole numbers (2x, 3x, 4x) to keep them sharp. Also called “Pixel Perfect” mode.
Aspect RatioThe proportional relationship between width and height. Retro games were designed for 4:3 displays.
ShaderA visual filter that modifies how the game looks (CRT effects, scanlines, smoothing, etc.).
Frame SkipSkipping the rendering of some frames to maintain game speed on slower hardware.

RetroAchievements terms

TermDefinition
Hardcore ModeA mode that disables rewind, fast-forward, and other assists. Achievements earned this way are marked as “hardcore.”
SoftcoreNormal mode where all features are available. Achievements still count but aren’t marked as hardcore.
LeaderboardCompetitive rankings for specific in-game challenges.
MasteryEarning all achievements for a game.

See also

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