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Nintendo NES Overclocking Guide

Posted by timothy on Sun Dec 26, 2004 03:18 AM
from the what-everyone's-been-waiting-for dept.
Deven "Epicenter" Gallo writes "I've perfected a process by which to overclock the Nintendo Entertainment System (NES) to run games smoother without slowdown. The NES CPU normally runs at 1.79 MHz, I've reached a stable maximum of 4.2 MHz, about a 230% overclock. The games do not run faster than they should, the CPU never overheats, and most games are perfect up to 3.3 MHz!" Here's the guide on how to perform the modification, along with photos and demonstration videos
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  • by FractusMan (711004) on Sunday December 26 2004, @03:23AM (#11183933)
    I overclocked the NES to about 300MHz once. It was easy. First, I took the NES case itself and opened it up, revealing the delicate insides. Using a small screwdriver, I removed the mainboard and switches and power supply from the plastic case. Then I threw that shit away. I put in a small motherboard with a 266MHz Intel, hooked up a keyboard and mouse and monitor, and small HD. Downloaded an emulator. Used some fancy soldering to hook the NES controller up to the parallel port. Boom, there you go.
  • Warning! (Score:5, Funny)

    by falzer (224563) on Sunday December 26 2004, @03:24AM (#11183936)
    Think carefully before overclocking your NES. This procedure will most likely void the warranty.
    • Re:Warning! (Score:3, Informative)

      Actually, Nintendo used to offer a lifetime warrenty. You could get them to fix your NES if it overheated on its own, for example, due faulty workmanship. I read it the other day in the booklet I got with my SNES. Since the Gamecube and discs read by lasers, however, they've limited this lifetime warrenty to a year.
  • by Amiga Lover (708890) on Sunday December 26 2004, @03:24AM (#11183939)
    That's pretty impressive - more than double clock speed increase.

    I wonder how far it could be pushed with heatsinks & active cooling. Time to being those finnish guys and their liquid nitrogen in, see if we can push it past 6MHz
  • "... and most games are perfect up to 3.3 MHz!"

    which explains why you went up to 4.2mhz.....

  • I'm curious, the article summary ( or the webpage, I can't remember ) mentions that now all of your games will run smoothly. I don't remember any games not being very smooth, but then, I was a small child at the time.

    What are some games that could stand to be played on an overclocked NES?
    • Re:Jumpy games? (Score:4, Informative)

      by metricmusic (766303) on Sunday December 26 2004, @03:35AM (#11183967) Homepage Journal
      I remember getting Megaman for a christmas present many years ago and it had slowdown at some points when there were alot of enemies on screen. Here aa review on the game that mentions the slowdown in it: http://www.nesplayer.com/reviews/mm2r.htm
    • Most games were smooth most of the time. But there were a few that, during more intense parts (relatively speaking), tended to slow down. SMB3, as demonstrated in the video on the site, was one of those. With enough objects moving around the screen it did get a bit choppy.

      It certainly wasn't a big enough problem to affect the games' playability. It was noticeable, however, on the rare occasions that it happened.
      • (this makes me wonder why 3d PC games
        often suffer the slideshow effect, intead
        of gracefully going into slow motion.


        From what I've seen that comes from running out of texture memory and trying to stream the textures from the main memory through the AGP. Because the AGP is too slow to do that while pushing through the scene data and maintaining a good framerate you see a sudden jump as the data per frame increases tenfold. Some games do gradually go into slowmo but that's usually because the CPU can't catch
        • Come to think about it, you probably didn't mean the jump from 60 FPS to 2 FPS but the game running on at the same speed. That's because of time dependant physics as opposed to frame dependant which allows the games to run on varying framerates without a difference in speed. A NES game running at 200FPS would be unplayable, a modern game at 200FPS is merely more fluid. This kind of behaviour is necessary with 3d games as framerates tend to be less stable with 3d grapics (and varying amounts of free ressourc
      • by gl4ss (559668) on Sunday December 26 2004, @07:18AM (#11184367) Homepage Journal
        *(this makes me wonder why 3d PC games
        often suffer the slideshow effect, intead
        of gracefully going into slow motion.*

        because of timing. in pc games most of the time(all the time now if it's what is considered properly done) the game logic(the game itself) will run same speed on every computer(that is, the enemies and everything else move regardless of if there's time to draw them on the screen).

        it's not just with modern games, it was a 'problem' or a feature on some older games as well. stunts(or 4d sports driving) could be played on a 8mhz pc.. but damn if the track was complex or if there were an ai driven car on the track... you would basically have to drive 'blind' as after the start it could take quite some time before the screen updated the next time(but, everything moved anyhow).

        basically it's about how you choose to do things. and if you're intending to add network play at any stage you basically have to keep the engine running regardless of if you have time to draw things or not at speedy rate enough.

      • Size of sprites has no impact on performance, what matters is how much code to handle those objects is executed. You only have a 1 MHz 6502 processor, so if you can't finish handling all objects in 1/60th of a second, you get slowdown.
  • by Anonymous Coward on Sunday December 26 2004, @03:30AM (#11183955)
    then we water-cool our coffeemakers...
  • Why? (Score:3, Informative)

    by Anonymous Coward on Sunday December 26 2004, @03:31AM (#11183958)
    Many of you are probably asking, why in the world would you do that? Here:
    What does this accomplish?
    It's very common for games to push the consoles they are designed for to their limits, or beyond them. When this happens, the game slows down while it tries to execute all the instructions being thrown at it. Overclocking can greatly alleviate, or completely remove, this lag and make the games smoother and more fluid.
  • Ummm (Score:3, Insightful)

    by peterprior (319967) on Sunday December 26 2004, @03:38AM (#11183978)
    "The games do not run faster than they should"

    So what's the point in overclocking it? Faster load times?
  • by Quietust (205670) on Sunday December 26 2004, @03:55AM (#11184006) Homepage
    ...there would be some very significant side effects to such modifications:
    1. NES audio is generated within the 'RP2A03G' (CPU) chip and is based on clock cycles, so doubling the CPU clock will cause the audio to go up an octave (assuming it even runs). The site mentioned in the article actually pointed this out, so it looks like it's legitimate.
    2. Games which use cycle-timed code will no longer work properly - Battletoads is the first that comes to mind.
    3. Some NES cartridges only used 250ns PRG ROM chips, which is only good up to 2MHz; go any higher and the game may not run at all.
    • by Epicenter713 (761169) on Sunday December 26 2004, @04:05AM (#11184022) Homepage
      I tested about 10 games out (some of which I listed info about on the site). I don't have any that refuse to run-- every one handles at least 3.0 MHz. The pitch increase isn't as bad as theory would suggest it should be. In fact, it seems to kind of improve the tone of audio in some games, and a lot of the time, 'out of key' audio is put back IN key (most notably Metroid). That's my 2 cents. Sticklers for 100% perfect original audio won't be thrilled I'm sure. But I'm damn finicky and it still doesn't bug me.
  • The biggest problem I experienced was the flickering of the graphics when the screen became overcrowded.

    I think that this would not be solved by this hack, because that has to do with maximum bits per scanline, rather than clock speed...
    • I think that had more to do with the fact that screen data was minipultaed as the screen would draw, so you only had so many cpu cycles per scanline that you could execute. The problem was a lot of those sprites depended on specific raster timing, that if missed (because the opcodes took too many cycles) would tend to flicker. Of course, this is just a guess based on how things worked on my expereinces with the commodore 64 that (sorta) shared the same CPU as the NES (6502).
  • by simrook (548769) on Sunday December 26 2004, @04:21AM (#11184056)
    Go and download the Mario Brothers 3 vid from the site and watch the count down clock. Not only does he double the clock speed on the motherboard, he also cuts the time in half that one is able to beat a level!

    Either that's the explination, or some wierd time warp has opened up and defied the laws of relativity via NES. Perhaps that's why I got the orignal Zelda for christmas.

    So wait.. why does this matter anyways? Just get an emulator. Still..Hella sweet mod. Right up there with softmodding an xbox.

    HoHoHo - Simrook
  • So now the question is... can we fool the box's timer into running at a faster sync rate? ie make a 60fps game refresh at 80 or 90? Anyone know if (modern) tv's can even handle this kind of signal without crapping themselves?
    It would be nice to mod my NES to make the games a little more... challenging.
    I'm still waiting on the NES Linux kernel hack...
  • by SamMichaels (213605) on Sunday December 26 2004, @04:27AM (#11184065)
    I have a little experience with the NES and emulation ;)

    The music gets out of whack and the time in the game doesn't work correctly...you can see it happen in the video of SMB3.

    I'd also like to have one of those laser thermal sensors take the temperature of the chip on the normal clock speed and the overclocked speed.

    Geek factor = 10; usage factor = 2. If you can find your NES, let alone have it work, all the power to you. If you give up, you can always hit zophar.net and emulate them.
    • The time works fine-- it's SLOWING DOWN below the PROPER speed when it lags. The overclocking stops it from slowing down-- it's going the speed the programmers intended. As for temperature, I estimate both to be pretty much indistinguishable, but around 75-85F. Not exactly a heat emergency.
  • Slashdot has gotten really slopppy. Wasn't this story supposed to be posted 15 years ago?
  • I'm surprised there wasn't a Zelda demo on the site. Whenever there was a room of those Jumping guys that turned into bats when you stab them, the system would lag like hell if you made too many bats. Also if I remember correctly, those pancake guys (?) that ate your shields never did much for the framerate either. ...Finally, a better solution to killing those guys than the Magic Sword
  • by Xoo (178947) on Sunday December 26 2004, @11:21AM (#11185138) Journal
    Forgive me for linking to the file directly, but here's a direct link [epicgaming.uk.ro] to a demonstration video showing the overclocking differences in Super Mario Bros. 3.

    Instead of observing the obvious improvements in fluid animation (and gameplay), listen to the audio differences in both before and after overclocking. The original is exactly how I remember SMB3 to sound, while the overclocked version sounds kind of whacked.

    To me, the audio from these classic games is JUST AS important as the video, so I won't be overclocking until a better method is found that won't screw up audio.... but I'd imagine the bulk of people who still have *working* NES units, wouldn't want to mess around with their precious vintage systems anyways ;-)
  • by WWWWolf (2428) <wwwwolf@iki.fi> on Sunday December 26 2004, @04:31PM (#11186510) Homepage

    NES folks have difficulty replacing processor because the sound unit is integrated to CPU...

    ...otherwise, we would have already seen some mods that would stick in a 65816 (as with Commodore 64 [cmdrkey.com]) and take the homebrew games to the next level. =)

    Yet, it's cool to see someone actually overclocking the thing and seeing what that does to the games! At least that will deal with the slowdown a bit. And, of course, it's at last a chance to see how well Nintendo games were actually coded - the games should work if you make the hardware different, even when the consoles traditionally never have to take hardware differences in account... or even if hardware differences were an issue at all in those days.

    • Ahh, back when all you had to worry about was dust. We've come so far. Now all we have to worry about are tiny scratches ruining your investment.
    • by freeweed (309734) on Sunday December 26 2004, @03:38AM (#11183977)
      you no longer have to blow on the cartridges to get them to work

      Gah, this old myth.

      Again, blowing on the cartridges generally does nothing. You're not getting a bad connection due to an infinitessimally thin layer of dust, unless you've been letting these carts sit around for a decade or more.

      The reason NES carts don't work nicely is the poor connector in the console itself, and the fact that using 2 different types of metals in a connection leads to massive corrosion. The way to fix this is to scrub the hell out of the cart connections using a Q-tip soaked in rubbing alcohol.

      Why did blowing seem to work back in the day? The corrosion isn't uniform, and odds are the removal and re-insertion of the cartridge not only removed a tiny bit of the corrosion, but also moved it over a tiny amount, thereby establishing a strong connection. Remember having to remove-and-blow 5 or 10 times before it would work? Could THAT much dust have accumulated?

      Trust me, I've spent the past 5 years re-conditioning old NES decks and cartridges. Haven't blown on a single one, but short of a dead deck the rubbing alcohol trick has led to every single cart I own working (several hundred and counting).
      • by Anonymous Coward
        Blowing DID help get problem carts to load, but only if you blew warm air. The moisture from your breath was often enough to give those carts and bad connectors the extra connection they needed to load. The problem with this method is that the same moisture that helped the cart load further corroded the contacts over time.

        Remember having to remove-and-blow 5 or 10 times before it would work? Could THAT much dust have accumulated?

        When you blow warm air from your lungs and get enough moisture in there,
      • Actually, you're completely off on this one. It has nothing to do with "moving corrosion"...it has everything to do with moisture.

        The reason that blowing the carts worked (and still does for the most part) is that you're applying moisture to corroded terminals. Moisture = connectivity. That's why after you blow in a cart and put it in your system, sometimes it works for 5 minutes and then the game starts blinking. The moisture has evaporated from the terminals.

        Bad thing about blowing in the carts (the
        • by Mishra100 (841814) on Sunday December 26 2004, @03:50AM (#11183999)
          They say not to do it in the manuals because they were selling their own cleaning solution at the time and wanted you to spend money on their product.
          I used to do it all the time. Perfectly safe.
        • by plover (150551) * on Sunday December 26 2004, @04:00AM (#11184015) Homepage Journal
          For severe corrosion I used a pink pencil eraser, and polished the copper till it shone.

          Always worked.

          I seriously think most of the corrosion these carts suffered from was caused by excessive humidity due to all the spitting and hot breath. The kids who spit on them all the time were doing it out of habit, not because of a real reason.

    • You never know...Mega Man fans would love this. There were so many parts that dropped to 30 fps because of too much going on. Now if they could only deal with the 8 sprites per scanline limit to eliminate flicker (i.e the score counter in Jackal)
    • If some more systems are donated, absolutely. :) My next candidates are the Sega Master System, Saturn, maybe the Game Gear too. Also the Sega Nomad / Mega Jet if I can get my hands on one. *hint hint*.
      • With the Master System, Game Gear and Nomad, would it not be easier, as they use stock CPUs, to simply upgrade the CPUs? I think the Nomad is a Genesis derivative, right? and I think 68000 and Z80 CPUs twice as fast as the Genesis' 68000 and Z80 exist...

        Moll.
    • The audio hardware in the NES is partially included into the CPU. Raising its clock then, raises the audio hardware's clock and shifts up the pitch. Were I going to try and make a hoax I'd at least lock down the pitch when speeding up video, wouldn't I? ;) Make no mistake, it's overclocked.
    • It's very bad form to buy a chip and overclock it, then sell it like that. There's also no guarantee each chip will be STABLE outside of spec. It's a luck thing. Any rate, The manufacturer would be pissed. So, Nintendo'd have to buy the higher rated chip. Which cost more money. And as we all know, Nintendo has a very tight collective wallet... and back then, those 1 or 2 MHz on a CPU rating could come at a real premium.
        • it isn't an overclock if it's sold at such, then it's STOCK SPEED for the computer(regardless of where the chip originates from).

          though, now they have coined up using 'overclock' as a marketing term..
    • Technically:

      All copper lines on a PCB are traces. This includes power and ground lines, excepting large areas of copper, which are usually called planes. Also, there are things called "ground shields", which are actually not connected to ground - they're electrically isolated continuous bits of copper used to provide electromagnetic shielding.

      Anyway.

      Traces are the copper lines on a PCB - buses are composed of multiple traces carrying a collection of related signals (for example, an address bus is N tra
    • by Gordonjcp (186804) on Sunday December 26 2004, @06:09AM (#11184212) Homepage
      Yes. There used to be PC clones that had a "turbo" switch on - that changed the CPU clock from whatever they were normally clocked at to 4.77MHz so that software that required precise timing loops would work correctly (step forward Sopwith...) on newer machines.

      If you find that your CPU doesn't work at above 6MHz, try swapping it for an NEC V20 or V30 (can't remember offhand which) - this was faster even for a given clock speed, went to around 10MHz, and 8086 compatible into the bargain.

      I used to have (probably still do somewhere) a Compaq 286 with a 6MHz 287 fitted instead of the 8MHz part. Worked just fine.