Nintendo 8 Bit Manual
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Nintendo Entertainment System Documentation Version 1.0 August 2004 Patrick Diskin
2 Preface Abstract The Nintendo Entertainment System (NES) was the world’s most widely used videogames console during the 1980s. From its initial release in 1983 until it was discontinued in 1995 the console brought gaming into more homes than ever before and paved the way for the videogame industry as it stands today. Although technology has improved dramatically since the NES, many excellent games were only released on that format and so are unplayable on more modern systems. However these games have been able to survive and continue to be played thanks to emulation, which simulates the workings of one system in order to allow software created for it to be used on a modern system. This document describes both the hardware in the NES and some of the devices used with it. It also briefly discusses emulation and issues relating to this. Much of the contents of this document appeared earlier in [1]. The document makes use of the hexadecimal and binary numbering systems. The reader is assumed to have some knowledge of these numbering systems but a brief explanation of some issues is presented in Appendix A. Acknowledgements The information contained within this document is based on the work of the many others involved in NES emulation. I would like to acknowledge the authors of all the documents listed in the References section but particularly: • Andrew John Jacobs for his invaluable information on the 6502 processor [2], [3] and [4]. • Chris Covell for ‘NES Technical / Emulation / Development FAQ’ [5]. • Firebug for ‘Comprehensive NES Mapper Document’ [6]. • Jeremy Chadwick for ‘Nintendo Entertainment System Documentation’ [7]. • Loopy for ‘The Skinny on NES Scrolling’ [8]. • Marat Fayzullin for ‘Nintendo Entertainment System Architecture’ [9]. • Everybody involved with nesdev.parodius.com.
3 1 - Introduction 1.1 Nintendo Entertainment System History In 1889, Fusajiro Yamauchi founded Nintendo Koppai and began manufacturing Japanese playing cards, hanafuda, in Kyoto [10]. By 1950, when Hiroshi Yamauchi became president, Nintendo was a successful manufacturer of both western and Japanese playing cards. In 1963, after several name changes, the company settled on Nintendo Co. Ltd. (NCL). By 1970, the company was producing electronic games and in 1973 they introduced a laser clay shooting system which they hoped would replace bowling as a major pastime [11]. Nolan Bushnell was a student at the University of Utah when he first had the idea of a coin operated computer game. Pong, which was released in 1972, quickly became a hit and inspired the release of a wave of arcade games. Bushnell’s company, Atari, wanted to replicate this success by releasing a system to play games in homes. By 1976 several companies had tried, and failed, to release a successful console. Bushnell was aware that Atari lacked the capital to produce a console and sold the company to Warner Communications, retaining the position of chairman [12]. In 1977, Atari released the Atari Video Computer System (VCS), an 8-bit console which succeeded in opening up the home console market, aided by the home version of Space Invaders, released in 1980. Bushnell disagreed with the direction Warner were taking and left the company in 1978. In 1979, Nintendo made their first attempt to break into the arcade game market but by 1981 their success had been limited. Hiroshi Yamauchi asked Nintendo graphic artist, Shigeru Miyamoto, to design a new game. The result was Donkey Kong in which players controlled a carpenter called Jumpman and tried to rescue a captive girl from Donkey Kong, a large ape. Jumpman was renamed Mario after the landlord of Nintendo’s newly created American subsidiary, later to be called Nintendo of America Inc. (NOA), run by Yamauchi’s son in law, Minoru Arakawa. By 1982, third party development had led to several sub-standard games being released for Atari’s VCS and competition with other consoles was leading to saturation of the market. By 1984 the industry was suffering enormous losses and most product lines were discontinued. Nintendo, meanwhile, had enjoyed success in the arcade market and in the home market with the Colour TV Game 6. The Japanese console market was still doing well and Yamauchi felt that Nintendo could become the market leaders through a combination of quality games and improved hardware sold at a lower price than competitors (profit would be made on the games). Figure 1-1. The Nintendo Entertainment System and the Famicom [13].
4 The Famicom (Family Computer) became an enormous success in Japan and in 1983, Minoru Arakawa offered Atari the chance to produce the system in America. When it became clear that Atari did not have the resources to proceed the deal fell through. Atari was divided up and sold by Warner while Nintendo decided to produce and market the Famicom in America themselves under the name Nintendo Entertainment System (NES). The console was also redesigned to appeal to western children as shown in figure 1-1. Despite early resistance from retailers fearing further losses after the industry crash the previous year, the NES became available in America in 1985. As a result of strict quality controls on third party software, combined with Nintendo’s own games (including Super Mario Bros., The Legend of Zelda and Metroid) the console became a huge success. In 1987, the NES became the top selling toy in America, while The Legend of Zelda became the first NES game to achieve sales of one million units. In America alone, revenues for Super Mario Bros. 3 were in excess of $500 million with over 7 million units sold and 4 million in Japan [14]. In 1991, Nintendo earned about $1.5 million for each of its 5,000 employees. The company’s profit in the early 1990s exceeded that of the American film industry. Such was Nintendo’s effect on American culture that a 1990 survey showed that Mario was more recognized by children than Mickey Mouse. Sega released the 16-bit Genesis (Mega Drive in Europe) in 1989 and, due to the success of Sonic the Hedgehog, the console became very popular. That same year, Nintendo were busy with the release of their handheld console, the Game Boy but would enter the 16-bit market with the Super Famicom in 1990. The console was released in America in 1991 as the Super Nintendo Entertainment System (SNES) and due to incompatibility with the NES hardware, signalled a move away from the old system. Figure 1-2. Redesigned NES released in 1993 [15]. In 1993, Nintendo released a redesigned version of the NES (as shown in figure 1-2) but the last NES game, Wario’s Woods was released in late 1994 and the system was officially discontinued in 1995 [16]. By this time over 60 million NES consoles and 500 million games had been sold worldwide. The SNES featured a 65816 processor which was largely compatible with the NES’ 6502 processor. However the graphics and sound on the new system were incompatible [5]. This made it impossible for games created for the old system to run on its successor. As a result the software created for the NES could no longer be used by people who did not already
5 have a NES, preventing many people from using the software. In addition, all hardware has a limited lifespan and eventually there will be no working NES consoles to still play the games on. The games themselves often featured battery backed RAM to enable progress to be saved and Nintendo only predicted the battery life as five years. There are multiple options which allow the continued use of NES games and these are described here. 1.2 Conversion Although the exact implementations of computer systems is different, many of the principles are the same. A PC cannot execute the instructions written for the NES because it does not understand them. However, it is likely that comparable instructions do exist for the PC. Therefore, it is possible to rewrite the software for a different system and to replicate the graphics and sound of the original. Converting the software in this way is essentially simulation [17]. The software appears to behave the same as the original but the implementation may be quite different. Converting the software has the advantage that the resulting software will perform well, since it is produced for the target architecture. However, the process is time consuming and needs to be done for each game individually. 1.3 Emulation Emulation is the process of simulating hardware to enable the software developed for it to be used on an otherwise incompatible system. The following definition is by the British Computer Society and is taken from [18]: “Emulation is a very precise form of simulation which should mimic exactly the behaviour of the circumstances that it is simulating. An emulator may enable one type of computer to operate as if it were a different type of computer.“ Emulation is often used by the videogame industry to allow developers to begin writing software for a new system before it is released. However, it can also be used to allow the continuing use of old systems. Hardware emulation involves producing a system with hardware compatible with the original. In the case of the NES it would be possible to produce a system using a compatible processor and to allow it to play the original game cartridges. This technique can also provide good performance, provided compatibility is ensured, but few people have the skills and resources required to construct the system. Using hardware simulation software it is possible to half implement this technique. Software is available which allows simulation of a detailed hardware design and this can be used to recreate the system from a design without having to produce a real implementation. Such a system is described in [19]. Software emulation requires producing software which will emulate the functions of a given system. There are three approaches to software emulation [17]: • Interpretation involves reading in the next instruction for the system being emulated, translating it to an instruction (or a number of instructions) for the target architecture and executing it. Though this is accurate, due to translating during execution the process can lead to noticeable degradation of performance compared to the original system if the speed of the target system is low.
6 • Static translation involves reading in the whole of the source program and translating it for the target system, producing a program that is executable on that system. However it is not always possible to determine how a program will execute from a static analysis of it. Branch instructions, for example, often depend on the contents of memory locations which can only be determined at run-time [20]. • Dynamic translation works in much the same way as static translation but occurs while executing the program. This allows it to account for branch and jump instructions and to produce accurate code [20]. The NES is perhaps the most widely emulated console with a number of emulators already available of varying quality. Writing a NES emulator remains a very challenging project, requiring a detailed understanding of how the system works. A fairly comprehensive list of available NES emulators can be found at [21] although many of these have been discontinued. The basics of writing an emulator are described by [17] and [22], both of which focus specifically on the NES. 1.4 Legal Emulation is considered to be something of a legal grey area. Emulators are not illegal, provided all the information used in the development is legally obtained and does not contain any proprietary code. However, it is illegal to run any software which you do not own a licence for. Copying NES games is possible with the correct hardware. Such copiers dump the contents of the game cartridges to a disk to enable access by a computer. There are a wide variety of copiers, which function in different ways. Figure 1-3 shows ChameleonNES which copies the contents of a cartridge to a PC via a USB port. Copyright law typically allows for a backup copy to be made, however this does not apply to games stored on permanent semiconductor chips such as those used by the NES. These copying devices are illegal. Figure 1-3. ChameleonNES cartridge copier [23]. Most emulator users download games from the Internet since they do not have access to the required copying hardware. These websites usually cover themselves with an agreement that you can only download a file if you own the original game or if you will delete it within 24 hours. This may make the process look legal but, since the copies are illegal, it is clearly not. Even if the law allowed for making a backup copy of a NES game, copies can only be made and used by the original owner, so downloading files off the Internet would still be illegal.
7 This only applies to games which were originally made for the NES itself. Many developers have produced games since which have been released freely on the Internet. Downloading these is acceptable. As for original NES games, using them will remain illegal until either the developers grant permission for their use or the copyright expires, which is 75 years after they were made. Nintendo are very much against emulation. The company acted against the developers of UltraHLE [24], an emulator for their Nintendo 64 console, which they claimed violated copyright. Nintendo’s objection was understandable as the console was still in use when UltraHLE was released. The presence of Nintendo 64 emulators represented a threat to Nintendo’s income however, many believe that the law should make an exception for systems which are no longer in production and from which Nintendo no longer make any money. Despite emulation’s ability to keep old games alive Nintendo refuse to release the copyright on old games so their use remains illegal. For more information on the legal issues of emulation, the reader is directed to Nintendo’s own FAQ on the subject [25]. This is highly biased and ignores the legal uses of emulation. For a detailed response and clarification on this, the reader should look at [26]. 1.5 NES Hardware Overview Hiroshi Yamauchi’s instructions to design a console which would be cheaper than the competition resulted in Nintendo deciding to use an outdated Central Processing Unit (CPU). Although a 16-bit processor would have coped with ease, to keep the price low they decided to use a variant of the 8-bit 6502 processor, developed by MOS technology in 1975. The chip would be sufficient to run the programs but would be unable to generate the graphics required so the company decided to use a second chip as a dedicated Picture Processing Unit (PPU), responsible for calculating and displaying the graphics. Figure 1-4 shows the top of the motherboard with the CPU and PPU indicated. Nintendo designed the basic features required from the chips but found it difficult to find a company willing to produce such highly customised chips for the low price they were looking for. Ricoh agreed to manufacture the chips after Nintendo guaranteed them a three-million chip order. By the end of 1986 Nintendo was Ricoh’s largest customer, accounting for between 60 and 70 percent of the company’s semiconductor sales [10]. The functionality of the CPU is discussed in Part 2, that of the PPU is discussed in Part 3. Both chips feature their own internal memory, in the form of RAM. Games were usually stored on ROM chips within the game cartridges, which could be accessed by the CPU when the cartridges where inserted into the system. The hardware used for games is discussed in Part 4. The NES used memory mapped I/O to allow the processor to communicate with the other components, the PPU and the input devices. Memory mapped I/O is a technique where data PPUCPU Figure 1-4. The NES motherboard [27].
8 can be transferred to a device via a write to a specific location in memory. Input devices are discussed in Part 5, the function of the memory mapped I/O is discussed throughout the document and specifically in Appendix B.
9 2 - Central Processing Unit 2.1 2A03 Overview Ricoh produced an NMOS processor based on the 6502, the 2A03. The chip differed from a standard 6502 in that it had the ability to handle sound, serving as pAPU (pseudo-Audio Processing Unit) as well as CPU, and that it lacked a Binary Coded Decimal (BCD) mode which allowed representing each digit using 4 bits. For the purposes of programming, the 2A03 uses the same instruction set as the standard 6502 which is shown in figure 2-1. The 6502 is a little endian processor which means that addresses are stored in memory least significant byte first, for example the address $1234 would be stored in memory as $34 at memory location x and $12 at memory location (x + 1). Figure 2-1. The 6502 processor [28]. 2.2 CPU Memory Map Figure 2-2 shows how the CPU accesses memory using buses. The memory is divided into three parts, ROM inside the cartridges, the CPU’s RAM and the I/O registers. The address bus is used to set the address of the required location. The control bus is used to inform the components whether the request is a read or a write. The data bus is used to read or write the byte to the selected address. Note that ROM is read-only and is accessed via a MMC, to allow bank switching to occur. The I/O registers are used to communicate with the other components of the system, the PPU and the control devices. Figure 2-2. Processor diagram.
10 The 2A03 had a 16-bit address bus and as such could support 64 KB of memory with addresses from $0000-$FFFF. Figure 2-5 is the CPU memory map used by the NES, showing the layout of memory. The left hand map is a simplified version showing the major sections, while the map to the right divides these sections further. Zero Page refers to addresses in the range $0000-$00FF, that is the first page in memory and is used by certain addressing modes to allow quicker execution [4]. Memory locations $0000-$07FF are mirrored three times at $0800-$1FFF. This means that, for example, any data written to $0000 will also be written to $0800, $1000 and $1800. The memory mapped I/O registers are located at $2000-$401F. Locations $2000-$2007 are mirrored every 8 bytes in the region $2008-$3FFF and the remaining registers follow this mirroring. SRAM (WRAM) is the Save RAM, the addresses used to access RAM in the cartridges for storing save games. From $8000 onwards is the addresses allocated to cartridge PRG-ROM. Games with only one 16 KB bank of PRG-ROM will load it into both $8000 and $C000. This is to ensure that the vector table is located in the correct addresses. Games with two 16 KB PRG-ROM banks will load one into $8000 and the other into $C000. Games with more than two banks use memory mappers to determine which banks to load into memory. The memory mapper monitors memory writes for a specific address (or range of addresses) and when that address is written to, it performs a bank switch. The details vary between different memory mappers and more information can be found in Appendix D.