How did Elite on the NES work?How Did the 10NES lockout chip work?How does the NES Light Gun work?How can I create a split-scroll effect in an NES game?How does the NES PlayChoice arcade's security EPROM work?NES repair - blue screenDid the NES do anything special to support coprocessors?NES PPU die photoIs screen wrap on the NES a fault of the OAM?When were other inexpensive computers able to recreate “The Amiga Juggler”?386SX, NES and how much did data lines really cost anyway?

Multi tool use
Multi tool use

In a vacuum triode, what prevents the grid from acting as another anode?

Was Unix ever a single-user OS?

What does a yield inside a yield do?

Is this homebrew life-stealing melee cantrip unbalanced?

Do I really need diodes to receive MIDI?

Point of the the Dothraki's attack in GoT S8E3?

What happens if I start too many background jobs?

60s (or earlier) SF short story with FTL Travel using electron psychology aka addiclenendar technology

If a prion is a protein, why is it not disassembled by the digestive system?

How can I get a job without pushing my family's income into a higher tax bracket?

Why is B♯ higher than C♭ in 31-ET?

My ID is expired, can I fly to the Bahamas with my passport?

How did Arya get her dagger back from Sansa?

Why wasn't the Night King naked in S08E03?

Python password manager

In Avengers 1, why does Thanos need Loki?

SFDX Can query Package Installation Status, can we?

Can I get a paladin's steed by True Polymorphing into a monster that can cast Find Steed?

Airbnb - host wants to reduce rooms, can we get refund?

Identifying a transmission to myself

A non-technological, repeating, phenomenon in the sky, holding its position in the sky for hours

Which industry am I working in? Software development or financial services?

Short story with physics professor who "brings back the dead" (Asimov or Bradbury?)

Can't remove one character of space in my environment



How did Elite on the NES work?


How Did the 10NES lockout chip work?How does the NES Light Gun work?How can I create a split-scroll effect in an NES game?How does the NES PlayChoice arcade's security EPROM work?NES repair - blue screenDid the NES do anything special to support coprocessors?NES PPU die photoIs screen wrap on the NES a fault of the OAM?When were other inexpensive computers able to recreate “The Amiga Juggler”?386SX, NES and how much did data lines really cost anyway?













27















Elite was one of the earliest 3D games, wireframe only of course but still a remarkable accomplishment on 8-bit computers. Originating on the BBC micro, it was ported to many home computers, as well as the NES.



Wait a minute. The Nintendo was a tile based machine. How did it manage to render 3D wireframes? If you even had tiles in RAM I could see how you could do it, but the NES was restricted to tiles on the ROM cartridge; it had neither the ability to put bitmaps in RAM nor enough RAM to make use of that ability had it been present.



So, how?










share|improve this question

















  • 2





    I've never developed an NES cartridge, but I'd assume you could put RAM on the cartridge to use as PPU tile sets.

    – Jon Hess
    Apr 23 at 9:15






  • 4





    Well there is a PPU RD/WR & a CPU R/W line on NES connector and wikipedia suggests you can use ram for the tiles in a cartridge, so it looks to me like it's a Read Write connector

    – PeterI
    Apr 23 at 11:47












  • Sounds like someone needs to break out the disassembler.

    – pjc50
    Apr 24 at 9:47






  • 1





    From talking to someone who wrote a nes emulator (though I don't think he ever released it to the public) I recall hearing that elite updated parts of the graphics memory while other parts were being drawn to the screen,

    – Peter Green
    Apr 24 at 13:54







  • 1





    "My greatest published achievements technically would have to be fitting BBC Cassette Elite into 32K of RAM including the screen, and later the NES conversion of Elite that used a character mapped display and a single NES controller. The NES is my favourite published conversion and was not thought technically feasible until we'd done it." Ian Bell, from an interview on his webpage elitehomepage.org

    – Uli
    Apr 24 at 15:01















27















Elite was one of the earliest 3D games, wireframe only of course but still a remarkable accomplishment on 8-bit computers. Originating on the BBC micro, it was ported to many home computers, as well as the NES.



Wait a minute. The Nintendo was a tile based machine. How did it manage to render 3D wireframes? If you even had tiles in RAM I could see how you could do it, but the NES was restricted to tiles on the ROM cartridge; it had neither the ability to put bitmaps in RAM nor enough RAM to make use of that ability had it been present.



So, how?










share|improve this question

















  • 2





    I've never developed an NES cartridge, but I'd assume you could put RAM on the cartridge to use as PPU tile sets.

    – Jon Hess
    Apr 23 at 9:15






  • 4





    Well there is a PPU RD/WR & a CPU R/W line on NES connector and wikipedia suggests you can use ram for the tiles in a cartridge, so it looks to me like it's a Read Write connector

    – PeterI
    Apr 23 at 11:47












  • Sounds like someone needs to break out the disassembler.

    – pjc50
    Apr 24 at 9:47






  • 1





    From talking to someone who wrote a nes emulator (though I don't think he ever released it to the public) I recall hearing that elite updated parts of the graphics memory while other parts were being drawn to the screen,

    – Peter Green
    Apr 24 at 13:54







  • 1





    "My greatest published achievements technically would have to be fitting BBC Cassette Elite into 32K of RAM including the screen, and later the NES conversion of Elite that used a character mapped display and a single NES controller. The NES is my favourite published conversion and was not thought technically feasible until we'd done it." Ian Bell, from an interview on his webpage elitehomepage.org

    – Uli
    Apr 24 at 15:01













27












27








27


2






Elite was one of the earliest 3D games, wireframe only of course but still a remarkable accomplishment on 8-bit computers. Originating on the BBC micro, it was ported to many home computers, as well as the NES.



Wait a minute. The Nintendo was a tile based machine. How did it manage to render 3D wireframes? If you even had tiles in RAM I could see how you could do it, but the NES was restricted to tiles on the ROM cartridge; it had neither the ability to put bitmaps in RAM nor enough RAM to make use of that ability had it been present.



So, how?










share|improve this question














Elite was one of the earliest 3D games, wireframe only of course but still a remarkable accomplishment on 8-bit computers. Originating on the BBC micro, it was ported to many home computers, as well as the NES.



Wait a minute. The Nintendo was a tile based machine. How did it manage to render 3D wireframes? If you even had tiles in RAM I could see how you could do it, but the NES was restricted to tiles on the ROM cartridge; it had neither the ability to put bitmaps in RAM nor enough RAM to make use of that ability had it been present.



So, how?







graphics nes gaming






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Apr 23 at 8:14









rwallacerwallace

11.6k560170




11.6k560170







  • 2





    I've never developed an NES cartridge, but I'd assume you could put RAM on the cartridge to use as PPU tile sets.

    – Jon Hess
    Apr 23 at 9:15






  • 4





    Well there is a PPU RD/WR & a CPU R/W line on NES connector and wikipedia suggests you can use ram for the tiles in a cartridge, so it looks to me like it's a Read Write connector

    – PeterI
    Apr 23 at 11:47












  • Sounds like someone needs to break out the disassembler.

    – pjc50
    Apr 24 at 9:47






  • 1





    From talking to someone who wrote a nes emulator (though I don't think he ever released it to the public) I recall hearing that elite updated parts of the graphics memory while other parts were being drawn to the screen,

    – Peter Green
    Apr 24 at 13:54







  • 1





    "My greatest published achievements technically would have to be fitting BBC Cassette Elite into 32K of RAM including the screen, and later the NES conversion of Elite that used a character mapped display and a single NES controller. The NES is my favourite published conversion and was not thought technically feasible until we'd done it." Ian Bell, from an interview on his webpage elitehomepage.org

    – Uli
    Apr 24 at 15:01












  • 2





    I've never developed an NES cartridge, but I'd assume you could put RAM on the cartridge to use as PPU tile sets.

    – Jon Hess
    Apr 23 at 9:15






  • 4





    Well there is a PPU RD/WR & a CPU R/W line on NES connector and wikipedia suggests you can use ram for the tiles in a cartridge, so it looks to me like it's a Read Write connector

    – PeterI
    Apr 23 at 11:47












  • Sounds like someone needs to break out the disassembler.

    – pjc50
    Apr 24 at 9:47






  • 1





    From talking to someone who wrote a nes emulator (though I don't think he ever released it to the public) I recall hearing that elite updated parts of the graphics memory while other parts were being drawn to the screen,

    – Peter Green
    Apr 24 at 13:54







  • 1





    "My greatest published achievements technically would have to be fitting BBC Cassette Elite into 32K of RAM including the screen, and later the NES conversion of Elite that used a character mapped display and a single NES controller. The NES is my favourite published conversion and was not thought technically feasible until we'd done it." Ian Bell, from an interview on his webpage elitehomepage.org

    – Uli
    Apr 24 at 15:01







2




2





I've never developed an NES cartridge, but I'd assume you could put RAM on the cartridge to use as PPU tile sets.

– Jon Hess
Apr 23 at 9:15





I've never developed an NES cartridge, but I'd assume you could put RAM on the cartridge to use as PPU tile sets.

– Jon Hess
Apr 23 at 9:15




4




4





Well there is a PPU RD/WR & a CPU R/W line on NES connector and wikipedia suggests you can use ram for the tiles in a cartridge, so it looks to me like it's a Read Write connector

– PeterI
Apr 23 at 11:47






Well there is a PPU RD/WR & a CPU R/W line on NES connector and wikipedia suggests you can use ram for the tiles in a cartridge, so it looks to me like it's a Read Write connector

– PeterI
Apr 23 at 11:47














Sounds like someone needs to break out the disassembler.

– pjc50
Apr 24 at 9:47





Sounds like someone needs to break out the disassembler.

– pjc50
Apr 24 at 9:47




1




1





From talking to someone who wrote a nes emulator (though I don't think he ever released it to the public) I recall hearing that elite updated parts of the graphics memory while other parts were being drawn to the screen,

– Peter Green
Apr 24 at 13:54






From talking to someone who wrote a nes emulator (though I don't think he ever released it to the public) I recall hearing that elite updated parts of the graphics memory while other parts were being drawn to the screen,

– Peter Green
Apr 24 at 13:54





1




1





"My greatest published achievements technically would have to be fitting BBC Cassette Elite into 32K of RAM including the screen, and later the NES conversion of Elite that used a character mapped display and a single NES controller. The NES is my favourite published conversion and was not thought technically feasible until we'd done it." Ian Bell, from an interview on his webpage elitehomepage.org

– Uli
Apr 24 at 15:01





"My greatest published achievements technically would have to be fitting BBC Cassette Elite into 32K of RAM including the screen, and later the NES conversion of Elite that used a character mapped display and a single NES controller. The NES is my favourite published conversion and was not thought technically feasible until we'd done it." Ian Bell, from an interview on his webpage elitehomepage.org

– Uli
Apr 24 at 15:01










2 Answers
2






active

oldest

votes


















24














The cartridge contains extra RAM. The NES can use tiles in cartridge memory space, but that doesn't necessarily have to be ROM. With suitable RAM and memory mapping the cartridge can create a basic bitmap display out of tiles.



The vectors are then rendered to that RAM using the NES CPU in the normal way.






share|improve this answer























  • As someone completely ignorant on the NES, I'm really curious about how this is actually implemented software side. How are tiles used to "render" a wireframe image that is supposed to change constantly? Dynamically generating each tile based on 3d computations sounds too intensive of a task for the NES hardware.

    – ChatterOne
    Apr 24 at 8:40






  • 2





    @ChatterOne it does dynamically generate them. It has a 6502 running at 1.66MHz (PAL) which is actually relatively powerful. For comparison the BBC Micro, which was the original platform for Elite, has a 6502 running at 2MHz.

    – user
    Apr 24 at 15:24






  • 1





    BTW Elite run on C64, too, on its ~1MHz 6502, and with greater resolution...

    – Usagi Miyamoto
    Apr 24 at 15:41


















9














The Nintendo can easily display 256 different 8x8 background tiles fetched from a cartridge. One could use 240 such tiles to draw e.g. a 128x120 bitmap while still having a few left over to decorate the edges, and if the cartridge fetches tile data from RAM, the content of those tiles could be updated under program control. This approach would be workable for a game like Qix, which doesn't update very much content every frame, but unworkable for Elite, where each animation frame is drawn "from scratch".



European (PAL) NES consoles only allow graphics memory to be accessed during about 20% of each frame time. That may not sound like much, but it's three times the amount of time available in North American (NTSC) consoles. This isn't enough a big enough fraction of the time to load entire bitmaps for every animation frame while achieving a decent frame rate, but it is is enough that if the system determines which tiles have meaningful picture content, it will only need a few video frames to load the data for those tiles into graphics memory. There are many additional complications, but the chief take-away is that the PAL vertical blank is long enough to make such things practical. Unfortunately, because the NTSC vertical blank is much shorter (about 7% of the frame) it's unlikely games like Elite will be adaptable to North American consoles.






share|improve this answer























    Your Answer








    StackExchange.ready(function()
    var channelOptions =
    tags: "".split(" "),
    id: "648"
    ;
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function()
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled)
    StackExchange.using("snippets", function()
    createEditor();
    );

    else
    createEditor();

    );

    function createEditor()
    StackExchange.prepareEditor(
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: false,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: null,
    bindNavPrevention: true,
    postfix: "",
    imageUploader:
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    ,
    noCode: true, onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    );



    );













    draft saved

    draft discarded


















    StackExchange.ready(
    function ()
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fretrocomputing.stackexchange.com%2fquestions%2f9784%2fhow-did-elite-on-the-nes-work%23new-answer', 'question_page');

    );

    Post as a guest















    Required, but never shown

























    2 Answers
    2






    active

    oldest

    votes








    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    24














    The cartridge contains extra RAM. The NES can use tiles in cartridge memory space, but that doesn't necessarily have to be ROM. With suitable RAM and memory mapping the cartridge can create a basic bitmap display out of tiles.



    The vectors are then rendered to that RAM using the NES CPU in the normal way.






    share|improve this answer























    • As someone completely ignorant on the NES, I'm really curious about how this is actually implemented software side. How are tiles used to "render" a wireframe image that is supposed to change constantly? Dynamically generating each tile based on 3d computations sounds too intensive of a task for the NES hardware.

      – ChatterOne
      Apr 24 at 8:40






    • 2





      @ChatterOne it does dynamically generate them. It has a 6502 running at 1.66MHz (PAL) which is actually relatively powerful. For comparison the BBC Micro, which was the original platform for Elite, has a 6502 running at 2MHz.

      – user
      Apr 24 at 15:24






    • 1





      BTW Elite run on C64, too, on its ~1MHz 6502, and with greater resolution...

      – Usagi Miyamoto
      Apr 24 at 15:41















    24














    The cartridge contains extra RAM. The NES can use tiles in cartridge memory space, but that doesn't necessarily have to be ROM. With suitable RAM and memory mapping the cartridge can create a basic bitmap display out of tiles.



    The vectors are then rendered to that RAM using the NES CPU in the normal way.






    share|improve this answer























    • As someone completely ignorant on the NES, I'm really curious about how this is actually implemented software side. How are tiles used to "render" a wireframe image that is supposed to change constantly? Dynamically generating each tile based on 3d computations sounds too intensive of a task for the NES hardware.

      – ChatterOne
      Apr 24 at 8:40






    • 2





      @ChatterOne it does dynamically generate them. It has a 6502 running at 1.66MHz (PAL) which is actually relatively powerful. For comparison the BBC Micro, which was the original platform for Elite, has a 6502 running at 2MHz.

      – user
      Apr 24 at 15:24






    • 1





      BTW Elite run on C64, too, on its ~1MHz 6502, and with greater resolution...

      – Usagi Miyamoto
      Apr 24 at 15:41













    24












    24








    24







    The cartridge contains extra RAM. The NES can use tiles in cartridge memory space, but that doesn't necessarily have to be ROM. With suitable RAM and memory mapping the cartridge can create a basic bitmap display out of tiles.



    The vectors are then rendered to that RAM using the NES CPU in the normal way.






    share|improve this answer













    The cartridge contains extra RAM. The NES can use tiles in cartridge memory space, but that doesn't necessarily have to be ROM. With suitable RAM and memory mapping the cartridge can create a basic bitmap display out of tiles.



    The vectors are then rendered to that RAM using the NES CPU in the normal way.







    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered Apr 23 at 13:07









    useruser

    4,906923




    4,906923












    • As someone completely ignorant on the NES, I'm really curious about how this is actually implemented software side. How are tiles used to "render" a wireframe image that is supposed to change constantly? Dynamically generating each tile based on 3d computations sounds too intensive of a task for the NES hardware.

      – ChatterOne
      Apr 24 at 8:40






    • 2





      @ChatterOne it does dynamically generate them. It has a 6502 running at 1.66MHz (PAL) which is actually relatively powerful. For comparison the BBC Micro, which was the original platform for Elite, has a 6502 running at 2MHz.

      – user
      Apr 24 at 15:24






    • 1





      BTW Elite run on C64, too, on its ~1MHz 6502, and with greater resolution...

      – Usagi Miyamoto
      Apr 24 at 15:41

















    • As someone completely ignorant on the NES, I'm really curious about how this is actually implemented software side. How are tiles used to "render" a wireframe image that is supposed to change constantly? Dynamically generating each tile based on 3d computations sounds too intensive of a task for the NES hardware.

      – ChatterOne
      Apr 24 at 8:40






    • 2





      @ChatterOne it does dynamically generate them. It has a 6502 running at 1.66MHz (PAL) which is actually relatively powerful. For comparison the BBC Micro, which was the original platform for Elite, has a 6502 running at 2MHz.

      – user
      Apr 24 at 15:24






    • 1





      BTW Elite run on C64, too, on its ~1MHz 6502, and with greater resolution...

      – Usagi Miyamoto
      Apr 24 at 15:41
















    As someone completely ignorant on the NES, I'm really curious about how this is actually implemented software side. How are tiles used to "render" a wireframe image that is supposed to change constantly? Dynamically generating each tile based on 3d computations sounds too intensive of a task for the NES hardware.

    – ChatterOne
    Apr 24 at 8:40





    As someone completely ignorant on the NES, I'm really curious about how this is actually implemented software side. How are tiles used to "render" a wireframe image that is supposed to change constantly? Dynamically generating each tile based on 3d computations sounds too intensive of a task for the NES hardware.

    – ChatterOne
    Apr 24 at 8:40




    2




    2





    @ChatterOne it does dynamically generate them. It has a 6502 running at 1.66MHz (PAL) which is actually relatively powerful. For comparison the BBC Micro, which was the original platform for Elite, has a 6502 running at 2MHz.

    – user
    Apr 24 at 15:24





    @ChatterOne it does dynamically generate them. It has a 6502 running at 1.66MHz (PAL) which is actually relatively powerful. For comparison the BBC Micro, which was the original platform for Elite, has a 6502 running at 2MHz.

    – user
    Apr 24 at 15:24




    1




    1





    BTW Elite run on C64, too, on its ~1MHz 6502, and with greater resolution...

    – Usagi Miyamoto
    Apr 24 at 15:41





    BTW Elite run on C64, too, on its ~1MHz 6502, and with greater resolution...

    – Usagi Miyamoto
    Apr 24 at 15:41











    9














    The Nintendo can easily display 256 different 8x8 background tiles fetched from a cartridge. One could use 240 such tiles to draw e.g. a 128x120 bitmap while still having a few left over to decorate the edges, and if the cartridge fetches tile data from RAM, the content of those tiles could be updated under program control. This approach would be workable for a game like Qix, which doesn't update very much content every frame, but unworkable for Elite, where each animation frame is drawn "from scratch".



    European (PAL) NES consoles only allow graphics memory to be accessed during about 20% of each frame time. That may not sound like much, but it's three times the amount of time available in North American (NTSC) consoles. This isn't enough a big enough fraction of the time to load entire bitmaps for every animation frame while achieving a decent frame rate, but it is is enough that if the system determines which tiles have meaningful picture content, it will only need a few video frames to load the data for those tiles into graphics memory. There are many additional complications, but the chief take-away is that the PAL vertical blank is long enough to make such things practical. Unfortunately, because the NTSC vertical blank is much shorter (about 7% of the frame) it's unlikely games like Elite will be adaptable to North American consoles.






    share|improve this answer



























      9














      The Nintendo can easily display 256 different 8x8 background tiles fetched from a cartridge. One could use 240 such tiles to draw e.g. a 128x120 bitmap while still having a few left over to decorate the edges, and if the cartridge fetches tile data from RAM, the content of those tiles could be updated under program control. This approach would be workable for a game like Qix, which doesn't update very much content every frame, but unworkable for Elite, where each animation frame is drawn "from scratch".



      European (PAL) NES consoles only allow graphics memory to be accessed during about 20% of each frame time. That may not sound like much, but it's three times the amount of time available in North American (NTSC) consoles. This isn't enough a big enough fraction of the time to load entire bitmaps for every animation frame while achieving a decent frame rate, but it is is enough that if the system determines which tiles have meaningful picture content, it will only need a few video frames to load the data for those tiles into graphics memory. There are many additional complications, but the chief take-away is that the PAL vertical blank is long enough to make such things practical. Unfortunately, because the NTSC vertical blank is much shorter (about 7% of the frame) it's unlikely games like Elite will be adaptable to North American consoles.






      share|improve this answer

























        9












        9








        9







        The Nintendo can easily display 256 different 8x8 background tiles fetched from a cartridge. One could use 240 such tiles to draw e.g. a 128x120 bitmap while still having a few left over to decorate the edges, and if the cartridge fetches tile data from RAM, the content of those tiles could be updated under program control. This approach would be workable for a game like Qix, which doesn't update very much content every frame, but unworkable for Elite, where each animation frame is drawn "from scratch".



        European (PAL) NES consoles only allow graphics memory to be accessed during about 20% of each frame time. That may not sound like much, but it's three times the amount of time available in North American (NTSC) consoles. This isn't enough a big enough fraction of the time to load entire bitmaps for every animation frame while achieving a decent frame rate, but it is is enough that if the system determines which tiles have meaningful picture content, it will only need a few video frames to load the data for those tiles into graphics memory. There are many additional complications, but the chief take-away is that the PAL vertical blank is long enough to make such things practical. Unfortunately, because the NTSC vertical blank is much shorter (about 7% of the frame) it's unlikely games like Elite will be adaptable to North American consoles.






        share|improve this answer













        The Nintendo can easily display 256 different 8x8 background tiles fetched from a cartridge. One could use 240 such tiles to draw e.g. a 128x120 bitmap while still having a few left over to decorate the edges, and if the cartridge fetches tile data from RAM, the content of those tiles could be updated under program control. This approach would be workable for a game like Qix, which doesn't update very much content every frame, but unworkable for Elite, where each animation frame is drawn "from scratch".



        European (PAL) NES consoles only allow graphics memory to be accessed during about 20% of each frame time. That may not sound like much, but it's three times the amount of time available in North American (NTSC) consoles. This isn't enough a big enough fraction of the time to load entire bitmaps for every animation frame while achieving a decent frame rate, but it is is enough that if the system determines which tiles have meaningful picture content, it will only need a few video frames to load the data for those tiles into graphics memory. There are many additional complications, but the chief take-away is that the PAL vertical blank is long enough to make such things practical. Unfortunately, because the NTSC vertical blank is much shorter (about 7% of the frame) it's unlikely games like Elite will be adaptable to North American consoles.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Apr 23 at 17:58









        supercatsupercat

        8,7451044




        8,7451044



























            draft saved

            draft discarded
















































            Thanks for contributing an answer to Retrocomputing Stack Exchange!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid


            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.

            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fretrocomputing.stackexchange.com%2fquestions%2f9784%2fhow-did-elite-on-the-nes-work%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            r6vlo8MN
            lt,gozwH,EBEyiADj MhANFx11yI97wsuo709m a2BPPsCanpPWnzkYUj6sfMTyKqWndd3,PA,JKYfjei7Pv2cGQvQiP G

            Popular posts from this blog

            RemoteApp sporadic failureWindows 2008 RemoteAPP client disconnects within a matter of minutesWhat is the minimum version of RDP supported by Server 2012 RDS?How to configure a Remoteapp server to increase stabilityMicrosoft RemoteApp Active SessionRDWeb TS connection broken for some users post RemoteApp certificate changeRemote Desktop Licensing, RemoteAPPRDS 2012 R2 some users are not able to logon after changed date and time on Connection BrokersWhat happens during Remote Desktop logon, and is there any logging?After installing RDS on WinServer 2016 I still can only connect with two users?RD Connection via RDGW to Session host is not connecting

            Vilaño, A Laracha Índice Patrimonio | Lugares e parroquias | Véxase tamén | Menú de navegación43°14′52″N 8°36′03″O / 43.24775, -8.60070

            Cegueira Índice Epidemioloxía | Deficiencia visual | Tipos de cegueira | Principais causas de cegueira | Tratamento | Técnicas de adaptación e axudas | Vida dos cegos | Primeiros auxilios | Crenzas respecto das persoas cegas | Crenzas das persoas cegas | O neno deficiente visual | Aspectos psicolóxicos da cegueira | Notas | Véxase tamén | Menú de navegación54.054.154.436928256blindnessDicionario da Real Academia GalegaPortal das Palabras"International Standards: Visual Standards — Aspects and Ranges of Vision Loss with Emphasis on Population Surveys.""Visual impairment and blindness""Presentan un plan para previr a cegueira"o orixinalACCDV Associació Catalana de Cecs i Disminuïts Visuals - PMFTrachoma"Effect of gene therapy on visual function in Leber's congenital amaurosis"1844137110.1056/NEJMoa0802268Cans guía - os mellores amigos dos cegosArquivadoEscola de cans guía para cegos en Mortágua, PortugalArquivado"Tecnología para ciegos y deficientes visuales. Recopilación de recursos gratuitos en la Red""Colorino""‘COL.diesis’, escuchar los sonidos del color""COL.diesis: Transforming Colour into Melody and Implementing the Result in a Colour Sensor Device"o orixinal"Sistema de desarrollo de sinestesia color-sonido para invidentes utilizando un protocolo de audio""Enseñanza táctil - geometría y color. Juegos didácticos para niños ciegos y videntes""Sistema Constanz"L'ocupació laboral dels cecs a l'Estat espanyol està pràcticament equiparada a la de les persones amb visió, entrevista amb Pedro ZuritaONCE (Organización Nacional de Cegos de España)Prevención da cegueiraDescrición de deficiencias visuais (Disc@pnet)Braillín, un boneco atractivo para calquera neno, con ou sen discapacidade, que permite familiarizarse co sistema de escritura e lectura brailleAxudas Técnicas36838ID00897494007150-90057129528256DOID:1432HP:0000618D001766C10.597.751.941.162C97109C0155020