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For its [[central processing unit|CPU]], the NES uses the [[Ricoh 2A03]], an [[8-bit]] [[microprocessor]] based on a [[MOS Technology 6502]] core, running at 1.79 MHz for the NTSC NES and 1.66 MHz for the PAL version.
 
For its [[central processing unit|CPU]], the NES uses the [[Ricoh 2A03]], an [[8-bit]] [[microprocessor]] based on a [[MOS Technology 6502]] core, running at 1.79 MHz for the NTSC NES and 1.66 MHz for the PAL version.
  
The NES contains 2 [[kilobyte|kB]] of onboard work [[Random-access memory|RAM]]. A game cartridge may contain expanded RAM to increase this amount. The size of NES games varies from 8 kB (Galaxian) to 1 MB (''Metal Slader Glory''), but 128 to 384 kB was the most common.
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The NES contains 2&nbsp;[[kilobyte|kB]] of onboard work [[Random-access memory|RAM]].<ref>{{Cite news|url=https://www.japantimes.co.jp/news/2013/07/15/reference/nintendo-brought-arcade-games-into-homes-30-years-ago/|title=Nintendo brought arcade games into homes 30 years ago|last=Hongo|first=Jun|date=July 15, 2013|work=The Japan Times Online|access-date=August 1, 2018|language=en-US|issn=0447-5763}}</ref> A game cartridge may contain expanded RAM to increase this amount. The size of NES games varies from 8 kB (Galaxian) to 1 MB (''Metal Slader Glory''), but 128 to 384&nbsp;kB was the most common.
  
The NES uses a custom-made [[Picture Processing Unit]] (PPU) developed by [[Ricoh]]. All variations of the PPU feature 2&nbsp;[[kilobyte|kB]] of video RAM, 256&nbsp;bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 [[Sprite (computer graphics)|sprites]] on the screen, and 28&nbsp;bytes of on-die palette RAM to allow selection of background and sprite colors. The console's 2&nbsp;kB of onboard RAM may be used for tile maps and attributes on the NES board and 8&nbsp;kB of tile pattern ROM or RAM may be included on a cartridge. The system has an available [[Palette (computing)|color palette]] of 48 colors and 6 grays. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. The NES palette is based on NTSC rather than RGB values. A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. The standard [[display resolution]] of the NES is 256 horizontal pixels by 240 vertical pixels.
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The NES<ref>{{cite web|url=http://problemkaputt.de/everynes.htm|title=NES Specifications|website=Problemkaputt.de|accessdate=November 28, 2015}}</ref> uses a custom-made [[Picture Processing Unit]] (PPU) developed by [[Ricoh]]. All variations of the PPU feature 2&nbsp;[[kilobyte|kB]] of video RAM, 256&nbsp;bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 [[Sprite (computer graphics)|sprites]] on the screen, and 28&nbsp;bytes of on-die palette RAM to allow selection of background and sprite colors. The console's 2&nbsp;kB of onboard RAM may be used for tile maps and attributes on the NES board and 8&nbsp;kB of tile pattern ROM or RAM may be included on a cartridge. The system has an available [[Palette (computing)|color palette]] of 48 colors and 6 grays. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. The NES palette is based on NTSC rather than RGB values. A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. The standard [[display resolution]] of the NES is 256 horizontal pixels by 240 vertical pixels.
  
Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only [[RF modulator|radio frequency (RF) modulator]] output. When the console was released in North America and Europe, support for composite video through [[RCA connector]]s was added in addition to the RF modulator. The HVC-101 model of the Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom/Super Nintendo Entertainment System. Conversely, the North American re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only. Finally, the PlayChoice-10 utilized an inverted RGB video output.
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Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only [[RF modulator|radio frequency (RF) modulator]] output. When the console was released in North America and Europe, support for composite video through [[RCA connector]]s was added in addition to the RF modulator. The HVC-101 model of the Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom/Super Nintendo Entertainment System. Conversely, the North American re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only.<ref name="20years" /> Finally, the PlayChoice-10 utilized an inverted RGB video output.
  
 
The stock NES supports a total of five sound channels, two of which are pulse channels with 4 pulse width settings, one is a triangle wave generator, another is a noise generator (often used for percussion), and the 5th one plays low-quality digital samples.
 
The stock NES supports a total of five sound channels, two of which are pulse channels with 4 pulse width settings, one is a triangle wave generator, another is a noise generator (often used for percussion), and the 5th one plays low-quality digital samples.
  
The NES supports expansion chips contained in certain cartridges to add sound channels and help with data processing. Developers can add these chips to their games, such as the Konami VRC6, Konami VRC7, Sunsoft 5B, Namco 163, and two more by Nintendo itself: the Nintendo FDS wave generator (a modified Ricoh RP2C33 chip <!-- (including [[Programmable sound generator|PSG]] + [[DPCM]]) --> with ''single-cycle wave [[table-lookup synthesis|table-lookup sound]]'' support), and the Nintendo [[Memory Management Controller]] 5 (MMC5). Due to wiring differences between the Famicom and NES, a stock NES console is incapable of passing through audio generated by expansion chips utilizing additional sound channels, but can be modified to regain this capability.
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The NES supports expansion chips contained in certain cartridges to add sound channels and help with data processing. Developers can add these chips to their games, such as the Konami VRC6, Konami VRC7, Sunsoft 5B, Namco 163, and two more by Nintendo itself: the Nintendo FDS wave generator (a modified Ricoh RP2C33 chip <!-- (including [[Programmable sound generator|PSG]] + [[DPCM]]) --> with ''single-cycle wave [[table-lookup synthesis|table-lookup sound]]'' support), and the Nintendo [[Memory Management Controller]] 5 (MMC5).<ref>{{cite web|url=http://www.famitracker.com/wiki/index.php?title=Sound_hardware|title=Sound hardware|website=Famitracker.com|accessdate=November 28, 2015}}</ref> Due to wiring differences between the Famicom and NES, a stock NES console is incapable of passing through audio generated by expansion chips utilizing additional sound channels, but can be modified to regain this capability.<ref>{{cite web|url=http://www.retrofixes.com/2014/05/open-hidden-sound-channels-in-nes.html|title=Open Hidden Sound Channels in the NES|website=Retrofixes.com|accessdate=January 15, 2018}}</ref><ref>{{cite web|url=https://curriculumcrasher.com/2017/01/24/nes-expanded-audio-100k-pot-mod/|title=NES Expanded Audio: 100k Pot Mod|website=Curriculumcrasher.com|accessdate=January 15, 2018}}</ref>
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{{further | Memory management controller}}
  
 
===Accessories===
 
===Accessories===

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