Latest NES emulator Archives

Latest NES emulator Archives

latest NES emulator Archives

latest NES emulator Archives

Site Index

Forums | Wiki

The docs linked below are old and may contain inaccurate information.
For the most up-to-date information, please see the NESDev Wiki.

Send dead link reports, error corrections, or any files or links that should be here to
If anyone out there is multi-lingual, and would translate any of these docs to any language, contact me.
Also, if there are any older docs on here that are known to be horribly inaccurate to the point of being useless, let me know so I can kill it.

main site - mirror #1 (HTTP) (HTTP) - mirror #2 (ED2K, 2003) - mirror #3 (outdated)
wiki mirror (August 2016)

  • 2-22-2010 update: PC Apps / PC NES transfer cable v1.30 by sepi. Connects a PC parallel port to the NES control port, schematic included. It allows you control a game with a PC keyboard to log and play back button presses. Previous versions: [v1.2]
  • 2-19-2010 added: PC Apps / 6502 / nlgen by Derek Andrews. Converts CA65/LD65 listings and map file into namelist files consumable by the FCEUXDSP 1.07 emulator.
  • 6-22-2009 updated: link to new NESdev wiki.
  • 12-6-2008 added: Commando.
  • 11-9-2008 added: Fighter F-8000.
  • 10-7-2008 removed: broken links (thanks, Roth).
  • Past updates


  • Please do not download copies of the site via programs like wget or SiteSucker. Please download the mirror instead.
  • 2004 MiniGame Compo ended Sunday, August 29, 2004.
  • The messageboards are open. The old boards are still readable.
  • The Cheapocabra developer cartridge is in production by Membler Industries. More details to come.

NES Music

Text Files


General information about the Nintendo Entertainment System, or Famicom.
  • Nintendo Entertainment System Documentation v1.0 by Patrick Diskin.
  • NinTech by Blue Hawk.
  • 2A03 technical reference First release (4-23-2004), by Brad Taylor. Covers everything related to the NES's CPU, including sound. The linear counter section needs to be written, if anyone experienced with this is interested in documenting it, please post on the forum.
  • NTSC 2C02 technical reference First release (4-23-2004), by Brad Taylor. Lots of information about the NTSC version of the NES PPU.
  • NES APU Sound Hardware Reference 2004.1.30 by Blargg
  • NES ASM Tutorial by Mike H. (GbaGuy). An NES programming tutorial. Off-site link.
  • NES 101 by Michael Martin. An NES programming tutorial for those who know 6502 assembly.
  • Programming that 8-bit beast of power, the NES v.80.666 by
  • NES Technical FAQ v1.4 by Chris Covell.
  • NES Tech doc (French) by Crispysix.
  • Nintendo Entertainment System documentation v2.0 by Jeremy Chadwick.
  • Nintendo Entertainment System documentation (Chinese) v2.0 by Jeremy Chadwick, translation by Blue Potato.
  • Nintendo Entertainment System documentation (Dutch) v2.0 by Jeremy Chadwick, translation by A.A.J. Bouwmans.
  • Nintendo Entertainment System documentation (Japanese) v.53 by Jeremy Chadwick, translation by (?).
  • NES System Architecture v2.4 by Marat Fayzullin.
  • NES System Architecture (Russian) v1.4 by Marat Fayzullin, partial translation by (?)
  • NES System Architecture (Chinese) v2.2 by Marat Fayzullin, translation by Wu Jian.
  • NES System Architecture (Japanese) v1.4 by Marat Fayzullin, translation by Bero.
  • NES Programming Guide v.4 by Bokudono and Waseiyakusha.
  • The Skinny on NES Scrolling by loopy.
  • The Skinny on NES Scrolling (Spanish) by loopy, translated by Hyde.
  • The Skinny on NES Scrolling (Portuguese) by loopy, translated by Hyde.
  • PPU registers (formerly The Skinny) by NESdev Wiki contributors
  • Detailed DMC Operation by blargg. Information about how the DMA uses the sample buffer. Off-site link.
  • How NES Graphics Work A document describing the basics.
  • How NES Graphics Work (Dutch) A document describing the basics. Translation by A.A.J.Bouwmans.


Information about the 6502. The NES's 2A03 CPU is a modified 6502.

Famicom Disk System

Information about the Famicom's floppy disk add-on.


Information about the NES/Famicom's add-ons, or anything that doesn't pertain to another category.
  • SH657X Toolkit A huge amount of info, tools, and demos, for an NES clone system using the 657x IC.
  • NES to Famicom Adapter 72 to 60-pin wiring info.
  • Connecting NES Zapper to Famicom Wiring info.
  • VS UniSystem Information v1.0 by Fx3.
  • Nintendo Playchoice 10 Hardware Description v0.2 by Oliver Achten.
  • New Playchoice 10 BIOS v0.1 by Oliver Achten. Allows the Playchoice 10 arcade machine to run NES carts.
  • Megaman 1 ROM Tech v0.13 by AlphaBeta. Info on Megaman 1's ROM data structure.
  • Famicom Four-Player Adapter v1.0 by Richard Hoelscher. This adapter works differently than the ones for NES.
  • Excite Boxing by goroh, english translation by Ki.
  • Family Computer Gun by goroh, english translation by Ki.
  • Famicom keyboard info by goroh.
  • Reverse Engineering the Keyboard of Family Computer by goroh, english translation by Ki.
  • ??? by ???. In japanese.
  • Power Pad information v1.2 by Tennessee Carmel-Veilleux.
  • Family Trainer by goroh.
  • NES Music Ripping Guide v1.4 by Chris Covell.
  • The NED File Format by Damian Yerrick. A reverse-engineering of NerdTracker 2 file-format.
  • NESdev Mailing list An archive of postings from Jan 22 1998, to March 25 1999. Go to Onelist to subscribe.
  • NES Game Genie Format v.071 by Benzene.
  • NES 4 Player Adapter Documentation v.9 by Fredrik Olsson.
  • Sound test codes by me. If you know one that isn't in there, tell me. Thanks to Bananmos for getting this back to me after my harddisk died.
  • NES Music Author List v3.11 Information from various sources, compiled by Memblers. A never-ending research project that needs yourcontributions.
  • NES Music Author List Japanese translation by HAS.
  • Marat's doc randomized not of any use, but slightly amusing.


Information related to the emulation of the NES/Famicom.
  • NES emulator development guide 4th release (4-23-2004), by Brad Taylor. Lots of information and techniques about emulating the NES.
  • Skate or Die 2 (title theme) Recorded by Memblers, through the audio output of an NES. This Rob Hubbard tune uses raw PCM output ($4011) that few (if any) emulators play correctly.
  • Comic Bakery Recorded by Chris Covell. This is an MP3 of how this cover of a Martin Galway song plays on a real NES (The one in the Stars SE demo). It doesn't sound too good, due to some scarcely documented um.. features of the NES's sound hardware. Since it does a great job of highlighting these features, it may be be useful for emulator authors who want to improve their sound emulation accuracy. This MP3 is in stereo, the square waves are in the left channel, the triangle is in the right one. The noise channel isn't used. If you're wondering, these features were compensated for in Bananmos's newest sound code (as used in Solar Wars), and it is now 100% cool on real NES. =)
  • UNIF File format specification An upcoming new format for NES roms.
  • iNES Header Format march 2000 by rvu.
  • iNES Header Format v2.0 by VmprHntrD.
  • NES Palette v1.1 by merp. NTSC and PAL versions converted from BMF's and Matrixz's NES palettes in photoshop, paint shop pro, and microsoft format.
  • NES palette generator 4-08-00 by Kevin Horton. Written in BASIC.
  • NES Palette by Matt Conte.
  • NES Palette by Loopy.
  • .STA format NESticle .43 save state format info. By goroh.

Dr. PC Jr.

The Doctor PC Jr. is a Chinese computer based off the NES/Famicom. Visit Dr. PC Jr. Development Page for extended information.
  • BIOS ROM A dump of the BIOS ROM from the Dr. PC Jr.
  • DOS disk The files from the OS disk of the Dr. PC Jr.
  • CATalogue v1.0 by Chris Covell. Uses the 'Cue-Cat'.


The well-known sequel to the NES, both castrated and enhanced. Only stuff unavailable elsewhere will be featured here.

NES Programs

Source code is included unless otherwise indicated.

  • GrayBox
  • Commando by siudym. A simple demo, no source.
  • Fighter F-8000 by Kalle Suikola. Texts in Finnish.
  • Paranoiz by nurv. A noise channel editor.
  • NEStress by Flubba. A test program, good for emulator testing and other things.
  • Deadline Console 2004 invitation intro, by Opius and Nullsleep. No source. [link]
  • NESmas by Mic. A small christmas greeting demo.
  • Galaxy Patrol Enhanced by Michael Martin.
  • 2003 MiniGame Compo multicart packed and menu'd by Memblers, music covered from C64 Wizardry, sound code by Bananmos, FilePack code by Mickael Pointier. Features all the NES games entered in the 2003 MiniGame Compo.
  • BoxBoy by Neil Tew. An action puzzle game. By controlling 4 seperate characters, arrange the boxes in the correct order before they drop off the screen. 2003 MiniGame Compo entry (4KB category), placed 9th of 37.
  • Bomber 4K by RoboNes. Perilously fly over 3 cities and destroy each one to win. 2003 MiniGame Compo entry (4KB category), placed 31st of 37.
  • Escape from Pong by Halley's Comet Software. You play as a Ping Pong ball, trying to escape from 12 paddle and obstacle-filled levels. 2003 MiniGame Compo entry (1KB category), placed 12th of 26.
  • Galaxy Patrol by Michael Martin. Fly through the starfield, avoid stars and collecting fuel. 2003 MiniGame Compo entry (4KB category), placed 36th of 37.
  • DMC-Based Saw Waves by blargg. Information about how this accomplished, and an NES ROM and MP3. Off-site link.
  • Years Behind by Retrocoders. This music rom features covers and original music. Compatible with PAL NES only. No sources.
  • BKG Graphics Test by Beneficii. A little maze game. A map editor is included.
  • Overtest by Alastair Bridgewater. Tests the CPU's overflow flag.
  • Raster Demo by Norix. This demo is an excellent example of what can be done by tweaking the PPU's nametable addressing with timed code (NTSC, in this case).
  • TANESPOT by Jonathan Liss. This PAL NES demo, A Tribute to All NES Players Out There, placed 3rd of 4 in the Oldskool demo category of Dreamhack 2002.
  • Manhole Program by KZ-S, Graphics by misaki, special thanks to Norix.
  • Masmix v0.6 beta, code by Wojciech Andralojc, sprites by Kamil Chlodnicki, levels by Monika Subocz.
  • Matrix v0.6 beta, code by Wojciech Andralojc, sprites by Kamil Chlodnicki, levels by Monika Subocz.
  • demo by Siudym. Made with a hex editor. No source code, of course.
  • Chess v0.0 beta by Matrixz.
  • Froggy by Rob. A 1Kbyte Frogger clone. Released at 2002 MiniGame Compo. Finished 55th out of 62. No source.
  • Sack of Flour, Heart of Gold version 1d by Bob Rost, Matt Longnecker, Andrew Klein, Mark Hall, Mike Raisman, and Mark Stehlik.
  • Diffusion Chamber by Michael Martin.
  • Jumpy demo by 'Rwin. A jumping sprite demo.
  • Scroll demo by Dissassembled and modified from Ultima 2.
  • Pong by Paul Talbot.
  • Sokoban by Johannes Holmberg. A version of Sokoban for NES.
  • Zero Pong v3.0 by Zero-Soul.
  • New nes music format by Kevin Horton. A new format to store/replay NES music, similar to C64's psid format.
  • Palette Test by Loopy. This isn't any palette test program, it actually displays all the colors on the screen at once! Neat trick.
  • Colour bar program by Mark Knibbs.
  • The Duel by Bokudono. A small game that pits Mario against a jumping goomba in a fight to the finish. Here is the source. (Comments are in spanish)
  • Game Genie by Codemasters. This is a dump of the ROM used in the Game Genie. Galoob has kindly given permission for free distribution. No source code, obviously.

stuff by Quietust
  • Copper Bars A neat visual effect accomplished using a combination of multiple techniques.
  • SMW Stomper A demonstration of mid-frame vertical scroll adjustment.
  • Scanline.NES A test of emulator PPU accuracy (note that the final test's text should NOT be readable).
  • The Tao of 007 Official game of Project: Sachen.

stuff by Sergey Ryumik
  • GZS Generator of sound signals.
  • GITS2 PAL TV test program.
  • GITS Television quality test program. Here is the Russian version with extended information.

stuff by abonetochew
  • Bill World Early version of a game.
  • Blocks A demo that draws it background using 2x2 tile blocks.
  • Megaman X Sprite Displays a Megaman sprite from the SNES game, Megaman X. Kinda buggy.

stuff by SnowBro
  • BombSweeper v.5 by SnowBro. A clone of a Nintendo "Game & Watch" puzzle game of the same name. No sources.
  • Sound testing program by SnowBro. It lets you toggle the bits of the sound registers.

stuff by HNO3
  • Boing by Mankeli.
  • City by Mankeli and Zonzki. Sound code by Bananmos. Source not available.

stuff by Damian Yerrick
  • GNOME vs. KDE A 2-player Bingo style game. Music by Tony Young covered by Damnien Yerrick, sound code by Bananmos.
  • Who's Cuter? Take the survey and mail the results to here.
  • Sprite A demo that displays 64 rotating soda cans. Music by Ray Lynch covered by Damian Yerrick, sound code by Bananmos.
  • Sprite 0 test A "sprite 0 hit" compatability test for emulators.

stuff by Lasse Öörni (Cadaver)
  • NES Sound Test Music code. Plays the Goldrunner song.
  • NES Scrolling Test Multidirectional scrolling test program, also detects PAL/NTSC. Uses MMC1 mapper + one screen mirroring. Player 1´s controller adjusts scrolling (and A or B buttons stop scrolling).

stuff by Chris Covell
  • FDS Disk Lister FDS program that lists disk contents.
  • FDS Test 2 FDS programs, one plays music from Ai Senshi Nicol by Konami while displaying the FDS Wave-RAM, the other is an FDS version of the Stars SE demo.
  • Sayoonara A nice demo, with something extra. Ripped music. No sources.
  • Super Fighter demo A 1-screen demo related to Super Fighter. Code by Chis Covell, music covered by Memblers (original by Young Soung Wing), and sound code by Bananmos.
  • Raster Bar demos Some raster demos.
  • Stretch demo A vertical scaling demo.
  • Full Screen demos 4 demos that show full-screen graphics with interlacing.
  • CMC'80s An excellent demo. The music isn't original, as it was ripped from the game "Magician".
  • Polar demos Some demos that rotate and expand sprites. Neat.
  • Motion Some demos that do low resolution full screen animation.
  • Wall A demo that shows transparency effects.
  • Wavy CMC logo with good scrolling effects and palette cycling.
  • Mega Man jet A picture of Megaman flying above some clouds.
  • Solar Wars A freeware Scorched Earth type of game. Code, graphics, and design by Chris Covell, music by Memblers, and sound code by Bananmos. Here is the source code.
  • Stars SE An intro with a Martin Galway tune done on the NES by Memblers. The sound code was written by Bananmos.
  • Amiga! logo
  • Atomic Shows a neat pic, and cycles through some palettes.
  • Palette test program
  • Game Genie decoder A useful program for converting GG codes to CPU and ROM hex values.
  • Interlacing demo 3 demos showing an interlacing effect, and one more shows dithering.
  • NESA player NESA (NES/Audio) is a logged audio format recorded by an emulator on Amiga called A/NES. Made mostly obsolete by the NSF format.
  • MacOS A demonstation of bitmapped graphics on NES.
  • Moby Shows the cover of Moby: Everything is Wrong in a neat (but buggy) pseudo-interlaced mode.
  • Colour test program Set the hue and luminance values and see the NES color.
  • Zelda title screen simulator

stuff by Tony Young

stuff by Ian Bell
  • Elite by Ian Bell and David Braben. There never was an NTSC release of this game, but later hack was released which allowed it to run on an emulator (with the right settings). Won't work on a real NES or accurate emulator. No sources. [site]
  • Tank Demo A demo of an unfinished tank game, using the pseudo-bitmap graphics engine from Elite. Download the source here

stuff by Morgan Johansson
  • Fade to Black by Fredrik Schultz and Morgan Johansson (authors of A/NES). It's a picture of Metallica with a nice rendition of 'Fade to Black'. No source code.
  • Sound testing program by Morgan Johansson. Test the sound registers.

stuff by Tennessee Carmel-Veilleux
  • Power Pad Test Program No source.
  • Snow Intro Code by Repulse, graphics by _Bnu, and music by Random, which was re-done for the NES by Memblers. The music code was written by Bananmos. No source.

stuff by Memblers
  • Munchie Attack Eat all the food that you can, while avoiding the deadly shuriken. Inspired by 'Fast Food' on the 2600 VCS. 2003 MiniGame Compo entry (4KB category), placed 26th of 37.
  • Hot Seat Harry A 1023 byte game for one or two players. Press the A button as fast you can to shock your opponent. [homepage] Released at 2002 MiniGame Compo. Finished 52nd out of 62. No source.
  • Dropoff 7 The story of Dropoff 7, played through the NES's Delta-modulation channel.
  • Halloween Intro A small program for Halloween. Doesn't do much. Code/graphics/music by Memblers, sound code by Bananmos.
  • RTC A demo entered into the Y2Kode programming competition, recieved 2nd place out of 6 entries. This version is buggy and not recommended for a real NES.
  • NES Test Program v1.3 Write to any register/RAM location with this program.
  • Visual Player Shows some sprites to go along with the Silver Surfer NSF rip, with music by Tim and Geoff Follin.
  • Visual Player Source Source code for the program. Can be modified to work with other NSF rips. Send me an email if you're interested in a newer, enhanced version of this.

PC Programs

6502 Tools

  • Most popular assemblers
    • cc65 A portable 6502/65c02/65c816 assembler, linker, and C compiler.
    • asm6 A simple portable 6502 assembler.
    • NESASM 3 by Charles Doty, David Michel, and J.H. Van Ornum, originally part of MagicKit. (Also older NESASM v.1)
  • Other tools
    • nlgen by Derek Andrews. Converts CA65/LD65 listings and map file into name list (.nl) files readable by the FCEUX emulator.
    • 6502 hex-to-mnemonix by A convenient reference program for viewing hex codes for 6502 opcodes. Email the author if you have any corrections or suggestions.
    • FASM v1.0 by Toshi Morita. Quote from the docs: FASM was written as a quick replacement for the 2500 AD assembler for Nintendo 8-bit development. GPL license.
    • Interactive Disassembler freeware version, by DataRescue. The commercial version is better, but it's expensive.
    • NESrev v.013 by Kent Hansen. This disassembler detects the differences between code and data, and aims to produce output that can be reassembled. Works with 16KB programs. [Java source]
    • nbasic A high-level programming language for 8-bit NES development, by Bob Rost.
    • P65 Assembler A portable 6502 assembler written in Perl.
    • WLA DX A portable GB-Z80/Z80/6502/6510/65816 macro assembler. Linux and MS-DOS versions available.
    • X816 An assembler for 6502/65c816. By minus.
    • 6502 SDK Quoted from the docs: The kit is an Integrated Development Environment (IDE) similar to Borland ones, which allows you to edit, compile and (hopefully) debug your Assembly code for 65xx processors. It includes a (still rudimental) emulator and a project manager for multiple file applications. Requires Win3.11 or higher. Here's the source code.
    • Minachun Disassembler for 6502 Famicom(NES) v.04a. Features Japanese language and mapper support. Source included, with an English language option.
    • TRaCER A disassembler for 6502/65c816. By Y0shi.
    • 6502 Simulator by Dan Boris.
    • DASM v2.12 by Mathew Dillon

Graphic Tools

  • Tile Molester v0.16 by Kent Hansen. This tile editor requires Java, and supports NES as well as other console formats.
  • YY-Chr by YY. A multi-format tile editor. Available in Japanese and English.
  • BMPNES v1.8 by ninjasuperk. Spanish BMP to NES format converter. Includes some utils by Chis Covell.
  • Tile Layer Pro v1.0 by SnowBro. Tile editor.
  • CHR-ROM Creator v1.1 by Stefan Fausser. An NES tile editor. VB40032.DLL is required.
  • Open tUME A 2D level editor designed for game development, check it out!
  • NES Screen Arranger Uses NES graphics from a .CHR file and let's you set up the name and attribute tables, with optional RLE compression. By SnowBro.
  • Tile Layer v0.50b. Let's you edit graphics from roms for various consoles. By SnowBro.
  • BMP2NES by 7h1460. Converts BMP graphics to the NES's format.
  • RAW2CHR by Chris Covell. Converts graphics from RAW to the NES's format.
  • CHARlie by Chris Covell. Optimizes graphics by removing redundant tiles.
  • CHR2NAM by Chris Covell. Creates a nametable from an image file.
  • pilbmp2nes by Damian Yerrick. Command-line image converter from indexed BMP/GIF/PNG to 1-bit, NES, Game Boy, Genesis, SNES 4-bit, or SNES mode 7 format. Requires Python and Pillow (Python Imaging Library).
  • savtool by Damian Yerrick. Converts graphics from indexed BMP/GIF/PNG to NES CHR and nametable, automatically determining attributes and removing redundant tiles. Requires Python and Pillow (Python Imaging Library).


  • uCON64 (offsite link) ROM management utility. Can convert between file formats, split iNES images into PRG and CHR ROMs (use Pasofami format to do this), and much more.
  • Game Genie Code Coverter v4.0 by Zazer. Create new, or decode existing Game Genie codes for NES and all other GG-platforms.
  • Roller Coaster by Pan/ATX. This program can generate various sine and non-repeating random data tables to use in your games/demos.
  • Famicom Disk System Loader by Brad Taylor. This is the software and documentation for a hardware project to emulate the FDS's disk drive using a PC disk drive via parallel port. Can also copy FDS disk contents to your PC.
  • Legacy of the Wizard map viewer by Brad Taylor. Programs to view the maps from this game. Includes a bitmap graphic of the entire map.
  • FDSList v1.2 by Chris Covell. Lists and extracts files from Famicom disk images. Supports FDS format.
  • Decrom v2.0 by Fx3. Converts VROM graphics into ascii.
  • VRC-VII Emulator By Kevin Horton. VRC7 is a Konami mapper/sound-chip, with FM synthesis.
  • VRC-VI Emulator Written in qbasic, by Kevin Horton.
  • Hexposure v0.215. A Hex editor by SnowBro.

Sound Tools

  • Nerdtracker 2 beta version by Bananmos. A DOS/Win9X NES music tracker. The NT2 site also has replay source code for NES, an assortment of songs made by NT2 users, and more.
  • MCK by Izumi. A sound driver using MML format. Off-site link.
  • NED2NSF v1.0 by Matrixz. Windows program that can make a single-song NSF from a NED file (Nerdtracker 2 format). Does not support NEDs with DMC samples, currently.
  • MIDIMML converter v1.0 by Tom Murphy 7. [link] This program converts MIDI files (with some special annotations) into MML. The output wouldn't be as optimal as hand-crafted MML (in most cases), but it's very interesting and even useful for MIDI users, nonetheless.
  • MCKC: MCK > MML Converter by Manbow-J, translated by virt. This document shows you how to use MML to create NES music.
  • MCK/MML Beginners Guide v1.0 by Nullsleep/8bitpeoples.
  • MCK/MML Beginners Guide (Chinese) v1.0 by Nullsleep, translated by Tong Yun Weng.
  • DPCM HowTo by nullsleep. How to use DPCM samples with MCK.
  • Making NSFs under UNIX by Julian Squires. Info concerning MCK. Off-site link.
  • nsf2midi (Japanese) v.130 by GIGO. NSF2MIDI (english) v.05a Translated by Tatt and Yura.
  • WAV2NES by David de Regt. Converts a .wav file to an .NES rom, but uses an obscure mapper.
  • dmc converter (Japanese) v.05 by Norix. english doc by Nullsleep.
  • sample converters by Bananmos. Includes 8bit-to-1bit and 1bit-to-8bit programs.
  • sample converter by Damian Yerrick. Converts 8-bit samples to NES's 1-bit format, also scales the volume and oversamples the sound.

Amiga Programs

6502 Tools

  • WLA DX A GB-Z80/Z80/6502/6510/65816 macro assembler.
  • DASM v2.0 by Mathew Dillon. Source code is included. v.212 is also available, but does not include an Amiga executable.

Graphic Tools

  • Raw2CHR by Chris Covell. Converts graphics from RAW to the NES's format. C source code is included.
  • CHARlie by Chris Covell. Optimizes graphics in CHR roms by removing duplicate tiles. C source code is included.
  • CHR2NAM by Chris Covell. Makes a nametable from your CHR rom. C source code is included.

Misc Tools

  • FDSList v1.2 by Chris Covell. Lists and extracts files from Famicom disk images. Supports FDS format.
  • AmiGenie by Chris Covell. Converts between Game Genie codes and hex addresses.

hardware info

more patent docs will be added eventually..

console hardware

cartridge hardware

Note: Goroh's docs are in japanese
  • NES ROM Pinouts by Drk. Covers all PRG, CHR, and RAM chips used in NES cartridges.
  • NES EPROM Conversions by Drk. Instructions on how to modify certain boards to use EPROMs.
  • EPROM Pinouts by Drk.
  • Famicom Cartridge Connector Pinout by Siudym. DOC version available.
  • Super Mario Bros. 2 Pinout by Siudym. Board is NES-TSROM-07.
  • Super Mario Bros. 3 Pinout by Siudym. Board is NES-TSROM-08.
  • Solstice Pinout by Siudym. Board is NES-ANROM-XX.
  • Wizards and Warriors 2: Ironsword Pinout by Siudym. Board is NES-AOROM-03.
  • Donkey Kong Classics Pinout by Siudym. Board is NES-CNROM-07. Comments in Polish.
  • goroh's docs 1 by goroh, translated by Sgt. Bowhack.
  • goroh's docs 2 by goroh, translated by Sgt. Bowhack.
  • NES Cart Types by Kevin Horton.
  • Namcot 106 by goroh, fix by ZW4 and nori, english translation by nori.
  • Preliminary Maxi-15 Mapper Hardware Description by Mark.
  • Comprehensive NES Mapper Document v0.80 by \Firebug\. Includes viewer program by Troy McLeod.
  • Mapper 90 Information v2.0 by Fx3.
  • Caltron / Myriad Games 6-in-1 v1.0 by The Mad Dumper.
  • Konami VRC-VII Chip Info by Kevin Horton.
  • Konami VRC-VI Chip Info by Kevin Horton.
  • Konami VRC-VI by goroh. Sound info is inaccurate.
  • Nintendo MMC1 by Matthew J. Richey.
  • Nintendo MMC2 01/29/98 by Jim Geffre.
  • Nintendo MMC3 by goroh.
  • Nintendo MMC4 by ???
  • Nintendo MMC5 Bankswitching by Kevin Horton.
  • Nintendo MMC5 by goroh, translated by Sgt. Bowhack.
  • Mapper 6 Info on the FFE mapper. By FanWen Yang.
  • Bandai Mapper by goroh.
  • Bandai Mapper About Bandai's NES mapper. By goroh, translated by Sgt. Bowhack.
  • Jaleco Mapper by goroh.
  • Konami Mapper by goroh, translated by Sgt. Bowhack. Here is the japanese version.
  • Taito Mapper by goroh.
  • Namco Mapper by goroh.
  • Sunsoft Mapper by goroh, translated by Sgt. Bowhack.
  • SMB2j aka "The Lost Levels" Mapper #40 Info 2.08.2000 by The Mad Dumper.
  • Pirate game "Mario Baby" Mapper #42 Info 5.29.2000 by The Mad Dumper.
  • iNES mapper 225 by ???
  • iNES mapper 226 by Mark.
  • "Mario Party" 7 in 1 by The Mad Dumper.

NES hardware projects

  • PC NES transfer cable v1.30 by sepi. Connects a PC's parallel port to the NES control port, schematic included. It allows you control a game with a PC keyboard to log and play back button presses. Previous versions: [v1.2]
  • Famicom Disk System Loader by Brad Taylor. This is the software and documentation for a hardware project to emulate the FDS's disk drive using a PC disk drive via parallel port. Can also copy FDS disk contents to your PC.
  • CopyNES by Kevin Horton. NES modification that allows reading and writing of cartridges.



  • NES Music NES music in module format.
  • Sounds of the 2A03 New, original NES music!
  • Makers of MIDINES, a MIDI interface cartridge for NES.
  • VGMIX A videogame music remix site, with an excellent interface for musicans to add their own works.
  • VORC A Japanese/English chip and game music news site.
  • Zophar's Domain NSF page The most complete NSF archive around.
  • Chibi-Tech's page Tracked chip music, including NES-style stuff.
  • Dropoff 7 Original music, plus NES music remixes and a few real NES tunes recorded with analogue effects.
  • The Minibosses A band that covered some NES songs, their MP3s available for download here.
  • OverClocked ReMix A site with remixes (mostly MP3 format) of music from games of many systems.
  • The Best Game Music! Check it out whether you read Japanese or not, it has music and original content. Also the home of the MCK sound driver.
  • Video Game Jam Guitar and bass tablature for game music.
  • Chip music in various formats.


misc. tech

home pages


misc 6502

graphics were ripped from other pages.

Horde soldier: "Surrender, citizen!"
Bo: (laughs) "I'm not a citizen, I'm a rebel."
-from the He-Man cartoon, The Secret of the Sword.

NES freaks have been here since 12-11-1999

This site is graciously hosted by 8BitAlley.

Источник: []
, latest NES emulator Archives

Talk:Nintendo Entertainment System/Archive 1

This page is an archive of past discussions. Do not edit the contents of this page. If you wish to start a new discussion or revive an old one, please do so on the current talk page.

Old discussion

Added some more history, more R.O.B info, and the "NES past 1995" section. Hopefully, I got most of that info right - the NES came back in a very nebulous way, and it's emulation scene is not given to posting historical accounts. Any technical specifics of those clunky early days of emulation (esp. pre-iNES) would be greatly appreciated. - Tzaquiel 17:47 Jan 3, 2003 (UTC)

You've added quite a bit of good stuff! This article is getting better and better. I'm afraid I haven't followed the emulation scene for very long (I entered it around the time that NESticle was already quite robust and mature), so I wouldn't have much to offer on its early history. I'd be interested in digging up some research, though - I know of a few developments as of a couple years ago, including some geniuses who managed to put the entire NES on a single chip, and another guy who does case mods that would custom-build you a NES with a ROM-dump interface, built-in games, and other capabilities (he also built an Atari 2600 with all of the games built into it!). We should probably try to limit the discussion of emulation on the NES page itself, though, and make a separate article for NES emulation and related stuff if it gets extra-long. -- Wapcaplet
Here, check this out: BlueTech. Some very cool stuff there! -- Wapcaplet

Added sound info about the tone generators (2 square, 1 triangle, 1 noise) and corrected an error with "Maximum number of sprite pixels on one scanline". This originally said 64, but the correct number per scanline is 8.

Looks good, though are you sure about the sprite pixels per scanline? I interpreted the original number (64) as meaning the maximum number of pixels in a single scanline that were part of any sprite; in other words, one scanline can be drawing parts of 8 different sprites (at 8 pixels apiece). Unless that is wrong... perhaps it should be rephrased for clarity. -- Wapcaplet 17:08, 20 Jun 2004 (UTC)
The NES can display eight OBJs (sprites) on each scanline. The hardware scans the OAM (sprite attribute RAM) in order from OBJ 0 to OBJ 63, and any OBJs in range after the first eight will be dropped, and a flag set to indicate this. This has been experimentally verified on actual NES/Famicom hardware by various contributors to the NES development scene. This document by Brad Taylor describes the NES PPU (graphics chip) in detail. There are a handful of minor errors, but this is 95% accurate. Firebug 22:22, 30 Mar 2005 (UTC)

Quick minor update

'Such clones continue to be sold even now in 2005'. Should be changed to 2006. I am sure they are still selling, I saw a clone for sale in a mall a few months ago. However, I still havent litterally seen it with my own eyes. Surely someone can quickly confirm this for me? I am considering this page as a candidate for Spoken Wikipedia. -William Morgan Jan 10th 2006


I marked this as needing cleanup because it isn't written like a encyclopedia article. For example: Nintendo saw firsthand how successful videogames were in the late 1970s. could be changed to Videogames were very successful in the late 1970s. This is just an example.

There's no reason for that to be changed. Andre (talk) 21:43, Dec 31, 2004 (UTC)

Can we add some information that was missing from the article? What was the launch price of the NES bundle? What were the launch titles?

Moving "Nintendo Entertainment System" to "Nintendo Entertainment System/Family Computer"

I have moved this article from Nintendo Entertainment System/Family Computer back to Nintendo Entertainment System for the following reasons.

  1. The person who moved the article did not explain their reasoning on the talk page.
  2. It will interfere with the featured article canadacy. Any move of this nature should be done after this process is complete
  3. The name change seemed longer and redundant. Possibley, they were worried about people looking for the famicom. If this is the case a REDIRECT page would be more applicable.

before moving again please discuss. --The_stuart 01:51, 9 Jan 2005 (UTC)


My PAL NES has no AV outs. Is this normal? If so, I figure it should be mentioned in the article. If not, does that mean my NES is rare and thereby worth something? Heh heh. Have a good one. - Vague | Rant 12:38, Jan 29, 2005 (UTC)

This is odd. Every NES I have seen in Ireland and the UK (the PAL-I version - there's a specific model number but I can't remember it) has PAL composite video out on the right side of the console in the form of RCA sockets, just like the NTSC NES. Do you know what period this console was made in, and are you sure it's not one of the new model "NES 2" consoles (which appear to have existed in PAL form in Australia and possibly New Zealand). Where did you purchase this console? --Zilog Jones 17:26, 1 Apr 2005 (UTC)


The Dendy is not a licensed NES clone, so I stated that the "Dendy" clone is played in Russia - NOT that the NES is Dendy. WhisperToMe 01:23, 4 Feb 2005 (UTC)


I think the Famicom should be a separate article from the NES. The amount of material for the Famicom is enough to make a good, coherent article. Also, the article seems US-centric as it only describes what is going on in the US in a large detail. Also, in other wikis, NES and Famicom are separate articles. WhisperToMe 02:20, 5 Feb 2005 (UTC)

They were separate articles. The problem was that there was way too much duplication: there simply are not enough differences between the NES and the Famicom to justify a different article, and splitting the two winds up being arbitrary and even damaging the usefulness of the article. If we have two articles, where do we put in material about emulation? Or hardware clones? Does the history of the console go in the Famicom article, or the NES article? As for being US-centric, there's several reasons for that: most of the people editing the article are likely from/most familiar with US, and there's far more English language material on the NES than on the Famicom. Recreating the old Famicom article isn't going to fix that. While specific information relating to the Famicom/NES abroad is certainly welcome, it should go here, not in some other article which would, at best, only duplicate the effort that went into this page. In short, it's likely to hurt more than it would help. –Seancdaug 03:35, Feb 5, 2005 (UTC)
Agreed. Andre (talk) 05:05, Feb 5, 2005 (UTC)
For the "English language" material, can't one just ask a Japanese person to translate material? We have several Japanese contributors who can help do this. The only things that I know must be duplicated in a Famicom article would be the History (to an extent) and the technical specifications. WhisperToMe 05:13, 6 Feb 2005 (UTC)
Which is really the bulk of the article, all things considered. They are the same system, barring a few extremely minor aesthetic changes, and it doesn't make a great deal of sense to split them up. I'm a bit lost as to what you think would be gained by doing so. There's just far too much crossover information to justify it, in my mind. -Seancdaug 05:31, Feb 6, 2005 (UTC)

This is my thinking as well: a separate article is needed. The Famicom was very different from the NES in many ways, and I feel that we need to get some more information about it in this article or just create another one, even if it's short. Oklonia 17:53, 10 Apr 2005 (UTC)

Again, this is a pretty vague reason for creating a new article: so far, any information regarding the Famicom has very comfortably fit within the confines of this article. There have been no complaints about flow, or content, or anything like that. You're trying to head off a problem that, quite simply, does not exist. Later on, if we introduce new information to the article that does present a problem, then I personally would reconsider my view, but until then this is very academic. That being said, I do agree about one thing: more information about the Famicom elsewhere in the world (Japan, but also the NES in Europe and Australia) would be a very welcome addition. But that information should come first, before we split the article, rather than trying to split the article in anticipation of information that may not actually be on its way. There is nothing stopping people from adding Famicom-centric information to the current article. That they are not doing so indicates that such information may not be all that easy to come by (in English, at least), which is a problem that has nothing to do with whether or not we have a seperate Famicom article.
Once more, I feel there is far too much crossover of information to make this practical: trying to keep two seperate Famicom and NES articles roughly aligned in terms of content and information is an extremely daunting task that doesn't seem like it would yield a great deal of practical benefit. In addition, it's easier to create subsections of an existing article than it is to find what to do with sections that only make sense in a combined article (if we moved all the information about the Famicom to another article, we'd need to figure out where the "Differences between the Famicom and the NES" section would best fit, not to mention redrafting the entire history section, and probably losing a good deal of information about the international scope of the system). It's also worth pointing out that it was partly the "tightening up" of the article when the old Famicom article was merged that led to its feature article candidacy, IMO. – Seancdaug 23:04, Apr 10, 2005 (UTC)
I think it could probably stay as one article as long as their is a section on the affect the console had on society and the consoles culture in each region. As it stand it is a very US centrict article. In Japan the Famicom was marketted as a Family Computer with keyboard and non gameing software and tape drives to compete with the MSX and the Japanese computers it literally was considered a computer. However in the US, they completedly changed it's culture because most computer platforms didnt do so well like the Amstrad CPC, Spectrum, BBC Micro, but Atari/Intellivision was really successful in America, so the NES was released as a console oriented device. Plus in the US they did same insane marketting, Nintendo Cartoons, breakfast serials, it just didnt happen that way in Japan. However in Europe the computer platforms where more popular then Consoles, so when the NES was released their it didnt do so well, plus it really didnt get a full release until 1990 so it was a mild success with Sega not being far behind. That being said, that would make the article quite large though, so it may be better to split them anyway. At least one article could focus on the history of the Famicom and the History of the NES and not get confused, plus we could go into more detail about the role the peripherals played, dammit I have convinced myself it should be split now. :) - UnlimitedAccess 05:09, 28 August 2005 (UTC)
This is not the first time this has come up, but I still think we should work from what we have now, as opposed to what we might have in the future. There is no reason information on the NES/Famicom on the international scene cannot be integrated into this article. The problem is that this information is not particularly easy to come by (in English, at least). If we split the article on the basis that there should be more information about the Japanese Famicom (or the UK NES, or whatever), we're just as likely, if not more likely, to end up with numerous dispersed stubs than we are to end up with substantial new information. And I still maintain that with several satelite articles already (Nintendo Entertainment System hardware clones, History of the Nintendo Entertainment System, et al.) it would be a mistake to subdivide further, lest we wind up duplicating information and ending up with a unmaintainable mess. – Seancdaug 07:38, August 30, 2005 (UTC)

I vote to seperate them, there are too many differences between the systems, and for background information that may be repeated, just state the information more briefly in the article that it has less relation to, linking to the article that has more. Shadic July 5, 2006

Introduction expansion request

Could someone please expand the intro. I'd like to put this article on the main page, but as-is, the introduction is simply too short. →Raul654 02:37, Feb 20, 2005 (UTC)

"NES Version" vs. "Mattel Version"

There appears to be two different PAL-I versions of the NES from my experience in car-boot sales and whatnot. Most of them seem to say "NES Version" on the cartridge slot door (under the other text), however I have also come across a few that say "Mattel Version" instead. I believe Mattel distributed Nintendo products for a period of time in Europe, but when was this? Is there any actual difference to the two versions of the NES?

Here's the only picture of a Mattel NES I could find from Googling. Could anyone enlighten me on this subject? --Zilog Jones 17:39, 1 Apr 2005 (UTC)

See this link for some information. TerokNor 18:25, 1 Apr 2005 (UTC)
Hmm, interesting - thanks for the link! So it also appears from this that UK/Ireland/Italy/Australia NESes were a totally different region to the rest of the PAL NES, regarding the lockout chips anyway.
There is one confusing thing about all this, though. I have a copy of Super Mario Bros. 2, which has the ID code "NES-MW-FRA" on the label - suggesting the cartridge is for the French market. But it plays fine on my NES, which it isn't supposed to if it is a French game (mine is a UK/Ireland model), and also the label on the back of the catridge is in English and Italian and bears the "EAI" code (which suggests it's a UK/Italy cart according to that guide you linked). The cartridge doesn't look like it's been tampered with at all, either. I bought this game second-hand in England a few years ago (unboxed), so I don't know where the hell it came from. Maybe there was some mess-up with the labels? This is really weird... --Zilog Jones 23:23, 2 Apr 2005 (UTC)
Australian NES's say Mattel Version and do not have any RCA ports, I believe the same goes for New Zealand. - UnlimitedAccess 04:28, 28 August 2005 (UTC)
Mattel initially distributed the NES in the UK, Italy, Australia, and New Zealand. These consoles were marked as the "Mattel Version." Nintendo eventually retained distribution rights, and subsequently sold "NES Version" consoles in these markets. Those markets had a different lockout region than the rest of Europe (to protect Mattel's distribution rights). But not all carts made use of the regional lockout.

Following is a list of the official international versions of the NES: (Versions are marked on the consoles unless noted)

  • European version (not marked on the console)
  • "Europa Version" (European version)
  • "Version Española" / "Spanish Version" (European version distributed in Spain by Spaco, S.A.)
  • "Mattel Version" (Australia, New Zealand, UK, Italy, possibly Ireland; distributed by Mattel)
  • "NES Version" (newer name for the Mattel Version; distributed by Nintendo)
  • "Asian Version" (Bangladesh, India, Indonesia, Malaysia, Nepal, Pakistan, Singapore, Sri Lanka and Thailand)
  • "Comboy" (Korean version distributed by Hyundai Electronics; the consoles have "Nintendo Entertainment System" and "Comboy" markings)
  • "Family Computer" / "Famicom" (Japanese original)
  • US/Canada version (not marked on the consoles)

Brazil got an official release of the NES in the holiday season of 1993. But famiclones had been dominant since their introduction in May 1989. Gradiente and Estrela formed a joint-venture called Playtronics to officially distribute Nintendo products. Ironically, Gradiente had been involved in the manufacture and marketing of famiclones and pirated games (as well as officially-licensed games) in earlier years.

I added some information on this that I got from here: I couldn't find anything on the "Spaco" version. --LordVader717 16:43, 30 April 2006 (UTC)

Developers' exclusivity, and tools

If I recall correctly, in the earlier days of the NES, in order to get a license to be a Nintendo developer, the developer had to promise exclusivity to Nintendo. You couldn't make both NES and Genesis games. Then Nintendo backed off from this. Can anyone verify this vague memory of mine?

An interesting section to add would be developer tools (by which I mean hardware). Tempshill 00:01, 2 Apr 2005 (UTC)

Yes, I was just about to post about this. The entire article about Nintendo manipulating the market is missing the point completely. The thing that was corrupt about this period of history was NOT that Nintendo had a lock-out system (all consoles do today), it was purely that Nintendo forced developers to only release for the NES. Third party developers who would have loved to support the Sega Master System were prevented from doing so by Nintendo, something that would possibly be illegal today.
Imagine if Sony said that PS2 developers wouldn't be allowed to develop for Xbox or GameCube, there'd be an absolute storm and Sony would have anti-trust lawsuits slapped on it by every lawyer in Microsoft and Nintendo. (Actually it might be rather fun to see a Microsoft lawyer preaching about the dangers of monopolies... ;-) ).
Could there be a section about this abuse of monopoly by Nintendo? --Krisse 14:52, 9 August 2005 (UTC)
It was a different time, the model wasnt in place, Atari tried to not allow any 3rd party developers so they would get 100% profits, hell Atari didnt even allow credits to appear in their own game, they just wanted to push the Atari brand, much like business do with products like Cars. Nintendo actively sought after developers and encouraged acknowledgement of their creators, then signing exclusivity contracts so their software is only released on "their" platform isnt dissimilar to recruiting a director to a specific Movie company or an actor to a TV channel or a Musician to a specific music label, exclusivity contracts are the norm for Artists. Both didnt work, the economic model for Artists didnt work and neither did the assembly line bussines model, it was several years later that the current one would evolve, where Nintendo/Sega/Sony/Microsoft would pay gobs of money to developers to be exclusive. Perhaps in a different world where Nintendo and Sega were equally successful and neither were considered a monopoly we would still have exclusive software contracts as the norm. - UnlimitedAccess 16:20, 9 September 2005 (UTC)
I'd rather see such a section as part of the Nintendo company article, as I think it would going a little far afield from the NES itself. – Seancdaug 22:59, September 9, 2005 (UTC)

It was all that and worse. Nintendo had FULL control of cartridge production and forbid developers from porting to other consoles for TWO years after the NES version. By having full control of cartridge production, Nintendo could control how much money a developer could make (as one developer said, they could destroy them). Stores that carried competitors products or lowered prices were stiffed in distribution. Finally the FTC started an investigation and just before they completed it, Nintendo made changes to their developer terms (like eliminating their two year wait) and agreed to settle with the FTC. The April 1991 settlement was for Nintendo to send $5 vouchers to people who bought NES titles from June 1998 to December 1990! Talk about a slap on the wrist!!! [1] —Pelladon 04:31, 14 June 2006 (UTC)

Some would say that the procedures Nintendo put in place during the Famicom years were neccesary to preventing another crash... The public was skeptical and needed assurances that the mistakes wouldn't be made again... --Daniel Davis 04:38, 14 June 2006 (UTC)

Dendy Junior II

"Dendy Junior II" redirects here, but there's absolutely no information on this page about it. - furrykef (Talk at me) 05:25, 16 Apr 2005 (UTC)

I redirected it to Dendy, that seems to be the proper article about it. TerokNor 09:36, 16 Apr 2005 (UTC)
The redirect was an artifact of a previous version of the page, which did have more information regarding the system. That information was subsequently moved around, and eventually wound up at Dendy, where TerokNor has kindly redirected it. – Seancdaug 22:24, Apr 16, 2005 (UTC)

Killer app vs. killer game?

There seems to be a small degree of controversy of which term is more appropriate for the introductory paragraph. Both would seem to apply, technically speaking, although, personally, it seems like "killer game" is more specific, and therefore more appropriate. IIRC, I was the one who originally stuck the killer app link there, but only because it never occurred to me to check for "killer game." What does everyone else think? – Seancdaug 20:30, Apr 19, 2005 (UTC)

My thoughts on the subject are that app brings to mind more along the lines of computer games and programs, whereas a game is a specific entity more applicable to this article. — THOR 21:16, 19 Apr 2005 (UTC)
"Killer game" doesn't sound right to me, and I hear "killer app" a lot when referring to games in magazines and stuff - it's a rather general phrase, but it is a well-known phrase - "killer game" is just two words stuck together. -- 15:25, 1 May 2005 (UTC)
If you want to argue that "killer game" should not be included on Wikipedia, then that's another discussion (and one which doesn't really belong here). But, as things currently stand, "killer game" is pretty clearly more useful for these circumstances, whether or not it "sounds right" or not: video game specific information is more likely to be at the "killer game" article than the "killer app" article. – Seancdaug 22:10, May 9, 2005 (UTC)
To me, "killer game" seems to hint at it's content, i.e. a violent "killing" game. I don't know, as I haven't had too much experience with the usage. But it might cause confusion. --LordVader717 20:42, 2 May 2006 (UTC)

Sound Capabilities?

Could anybody add some notes on the sound capabilities of the NES? Jontce 29 June 2005 12:59 (UTC)


On Attack of the Show. You may watch it at any time on the G4 website on their media player. Cool thing is that THEY ACTUALLY WORK!

NES (disambiguation)

I think NES should not be redirected to Nintendo Entertainment System, NES can be all sorts of things, and disambiguation does take a while to type, what makes this article so special, that NES redirects to Nintendo Entertainment System, instead of a disambiguation pagethat has a link to Nintendo Entertainment System page in the first place?

Because this is the most notable thing called NES. Andre (talk) 22:54, August 21, 2005 (UTC)

Hmph... Just because it's the most notable doesn't mean anything, there are many things that mean NES, We should not naturally assume that anyone who types NES should mean this game system...

Yes we should, because that is how we do things. Andre (talk) 22:09, August 28, 2005 (UTC)
We do it like this because there is a much higher probability that people are looking for this compared to the other things, since that saves on clicks for the average user looking up NES, making it more user-friendly (same goes for Firefox).
Had the probability of two different meanings been fairly close to one another, we would have a disambiguation page on NES, since we would not be able to determine what the best option would be. --Pidgeot(t)(c)(e) 22:43, 7 September 2005 (UTC)

72 pin cartridges

In the differences section, the comparison of 60 to 72 pin cartridges is incorrect. The lockout chip uses 4 pins. The 2 external audio pins that allows Famicom game cartridges to provide their own sound expansion chips were removed. The NES has 10 pins on the cartridge port that go directly to the expansion port on the bottom. 60 + 4 + 10 - 2 = 72. -- Myria 03:39, 20 October 2005 (UTC)

Finicky Button

I think my NES has a busted/no 10NES chip. It is the US model w/power light, and it never had the finicky button. (At least as long as I've had it) The preceding unsigned comment was added by72.128.199.222 (talk • contribs) .

New sentence with bad information

Tinkerers at home in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip (a process now legal with the expiration of the NES patent) would cut power to the chip, removing all effects and severely improving the console's ability to play legal games, as well as bootlegs and converted imports.

This was added today by The problem with this statement is that it is NOT legal to do this, even though the 10NES patent has expired. The Digital Millennium Copyright Act takes effect until the copyright expires, not the patent. Thanks to Sonny Bono, that will happen in 2080. -- Myria 05:52, 2 December 2005 (UTC)

It's FamicoM, NOT FamicoN, yo!

mispellings all over the place!! OK, I undid changes by

Wow... Well, technically if you go by the katakana spelling, it is famikon (I'm sorry, but I disagree with any romanization that uses c instead of k, and si instead of Shi... Tu, I don't have a problem with) but since it's an abbreviation of the English words "Family Computer" Famicom would be correct. WhateverTS 21:49, 25 July 2006 (UTC)

Trimming external links

The external links section was getting to be a bit overwhelming, IMO. In keeping with the suggestions of "What Wikipedia is not", I added a link to the dmoz NES directory, and trimmed out all of the links that were contained therein. I also removed a number of other links which didn't seem to have any real relevance: the main Nintendo page, for instance, has very little information regarding the long-discontinued NES. Finally, I removed one or two more links which, while interesting, were either too nuanced or too technical for the average reader: Kevin Horton's FPGA console project is a fascinating read for the initiated, but there's little context or technical background to make it comprehensible to non-hackers. Any arguments? – Seancdaug 17:43, 27 December 2005 (UTC)

None from me. And you don't know what link abuse is until you have seen this ;) -- ReyBrujo 18:23, 27 December 2005 (UTC)
Источник: []
latest NES emulator Archives

Massive NES Rom Pack

Reviewer:CooperTeam9000- favoritefavoritefavoritefavorite- June 3, 2016
Subject:NES Collection....

After doing a bit looking, it does have a lot of the classical NES titles that a lot of us remember. Who ever made this RAR file also did the right thing by putting the files in the places they belong in. (PD files in a PD folder, etc.) It's also separated by country as well. It also includes Pirated, Hacked, Unlicensed, even Translated titles.

Now let me explain this a bit. If you can't find the title, you may need to look under the "World" folder as that includes titles that is world known, such as Hogan's Alley, Excite Bike, Duck Hunt, Mario Bros., Popeye, & Gyromite, to name a few.

My only concern is that there is no "Japanese" titles, let alone folder. So, although it does have a very good collection of NES titles, just curious why it does not include Japanese titles. (Yes, I am aware that a lot of titles are translated in Japan as well as USA, but there are also a ton of titles that are not in any other country other than Japan. Yes, the "Translated" folder has Japanese titles, but some of us prefer the original translations of the game. Mainly because sometimes the "translated" titles have bugs due to the translation, and sometimes crash the game.)

Источник: []

What’s New in the latest NES emulator Archives?

Screen Shot

System Requirements for Latest NES emulator Archives

Add a Comment

Your email address will not be published. Required fields are marked *