Have you encountered cases of slowdown or dropped frames in your game? That’s because the game uses too many cycles to be processed in a single frame. But how many cycles do you have actually? This short post will show you the number of CPU cycles you can use, and why it’s that number exactly.
NES architecture
The ins and outs of the Nintendo Entertainment System console and cartridges, memory addresses, chipsets, et cetera.
NES Architecture: the APU
Let’s talk about sound. The NES’ audio processing unit (or APU for short) to be exact. How does it work and what is it capable of doing?
NES architecture: the CPU memory map
This article will try to make sense of the 64KB of memory the NES’ central processing unit (CPU) uses. This is a first, shorter dive into the CPU. In future posts, I’ll go into more detail about the CPU.
NES architecture: the hardware
In this post, I’ll give you an overview of the NES hardware. I’ll discuss both the console and the cartridge, what chips are in them and what they do.
NES architecture: the 6502 registers
In the NES architecture series, I’ll be discussing several properties and characteristics the NES hardware uses. In this post I’ll explain a little bit about the 6502 microprocessor it uses, zooming in on the registers.