
 
 
  Nintendo Entertainment System je domácí konzole vydaná japonskou firmou 
 Nintendo v roce 1985. Tato konzole se stala velice úspěšnou po celém světě.
 U nás je tato konzole velmi rozšířená, jelikož se prodávají  kopie NESu 
 na Asijských tržnicích.  Her na NES je opravdu mnoho a  např.  (Super Mario Bros. 1-3, Legend of Zelda atd.) 
 
 
Hardware Info.:
 CPU: Ricoh 8-bit processor based on MOS Technology 6502 core, custom sound 
hardware, and a restricted DMA controller on-die
     * Region differences
           o NTSC version, named RP2A03, runs at 1.79 MHz; this CPU was also used 
in PlayChoice-10 and Nintendo Vs. Series
           o PAL version, named RP2A07, runs at 1.77 MHz
     * Main RAM: 2 KiB plus expanded RAM if present on the cartridge
     * ROM: Up to 49128 bytes (just shy of 48 KiB) for ROM, expanded RAM, and 
cartridge I/O; bank switching can expand this by orders of magnitude
     * Audio: Five sound channels
           o 2 Pulse-wave channels, variable duty cycle (25%, 50%, 75%, 87.5%), 
16-level volume control, hardware pitch-bend support, supporting 
frequencies from 54Hz to 28kHz.
           o 1 Triangle-wave channel, fixed volume, supporting frequencies from 27Hz 
to 56kHz
           o 1 White-noise channel, 16-level volume control, supporting two modes (by
 adjusting inputs on a Linear feedback shift register) at 16 
preprogrammed frequencies
           o 1 Delta pulse-code modulation (DPCM) channel with 6 bits of range, using 
1-bit delta encoding at 16 preprogrammed sample rates from 4.2 kHz to 33.5 
kHz, also capable of playing standard PCM sound by writing individual 7-bit 
values at timed intervals.
PPU: Ricoh custom-made video processor
     * Region differences
           o NTSC version, named RP2C02, runs at 5.37 MHz and outputs composite 
video
  o PAL version, named RP2C07, runs at 5.32 MHz and outputs composite video
  o PlayChoice-10 version, named RP2C03, runs at 5.37 MHz 
 and outputs RGB video (at NTSC frequencies)  o Nintendo Vs. Series versions, named RP2C04 and RP2C05, run at 5.37 MHz and 
output RGB video (at NTSC frequencies) using irregular palettes to prevent 
easy ROM swapping of games
     * Palette: 48 colors and 5 grays in base palette; red, green, and blue can be 
individually darkened at specific screen regions using carefully timed code.
     * Onscreen colors: 25 colors on one scanline (background color + 4 sets of 3 tile
 colors + 4 sets of 3 sprite colors), not including color de-emphasis
     * Hardware-supported sprites
           o Maximum onscreen sprites: 64 (without reloading sprites mid-screen)
           o Sprite sizes: 8×8 or 8×16 pixels (selected globally for all sprites)
           o Maximum number of sprites on one scanline: 8, using a flag to indicate 
when additional sprites are dropped (to allow the software to rotate sprite 
priorities, causing flicker)
     * Video RAM: 2 KB, but more can be provided by cartridges
     * PPU internal memory: 256 bytes of on-die sprite position/attribute RAM 
("OAM") and 28 bytes of on-die palette RAM (allowing for selection of background and sprite colors) on separate buses internal to the PPU
     * PPU external memory: 2 KiB of RAM for tile maps and attributes on the NES 
board and 8 KB of tile pattern ROM or RAM on the cartridge (with 
bankswitching, virtually any amount can be used within manufacture cost)
     * Scrolling layers: 1 layer, though horizontal scrolling can be changed on a 
per-scanline basis (as can vertical scrolling via more advanced programming 
methods)
     * Resolution: 256×240 pixels, though NTSC games usually used only 256×224, 
as the top and bottom 8 scanlines are not visible on most TV sets (see 
overscan); for additional video memory bandwidth, it was possible to turn off 
the screen before the raster reached the very bottom.
     * Video output
           o Original NES: RCA composite output and RF modulator output
           o Original Famicom (Japan) and NES 2: RF modulator output only
           o AV Famicom: Composite video output only, via a Nintendo proprietary
 12-pin "multi out" connector introduced on the Super Famicom and Super NES
Schéma Nesu najdete zde
Emulátory:
Nintendulator pro OS Windows a i zdrojáky najdete zde
FCEUltra stahujte na XbinsFTP, nebo na Irc kanále #xboxemu irc.zoite.net
A nebo přímo zde: FCEUltra v16