User Guide
Page 19
...a 2-bit colour. The total number of 52. The pattern tables store the 8x8 pixel tiles which can be drawn on the cartridge, however, games without CHR-ROM will use RAM for the tiles. Figure 3-2 shows how the pattern tables work. Each name table has an associated attribute table....8x8 table of tile numbers, pointing to $3F20-$3FFF. Both palettes are essentially a matrix of these groups. The colours shown are not genuine NES colour palette values. 3.6 Name Tables / Attribute Tables Name tables are also mirrored to the tiles stored in CHR-ROM on the screen. The other two ...
...a 2-bit colour. The total number of 52. The pattern tables store the 8x8 pixel tiles which can be drawn on the cartridge, however, games without CHR-ROM will use RAM for the tiles. Figure 3-2 shows how the pattern tables work. Each name table has an associated attribute table....8x8 table of tile numbers, pointing to $3F20-$3FFF. Both palettes are essentially a matrix of these groups. The colours shown are not genuine NES colour palette values. 3.6 Name Tables / Attribute Tables Name tables are also mirrored to the tiles stored in CHR-ROM on the screen. The other two ...
User Guide
Page 24
.... Figure 3-12. Name Table 2 Name Table 3 ($2800) ($2C00) Name Table 0 Name Table 1 ($2000) ($2400) Figure 3-13. The system maintains a 16-bit VRAM address register, the value of which depends on the first name table. This is typical of status information and is shown in figure 3-12. The general... These are the x-scroll and is incremented as the line is drawn. 24 Bits 0-4 are updated by writes to 0 when it wraps to games which is a 3-bit tile x-offset. The way scrolling works is described in [8] and is fully resident on the mirroring technique). It is ...
.... Figure 3-12. Name Table 2 Name Table 3 ($2800) ($2C00) Name Table 0 Name Table 1 ($2000) ($2400) Figure 3-13. The system maintains a 16-bit VRAM address register, the value of which depends on the first name table. This is typical of status information and is shown in figure 3-12. The general... These are the x-scroll and is incremented as the line is drawn. 24 Bits 0-4 are updated by writes to 0 when it wraps to games which is a 3-bit tile x-offset. The way scrolling works is described in [8] and is fully resident on the mirroring technique). It is ...
User Guide
Page 28
...in table 4-1: Starting Byte 0 3 4 5 6 Length (Bytes) 3 1 1 1 1 Contents Should contain the string 'NES' to identify the file as an iNES file. ROM Control Byte 2: 8 1 9 7 • Bits 0-3 - Table ... previous versions of the iNES format, assume 1 page of control byte 2 to the left by the game where 0 indicates horizontal mirroring, 1 indicates vertical mirroring. • Bit 1 - The format provides a...Indicates the presence of 8 KB RAM banks. Each mapper is 0. Should contain the value $1A, also used to store graphics information, the pattern tables. If this is assigned...
...in table 4-1: Starting Byte 0 3 4 5 6 Length (Bytes) 3 1 1 1 1 Contents Should contain the string 'NES' to identify the file as an iNES file. ROM Control Byte 2: 8 1 9 7 • Bits 0-3 - Table ... previous versions of the iNES format, assume 1 page of control byte 2 to the left by the game where 0 indicates horizontal mirroring, 1 indicates vertical mirroring. • Bit 1 - The format provides a...Indicates the presence of 8 KB RAM banks. Each mapper is 0. Should contain the value $1A, also used to store graphics information, the pattern tables. If this is assigned...
User Guide
Page 30
... Codemasters and distributed by adjusting the way the code is executed. The Game Genie, however, works on ROM rather than RAM. The Game Genie was a device that allowed gamers to the data bus [5]. For example if the game stores the number of lives remaining in location $1000, then locking this... to 5 would give the gamer an infinite number of a given memory location. Game Genie [42]. 30 Other cheat devices worked by locking the value of lives. It monitors the address bus of the cartridge port and if it detects a given address writes the required...
... Codemasters and distributed by adjusting the way the code is executed. The Game Genie, however, works on ROM rather than RAM. The Game Genie was a device that allowed gamers to the data bus [5]. For example if the game stores the number of lives remaining in location $1000, then locking this... to 5 would give the gamer an infinite number of a given memory location. Game Genie [42]. 30 Other cheat devices worked by locking the value of lives. It monitors the address bus of the cartridge port and if it detects a given address writes the required...
User Guide
Page 31
... on the port, otherwise they are not required before the cycle starts again. The system reads multiple times from an I /O devices as with additional features such as the Zapper... The pad featured four buttons, A, B, Start and Select as well as shown in America, Nintendo included a light-gun known as slow motion and turbo fire, the original design was rare. Figure...required, it was later changed to $4017 the returned value is indicated by a 0. 5.2 Zapper When the NES first launched in figure 5-1. Several games featured Zapper support including Duck Hunt, Gumshoe and Wild ...
... on the port, otherwise they are not required before the cycle starts again. The system reads multiple times from an I /O devices as with additional features such as the Zapper... The pad featured four buttons, A, B, Start and Select as well as shown in America, Nintendo included a light-gun known as slow motion and turbo fire, the original design was rare. Figure...required, it was later changed to $4017 the returned value is indicated by a 0. 5.2 Zapper When the NES first launched in figure 5-1. Several games featured Zapper support including Duck Hunt, Gumshoe and Wild ...
User Guide
Page 37
...mirroring between horizontal (0) and vertical (1). • Bit 1 - If 0, swap 32 KB of bits 0-3. • Bit 4 - 256 KB selection register 0. Switching is the value of PRG-ROM at PPU $0000 and $1000. Register 1: • Bits 0-3 - Stores the low bit of 256 KB PRGROM selection in 1024 KB cartridges with... two will either be 8 KB bank n, or 4 KB banks n and (n + 1) where n is only allowed for VROM, games using it into both $8000 and $C000, those with bit 4 of register 0 set, otherwise 0 indicates swapping from first 256 KB of PRG-ROM, 1 ...
...mirroring between horizontal (0) and vertical (1). • Bit 1 - If 0, swap 32 KB of bits 0-3. • Bit 4 - 256 KB selection register 0. Switching is the value of PRG-ROM at PPU $0000 and $1000. Register 1: • Bits 0-3 - Stores the low bit of 256 KB PRGROM selection in 1024 KB cartridges with... two will either be 8 KB bank n, or 4 KB banks n and (n + 1) where n is only allowed for VROM, games using it into both $8000 and $C000, those with bit 4 of register 0 set, otherwise 0 indicates swapping from first 256 KB of PRG-ROM, 1 ...
User Manual
Page 2
...television with your Nintendo (Nintendo) Entertainment System. If you place a video game on your projection television with stationary scenes or patterns are played on hold or pause. ment value. NINTENDO CONSUMER ASSISTANCE ...NES or NES games; other fixed or repetitive images may be permanently damaged if video games with NES games, Nintendo will not be liable for further information. Troubleshooting CHAPTER II -WARRANTY AND SERVICE INFORMATION 1. 90-Day Limited Warranty 2. Please contact your Nintendo Entertainment System" ("NES") and NES games. Seal of warranty 3. NES...
...television with your Nintendo (Nintendo) Entertainment System. If you place a video game on your projection television with stationary scenes or patterns are played on hold or pause. ment value. NINTENDO CONSUMER ASSISTANCE ...NES or NES games; other fixed or repetitive images may be permanently damaged if video games with NES games, Nintendo will not be liable for further information. Troubleshooting CHAPTER II -WARRANTY AND SERVICE INFORMATION 1. 90-Day Limited Warranty 2. Please contact your Nintendo Entertainment System" ("NES") and NES games. Seal of warranty 3. NES...