Family 11 — "more horsepower, when the base hardware isn't enough." Some SNES cartridges carry a coprocessor. These examples boot one, prove it runs, then put it to real work — the branch you reach for late in a project, not on day one.
Three chips — SA-1 and Super FX as boot-then-work pairs, the DSP-1 as a single worked example (it needs no boot: the firmware is already on the chip):
| Rung | Example | Developer question | Chip |
|---|---|---|---|
| 11.1 | sa1_hello | How do I boot the SA-1 and hand data back via I-RAM? | SA-1 |
| 11.2 | sa1_starfield | How do I offload real math to the SA-1? | SA-1 |
| 11.3 | superfx_hello | How do I boot the GSU and run a hardware test? | SuperFX |
| 11.4 | superfx_3d | How do I render 3D with the SuperFX? | SuperFX |
| 11.5 | dsp1_cube | How do I offload 3D rotation + perspective to the DSP-1? | DSP-1 |
Boot first (11.1 / 11.3 — prove the chip is alive and talking), then a real workload (11.2 / 11.4).
All three are validated natively by luna, which detects and runs the SA-1, the GSU and the DSP-1 in the headless test harness — no chip-ROM side channel needed. The DSP-1 leg additionally needs Sony's dsp1b.rom firmware installed into luna (copyrighted, not shipped); without it the test SKIPs rather than fails — see dsp1_cube.
DSP-1 Cube SA-1 Hello World SA-1 Save SA-1 Starfield (Murmuration) SuperFX 3D Cube Super FX Game Skeleton SuperFX Hello Super FX Save