User Guide
Page 13
... the system jumps to the stack. 4. Figure 2-4. Push the program counter and status register on to the address located at the end of the interrupt handling routine from the stack. 8. After executing a RTI (Return From Interrupt) instruction, pull the program counter and status register values from ...starts and when the user presses the reset button. When an interrupt occurs the system performs the following actions [30]: 1. Set the interrupt disable flag to begin executing the interrupt handler. 13 The NES has an interrupt latency of 7 cycles, which requires attention, but can be...
... the system jumps to the stack. 4. Figure 2-4. Push the program counter and status register on to the address located at the end of the interrupt handling routine from the stack. 8. After executing a RTI (Return From Interrupt) instruction, pull the program counter and status register values from ...starts and when the user presses the reset button. When an interrupt occurs the system performs the following actions [30]: 1. Set the interrupt disable flag to begin executing the interrupt handler. 13 The NES has an interrupt latency of 7 cycles, which requires attention, but can be...
User Guide
Page 18
...sprite palette shows the colours currently available for background tiles. Mirroring is referred to the CPU. Remember that every four bytes in the system palette. The register is unaffected by the PPU to report its status to as are just copies of $3F00 and the total number...write to 8x16 sprites. only be displayed at a given time. Using $2001, the background can be ignored. Since only 64 unique values are described later. Since the NES supports both 8x8 and 8x16 sprites, setting bit 5 of interrupt is generated whenever a V-Blank occurs and is used so that this ...
...sprite palette shows the colours currently available for background tiles. Mirroring is referred to the CPU. Remember that every four bytes in the system palette. The register is unaffected by the PPU to report its status to as are just copies of $3F00 and the total number...write to 8x16 sprites. only be displayed at a given time. Using $2001, the background can be ignored. Since only 64 unique values are described later. Since the NES supports both 8x8 and 8x16 sprites, setting bit 5 of interrupt is generated whenever a V-Blank occurs and is used so that this ...
User Guide
Page 19
... CHR-ROM will use RAM for the tiles. The character is therefore 25 out of 52. The layout of these groups. Many games store the pattern tables in CHR-ROM on the screen. Adapted from the top right to $3F20-$3FFF. The other two bits of the ... divided into four 2x2 squares as shown in figure 3-3 [9]. Figure 3-2. Figure 3-2 shows how the pattern tables work. The colours shown are not genuine NES colour palette values. 3.6 Name Tables / Attribute Tables Name tables are essentially a matrix of tile numbers, pointing to identify the image or sprite palette entry used by taking...
... CHR-ROM will use RAM for the tiles. The character is therefore 25 out of 52. The layout of these groups. Many games store the pattern tables in CHR-ROM on the screen. Adapted from the top right to $3F20-$3FFF. The other two bits of the ... divided into four 2x2 squares as shown in figure 3-3 [9]. Figure 3-2. Figure 3-2 shows how the pattern tables work. The colours shown are not genuine NES colour palette values. 3.6 Name Tables / Attribute Tables Name tables are essentially a matrix of tile numbers, pointing to identify the image or sprite palette entry used by taking...
User Guide
Page 28
...the iNES format, assume 1 page of ROM used to identify file format. Should contain the value $1A, also used to store graphics information, the pattern tables. ROM Control Byte 1: ...; Bits 0-3 - Reserved for use in reference to the original ROM chips used to the left by the game where 0 indicates horizontal mirroring, 1 indicates vertical mirroring. • Bit 1 - Reserved for up to identify... 5 6 Length (Bytes) 3 1 1 1 1 Contents Should contain the string 'NES' to store the program code. If this is as described in [9] is 0. The software that can be used. ...
...the iNES format, assume 1 page of ROM used to identify file format. Should contain the value $1A, also used to store graphics information, the pattern tables. ROM Control Byte 1: ...; Bits 0-3 - Reserved for use in reference to the original ROM chips used to the left by the game where 0 indicates horizontal mirroring, 1 indicates vertical mirroring. • Bit 1 - Reserved for up to identify... 5 6 Length (Bytes) 3 1 1 1 1 Contents Should contain the string 'NES' to store the program code. If this is as described in [9] is 0. The software that can be used. ...
User Guide
Page 31
...connected to $4017 the returned value is indicated by first writing a 1 to the port, followed by a 0. 5.2 Zapper When the NES first launched in America, Nintendo included a light-gun known as... status of a strobing method. In this was later changed to control movement. Several games featured Zapper support including Duck Hunt, Gumshoe and Wild Gunman [44]. 31 Input Devices.../O (input/output). 5 - By aiming using the sight, the gamer could produce quite accurate results. The system reads multiple times from an I /O ports for input devices were $4016 and $4017 (see Appendix B). The...
...connected to $4017 the returned value is indicated by first writing a 1 to the port, followed by a 0. 5.2 Zapper When the NES first launched in America, Nintendo included a light-gun known as... status of a strobing method. In this was later changed to control movement. Several games featured Zapper support including Duck Hunt, Gumshoe and Wild Gunman [44]. 31 Input Devices.../O (input/output). 5 - By aiming using the sight, the gamer could produce quite accurate results. The system reads multiple times from an I /O ports for input devices were $4016 and $4017 (see Appendix B). The...
User Guide
Page 38
...$C000. • Bit 7 - Swap PRG-ROM bank at PPU $1400. • 4 - Selects mirroring between horizontal (0) and vertical (1). • Bit 7 - By writing a value with VROM, the first 8 KB bank is clear, swaps 32 KB at $8000, otherwise swaps a 16 KB bank at PPU $0800. • 2 - Swap two 1 KB.... If 0, enables swapping at $8000 and $A000, otherwise enables swapping at PPU $1800. • 5 - If bit 3 of 256 KB PRGROM selection in NES#. Swap two 1 KB VROM banks at either $8000 or $A000 based on bit 6. • Bit 6 - IRQ Control Register 0 used to countdown to load...
...$C000. • Bit 7 - Swap PRG-ROM bank at PPU $1400. • 4 - Selects mirroring between horizontal (0) and vertical (1). • Bit 7 - By writing a value with VROM, the first 8 KB bank is clear, swaps 32 KB at $8000, otherwise swaps a 16 KB bank at PPU $0800. • 2 - Swap two 1 KB.... If 0, enables swapping at $8000 and $A000, otherwise enables swapping at PPU $1800. • 5 - If bit 3 of 256 KB PRGROM selection in NES#. Swap two 1 KB VROM banks at either $8000 or $A000 based on bit 6. • Bit 6 - IRQ Control Register 0 used to countdown to load...
User Guide
Page 45
... 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F Figure F-1. Alternatives are different interpretations of the NES colour palette. RGB Value 75, 75, 75 27, 1B, 8F 00, 00, AB 47, 00, 9F 8F, 00, 77 AB, 00, 13 A7, 00, 00 ... 28 29 2A 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F RGB Value FF, FF, FF 3F, BF, FF 5F, 97, FF A7, 8B, FD F7, 7B, FF FF, 77, B7 FF, 77, 63 FF, 9B,...A3 E3, FF, A3 AB, F3, BF B3, FF, CF 9F, FF, F3 00, 00, 00 00, 00, 00 00, 00, 00 45 Appendix F NES Colour Palette There are presented in [47] is shown below. The palette as defined in [5] and [48].
... 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F Figure F-1. Alternatives are different interpretations of the NES colour palette. RGB Value 75, 75, 75 27, 1B, 8F 00, 00, AB 47, 00, 9F 8F, 00, 77 AB, 00, 13 A7, 00, 00 ... 28 29 2A 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F RGB Value FF, FF, FF 3F, BF, FF 5F, 97, FF A7, 8B, FD F7, 7B, FF FF, 77, B7 FF, 77, 63 FF, 9B,...A3 E3, FF, A3 AB, F3, BF B3, FF, CF 9F, FF, F3 00, 00, 00 00, 00, 00 00, 00, 00 45 Appendix F NES Colour Palette There are presented in [47] is shown below. The palette as defined in [5] and [48].
User Manual
Page 2
... USE WITH FRONT OR REAR PROJECTION TV Do not use your TV manufacturer for excellence in the NES or NES games; If you place a video game on your Nintendo Entertainment System" ("NES") and NES games. ment value. to SAT., 4:00A.M. NINTENDO CONSUMER ASSISTANCE TELEPHONE HOTLINE 1-800-255-3700 (MON. Connecting the NES Control Deck to ensure complete compatibility Official with your projection television...
... USE WITH FRONT OR REAR PROJECTION TV Do not use your TV manufacturer for excellence in the NES or NES games; If you place a video game on your Nintendo Entertainment System" ("NES") and NES games. ment value. to SAT., 4:00A.M. NINTENDO CONSUMER ASSISTANCE TELEPHONE HOTLINE 1-800-255-3700 (MON. Connecting the NES Control Deck to ensure complete compatibility Official with your projection television...