Ricoh 8-bit processor based on MOS Technology 6502 core, custom sound hardware, and a restricted DMA controller on-die
Five sound channels. 2 pulse-wave channels, variable duty cycle (25%, 50%, 75%, 87.5%), 16-level volume control, hardware pitch-bend support, supporting frequencies from 54 Hz to 28 kHz.
1 triangle-wave channel, fixed volume, supporting frequencies from 27 Hz to 56 kHz
1 white-noise channel, 16-level volume control, supporting two modes (by adjusting inputs on a linear feedback shift register) at 16 preprogrammed frequencies.
1 delta pulse-code modulation (DPCM) channel with 6 bits of range, using 1-bit delta encoding at 16 preprogrammed sample rates from 4.2 kHz to 33.5 kHz, also capable of playing standard PCM sound by writing individual 7-bit values at timed intervals.
RCA composite output and RF modulator output
2 Kbytes of on-die sprite position/attribute RAM ("OAM") : 28 bytes of on-die palette RAM (allowing for selection of background and sprite colors) on separate buses internal to the PPU
32 KBytes of RAM for tile maps and attributes on the NES board : 8 KBytes reserved for tile pattern ROM or RAM on the cartridge (with bankswitching, virtually any amount can be used within manufacture cost)
48 colors and 5 grays in base palette; red, green, and blue can be individually darkened at specific screen regions.
25 colors on one scanline with a total of 50 diplayed colors on screen (background color + 4 sets of 3 tile colors + 4 sets of 3 sprite colors), not including color de-emphasis
1 layer, though horizontal scrolling can be changed on a per-scanline basis (as can vertical scrolling via more advanced programming methods)
256×240 pixels, though NTSC games usually used only 256×224, as the top and bottom 8 scanlines are not visible on most television sets (see overscan); for additional video memory bandwidth, it was possible to turn off the screen before the raster reached the very bottom.
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