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Conference rusure::nintendo

Title:Nintendo Game Systems
Notice:Please enter Super NES notes in Yuppy::Super_NES.
Moderator:RUSURE::EDP
Created:Tue Oct 20 1987
Last Modified:Mon Feb 03 1997
Last Successful Update:Fri Jun 06 1997
Number of topics:847
Total number of notes:11602

95.0. "NES Technical Information" by ARGUS::STAPLETON () Thu May 12 1988 13:46

I looked through the directory of this conference and nothing seemed like
the right subject for the following.  I got this from USENET yesterday,
and thought some of the readers of this conference would be interested.

============================================================================

From ryn!decvax!decwrl!ucbvax!hplabs!hp-pcd!hpcvlx!everett
						Wed May 11 09:56:49 EDT 1988
>From: [email protected] (Everett Kaser)
Newsgroups: rec.games.video
Subject: Re: The Ninetendo System
Date: 9 May 88 17:17:47 GMT
References: <[email protected]>
Organization: Hewlett-Packard Co., Corvallis, OR, USA

The cpu is a 6502 in as custom package which also contains some other
circuitry (such as sound synthesis, DMA-to-video_controller, i/o lines
for reading controller switch data, etc); all this in a 40-pin package.
There's another 40-pin package which is the crt controller (called PPU
by Nintendo).  The display is a "character-graphics" display.  It consists
of 32 characters by 32 characters (I'm not sure about the exact resolution
of a character).  The game cartridges generally contain a program rom
(PRGROM) and a character rom (CHRROM).  In the mainframe, there is a 2K
RAM chip used by the CPU to store game data, etc.  There is a second 2K
RAM chip used by the CRT controller (PPU) to contain "sprite" (floating
character???) information, as well as the 1024 characters for the screen
display.  All this has been figured out from dis-assembly of game code,
and watching address/data lines with a state analyzer (by myself and a
couple of guys in Colorado).  Nintendo has applied for patents, but they've
not been granted yet, so no documents are available from the patent office;
I've been unable to find any printed information anywhere else, as well.

Everett Kaser
!hplabs!hp-pcd!everett
T.RTitleUserPersonal
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95.1Drawing ParallelsULTRA::KINDELBill Kindel @ LTN2Thu May 12 1988 18:0228
    Re .0:
    
    A lot of the concepts resemble other 6502-based systems such as the
    Atari 400/800 and Commodore VIC-20/C=64.  I'd make a few assumptions
    based upon my knowledge of the C=64.
    
>   The display is a "character-graphics" display.  It consists of 32
>   characters by 32 characters (I'm not sure about the exact resolution of
>   a character).
    
    The best resolution one could expect on an NTSC television signal is
    somewhere around 320x200.  If the screen is made up of 32 character
    cells across by 32 cells high, each cell would be 10x6 pixels. 
    Commodore uses cells which are 8x8 to provide 25 line of 40 characters.
    Note that the ability to do smooth scrolling requires at least one
    additional character cell in each dimension (in memory, at least).
    
>   There is a second 2K RAM chip used by the CRT controller (PPU) to
>   contain "sprite" (floating character???) information, as well as the
>   1024 characters for the screen display.
    
    Yes, a sprite is a floating object.  Its size doesn't necessarily have
    anything to do with the size of character cells.  (The C=64 has 7
    sprites, each of which is 24x21 pixels.)  I presume that Mario and each
    of his foes is a sprite.  If (like the C=64) sprites can be made
    double-height and/or double-width, game designers have a fair amount
    of flexibility.  Look at the busiest game to figure out how many
    sprites might have been implemented.
95.2Going MobileHIBOB::TAPPANDr.StrangeloveTue May 17 1988 19:0715
	Hi,

	This year's summer vacation entails a car trip from
	Colorado to Oregon, thru southern Wyoming and Idaho,
	northern Utah and eastern Oregon: "The Stinking Desert!!!"

	Since I have two NES addicts for passengers (5 and 8
	yrs) I pose the following question:
	
	Has anybody played with making the NES battery powered?

	Since most all of the chips are cmos this seems "doable".
	(assuming the proper DealWithAbles...8�)

				   Stra...
95.3Just don't run a toaster off it...ASD::LOWHigh on stressWed May 18 1988 09:417
    Get a power converter from Radio Shack....
    
    It converts 12VDC to 120VAC.  At least you can use the outlet for
    other things after the trip.
    
    Dave
    
95.4May be simple (?)VAXWRK::INGRAMLarry IngramWed May 18 1988 14:3918
	Take a look at the AC adapter. If it specifies a DC voltage, then
	you can get a battery holder and some parts from Radio Shack to
	make a battery pack and cable. I think 9 volts is probably
	about right, but check the voltage on the AC adapter first. Use D
	cells, not a 9 volt transistor radio battery.

	If it is AC, which it probably is, you would have to modify the
	game itself by adding a connector that is hooked up after the
	diodes (or bridge) that converts the AC to DC. and use the above 
	mentioned battery pack.

	The above assumes that the internal power supply for the NES consists
	of a simple DC regulator. If they use the AC for something such as 
	a clock interrupt, then you can't run off DC.

	You do have a battery operated TV I trust?

Larry
95.5AC batteries perhaps?HIBOB::TAPPANDr.StrangeloveWed May 18 1988 19:5419
	Thanks for the ideas!

	No offense Dave, but the power inverter doesn't "turn me on" in the
    proposed environment.  If I decide to take a Sony XBR along I may
    consider it.  :^)

	Larry,
	If the AC adapter is 9 VAC output (which it is) then what would it
    matter if I applied DC to the input? The only hazard I could foresee
    would be if the power supply designer selected bridge diodes with a
    lower average current then the rated supply current (1.5 A).  If the
    P.S. is a half-wave type then this won't be a problem, right?

	By the way, the NES uses an internally generated 4 Mhz clock for
    all it's timing functions, and I do have a battery/auto/ac powered 5
    inch TV that is just big enough to see "things" on.  Any advice on
    automotive power conditioning?

				    Kelly
95.6VAXWRK::INGRAMLarry IngramThu May 19 1988 12:2223
>	If the AC adapter is 9 VAC output (which it is) then what would it
>    matter if I applied DC to the input? The only hazard I could foresee
>    would be if the power supply designer selected bridge diodes with a
>    lower average current then the rated supply current (1.5 A).  If the
>    P.S. is a half-wave type then this won't be a problem, right?



	True. The only thing that might cause a problem is the .6V or so
	drop through the diode(s). If it's a bridge, you'll only get about
	7.8V with 9V in. If the unit just uses a 7805 regulator, 7.8V
	will be adequate.

	13.8V from a car battery with the engine running would probably blow
	the NES up from the heat generated by the voltage differential. You 
	could build a pre-regulator using an LM317 with a nice heat sink and
	set it up for 9V.

	One other thing, these days most everything digital runs on 5V. Just 
	in case though, open the NES up first just to make sure it doen't have
	a transformer in side for �12V or some such.

Larry
95.7ARGUS::STAPLETONMon Oct 03 1988 17:2724
Some info from Usenet about the NES controllers - Stapes
========================================================================
From ryn!decvax!decwrl!ucbvax!hplabs!hp-pcd!hpcvlx!everett
						Thu Sep 22 09:46:36 EDT 1988
Article 1004 of rec.games.video:
>From: [email protected] (Everett Kaser)
Subject: Re: Nintendo joystick pinouts?
Date: 20 Sep 88 18:51:19 GMT
Organization: Hewlett-Packard Co., Corvallis, OR, USA

The Nintendo joystick is not a "passive" joystick, ie. just switches.  It
also contains a parallel-load/serial-shift-out chip, that encodes the eight
switches in the joystick, and shift them out on a single line.  Most other
games/computers use a parallel interface to the joystick.  (If you notice,
the Nintendo joystick connector only has 7 pins.  To do a parallel interface
would require 9 pins, one for ground and one each for each of the switches.
Since the Nintendo joystick uses only one line for serial data in, one for
the out-going LOAD signal to the chip in the joystick, one for ground, one
for +5, and one for clock (for clocking the serial bits), that leaves two
other lines that are unused by the standard joysticks.  I'm pretty sure
they're used by the light-gun, but not positive, since I don't own a light
gun.)

Everett Kaser
95.8Need 4021B CMOSTROPIC::LVARGASMon Oct 24 1988 20:588
    
    I have one of my controlers bad the only part inside it is a D-4021-B
    Shift Register CMOS device. I will like to repair it the only problem
    is that I can't find the part here on P.R. so I will apreciate any
    help, If someone knows were I can order it send me the address and
    price quote.
    Send me a direct mail to TROPIC::LVARGAS.
    Thanks in advance.