NES Famicom Pinouts
NES Famicom Pinouts
NES GROUND PRG A11 PRG A10 PRG A09 PRG A08 PRG A07 PRG A06 PRG A05 PRG A04 PRG A03 PRG A02 PRG A01 PRG A00 PRG R / W IRQ EXP 0 EXP 1 EXP 2 EXP 3 EXP 4 CHR RAM RD VRAM / CHR A10 CHR A06 CHR A05 CHR A04 CHR A03 CHR A02 CHR A01 CHR A00 CHR D0 CHR D1 CHR D2 CHR D3 LOCKOUT CHIP LOCKOUT CHIP +5 VOLTS
On a Super Joy pirate Famicom, connect pin 30 to 31 to disable ROMS and enable cartridges VRAM / CHR A10 connects CHR A10 to A10 of the NES's Video RAM (VRAM) to allow the cartridge to select the type of name table mirroring the PPU uses EXP (n) go to the expansion slot on the bottom of the NES and are therefore worthless A " " above a signal indicates ACTIVE LOW (0 volts / ground) Signal 02 goes to the CPU Sound I and O on the Famicom allow the cartridge to add on additional sound to the standard NES circuit (Example: Japanese version of Castlevania 3) CHR A13 and VRAM CE are typically connected together on the cartridge and are used for memory addressing, switching between the top 8k (Name tables, etc) and bottom 8k (Pattern Tables) of the PPU's address space. Note how CHR A10/A11 is flipped on the NES side. Please note this when wiring adapters.