Clock rate: Difference between revisions

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(In Russia, dendy plays YOU)
(clarified post-render)
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| Nominal visible picture height<br>(see [[Overscan]]) || 224 scanlines || 268 scanlines || Like PAL
| Nominal visible picture height<br>(see [[Overscan]]) || 224 scanlines || 268 scanlines || Like PAL
|-
|-
| "Post-render" lines between vertical blanking and picture || 1 scanline || 1 scanline || 51 scanlines
| "Post-render" blanking lines between end of picture and NMI || 1 scanline || 1 scanline || 51 scanlines
|-
|-
| Length of vertical blanking || 20 scanlines || 70 scanlines || 20 scanlines
| Length of vertical blanking after NMI || 20 scanlines || 70 scanlines || 20 scanlines
|-
|-
| "Pre-render" lines between vertical blanking and next picture || 1 scanline || 1 scanline || Like PAL
| "Pre-render" lines between vertical blanking and next picture || 1 scanline || 1 scanline || Like PAL
|-
|-
| Total number of dots per frame || 341*261 + 340.5 = 89341.5<br>(scanline 261 is one dot shorter in every other frame) || 341*312 = 106392 || Like PAL
| Total number of dots per frame || 341*261 + 340.5 = 89341.5<br>(pre-render line is one dot shorter in every other frame) || 341*312 = 106392 || Like PAL
|-
|-
| Vertical scan rate || 60.0988 Hz || 50.0070 Hz || Like PAL
| Vertical scan rate || 60.0988 Hz || 50.0070 Hz || Like PAL
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[[wikipedia:Dendy (console)|Dendy]] is a clone of the Famicom made by Steepler and sold in Russia.
[[wikipedia:Dendy (console)|Dendy]] is a clone of the Famicom made by Steepler and sold in Russia.
Because not many people in the English-speaking have a Dendy, its precise differences from the authentic Nintendo hardware are not completely understood.
Because not many people in the English-speaking have a Dendy, its precise differences from the authentic Nintendo hardware are not completely understood, and the values above are partly conjecture.
But it is known that the Dendy is designed for compatibility with Famicom games, including games with CPU cycle counting mappers and games that use a cycle-timed NMI handler.
But it is known that the Dendy is designed for compatibility with Famicom games, including games with CPU cycle counting mappers and games that use a cycle-timed NMI handler.
This explains the faster CPU divider and longer post-render period vs. the authentic PAL NES.
This explains the faster CPU divider and longer post-render period vs. the authentic PAL NES.

Revision as of 19:19, 7 April 2010

The clock rate of various components in the NES differs between consoles in the USA and Europe due to the different television standards used. The main differences between the NTSC and PAL PPUs are as follows:

Property NTSC PAL Dendy
Master clock speed 21.477272 MHz ± 40 Hz
236.25 MHz / 11 by definition
26601712 Hz ± ?
26601712.5 MHz by definition
Like PAL
PPU clock speed 21.477272 MHz / 4 26.601712 MHz / 5 Like PAL
Corresponding CPU clock speed 21.47MHz / 12 = 1.78977267 MHz
3 dots per CPU cycle
26.601712 MHz / 16 = 1.662607 MHz
3 1/5 dots per CPU cycle
26.601712 MHz / 15 = 1.773448 MHz
3 dots per CPU cycle
Height of picture 240 scanlines 240 scanlines Like PAL
Nominal visible picture height
(see Overscan)
224 scanlines 268 scanlines Like PAL
"Post-render" blanking lines between end of picture and NMI 1 scanline 1 scanline 51 scanlines
Length of vertical blanking after NMI 20 scanlines 70 scanlines 20 scanlines
"Pre-render" lines between vertical blanking and next picture 1 scanline 1 scanline Like PAL
Total number of dots per frame 341*261 + 340.5 = 89341.5
(pre-render line is one dot shorter in every other frame)
341*312 = 106392 Like PAL
Vertical scan rate 60.0988 Hz 50.0070 Hz Like PAL

Other than these differences and color encoding, the NTSC and PAL PPUs function exactly the same.

Dendy is a clone of the Famicom made by Steepler and sold in Russia. Because not many people in the English-speaking have a Dendy, its precise differences from the authentic Nintendo hardware are not completely understood, and the values above are partly conjecture. But it is known that the Dendy is designed for compatibility with Famicom games, including games with CPU cycle counting mappers and games that use a cycle-timed NMI handler. This explains the faster CPU divider and longer post-render period vs. the authentic PAL NES.