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NES Architecture: Architecture of Consoles: A Practical Analysis, #1
NES Architecture: Architecture of Consoles: A Practical Analysis, #1
NES Architecture: Architecture of Consoles: A Practical Analysis, #1
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NES Architecture: Architecture of Consoles: A Practical Analysis, #1

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At first glance, the NES appears to be just another 6502 computer, with a sophisticated case and a controller.

 

And while this is technically true, let me show you why the CPU is not the central part of this system.

 

Architecture of Consoles: A Practical Analysis

 

Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.

 

This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!

 

About this edition

 

This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.

 

While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

LanguageEnglish
Release dateJan 25, 2019
ISBN9798201659042
NES Architecture: Architecture of Consoles: A Practical Analysis, #1

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    Book preview

    NES Architecture - Rodrigo Copetti

    1 About this edition

    This edition originates from the article initially published on my personal website, it’s been re-styled to take advantage of the capabilities of PDF/eBook documents.

    While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us, though these will offer a link to the original article in case the reader wants to try the ‘full version’. Please keep this in mind when you see references to interactivity throughout the writings.

    As always, the original manuscript of the articles is available on Github to enable readers to report mistakes or propose changes. There’s also a supporting reading list available to help understand the series. The author also accepts donations to help improve the quality of current articles and upcoming ones.

    1.1 Open to feedback

    Last but not least, for any comments and/or issues regarding this edition of the article, please get in touch using the links provided on the About page.

    2 A quick introduction

    At first glance, the NES appears to be just another 6502 computer, with a sophisticated case and a controller.

    And while this is technically true, let me show you why the CPU is not the central part of this system.

    3 Suporting Imagery

    3.1 Models

    Figure 3.1: The NES. Released on 18/10/1985 in America and 01/09/1986 in Europe. [1]

    Figure 3.1: The NES. Released on 18/10/1985 in America and 01/09/1986 in Europe. [1]

    Figure 3.2: The Famicom. Released on 15/07/1983 in Japan. [1]

    Figure 3.2: The Famicom. Released on 15/07/1983 in Japan. [1]

    3.2 Motherboard

    Figure 3.3: Motherboard. Showing the ‘NES’ variant. [1]

    Figure 3.3: Motherboard. Showing the ‘NES’ variant. [1]

    Figure 3.4: Motherboard with important parts labelled.

    Figure 3.4: Motherboard with important parts labelled.

    3.3 Diagram

    Figure 3.5: Main architecture diagram.

    Figure 3.5: Main architecture diagram.

    4 Models and variants

    Nintendo ended up shipping lots of different variants of the same console across the world [2] and even though they all share the same architecture, many look dramatically different and some may include built-in accessories. So, to keep it simple for this article, I’ll focus on the two most popular revisions:

    The Family Computer (known as Famicom) was the first incarnation, but was only released in Japan. This toy-looking design features two non-removable controllers (from which the second controller bundles an internal microphone), a front socket for the light gun (called Zapper), RF video out (using NTSC-J signal) and extra pins in the cartridge slot to expand the audio capabilities.

    The Nintendo Entertainment System (known as NES) was the redesigned edition for western audiences living in North America, Europe and Oceania; with a look that matches the typical set-top box. On the technical side, the controllers are now detachable (and microphone-lacking) and

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