Glossary of terms used throughout the Playback documentation.
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This glossary explains technical terms you may encounter when using Playback and your Operator device.
General terms
Term
Definition
Cartridge
The physical game card that contains the game data and (sometimes) save memory. Also called a “cart” or “game pak.”
Emulator
Software that recreates the behavior of original console hardware, allowing games to run on modern computers.
Core
An emulator engine that Playback uses to run games. Different cores have different features and accuracy levels.
Flashcart
A rewritable cartridge that can be loaded with different games. Used for homebrew and game development.
Homebrew
Games and software created by independent developers, not official publishers.
Reproduction
An unofficial copy of a game cartridge, often called a “repro” or “counterfeit.”
Save-related terms
Term
Definition
SRAM
Static RAM. Battery-backed memory used to store saves in older cartridges. Requires a working battery to retain data.
FRAM
Ferroelectric RAM. Non-volatile memory that retains saves without a battery. Used in some GBA games.
EEPROM
Electrically Erasable Programmable ROM. Small non-volatile storage used for saves in many GBA games.
Flash Memory
Non-volatile storage used for larger saves. Doesn’t require a battery.
Save State
A snapshot of the entire emulator state at a specific moment. Different from in-game saves.
Vault
Playback’s automatic backup system that stores copies of your saves on your computer.
Game Boy® terms
Term
Definition
MBC
Memory 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.).
DMG
Dot Matrix Game. The original Game Boy model (1989). Also refers to cartridges compatible with it.
GBC
Game Boy Color®. Can also refer to cartridges designed for it.
GBA
Game Boy Advance®. Can also refer to cartridges designed for it.
RTC
Real-Time Clock. A chip in some cartridges that tracks actual time for in-game events. See RTC Games.
SGB
Super 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
Term
Definition
SNES
Super Nintendo Entertainment System (North American name).
Super Famicom®
The Japanese version of the SNES. Uses differently shaped cartridges.
LoROM / HiROM
Memory mapping schemes used by SNES cartridges to organize game data.
Enhancement chips
These are coprocessors found in some SNES cartridges:
Chip
Purpose
Example Games
SuperFX
3D polygon graphics
Stunt Race FX, Doom
SA-1
Fast coprocessor for enhanced performance
Kirby Super Star
DSP
Digital Signal Processor for math calculations
Pilotwings
CX4
Wireframe graphics processor
Mega Man X2, Mega Man X3
SDD1
Data decompression
Star Ocean, Street Fighter Alpha 2
SPC7110
Advanced decompression
Far East of Eden Zero
Emulation terms
Term
Definition
libretro
A cross-platform API that allows emulator cores to be used interchangeably. Playback is built on this technology.
Accuracy
How closely an emulator recreates original hardware behavior. Higher accuracy means better compatibility but may require more processing power.
Integer Scaling
Scaling a game’s pixels by whole numbers (2x, 3x, 4x) to keep them sharp. Also called “Pixel Perfect” mode.
Aspect Ratio
The proportional relationship between width and height. Retro games were designed for 4:3 displays.
Shader
A visual filter that modifies how the game looks (CRT effects, scanlines, smoothing, etc.).
Frame Skip
Skipping the rendering of some frames to maintain game speed on slower hardware.
RetroAchievements terms
Term
Definition
Hardcore Mode
A mode that disables rewind, fast-forward, and other assists. Achievements earned this way are marked as “hardcore.”
Softcore
Normal mode where all features are available. Achievements still count but aren’t marked as hardcore.
Leaderboard
Competitive rankings for specific in-game challenges.