Terminology
Glossary of terms used throughout the Playback documentation.
5 min read
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 with built-in memory chips that can be loaded with different games. Used for homebrew and game development. |
| SD game loader | A device like Everdrive or EZ Flash that loads games from an SD card. Unlike flashcarts, these are not supported by the Operator. |
| 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. |
| Mastery | Earning all achievements for a game. |
See also
- What is Playback? : Overview of features
- Emulator Integration : Available cores
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