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NES/Hardware information: Difference between revisions
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** 16 Kbit (2kb) of VRAM | ** 16 Kbit (2kb) of VRAM | ||
** Screen Resolution of 256x240 | ** Screen Resolution of 256x240 | ||
** 52 | ** 52 Colors Available (four levels of gray, and four levels of each of 12 hues) | ||
** Up to 25 | ** 8 color emphasis modes | ||
** Up to 25 colors on screen through normal means, though with special tricks, several hundred colors can be on screen | |||
** Maximum of 64 sprites | ** Maximum of 64 sprites | ||
** Maximum of 8 sprites per scanline | ** Maximum of 8 sprites per scanline | ||
Line 23: | Line 24: | ||
** Some games contain extra RAM for the CPU and/or PPU | ** Some games contain extra RAM for the CPU and/or PPU | ||
More NES hardware information can be found at http:// | More NES hardware information can be found at http://nesdevwiki.ath.cx/index.php/Main_Page | ||
[[Category:Nintendo Entertainment System|Hardware Information]] | [[Category:Nintendo Entertainment System|Hardware Information]] |
Revision as of 16:31, 26 March 2006
The Nintendo Entertainment System (NES for short) consists of:
- 2A03 Central Processing Unit
- A 6502 8-bit (using a custom MOS Technology 6502 class) Processor running at 1.789Mhz
- On-die PSG sound supporting 5 channels:
- 2 pulse wave
- 1 triangle wave
- 1 noise
- 1 DPCM
- 16 Kbit (2kb) of RAM
- 2C02 Picture Processing Unit
- 16 Kbit (2kb) of VRAM
- Screen Resolution of 256x240
- 52 Colors Available (four levels of gray, and four levels of each of 12 hues)
- 8 color emphasis modes
- Up to 25 colors on screen through normal means, though with special tricks, several hundred colors can be on screen
- Maximum of 64 sprites
- Maximum of 8 sprites per scanline
- 8x8 or 8x16 sprite size
- Two picture scrolls, Horizontal and Verical
- Game Pak
- Min/Max attested cart size: 192 Kbit - 4 Mbit
- More than 320 Kbit requires bankswitching hardware
- Some games contain extra RAM for the CPU and/or PPU
More NES hardware information can be found at http://nesdevwiki.ath.cx/index.php/Main_Page