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