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NES Architecture: PPU and CPU timing

October 21, 2024October 14, 2024 by kevin81

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.

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Categories NES architecture Tags cpu, dendy, frame timing, hblank, ntsc, pal, ppu, vblank

NES architecture: the CPU memory map

March 22, 2022March 21, 2022 by kevin81

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.

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Categories NES architecture Tags apu, cpu, hardware, joypad, memory map, ppu, processor

NES architecture: the hardware

March 21, 2022March 18, 2022 by kevin81

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.

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Categories NES architecture Tags anatomy, apu, cpu, hardware, lockout, ppu

NES architecture: the 6502 registers

March 21, 2022March 18, 2022 by kevin81

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.

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Categories NES architecture Tags cpu, processor, registers

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