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The NES-001 is the original 1985 front-loading Nintendo Entertainment System, the one where you push the cartridge in and press it down. It is a genuinely repairable machine: almost everything that goes wrong with it is a handful of well-understood faults, most of them mechanical or a tired capacitor rather than a dead chip. This page is how I work through them on the bench. It is written for someone comfortable opening the console and using a multimeter; if a step calls for more, I say so.

Boards are silkscreened NES-CPU-01 through NES-CPU-11 (1985 to 1993). The revision rarely changes the repair, so unless a fix depends on it, treat what follows as applying to all of them.

Common problems and fixes

Blinking light, won’t boot, or garbage on screen

This is the famous one, and the cause is almost never what people fear. The NES-001 uses a zero-insertion-force (ZIF) 72-pin connector that carts push down into. That design barely wipes the contacts as a cart seats, so grime builds up, and years of downward insertions slowly bend the pins open. The result is an intermittent connection that shows up as a game that will not boot, boots to a frozen or garbled title screen, corrupts partway through play, or produces the classic power-light-and-screen blink at roughly one flash per second.

Before suspecting any chip, prove the contact. Try a known-good cartridge whose edge connector you have just cleaned with high-purity (91 percent or better) isopropyl alcohol. If a clean, known-good cart still misbehaves, service the connector:

  • Clean it with isopropyl alcohol. Do not abrade the pins with an abrasive eraser, sandpaper, or metal polish. Those strip the thin plating and make the contact worse.
  • Re-tension the original connector. The reliable method is to submerge it face-down in boiling water for about 30 minutes, let it cool, rinse with isopropyl alcohol, and dry it fully. The shape-memory of the metal pulls the bent pins back up. It can be repeated on a stubborn unit. Careful manual re-bending with a fine tool works too, but overdo it and pins pop out.

A correctly refurbished original connector outperforms the cheap aftermarket replacements, which are notorious for a cartridge “death grip” and often make worse contact than the part they replaced. That is why I refurbish the original rather than swap in a generic clone as a default.

The one-per-second blinking light specifically

That steady blink is the lockout chip (the CIC) resetting the console over and over because its security handshake with the cartridge is failing. The usual real cause is still the bad contact above: dirty or bent connector pins break the handshake. It can also be a genuinely out-of-region cartridge (a PAL cart in an NTSC console, for example), since the regions use mutually incompatible lockout chips.

So: fix the connector first. If you want to retire the blink permanently, and make the console boot unlicensed and out-of-region carts, disable the console’s lockout chip. Three ways to do that, with full steps, are in Disabling the lockout chip below.

Component side of an NES cartridge board silkscreened NES-SEROM-04. Left to right it carries a 16-pin DIP marked 6113B1 with a 1985 Nintendo copyright at a position labelled U3 CIC, a 28-pin mask ROM marked NES-EI-0 CHR M38128B-19 at U2 CHR, a 28-pin mask ROM marked NES-EI-0 PRG RP23256E at U1 PRG, and a smaller DIP at U4 MMC1, with a blue electrolytic at C1. The 72-pin gold card edge runs along the bottom with silkscreened pin numbers 30, 25 and 5.
A stock cart, my bench, and it shows the other half of the lockout. The chip at U3 marked 6113B1 is the cartridge's CIC: the key. The console holds the lock. They have to complete a handshake or the console resets on a loop, which is the blink. Disabling the lockout is done on the console side; nothing here needs touching, and a cart CIC is not a thing that commonly fails. Note Nintendo silkscreened the edge-pin numbers too, which is handy when you are probing.
Solder side of the same NES cartridge board, showing rows of through-hole solder joints for the DIP chips on the other face, a silkscreened 50, and the 72-pin gold card edge along the bottom with visible tarnish and wear on the contacts.
The same cart from behind. The contacts are the part that matters for the blinking-light fault: this set is tarnished and scuffed, which is normal for an unserviced cart and is fixed with isopropyl and a lint-free cloth. Clean the cart before you blame the console: a bad handshake does not care which side of the connection is dirty.

No power at all: dead, no light, no picture

Walk the power path in order rather than guessing. The NES-001 takes a 9 V AC adapter (the NES-002) into an onboard bridge rectifier, then a large reservoir capacitor produces a raw rail of roughly 12 to 13 V DC, which passes through the front-panel power switch and feeds a 7805 regulator that produces the 5.0 V DC the logic runs on. Check, in sequence:

  1. AC in at the jack (roughly 9 to 10 V AC unloaded).
  2. Raw DC across the reservoir cap (roughly 12 to 13 V DC).
  3. 5.0 V DC out of the 7805.

The usual culprits are corroded or cracked solder joints on the bridge rectifier in the metal power and RF module, a failed 7805, a dirty power switch, or a broken DC jack. One useful check: if all three pins of the 7805 read 0 V, the input never arrived (a short or open upstream), which points away from the regulator itself.

Two things worth knowing. First, the power LED is not a valid 5 V indicator on this console. Its circuit is tangled up with the reset and lockout logic, so the light can be dead with a perfectly good 5 V rail. Second, you can isolate the power and RF module: injecting a clean 5 V straight into the center pin of the mainboard power header (with ground) bypasses the whole module. If the console then plays, the fault is confined to that module.

Wavy or noisy video, hum bars, or a 60 Hz buzz

The usual suspect is the large 2200 uF reservoir capacitor on the AV and power module. Community references call it the single most common electrolytic failure on this console, affecting essentially every board revision. My own bench experience does not match that reputation: I have not yet had to replace one, whether because certain revisions were worse and I have not hit them or because I have been lucky. So I do not assume it. Check it: look for a bulged or leaking can and scope the raw rail for ripple, and replace it only if it is actually bad. It also sits inside the RF shielded module, which makes swapping it genuinely annoying, so it is not something to do on spec. But if a noisy picture or an audio buzz traces to a tired cap here, that is the one to replace.

Internal corrosion

Battery leaks and old liquid exposure leave corrosion, most often around the power and RF module joints and shielding. Left alone it spreads and eats traces. I neutralize active corrosion, clean thoroughly with isopropyl alcohol, and seal the treated area, the same process described in my restoration and testing writeup.

Inside the NES-001

A quick tour of what the hardware is actually doing, which makes the faults above make sense.

  • Unlike the later top-loader (which is RF-only), the front-loader outputs stock composite video and mono audio on the rear RCA jacks in addition to RF. There is no “add composite” mod to do here; it is already there.
  • The brains are two Ricoh chips: the RP2A03 CPU (a 6502 core plus the audio and controller logic) and the RP2C02 PPU, which generates the video. Around them sit two 2K SRAMs (work RAM and video RAM), a 74LS373 latch, a 74LS139 address decoder, a pair of 74HC368 buffers for the controller ports, a 74HCU04 that handles clock shaping and doubles as the audio amplifier stage, and the CIC lockout chip.
  • Power: the 9 V AC adapter is a plain transformer. Because the console rectifies onboard with a full bridge, a DC supply of either polarity also powers it. The 7805 regulator sits on a modest heatsink, which matters if you ever add a power-hungry mod. The raw rail off the reservoir cap also feeds the analog side of the RF and modulator section.
  • Two clocks run the machine: a 21.477272 MHz master oscillator and a separate 4 MHz clock for the lockout chip. A dead master oscillator takes the whole picture and sound out at once, which is a useful diagnostic split.
  • The power and RF section is a separate shielded sub-board. Nintendo used two vendors for it, Alps and Mitsumi, and which one you have does not track the board revision. Identify it by the silkscreen when you recap, because the capacitor layout differs between them.
An NES-001 mainboard photographed from above, silkscreened NES-CPU-07 and copyright 1987 Nintendo. Labelled ICs include an RP2A03G CPU at U6, an RP2C02G-0 PPU at U5, two Fujitsu MB8416A-15-SK static RAMs at U1 marked SRAM(WRAM) and U11 marked SRAM(VRAM), an SN74LS139N at U3, an SN74LS373N at U2, a NEC D74HC368C and a 40H368 at U8, a BU74HCU04 at U9, and a 16-pin chip marked 3193A with a 1986 Nintendo copyright sitting in a machined socket. A hand-written NTSC label is stuck to the board near the cartridge connector.
An NES-CPU-07 with everything legible. The two big DIPs are the pair that define the machine: RP2A03G CPU at U6 and RP2C02G-0 PPU at U5, with the two MB8416A SRAMs below them: U1 is work RAM, U11 is video RAM, and the silkscreen says which is which. The 16-pin part at the right marked 3193A is the lockout chip, and on this board it is sitting in a socket rather than soldered down. More on that below.

Mods worth knowing

This is an overview of what is worth doing and where to go for the real instructions, with one exception. The lockout disable gets written out in full in its own section below, because it is the one people ask me for and the version I use is not the version the published guides describe.

  • Lockout (CIC) disable. The permanent cure for the region lock and the blink loop, and the mod I do most often. Three ways to do it, with full steps and the tradeoffs between them, are in Disabling the lockout chip below.
  • 72-pin alternatives. Beyond refurbishing the original, the Blinking Light Win (Arcade Works) replaces the connector and tray so carts load flat with no push-down, and the Nin10-Drawer brings the top-loader-style connector into the NES-001. Both retire the pin-bend flaw by different means; supply on both is spotty. Reference: ConsoleMods: Blinking Light Win.
  • RGB output: NESRGB. Tim Worthington’s board regenerates the video for RGB, S-video, and composite with no lag. It is an advanced install (a 40-pin PPU desolder and an auxiliary regulator). Reference: etim.net.au NESRGB.
  • HDMI: Hi-Def NES. Kevtris’s kit reuses the console’s own CPU and PPU for a lag-free digital picture and audio. Advanced install, and it needs an E, G, or H revision CPU and PPU. Reference: game-tech Hi-Def NES.
  • Digital scaler picture, low labor: Lumacode / PPUdigitizer. c0pperdragon’s board mounts under the PPU with no desolder and feeds a Lumacode-capable scaler. Reference: c0pperdragon PPUdigitizer.
  • Expansion audio. A small resistor mod brings Famicom expansion audio (FDS, VRC6, and similar) from a flashcart to the console’s mixer, which the 72-pin slot otherwise cannot pass. Reference: ConsoleMods: Expansion Audio Mod.
  • Replacement boards. When a board is beyond saving (acid damage, lifted traces), open-source and aftermarket motherboards such as OpenTendo, SM-Tendo, and the POW Block power module can turn it back into a working console with donor parts. Reference: OpenTendo.

For a broader mod orientation, RetroRGB’s NES mods index is the best single jumping-off page.

Disabling the lockout chip (CIC)

Disabling the console’s lockout chip retires the blinking-light reset loop for good and lets the machine boot unlicensed cartridges and cartridges from other regions. It is the mod I get asked about most, so this one I write out in full rather than pointing elsewhere.

Start with what it does not do. It is not a fix for a worn 72-pin connector. It stops the console complaining about a bad connection without improving the connection, and a game that runs on marginal contact can still corrupt the battery save on an SRAM cart. Service the connector first, then disable the lockout if you want to, not instead. It also will not make a PAL game run correctly on an NTSC console: region lock and video timing are two separate things, and the CPU, PPU and crystal decide the timing. My clones and PAL vs NTSC page covers what changes between regions.

Find the chip, and get its pin numbering right

The lockout chip is the 16-pin DIP sitting next to the metal RF and power box, usually silkscreened U10. Its marking tells you the console’s region:

MarkingConsole region
3193ANTSC (North America and Japan)
3195APAL-B, and Korea
3196AAsia and Hong Kong
3197APAL-A

The earliest boards carry a plain 3193 with no letter. Pin 1 is at the notched end of the package, and the numbering runs down that side and back up the other, so pin 4 is the fourth leg down from the notch on the pin-1 side.

One thing to unlearn before a probe goes anywhere near it: on this chip the supply is pin 16 and ground is pin 8. That is not the pin-14 and pin-7 arrangement of the 74-series logic sitting right next to it, and muscle memory will put you on a port pin.

Why pin 4 is the one everybody talks about

The console and the cartridge carry the same chip. Pin 4 is the strap that decides which role it plays: tied to +5 V it is the lock, which is how the console wires it, and tied to ground it is the key, which is how a cartridge wires it. Only a lock ever drives the reset line. So if you break pin 4’s connection inside the console, the chip’s internal pulldown reads the now floating pin as a 0, the console’s chip decides it is a key, and it stops resetting anything. Tying the disconnected pin to ground works too and is what most published guides tell you to do, but the internal pulldown makes that optional.

That is the whole trick. The first two methods below are just different ways of breaking that one connection, and what separates them is how reversible they are.

Method 1: socket the chip, then reinstall it with pin 4 outside the socket

This is the one I use, and it is what the photo below shows. Nothing on the board is cut, nothing on the chip is cut, and putting the console back to stock later takes about thirty seconds with no iron. The cost is that it is the most work up front, because it means desoldering a 16-pin DIP.

Close-up of an NES mainboard around the lockout chip, a 16-pin DIP marked 3193A with a 1986 Nintendo copyright. The chip sits in a machined socket and one of its legs is bent outward so it stands clear of the socket contact instead of entering it. Surrounding parts include an RP2C02G-0 PPU, an SN74LS373N, a BU74HCU04 at U9, a Rubycon electrolytic, and silkscreen reading 4.000MHz and 1M near a crystal.
The lockout disable as I do it. The 3193A is in a machined socket and pin 4 is simply bent out so it never enters the socket. Nothing is cut and nothing on the board is modified: pull the chip, straighten the leg, drop it back in, and the console is stock again.
  1. Strip the console down to a bare board: top case off, RF shield off the mainboard, board out.
  2. Find the chip and photograph it in place. The notch and pin 1 have to go back the same way round, and once the chip is out, the silkscreen outline on the board is the only thing left telling you which way that was.
  3. Desolder the chip. This is the only step that carries real risk, so do it properly. Flux every joint, add fresh leaded solder to all 16 pins first so it mixes with the original and drops the melting point, then clear each hole with a desoldering gun or braid. Confirm all 16 legs move freely in their holes before you lift anything. Levering out a chip that is still held by one joint is how pads come off.
  4. Fit a 16-pin machined-pin (round-pin) DIP socket, notch matching the silkscreen. Do not use the cheap stamped dual-wipe kind. The entire point of this method is that the chip goes in and out cleanly for the rest of the console’s life, and stamped sockets do not grip reliably enough for that.
  5. Straighten the chip’s legs, then bend pin 4 outward to roughly 90 degrees so it stands clear of the package. Bend at the shoulder where the leg leaves the body, and do it in one movement. Working a leg back and forth at the same spot is what snaps it off.
  6. Seat the chip in the socket with the notch matching the silkscreen and pin 4 riding outside the socket instead of down into its hole. Check that the bent leg is not touching pin 3, pin 5, the socket body, or the RF shield once everything is back together.
  7. Reassemble and test with a cartridge you know is good, and with an out-of-region or unlicensed cart if you have one. You want a steady power light and a clean boot, with no blink.

Grounding the lifted pin is unnecessary. If you want to do it anyway, tack a short wire from the bent leg to any nearby ground.

To reverse it: pull the chip, straighten pin 4, seat it fully. The socket stays behind, which is an added part but not a change to the circuit.

Method 2: cut pin 4 in place

This is the version nearly every published guide describes, and it is the one I would skip. It works, and it takes ten minutes instead of an hour. Here is the procedure as ConsoleMods documents it:

  1. Strip the console down to a bare board as above.
  2. Cut the chip’s pin 4 with flush cutters, right at the board where the leg enters its solder joint.
  3. Bend the freed leg up to about 90 degrees, clear of the board.
  4. Solder a wire to the freed leg and sleeve the joint in heat shrink so it cannot short against a neighbour.
  5. Solder the other end of that wire to the nearest ground.
  6. Reassemble and test.

Two things to weigh before choosing it. It is only semi-reversible: going back to stock means soldering a now-shorter leg back onto its pad, on a chip nobody manufactures any more. And the lockout chip stays in the console’s reset path even with the lockout defeated, which is the part that bites people. A chip damaged while you are cutting at it does not just fail to disable, it takes the console’s reset with it, and the console will not boot at all. On this machine the power LED is wired into that same reset and lockout circuitry, so a dark power light is the usual way that shows up. If a console has already been left in exactly that state, the two-wire method below is the standard recovery.

You will also see people snip pin 4 off flush and leave it at that. Electrically it lands in the same place, since the internal pulldown does not care whether the pin is grounded or floating. It also throws the leg away, and with it any prospect of restoring the chip. ConsoleMods reaches the same verdict in fewer words: it works, but it is not recommended.

Method 3: the two-wire method

This one never touches pin 4. Instead it holds the lockout chip permanently in reset and hands its other job to the inverter next door, so the front-panel RESET button drives the CPU and PPU reset directly. Two wires, no cuts, and it is reversible by unsoldering them.

On an NES-001, with the 74HCU04 inverter usually silkscreened U9:

  1. Wire from the lockout chip’s pin 7, its own reset input, to pin 1 of the 74HCU04.
  2. Wire from pin 2 of the 74HCU04 to the lockout chip’s pin 9, the line that drives CPU and PPU reset.

The mechanism is worth understanding, because it explains why two wires and no cuts is enough. Pins 1 and 2 of that inverter are the gate running the 4 MHz oscillator that clocks the lockout chip. The first wire stops that oscillator, which is what holds the chip in reset and keeps it from ever asserting anything. The second repurposes the now-idle gate as a buffer, converting the reset button’s signal into the form the CPU and PPU expect. The lockout chip itself stays exactly where it is, in its solder joints, unmodified.

One documented side effect: some consoles then need a press of RESET after power-on before they will boot, because the CPU and PPU are no longer held in reset long enough at startup. The published fix is to replace C8 with a larger capacitor, 220 nF or more, which extends the power-on reset. That fix comes from a single source and I have not verified it on the bench.

If freehanding two wires onto adjacent DIP pins is not appealing, there is a small carrier PCB for the mod with gerbers published at OSH Park.

If the chip is already gone

Pulling the lockout chip and doing nothing else does not work. The console will not boot, because that chip is also the reset generator. There is a documented bypass that rebuilds the function with a resistor and a couple of wires on the empty footprint, meant for boards where the chip was destroyed or ripped out. It is salvage work, it rests on a single source, and on a board with a healthy chip any of the three methods above is a better answer. The procedure is on ConsoleMods.

What to expect afterwards, and the three carts that care

  • Camerica, Color Dreams and Wisdom Tree cartridges. These defeated the lockout in period by hitting it with a voltage spike from an onboard charge pump. With the console’s chip disabled there is no load on the far end of that circuit, and the carts have been reported to overheat. Later boards (NES-CPU-11, 1990 onward) carry series resistors and clamp diodes on the lockout data lines, though not on the reset lines.
  • Nintendo World Championships 1990. These need the cartridge-reset signal that a working lock generates, and will not run against a disabled one. Unlikely to ever matter, and worth knowing if you own one.
  • Out-of-region carts. They will boot, which is the point. A PAL game on an NTSC console still runs too fast with its music too sharp, and effects the game times by counting CPU cycles can land on the wrong line, because the CPU, PPU and crystal decide that and none of them has changed. The colours come from the console’s PPU, so they are ordinary NTSC colours. The details are on my clones and PAL vs NTSC page.

Recap and parts

Most of the recap fear around the NES-001 is misplaced. The main board carries only three electrolytic capacitors, and they rarely fail. Community references single out the 2200 uF reservoir capacitor on the AV and power module as the failure magnet. My own bench experience does not match that: I have not had to replace one yet, whether because certain revisions were worse and I have not hit them or because I have simply been lucky. So my rule is inspect, do not assume: check that 2200 uF for bulging or leaking, replace it only if it is actually bad, and recap the rest of the module only where a cap reads bad or a fault points at it. Because that cap sits inside the RF shielded module, replacing it is a real chore, which is one more reason not to pull it on spec.

A few practical notes:

  • Match the module before you order. The Alps and Mitsumi modules use different capacitor designators and values, so identify yours by the silkscreen. Vendors sell a complete NES-001 cap kit that covers the common cases, which is the low-effort path.
  • Desolder the module from the module side. When pulling the power and RF module, desolder its pins from the module PCB, not from the mainboard, because the mainboard traces to those pins are top-side only and their vias dislodge easily.
  • 7805 regulator. If it is dead or regulating high, any reputable 78xx-family 5 V TO-220 part (for example an L7805CV) drops in. Keep the heatsink.
  • Some parts are effectively unobtainium new. The Japanese discrete transistors (the 2SA937 video buffer and the 2SC2021 oscillator pair) and the original diode arrays are new-old-stock or donor-board only. On a fleet, the worst board is your parts stock.

If you would rather buy a console that has already had this work done, or you need a tested cartridge to go with it, everything I restore is in the shop. (I will link specific NES service and recap-related listings here as those pages firm up.)

The hard data behind all of the above (the per-module cap maps with substitutes, the non-cap parts a repair consumes, the chip and connector pinouts, and the schematic facts I probe against) is tabled in the sections that follow. Long per-item notes fold away to keep it readable; expand any of them for the full detail.

Capacitor lists

The main board carries three electrolytics on the late revisions; everything else worth checking is on the power and RF module, and those maps are per-variant. Match your module by its silkscreen before you order, because the vendor board does not track the NES-CPU number.

NES-CPU-01..03 NES-CPU-01 / -02 / -03 (1985-86, NYC and early test market)

Board p/n: NES-CPU-01 · NES-CPU-02 · NES-CPU-03

Main board — electrolytics

DesigValueVOEM p/nSubstituteNote
C1100µF6.3V—Panasonic ECE-A0JKA101I or any 100µF ≥6.3V radial (5x7 mm)7805 output decoupling ✓console5,opentendo
notes on C1

The main board carries only these three electrolytics; everything else on it is ceramic and does not age out. Voltage ratings here are minimums: going up is always fine and usually easier to source.

Confirmed directly against the OpenTendo reverse-engineered schematic for this revision, which agrees with the Console5 list on all three designators and values.

C92.2µF50V—Panasonic ECA-1HHG2R2I or any 2.2µF ≥50V radial (5x11 mm)✓console5,opentendo
C231µF50V—Nichicon UVR2A010MDD1TD (a 100V part; higher voltage is fine)✓console5,opentendo

NES-CPU-04 NES-CPU-04 (1986-87; first PAL board)

Board p/n: NES-CPU-04

Main board — electrolytics

DesigValueVOEM p/nSubstituteNote
C1100µF6.3V—Panasonic ECE-A0JKA101I or any 100µF ≥6.3V radial (5x7 mm)7805 output decoupling ✓console5,opentendo
notes on C1

The main board carries only these three electrolytics; everything else on it is ceramic and does not age out. Voltage ratings here are minimums: going up is always fine and usually easier to source.

Confirmed directly against the OpenTendo reverse-engineered schematic for this revision, which agrees with the Console5 list on all three designators and values.

C92.2µF50V—Panasonic ECA-1HHG2R2I or any 2.2µF ≥50V radial (5x11 mm)✓console5,opentendo
C231µF50V—Nichicon UVR2A010MDD1TD (a 100V part; higher voltage is fine)✓console5,opentendo

NES-CPU-05..08 NES-CPU-05 / -06 / -07 / -08 (1987-90; final video configuration, G-die CPU and PPU)

Board p/n: NES-CPU-05 · NES-CPU-06 · NES-CPU-07 · NES-CPU-08

Main board — electrolytics

DesigValueVOEM p/nSubstituteNote
C1100µF6.3V—Panasonic ECE-A0JKA101I or any 100µF ≥6.3V radial (5x7 mm)7805 output decoupling benchconsole5,opentendo,consolemods,mem-bench
notes on C1

The main board carries only these three electrolytics; everything else on it is ceramic and does not age out. Voltage ratings here are minimums: going up is always fine and usually easier to source.

Confirmed on my own bench on a NES-CPU-07 board: Nintendo silkscreened the values next to the pads on this revision, and the board reads “100µ/6.3” and “2.2µ” at the two positions below, with the third electrolytic a Rubycon marked 50V 1µF. That is first-hand agreement with the Console5 list, which gives one main-board list for every NES-001 revision with no per-revision split.

Consistent with the schematics either side of this group (the identical three caps appear on the -04 sheet below it and the -10 and -11 boards above it), and with the fact that the documented changes at these revisions are resistors and diodes (the video-amp collector resistor, the CIC clock and clamp parts), none of which touch an electrolytic.

C92.2µF50V—Panasonic ECA-1HHG2R2I or any 2.2µF ≥50V radial (5x11 mm)benchconsole5,opentendo,mem-bench
notes on C9
Silkscreened “2.2µ” on the NES-CPU-07 board on my bench.
C231µF50V—Nichicon UVR2A010MDD1TD (a 100V part; higher voltage is fine)benchconsole5,opentendo,mem-bench
notes on C23
Fitted as a Rubycon 50V 1µF on the NES-CPU-07 board on my bench.

NES-CPU-09 NES-CPU-09 (1989-90; CIC anti-tamper hardening begins)

Board p/n: NES-CPU-09

Main board — electrolytics

DesigValueVOEM p/nSubstituteNote
C1100µF6.3V—Panasonic ECE-A0JKA101I or any 100µF ≥6.3V radial (5x7 mm)7805 output decoupling ✓console5,opentendo,consolemods
notes on C1

The main board carries only these three electrolytics; everything else on it is ceramic and does not age out. Voltage ratings here are minimums: going up is always fine and usually easier to source.

No OpenTendo schematic exists for this revision specifically, so this list is Console5’s (which gives one main-board list for every NES-001 revision, with no per-revision split) carried across. It is well bracketed: I confirmed the identical three caps on the -04 schematic below this revision and on the -10 and -11 boards above it, and the documented changes at this revision are resistors and diodes (the video-amp collector resistor and the CIC clock and clamp parts), none of which touch an electrolytic.

C92.2µF50V—Panasonic ECA-1HHG2R2I or any 2.2µF ≥50V radial (5x11 mm)✓console5,opentendo
C231µF50V—Nichicon UVR2A010MDD1TD (a 100V part; higher voltage is fine)✓console5,opentendo

NES-CPU-10 NES-CPU-10 (about 1990; second CIC series resistor, some boards with factory-added clamp diodes)

Board p/n: NES-CPU-10

Main board — electrolytics

DesigValueVOEM p/nSubstituteNote
C1100µF6.3V—Panasonic ECE-A0JKA101I or any 100µF ≥6.3V radial (5x7 mm)7805 output decoupling: the one main-board electrolytic worth checking on a brown-out ✓console5,opentendo,edc-pwr
notes on C1
Voltage ratings on this board are minimums. Going up is always fine and usually easier to source.
C92.2µF50V—Panasonic ECA-1HHG2R2I or any 2.2µF ≥50V radial (5x11 mm)✓console5,opentendo
C231µF50V—Nichicon UVR2A010MDD1TD (a 100V part; higher voltage is fine)✓console5,opentendo

NES-CPU-11 NES-CPU-11 (1990-93; final revision, full CIC stun and -5V hardening)

Board p/n: NES-CPU-11

Main board — electrolytics

DesigValueVOEM p/nSubstituteNote
C1100µF6.3V—Panasonic ECE-A0JKA101I or any 100µF ≥6.3V radial (5x7 mm)7805 output decoupling ✓console5,opentendo,edc-pwr
C92.2µF50V—Panasonic ECA-1HHG2R2I or any 2.2µF ≥50V radial (5x11 mm)✓console5,opentendo
C231µF50V—Nichicon UVR2A010MDD1TD (a 100V part; higher voltage is fine)✓console5,opentendo

NESE-001 NESE-001 (PAL build of the NES-CPU-04 and later boards)

Board p/n: NES-CPU-04 and later, PAL parts fitted

Main board (PAL parts) — electrolytics

DesigValueVOEM p/nSubstituteNote
C1100µF6.3V—Panasonic ECE-A0JKA101I or any 100µF ≥6.3V radial (5x7 mm)7805 output decoupling ✓console5,consolemods,opentendo
notes on C1

The PAL machine uses the same main-board designs as the NTSC one, so the same three electrolytics apply. Nintendo did not lay out region-specific boards; only the CPU, PPU, clock crystal and lockout chip change between regions.

The PAL-specific capacitors are on the RF and power module, not here: see the RF-MOD entry for the Alps FR853 list, which carries a PAL-only C1 10µF/16V and the 10nF ceramic at C34 that has been reported burned on multiple PAL units.

One exception to watch: French NES consoles have no RF modulator at all. They carry a rear RGB connector instead, so the module list does not apply to them even though this main-board list does.

C92.2µF50V—Panasonic ECA-1HHG2R2I or any 2.2µF ≥50V radial (5x11 mm)✓console5,opentendo
C231µF50V—Nichicon UVR2A010MDD1TD (a 100V part; higher voltage is fine)✓console5,opentendo

RF-MOD Power / RF modulator sub-board variants (fitted across all NES-CPU revisions)

Board p/n: Alps and Mitsumi, several layouts: identify by silkscreen, NOT by NES-CPU revision

Alps, brown PCB, BA20-type bridge (revised) — electrolytics

DesigValueVOEM p/nSubstituteNote
C212200µF25V—Nichicon UVZ1E222MHD (12.5 mm dia, 5 mm lead spacing): check the can against your modulethe reservoir cap; Console5 and ConsoleMods call it the failure magnet, my bench does not agree: see the notes ✓console5,consolemods,mem-bench
notes on C21

Console5 and ConsoleMods both single this cap out: ConsoleMods describes it as especially failure-prone, causing excessive interference and noise in the video signal, across practically all board revisions. That is what those sources say.

My bench does not agree. Across the units I have gone through I have not yet had to replace one. I cannot tell you why the gap exists: it could be that certain revisions really are worse and I have not hit them, or it could be sample luck. Either way I do not assume it.

So my rule is inspect, do not assume. Look for a bulged or leaking can, scope the raw rail for ripple, and replace it only if it is actually bad or a hum-bar or video-noise fault traces to it. It lives inside the RF shielded module, which makes it a genuinely annoying part to swap, so it is not a job to do on spec.

The schematic draws this as a 15 V part and Console5’s replacement spec is 25 V. Use the 25 V.

C110µF35V—10µF ≥25V radial (25V is fine here)single sourceconsole5
C2310µF35V—10µF ≥25V radialsingle sourceconsole5
C25100µF10V—100µF ≥16V radialsingle sourceconsole5
C291µF50V—1µF ≥50V radialsingle sourceconsole5

Alps, green PCB with floating cap, BA20-type bridge — electrolytics

DesigValueVOEM p/nSubstituteNote
C302200µF25V—Nichicon UVZ1E222MHD: check the can diameter and lead spacingreservoir cap on this layout; see the failure-claim note on the brown-PCB C21 row single sourceconsole5,consolemods
notes on C30
Same cap, different designator. Console5 and ConsoleMods call it the failure magnet; my bench has not agreed so far, so I inspect rather than replace on spec.
C191µF50V—1µF ≥50V radialsingle sourceconsole5
C331µF50V—1µF ≥50V radialsingle sourceconsole5
C34100µF6.3V—100µF ≥16V radialsingle sourceconsole5
unlabelled1µF50V—anything 1-100µF at ≥16V is acceptable hereno silkscreen designator: it sits across the regulator input and ground single sourceconsole5
notes on unlabelled
There is no dedicated cap-map image for this layout, so locate this one by following the regulator input pin.

Alps FR853, four discrete diodes — electrolytics

DesigValueVOEM p/nSubstituteNote
C212200µF25V—Nichicon UVZ1E222MHD: check the can against your modulereservoir cap; see the failure-claim note on the brown-PCB C21 row single sourceconsole5,consolemods
C110µF16V—10µF ≥16V radialPAL boards only single sourceconsole5
C23100µF25V—100µF ≥25V radialsingle sourceconsole5
C25100µF10V—100µF ≥16V radialsingle sourceconsole5
C291µF50V—1µF ≥50V radialsingle sourceconsole5
C3410nF——0.01µF ≥50V ceramicceramic, not an electrolytic: listed because burned C34 discs have been reported on PAL FR853 boards single sourceconsole5
notes on C34
This one is here for a specific reason: multiple PAL FR853 boards have turned up with this 10 nF ceramic disc burned. If you are working a PAL module, look at it.
C351µF50V—1µF ≥50V radialsingle sourceconsole5
C3610µF16V—10µF ≥16V radialsingle sourceconsole5

Alps SH-SH5 / FS074, four discrete diodes — electrolytics

DesigValueVOEM p/nSubstituteNote
C212200µF25V—Nichicon UVZ1E222MHD: check the can against your modulereservoir cap; see the failure-claim note on the brown-PCB C21 row single sourceconsole5,consolemods
C23100µF25V—100µF ≥25V radialsingle sourceconsole5
C25100µF10V—100µF ≥16V radialsingle sourceconsole5
C291µF50V—1µF ≥50V radialsingle sourceconsole5
C3610µF16V—10µF ≥16V radialsingle sourceconsole5
C371µF50V—1µF ≥50V radialsame layout family as FR853 but with several caps re-oriented: check polarity against the board, not against the FR853 map single sourceconsole5

Mitsumi TDK-T12V — electrolytics

DesigValueVOEM p/nSubstituteNote
C262200µF25V—Nichicon UVZ1E222MHD: check the can against your modulereservoir cap on this layout; see the failure-claim note on the brown-PCB C21 row single sourceconsole5,consolemods
C210µF16V—10µF ≥16V radialsingle sourceconsole5
C610µF16V—10µF ≥16V radialsingle sourceconsole5
C29100µF16V—100µF ≥16V radialsingle sourceconsole5
C31100µF25V—100µF ≥25V radialsingle sourceconsole5
C3210µF16V—10µF ≥16V radialsingle sourceconsole5

Mitsumi TDK-T31V — electrolytics

DesigValueVOEM p/nSubstituteNote
C212200µF25V—Nichicon UVZ1E222MHD: check the can against your modulereservoir cap; see the failure-claim note on the brown-PCB C21 row single sourceconsole5,consolemods
notes on C21
A sub-variant of the T31V exists with a ferrite choke between the DC jack and the bridge and shifted cap numbers. If your board has that choke, verify every designator against the physical board before ordering.
C610µF16V—10µF ≥16V radialsingle sourceconsole5
C22100µF16V—100µF ≥16V radialsingle sourceconsole5
C25100µF10V—100µF ≥16V radialsingle sourceconsole5

Mitsumi MTM-8V-0 / VIX — electrolytics

DesigValueVOEM p/nSubstituteNote
C202200µF25V—Nichicon UVZ1E222MHD: check the can against your modulereservoir cap on this layout; see the failure-claim note on the brown-PCB C21 row single sourceconsole5,consolemods
notes on C20
No cap-map image exists for this layout, so locate the designators on the silkscreen.
C510µF35V—10µF ≥25V radial (25V is fine here)single sourceconsole5
C21100µF16V—100µF ≥16V radialsingle sourceconsole5
C24100µF10V—100µF ≥16V radialsingle sourceconsole5

Replacement parts

The non-cap parts an NES-001 repair actually goes through, including the several that are donor-board-only now.

Non-cap consumables

FunctionOEM partWhy replacedSubstituteNote
72-pin cartridge connectorNintendo 72-pin ZIF connector (no new OEM production)contact corrosion and pins permanently bent down by years of push-down insertions: the number-one fault on this consolerefurbish the original (boil and re-tension); generic aftermarket about $13; Blinking Light Win or Nin10-Drawer to retire the flaw entirelyI refurbish the original rather than fit a generic clone ✓consolemods,mem-bench
notes

ConsoleMods puts it plainly: replacement 72-pin connectors are either hard to find or of very low quality and will have the same or worse issues than a worn OEM connector. That matches what I see, so a refurbished original is my default on anything resale-grade.

Refurbish method: submerge the connector pins-down in boiling water for about 30 minutes, let it cool, rinse with isopropyl alcohol, and dry it fully before refitting. The shape-memory of the metal pulls the bent pins back up. Do not sand, Brasso or magic-eraser the pins: that strips the plating and makes the contact permanently worse.

Two permanent fixes exist if you want the design flaw gone rather than reset: the Blinking Light Win loads carts horizontally on a card edge with no push-down, and the Nin10-Drawer brings the top-loader-style connector into the NES-001. Both retire the downward-wipe wear; only the cheap generic clones reproduce it. Supply on both is chronically spotty.

2200µF reservoir capacitor (power / RF module)2200µF, drawn as 15V on the schematic; Console5 specifies 25V for replacementsources call it the near-universal failure; my bench has not agreed: inspect, do not assumeNichicon UVZ1E222MHD (2200µF 25V, 12.5 mm dia, 5 mm lead spacing)inside the RF shielded module, so it is a real chore to reach ✓console5,consolemods,mem-bench
notes

Console5 and ConsoleMods both treat this as the cap to replace on every NES-001; ConsoleMods attributes video noise and interference to it across practically all board revisions. That is their position, and it is worth knowing.

Mine is different. I have not yet had to replace one. Whether that is because the failures cluster on revisions I have not seen enough of, or because I have had a lucky sample, I genuinely cannot say. So I inspect for a bulged or leaking can and scope the raw rail for ripple, and I replace it when it is actually bad: not on principle.

Check the can diameter and lead spacing against your specific module before buying in bulk; the variants differ.

+5V regulatorAN7805 (one recorded example; units shipped with various 78xx brands)dead or regulating highSTMicro L7805CV, or any reputable 78xx-family 5V TO-220 (onsemi MC7805CTG, TI UA7805)keep the heatsink ✓console5,mem-bench
notes
Before condemning it: if all three terminals read 0 V the input never arrived, which is a short or an open upstream, not a bad regulator.
Master crystal21.477272 MHz crystal (X1)cracked or drifting takes picture and sound out togetherECS ECS-214-S-4Xa dead master oscillator kills video and audio at once: a useful diagnostic split ✓opentendo,edc-cpu
notes
The oscillator is discrete: the crystal plus two 2SC2021 transistors (Q2 and Q3) as oscillator and buffer. If the picture and the sound are both gone but the 5 V rail is good, look here before you look at the CPU.
CIC clock resonator4 MHz ceramic resonator, marked "4000A" (X2)dead resonator means the lockout handshake never completes: constant reset, and often no power lightMurata CSTLS4M00G56-B0✓opentendo,edc-cpu,noa
Composite video buffer transistorROHM 2SA937 PNP (Q1)video present at PPU pin 21 but nothing at the RCA jackno verified modern drop-in; NOS, reclaimed, or donor board. A 2N3906 is the commonly cited stand-in but its pinout differsout of franchised distribution ✓opentendo,nesdev-ppu
notes
The OpenTendo BOM lists this with no distributor part at all. A generic small-signal PNP probably works in this low-demand position, but nothing in my sources confirms it, so validate video quality on a bench unit before you standardise on a substitute across a fleet.
Master oscillator transistorsROHM 2SC2021 x2 (Q2, Q3)dead 21 MHz oscillatorno verified modern drop-in; NOS, reclaimed, or donor boardout of franchised distribution ✓opentendo
Controller-port diode arraysROHM DAN601 (DA1-DA4)port faults: Nintendo's own fault chain lists these after the 368 buffers and the CPUno verified through-hole drop-in; NOS, reclaimed, or donor boardout of franchised distribution ✓opentendo,noa
Work / nametable SRAM2K x 8 DIP-24 SRAM (U1, U4)bad work RAM or bad nametable RAMRenesas 6116SA15SOG (SOIC) on a SOIC-24-to-DIP-24 adapter, or pull from a donor boardDIP-24 6116-class SRAM is effectively gone from franchised distribution ✓opentendo,console5
notes
Boards up to NES-CPU-05 take narrow DIP only; NES-CPU-06 and later accept either width. On a fleet, a donor board is usually faster than an adapter stack.
Audio-amp / clock inverter74HCU04 (U9): UNBUFFEREDno audio, distorted audio, or an oscillating audio stage after a wrong substitutionTI SN74HCU04N. Do NOT fit a buffered HC04, HCT04 or LS04the single most common wrong substitution on this board ✓opentendo,console5
notes
One gate of this chip is biased as a linear inverting amplifier with 47k of feedback. A buffered part has three cascaded stages instead of one, so it has far too much open-loop gain and phase shift and will oscillate or distort. The DC bias still looks right, which is what makes this a trap.
CIC data-line clamp zeners5.1V zener x2 (D2, D3 on NES-CPU-11)restoring the late-revision CIC protection, or repairing a board that saw a stun circuitonsemi 1N5231Bpaired with two 1k series resistors (R18, R19) on the CIC data lines ✓opentendo,consolemods
Replacement lockout chip3193A (donor board only)dead CIC, or a region-free build that keeps normal reset behaviourNullCIC (open-source drop-in), krikzz AVR ATtiny13A CIC, or Kevtris CIClonefor a plain lockout disable you need no parts at all: lift pin 4 ✓consolemods,nesdev-cicpin
notes
The pin-4 method is free and reversible if you lift rather than cut. Watch the power LED: the CIC circuit is entangled with the LED and reset path, so a simple pin-4 cut can kill the light. On anything I care about I use the two-wire method that reroutes the reset button through the glue logic instead.
Power / Reset switch assemblyfront-panel Power/Reset switch assemblydirty or failed contacts: the power switch interrupts the RAW rail, not the 5V outputclean first; no new production found, so donor board otherwiseon Nintendo's own fault tables for both no-operation and no-power-light ✓noa,edc-pwr

Inside the controller

The NES pad is the most repairable controller of its generation, and the reason is the shift register: it is a plain CD4021B, an 8-bit parallel-in / serial-out jellybean that is still in production. A dead one is a part you order, not a donor you hunt. Compare the SNES, whose pad uses Nintendo house shift registers with no substitute at all.

Solder side of an NES controller PCB on a brown phenolic substrate. A 16-pin DIP is marked CD4021BE over LX04HD405. At the left edge the cable conductors are soldered to pads labelled in two columns: WHI, ORA, RED, BRO, YEL and NES down one side, with WHI, ORA, BRO, RED and HVC bracketed alongside.
The back of an NES pad, my bench. The shift register is right there in the open: CD4021BE, a part you can still buy. Look at the cable pads on the left: Nintendo silkscreened two colour legends, the plain one for NES and the bracketed one for HVC, the Famicom. Same board, two wiring conventions, so trust the legend rather than the wire colour if you are working on an unfamiliar pad.
Contact side of an NES controller PCB, green, with the carbon contact pads for the D-pad, Select, Start and the A and B buttons. Silkscreen reads 56 85838 5. A fine red jumper wire runs diagonally across the middle of the board, its two ends covered by grey patches of solder mask, bridging from near a pad marked OUT across to the row of header solder points.
The same class of board with a repair on it. A broken trace here is bridged with a fine jumper wire running from the OUT side across to the header pins, with solder mask covering each end. On a pad this is a perfectly durable fix: nothing flexes, and the board is a rigid substrate rather than the flex ribbon you would be fighting inside a handheld.

Eight buttons sit on the eight parallel inputs and shift out of Q8. The inputs are held high by a 45 kΩ × 8 resistor network and pulled down by the carbon contact pads, so a pad that reports a button stuck ON is usually a contact or a pull-up problem rather than a dead chip.

One detail that trips people mid-repair: some pads fit a 3.6 kΩ resistor on the OUT0 latch line and some do not. The OEM drawing annotates it as “not present in all models,” so its absence is not a fault and does not need correcting.

Before suspecting the electronics at all, check the cable. The overwhelming majority of dead or intermittent NES pads are a broken conductor at the strain relief, and the five-way header inside the shell is where you land a replacement.

Pin tables for the CD4021 and the internal header are in the component library below. For how this compares with the SNES, Genesis and N64 pads (and why the choice of shift register decides whether a dead pad is repairable), see Controllers: How Five Consoles Read a Button.

Chip & connector pinouts

Each IC and connector is defined once, with an interactive pin diagram and a folded pin table. The 72-pin cartridge edge and the underside expansion port are the two I reach for most.

Components & pinouts

Each part is defined once. The revision badge on every card shows exactly which board revision(s) it applies to.

Every diagram rotates and flips to match the board in front of you, zooms from a whole-package overview up to 3.2×, and saves at the orientation you are looking at — ↓ SVG matches the screen, and ↓ SVG (print) gives you the same drawing as ink on white. Both are vector, so print them at any size you like, which is the better route for the long connector pinouts since printing this page has to shrink them to fit the sheet. The # beside a part name links to that card, and the one in the pin panel links to a single pin — either link opens the card for whoever you send it to.

Hex inverting three-state buffer (controller reads) 74HC368N / PC74HC368P (U7, U8) NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 dip-16✓philips-hc368,nexperia-hc368,edc-cpu,console5,opentendo#

U7 and U8: gate the controllers' serial data onto the CPU bus at $4016 and $4017

Dead or stuck buttons on one port, with the other port fine, is the pattern that sends me here. Nintendo’s port-fault chain is these buffers, the CPU, the DA1-DA4 diode arrays, and the RA1/RA2 resistor arrays, in that order.

Pin data is the Philips 74HC/HCT368 product specification, which is the lineage the PC74HC368P marking comes from, cross-checked against Nexperia’s current rev 5 sheet for the same part. The EDC schematic lists U7 and U8 as 74HC368 with power on 16 and ground on 8, which agrees.

Read the package as six inverting three-state buffers split into a group of four (enabled by pin 1) and a group of two (enabled by pin 15), which is the odd bit of the ‘368: it is not a clean 3+3 split. Both enables are active low. Note the outputs INVERT: the controller data arriving at an A pin comes out of the matching Y pin flipped, which is exactly what you want when the pad’s switches pull to ground.

Marking to expect on the board: OpenTendo draws U7 and U8 as “40H368”, which is the Nintendo house number. The EDC sheet calls the same positions 74HC368. Same part.

0° 1×

Click a pin to see its signal, net, and sources.

Interactive diagram needs JavaScript. The full pinout is in the table below.

PinSignalCatNetNote
1/1OEsignaloe_aoutput enable for buffers 1-4, active low ✓
21Asignalin1data input ✓
31Ysignalout1inverted three-state output onto the CPU data bus ✓
42Asignalin2data input ✓
52Ysignalout2inverted three-state output ✓
63Asignalin3data input ✓
73Ysignalout3inverted three-state output ✓
8GNDgndgnd✓
94Ysignalout4inverted three-state output ✓
104Asignalin4data input ✓
115Ysignalout5inverted three-state output: this half is enabled by pin 15, not pin 1 ✓
125Asignalin5data input ✓
136Ysignalout6inverted three-state output ✓
146Asignalin6data input ✓
15/2OEsignaloe_boutput enable for buffers 5 and 6 only, active low: the '368 splits 4 + 2, not 3 + 3 ✓
16+5Vrailvcc✓
CIC lockout chip (10NES) Nintendo 3193A (plain 3193 on the earliest boards); PAL-A 3197, PAL-B 3195, Asia 3196 NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 dip-16✓nesdev-cicpin,nesdev-cic,edc-cpu,opentendo#

U10: a 4-bit microcontroller; pin 4 sets the lock/key role (high = lock, the console side) and Vcc is pin 16, not pin 14

Console and cartridge carry the same die. Pin 4 decides which one it is: pulled to +5V it is the lock (the console), grounded it is the key (the cart). That is the whole basis of the pin-4 disable mod: lift pin 4 and the console’s CIC stops behaving as a lock, and the internal pulldown reads the floating pin as a key.

The handshake runs over cart edge pins 34 and 35 with both chips clocked from the shared 4 MHz oscillator on pin 6 (cart edge pin 71); the lock resets the cart’s key through its pin 10 and cart edge pin 70. When the handshake fails, the lock pulses /host reset (pin 9) at about 1 Hz: the famous blink. In practice that is nearly always a dirty or bent 72-pin connector, not a dead CIC.

Two cautions. First, Vcc is pin 16 and ground is pin 8, so this is not the pin-14/pin-7 layout your muscle memory expects from 74-series logic. Second, the CIC circuit is tangled up with the power LED and reset path, so a chip damaged while cutting pin 4 leaves a console that will not boot and a power LED that never lights. The socketed pin-4 lift and the two-wire method both avoid cutting anything; see the page’s “Disabling the lockout chip” section.

Pins 1, 2, 3, 4, 6, 9 and 10 are corroborated by the OpenTendo CPU-11 sheet and the EDC schematic. The remaining port pins come from the NESdev pinout alone.

0° 1×

Click a pin to see its signal, net, and sources.

Interactive diagram needs JavaScript. The full pinout is in the table below.

PinSignalCatNetNote
1Data Outsignalcic_doutP0.0: console-to-cart data; reaches the key on cart edge pin 35 ✓
2Data Insignalcic_dinP0.1: cart-to-console data; cart edge pin 34 ✓
3Seedsignalcic_seedP0.2: seed select ✓
4Lock/Keysignalcic_roleP0.3: high = lock (console), low = key (cart). This is the pin the disable mod lifts ✓
5Xoutncclock output, unused here single source
6Xin / CLKsignalcic_clk4.000 MHz clock in from the resonator; shared with the cart key via edge pin 71 ✓
7Resetsignalcic_rstthe lock's own reset input, off the system reset bus ✓
8GNDgndgndground is pin 8, not pin 7: this is not a 74-series layout ✓
9/Host resetsignalresetP1.0: pulses at about 1 Hz when the handshake fails; that is the blink ✓
10Slave resetsignalcic_slave_rstP1.1: resets the cartridge key via cart edge pin 70 ✓
11Speed AsignalgndP1.2: grounded / reset-speed strap single source
12Speed BsignalgndP1.3: grounded / reset-speed strap single source
13GNDgndgndP2.0: tied to ground single source
14GNDgndgndP2.1: tied to ground (NOT Vcc; the supply is pin 16) single source
15GNDgndgndP2.2: tied to ground single source
16+5Vrailvccsupply: pin 16, the corner opposite ground ✓
72-pin cartridge connector 72-pin ZIF card edge, 2.50 mm pitch (NOT 0.1 inch) NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 edge-72✓nesdev-cart,edc-cpu,console5#

the signature part of this console and its number-one fault; carries two independent buses (CPU and PPU) plus the CIC handshake, and NO audio

Two fully independent buses cross this connector: the CPU bus (A0-A14, D0-D7, R/W, M2, /ROMSEL, /IRQ) and the PPU bus (A0-A13, D0-D7, /RD, /WR, /A13, plus CIRAM A10 and CIRAM /CE going back into the console). Power is +5V on pin 36 with ground on pins 1 and 72, and the lockout handshake lives on pins 34, 35, 70 and 71.

Two traps in the numbering. PPU A10 and A11 land on pins 63 and 62: out of order, deliberately. And the pitch is 2.50 mm, not 2.54 mm, so a generic 0.1-inch card-edge socket will not fit; do not scavenge one.

Nametable mirroring is decided in the cartridge, not the console: the cart drives CIRAM A10 (pin 22) from either PPU A10 or PPU A11 through solder jumpers, and enables the console’s own 2K nametable RAM through CIRAM /CE (pin 57).

There is no audio on this connector. The Famicom’s 60-pin edge loops cart audio through pins 45 and 46; the 72-pin NES edge has no equivalent, which is why expansion audio from a flashcart needs the resistor mod through the underside expansion port instead.

Before I do any electrical diagnosis on a misbehaving cart, I clean and re-tension this connector. Nintendo’s own service procedure starts there too.

0° 1×

Click a pin to see its signal, net, and sources.

Interactive diagram needs JavaScript. The full pinout is in the table below.

PinSignalCatNetNote
1GNDgndgndbridge-ok ✓
2CPU A11busabus✓
3CPU A10busabus✓
4CPU A9busabus✓
5CPU A8busabus✓
6CPU A7busabus✓
7CPU A6busabus✓
8CPU A5busabus✓
9CPU A4busabus✓
10CPU A3busabus✓
11CPU A2busabus✓
12CPU A1busabus✓
13CPU A0busabus✓
14CPU R/Wsignalrwlow = write ✓
15/IRQsignalirqcart pulls low to interrupt; internally pulled up, safe to leave floating ✓
16EXP0signalexp0routed to the underside expansion port ✓
17EXP1signalexp1routed to the underside expansion port ✓
18EXP2signalexp2routed to the underside expansion port ✓
19EXP3signalexp3routed to the underside expansion port ✓
20EXP4signalexp4routed to the underside expansion port ✓
21PPU /RDsignalppu_rd✓
22CIRAM A10signalciram_a10mirroring select: driven BY the cart into the console's nametable RAM ✓
23PPU A6busppu_abus✓
24PPU A5busppu_abus✓
25PPU A4busppu_abus✓
26PPU A3busppu_abus✓
27PPU A2busppu_abus✓
28PPU A1busppu_abus✓
29PPU A0busppu_abus✓
30PPU D0busppu_dbus✓
31PPU D1busppu_dbus✓
32PPU D2busppu_dbus✓
33PPU D3busppu_dbus✓
34CIC toPaksignalcic_doutconsole lock to cartridge key: one of the four lockout lines ✓
35CIC toMBsignalcic_dincartridge key back to the console lock ✓
36+5Vrailvcc5.0 V to the cartridge ✓
37SYSTEM CLKsignalmclkraw master clock, 21.477272 MHz NTSC / 26.601712 MHz PAL: present on the 72-pin edge only, not on the Famicom's 60-pin ✓
38M2signalm2CPU bus strobe; data is valid on the falling edge ✓
39CPU A12busabus✓
40CPU A13busabus✓
41CPU A14busabus✓
42CPU D7busdbus✓
43CPU D6busdbus✓
44CPU D5busdbus✓
45CPU D4busdbus✓
46CPU D3busdbus✓
47CPU D2busdbus✓
48CPU D1busdbus✓
49CPU D0busdbus✓
50/ROMSELsignalromselNAND of M2 and CPU A15: low for $8000-$FFFF; the cart's PRG /OE hangs on it ✓
51EXP9signalexp9routed to the underside expansion port ✓
52EXP8signalexp8routed to the underside expansion port ✓
53EXP7signalexp7routed to the underside expansion port ✓
54EXP6signalexp6the de facto expansion-audio line; the audio mod bridges this to expansion-port pin 3 ✓
55EXP5signalexp5routed to the underside expansion port ✓
56PPU /WRsignalppu_wr✓
57CIRAM /CEsignalciram_cethe cart enables the console's 2K nametable RAM here; usually tied to PPU /A13 ✓
58PPU /A13signalppu_na13inverted PPU A13 ✓
59PPU A7busppu_abus✓
60PPU A8busppu_abus✓
61PPU A9busppu_abus✓
62PPU A11busppu_abusOUT OF ORDER: A11 is on 62 and A10 is on 63 ✓
63PPU A10busppu_abusOUT OF ORDER: see pin 62 ✓
64PPU A12busppu_abus✓
65PPU A13busppu_abus✓
66PPU D7busppu_dbus✓
67PPU D6busppu_dbus✓
68PPU D5busppu_dbus✓
69PPU D4busppu_dbus✓
70CIC +RSTsignalcic_slave_rstconsole lock resets the cartridge key here ✓
71CIC CLKsignalcic_clk4.000 MHz shared lockout clock ✓
72GNDgndgndbridge-ok ✓
Controller port (front, 7-pin) Nintendo 7-pin controller socket, two fitted (port 1 and port 2) NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 header-7single sourcegamesx-ctrl,nesdev-cpu,edc-cpu#

the pad is a CMOS 4021 shift register; five wires do the work, and the two extra data lines carry the Zapper and Power Pad

Read this table as single-source and meter before you trust a number. The pin NUMBERS come from GameSX, which is the table the other wikis copy. The signal SET is beyond doubt (ground, +5V, the strobe, the clock, the serial data line, plus two auxiliary data lines) and NESdev’s own drawing shows the same seven signals, but NESdev does not number its drawing and its physical ordering of the clock, strobe and data column does not match GameSX’s numbering. Until I have metered a port myself I am not calling this verified.

How the interface works: the controller holds eight buttons on a 4021 parallel-in serial-out shift register, pulled high through about 45k and grounded by the switches. CPU OUT0 (CPU pin 39) strobes the latch, then each read at $4016 or $4017 clocks one bit out. /OE1 (CPU pin 36) and /OE2 (CPU pin 35) enable port 1 and port 2 respectively, and the 74HC368 buffers at U7/U8 put the returned data on the CPU bus.

Dead port with a known-good pad: the fault chain Nintendo publishes is the 368 buffers, the CPU, the DA1-DA4 diode arrays, then the RA1/RA2 pull-up resistor arrays.

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PinSignalCatNetNote
1GNDgndgndbrown wire on an OEM NES-004 pad single source
2+5Vrailvccwhite wire on an OEM pad single source
3OUT / P-Ssignalout0strobe from CPU OUT0 (pin 39) that latches the button state; orange wire single source
4D3signald3auxiliary data line: Zapper, Power Pad, Arkanoid; not used by a standard pad single source
5D0signald0serial data back from the 4021; red wire single source
6D4signald4second auxiliary data line: Power Pad and similar single source
7CLKsignalclkshift clock; yellow wire single source
Controller internal header (5-way) 5-pin header inside the NES-004 shell NES-004 controller header-5single sourcec5-ctrlr#

where the cable lands inside the pad: the tap point for a cable repair

The NES cable carries five conductors. A frayed or intermittent pad is usually the cable at the strain-relief rather than the electronics, and this header is where you land the replacement.
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PinSignalCatNetNote
1GNDgndgndsingle source
2CUP (clock)signalclocksingle source
3OUT0 (latch)signallatchsingle source
4DO (data)signaldatasingle source
5Vccrailvcc+5 V single source
DC input jack (rear) barrel jack for the NES-002 adapter, 9 VAC 1.3 A NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 · RF-MOD header-2✓edc-pwr,noa,console5#

this jack takes AC, not DC: the NES-002 is a plain transformer and the console rectifies onboard, so there is no polarity to get wrong

The single most useful fact about this jack: it is unpolarised. The NES-002 is a bare transformer putting out about 9 VAC, and the bridge rectifier is inside the power module, so a DC supply of either polarity also runs the console. Roughly 9-10 V at 850 mA or better is the practical floor.

The reverse is emphatically not true. Do not put an NES-002 on a centre-negative DC-input console such as a Famicom or a Sega machine; the AC output will damage it.

Unloaded the jack reads high, around 9-10 VAC. That is normal and not a fault.

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PinSignalCatNetNote
1AC inrailacAC: no polarity; the bridge is downstream on the power module bridge-ok ✓
2AC inrailacAC: no polarity bridge-ok ✓
Expansion port (underside, 48-pin card edge) 48-pin card edge, 2.6 mm thick, under the removable plastic tab NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 edge-48single sourcenesdev-exp,consolemods#

the port for the disk drive Nintendo never shipped in the West; it is where expansion audio, video, the raw rail and both joypad buses all come out

This is a 48-pin card edge on the underside, not a D-sub. It is commercially near-unused, which makes it a convenient tap: it carries composite video (pin 21), amplified audio (pin 22), the audio mixer input (pin 3), the unregulated adapter rail (pin 23), the 4 MHz CIC clock (pin 24), all ten EXP lines from the cartridge edge, the full CPU data bus, and the raw joypad data lines from both ports.

The expansion-audio mod uses exactly two of these: EXP6 on pin 9 into the audio mix input on pin 3, with ground on pin 2, optionally through a 1k resistor. That is the whole reason the mod exists, since the 72-pin cart edge carries no audio of its own.

Two cautions from the NESdev notes. /NMI on pin 4 is open-collector. And /IRQ on pin 14 should be used through a series 1k resistor rather than driven directly. Pins marked as available “only when nothing else is using that bit” are the joypad /D0, /D3 and /D4 lines: a Four Score, Zapper, Power Pad or Arkanoid controller in the front ports takes them.

Single-source: this pinout is NESdev’s. The three pins the audio mod uses (2, 3 and 9) are independently corroborated by the ConsoleMods mod guide.

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PinSignalCatNetNote
1+5Vrailvccbridge-ok single source
2GNDgndgndthe ground reference for the expansion-audio mod bridge-ok ✓
3Audio mix insignalaud_mixinto the console's audio summing junction through a 20k resistor: the expansion-audio mod injects here ✓
4/NMIsignalnmiopen-collector single source
5CPU A15busabusthe only place A15 leaves the console single source
6EXP9signalexp9from cart edge pin 51 single source
7EXP8signalexp8from cart edge pin 52 single source
8EXP7signalexp7from cart edge pin 53 single source
9EXP6signalexp6the expansion-audio line from cart edge pin 54 ✓
10EXP5signalexp5from cart edge pin 55 single source
11/OE joypad 2signaloe2$4017 read strobe single source
12joypad 1 /D1signalj1d1inverted single source
13joypad 1 /D3signalj1d3only free if nothing in port 1 is using bit 3 single source
14/IRQsignalirquse through a series 1k resistor single source
15joypad 2 /D2signalj2d2inverted single source
16joypad 2 /D3signalj2d3only free if nothing in port 2 is using bit 3 single source
17/OE joypad 2signaloe2duplicate of pin 11 bridge-ok single source
18joypad 2 /D4signalj2d4only free if nothing in port 2 is using bit 4 single source
19joypad 2 /D0signalj2d0only free if nothing in port 2 is using bit 0 single source
20joypad 2 /D1signalj2d1inverted single source
21Video outsignalvideobuffered composite single source
22Amplified audiosignalaudioconsole audio after the 74HCU04 stage single source
23Raw adapter Vddrailvrawunregulated rectified rail, roughly 12-13 V: the provision for the disk add-on ✓
24CIC CLK 4 MHzsignalcic_clksingle source
25CPU D7busdbussingle source
26CPU D6busdbussingle source
27CPU D5busdbussingle source
28CPU D4busdbussingle source
29CPU D3busdbussingle source
30CPU D2busdbussingle source
31CPU D1busdbussingle source
32CPU D0busdbussingle source
33joypad 1 /D2signalj1d2inverted single source
34/OE joypad 1signaloe1duplicate of pin 37 bridge-ok single source
35joypad 1 /D0signalj1d0only free if nothing in port 1 is using bit 0 single source
36joypad 1 /D4signalj1d4only free if nothing in port 1 is using bit 4 single source
37/OE joypad 1signaloe1$4016 read strobe single source
38EXP4signalexp4from cart edge pin 20 single source
39EXP3signalexp3from cart edge pin 19 single source
40EXP2signalexp2from cart edge pin 18 single source
41EXP1signalexp1from cart edge pin 17 single source
42EXP0signalexp0from cart edge pin 16 single source
43OUT0signalout0$4016 write bit 0: the controller strobe single source
44OUT1signalout1$4016 write bit 1 single source
45OUT2signalout2$4016 write bit 2 single source
46NCncno connect single source
47GNDgndgndbridge-ok single source
48+5Vrailvccbridge-ok single source
Power / RF modulator harness pins (mainboard to sub-board) 5 soldered signal/power pins plus ground tabs: no plug, the module is soldered down NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 · RF-MOD header-5single sourceconsole5,edc-pwr,mem-bench#

the five pins that join the mainboard to the shielded power/RF module; the CENTRE pin is +5V, which is the injection point that isolates the module

This is not a connector you unplug. The module is soldered to the mainboard through five signal and power pins plus its ground tabs. Two things about it matter more than the pin table.

The isolation trick: inject a clean 5 V into the centre pin of this five-pin group, with ground, and the whole power and RF module is bypassed. If the console then plays, the fault is confined to the module. That single test saves a lot of blind desoldering on a dead deck.

The removal technique: pull the module’s top shield and desolder these five pins from the MODULE PCB, not from the NES mainboard. The mainboard traces to these pins are top-side only, and their vias dislodge easily. If you lift one you lose a signal on reassembly and will not know which.

The last two pins are now filled from the EDC power/AV/RF sheet, which numbers all five crossings between the module and the mainboard. Pins 4 and 5 are both the raw rectified rail, and the reason there are two of them is the front power switch: the module sends the rail out on pin 5, the mainboard runs it through the switch on P6, and it comes back on pin 4 to feed the 7805. There is no ground pin in this group at all: ground returns through the module’s solder tabs, which is exactly why an injection test needs its own ground lead.

That also gives you a fast switch test. With the console on, pin 5 and pin 4 should both sit at the raw rail. Rail on 5 and nothing on 4 is the power switch or its wiring, not the module.

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PinSignalCatNetNote
1Video insignalvideobuffered composite from the 2SA937 follower; AC-coupled and re-biased inside the can single source
2Audio insignalaudiomixed audio from the 74HCU04 stage into the module's three 2SC1740 stages single source
3+5Vrailvccthe centre pin: inject 5 V here (with ground) to bypass the whole module bench
4Raw DC (switched)railvraw_swrectified rail coming BACK from the front power switch; this is what feeds the 7805 input, and it is the node the +13V label hangs off on the EDC sheet single source
5Raw DC (unswitched)railvraw_unswrectified rail leaving the bridge and the 2200uF filter on its way OUT to the power switch: live whenever the adapter is plugged in, switch or no switch single source
Dual 2-to-4 address decoder 74LS139 (U3); some NES-CPU-04 boards carry a 74HC139 NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 dip-16✓onsemi-ls139,ti-hc139,edc-cpu,console5,nesdev-rev#

U3: decodes the CPU address map: PPU /CS for $2000-$3FFF and the work-RAM enable

Nintendo’s fault tables implicate the 74139 in lockups and blank screens, which makes sense: if the PPU never gets chip-selected, nothing draws.

Some NES-CPU-04 boards were built with a 74HC139 in this position instead of the LS part, and that does not change anything here: ON Semiconductor’s SN74LS139 sheet and TI’s CD74HC139 sheet give the same 16 pins in the same order. The EDC schematic draws U3 with the same numbering, and it also confirms how Nintendo wired it: CPU A13 into pin 2 and A14 into pin 3 on the enabled half, with the other half’s enable (pin 15) tied to ground so it runs permanently from A15 on pin 13.

The naming across datasheets is a mess for the same silicon: ON Semi calls the pins E / A0 / A1 / O0-O3, TI’s HC sheet calls them 1E / 1A0 / 1A1 / 1Y0-1Y3, and the EDC drawing uses C / A / B / Y0-Y3. I have listed them in the TI form with the enable spelled out, because that is the one that makes the active-low behaviour obvious. All outputs are active low, so on a live board only one output per enabled half should ever be low at once.

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PinSignalCatNetNote
1/1Esignale1enable for decoder 1, active low: the whole half is dead high ✓
21A0signala13CPU A13 ✓
31A1signala14CPU A14 ✓
4/1Y0signaly10active-low decoded output ✓
5/1Y1signaly11active-low decoded output ✓
6/1Y2signaly12active-low decoded output ✓
7/1Y3signaly13active-low decoded output ✓
8GNDgndgnd✓
9/2Y3signaly23active-low decoded output ✓
10/2Y2signaly22active-low decoded output ✓
11/2Y1signaly21active-low decoded output ✓
12/2Y0signaly20active-low decoded output ✓
132A1signala15CPU A15 on this board ✓
142A0signala0_2second select input for decoder 2 ✓
15/2Esignalgndenable for decoder 2: the EDC sheet shows it tied to ground, so that half is always on ✓
16+5Vrailvcc✓
Controller shift register: CD4021 (NES-004 pad) CD4021B: 8-bit static parallel-in / serial-out shift register, DIP-16 NES-004 controller dip-16single sourcec5-ctrlr#

a genuine jellybean part: still in production and buyable from any distributor, which makes an NES pad the most repairable of the three Nintendo/Sega families

Unlike the SNES pad (Nintendo house parts, no substitute) the NES controller runs on an ordinary CD4021B. If the shift register is dead you buy a new one rather than hunting a donor.

Eight buttons on eight parallel inputs, shifted out of Q8 on pin 3. The button inputs are held high by a 45 kΩ × 8 resistor network and pulled to ground by the carbon contact pads. Some pads fit a 3.6 kΩ resistor on the OUT0 line and some do not: the drawing annotates it as “not present in all models”, so do not treat its absence as a fault.

Pin numbers are from a single drawing, hence single-source. Two things corroborate it: the button-to-pin map is internally consistent, and the three signal pins agree with the console-side controller-port card.

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PinSignalCatNetNote
1A buttonsignalbtn_asingle source
2unconnectedncbrought out by the 4021 but not wired in the NES-004 pad single source
3Q8: serial outsignaldatato cable DO/D0, console port pin 4 single source
4Upsignalbtn_upsingle source
5Downsignalbtn_downsingle source
6Leftsignalbtn_leftsingle source
7Rightsignalbtn_rightsingle source
8VSSgndgndground, 0 V single source
9P/S controlsignallatchto cable OUT0, the latch single source
10CLKsignalclockto cable CUP, the clock single source
11tied to pin 8gndgndstrapped to ground single source
12unconnectedncbrought out by the 4021 but not wired in the NES-004 pad single source
13Startsignalbtn_startsingle source
14Selectsignalbtn_selectsingle source
15B buttonsignalbtn_bsingle source
16VDDrailvcc+5 V from the console, port pin 2 single source
Unbuffered hex inverter (clock shaping + audio amp) 74HCU04 (U9): must be the UNBUFFERED HCU part NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 dip-14✓ti-hcu04,edc-cpu,console5,opentendo#

U9: one gate is biased as a linear audio amplifier with 47k feedback; a buffered HC04 or LS04 will NOT work here

This is the substitution trap on this board. The HCU part has a single inverter stage, so with resistive feedback it settles into a stable linear region and works as the console’s audio amplifier. A buffered HC04, HCT04 or LS04 has three cascaded stages, far more open-loop gain and phase shift, and it oscillates or distorts instead. The DC bias still forms, so it looks right on a meter and sounds wrong.

Note that the OpenTendo schematic sheet labels this position 74LS04 while its own build BOM specifies SN74HCU04N. The BOM is the one that matches Console5 and the EDC schematic, and it is the one that describes a board that actually works. Check the chip in front of you before substituting.

The pin table is TI’s SN74HCU04 sheet, whose first feature line is literally “Unbuffered Outputs”: that is the part you have to order, and the U in the middle of the part number is the whole point. Anything without it has three cascaded stages and will not sit in a linear region. The EDC schematic lists U9 with power on 14 and ground on 7, matching, and it draws the audio amplifier explicitly as the gate on pins 11 and 10: input on 11 (5A), output on 10 (5Y), 47k from output back to input, 220pF across the feedback and another 220pF from the input to ground.

That means pin 11 and pin 10 are the two most useful probe points on this chip. On a healthy console both sit at roughly half the rail with audio riding on them. Both sitting hard at 0 V or 5 V means the gate has lost its bias (which is what a buffered substitute does), and the console goes silent with everything else working.

The remaining gates do inversion and clock shaping elsewhere on the board; the EDC sheet draws several of them over in the reset and lockout area. Do not assume every inverter symbol on that sheet is this chip: the CIC oscillator has its own. Numbering is the standard hex-inverter map: odd pins 1/3/5 and 9/11/13 are inputs, and each output sits directly opposite its input in the package order below.

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PinSignalCatNetNote
11Asignalin1inverter 1 input ✓
21Ysignalout1inverter 1 output ✓
32Asignalin2inverter 2 input ✓
42Ysignalout2inverter 2 output ✓
53Asignalin3inverter 3 input ✓
63Ysignalout3inverter 3 output ✓
7GNDgndgndground is pin 7 and the supply is pin 14: the ordinary 14-pin logic layout, unlike the CIC next door ✓
84Ysignalout4inverter 4 output ✓
94Asignalin4inverter 4 input ✓
105Ysignalaud_outAUDIO AMPLIFIER OUTPUT: 47k feedback back to pin 11 with 220pF across it; should sit near half rail with audio on it ✓
115Asignalaud_inaudio amplifier input: the mixed 2A03 AD1/AD2 signal arrives here through the resistor network, with 220pF to ground ✓
126Ysignalout6inverter 6 output ✓
136Asignalin6inverter 6 input ✓
14+5Vrailvcc✓
Octal transparent latch (PPU AD demux) 74LS373 (U2); SN74HC373N substitutes in the OpenTendo build NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 dip-20✓ti-ls373,ti-hc373,edc-cpu,console5,opentendo#

U2: latches PPU AD0-AD7 under ALE (PPU pin 39) to form the low VRAM address byte

Scrambled graphics on a game that is otherwise running is the classic symptom that points here, along with the video RAM and the PPU. Nintendo’s own service workbook names the 74373 in both the scrambled-video and one blank-screen-with-sound fault chain.

The pin table is the standard octal-latch map, and the LS and HC parts are identical on it: TI’s SN74LS373 sheet and TI’s SN74HC373 sheet give the same 20 pins in the same order, so the SN74HC373N the OpenTendo build specifies is a straight drop-in as far as the footprint is concerned. The EDC schematic draws U2 with the same numbering, which is what lets me call this verified rather than assumed.

One naming trap: TI calls the latch-enable pin C on the LS part and LE on the HC part. Same pin 11 either way, and on this board it is the PPU’s ALE output. Pin 1 is the active-low output control, which is a separate thing from the latch enable: outputs can be floated while the latch keeps its data.

Probing it: with the console running you should see ALE on pin 11 and traffic on both the D and Q sides. D pins moving with Q pins stuck is the chip; both sides stuck is more likely the PPU.

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PinSignalCatNetNote
1/OCsignalocoutput control, active low: floats all eight Q outputs when high; TI calls this OC on the LS part and OE on the HC part ✓
21Qbusqbuslatched low VRAM address bit ✓
31Dbusdbusfrom the PPU AD bus ✓
42Dbusdbus✓
52Qbusqbus✓
63Qbusqbus✓
73Dbusdbus✓
84Dbusdbus✓
94Qbusqbus✓
10GNDgndgnd✓
11C / LEsignalalelatch enable: driven by PPU pin 39 (ALE). Transparent while high, latched on the falling edge ✓
125Qbusqbus✓
135Dbusdbus✓
146Dbusdbus✓
156Qbusqbus✓
167Qbusqbus✓
177Dbusdbus✓
188Dbusdbus✓
198Qbusqbus✓
20+5Vrailvcc✓
+5V linear regulator AN7805 (Panasonic-branded 78xx) on a heatsink, three-terminal TO-220-style package NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 header-3✓panasonic-an78xx,edc-pwr,console5#

takes the raw rectified rail down to the 5.0 V logic rail; output decoupled with 100uF/6.3V (C1) plus 0.01uF

Lead order comes straight out of Panasonic’s own AN78xx/AN78xxF datasheet, which prints the legend against the package outline: 1 input, 2 common, 3 output. That is the standard 78xx arrangement, and the EDC power sheet draws the part the same way: rectified rail in on the left, +5 V out on the right, tab and centre lead to ground.

Pin 2 is also the metal tab, which is why the heatsink is at ground potential and why you can get away with bolting it straight to the shield can. Do not assume that on some other 78xx-family part: it is true for this one because ground is the centre lead.

The one diagnostic worth memorising: if all three terminals read 0 V, the input never arrived. That is a short or an open upstream, not a bad regulator, and swapping the 7805 will not fix it. The other one worth knowing is that a sagging regulator often measures fine unloaded: test it in circuit or bench-load it, do not trust a no-load reading.

AN7805 is one recorded example of what Nintendo fitted, not a uniform fact. Units shipped with various 78xx brands, and all of them share this lead order.

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PinSignalCatNetNote
1INrailvrawrectified, switched DC from the power section: roughly 11-13 V off a healthy 9 VAC brick ✓
2COMMONgndgndground, and electrically the same as the mounting tab ✓
3OUTrailvccthe 5.0 V logic rail: C1 100uF/6.3V plus 0.01uF sit across it ✓
CPU (6502 core + APU + controller I/O) Ricoh RP2A03 (NTSC, E/G die) / RP2A07 (PAL) NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 dip-40✓nesdev-cpu,edc-cpu,console5#

U6: 6502 without BCD, plus the APU and the controller strobe/enable lines; same 40-pin map for the PAL RP2A07

The NTSC RP2A03 and the PAL RP2A07 share this pinout; only the clock divisor and some APU/DMA behaviour differ. Pin 29 takes the 21.477272 MHz master clock (26.601712 MHz on PAL) and the core divides it by 12 (16 on PAL) internally.

Bench anchors I use on this chip: pin 40 is the 5.0 V rail check, pin 29 is TP1 for the master clock, pin 31 (M2) should show a 1.789773 MHz bus strobe, and pins 1 and 2 are where I look for APU life before chasing the audio chain. Pin 3 (/RST) sitting low or blinking at about 1 Hz is the lockout chip resetting the console, not a dead CPU.

Pins whose function I have cross-checked against the EDC schematic sheet are tagged verified; the address and data lines come from the NESdev pinout alone and are tagged single-source.

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PinSignalCatNetNote
1AD1signalaud1audio out: both pulse channels ✓
2AD2signalaud2audio out: triangle, noise, DPCM ✓
3/RSTsignalresetheld low = CPU in reset; a ~1 Hz square here is the CIC resetting the console ✓
4A0busabussingle source
5A1busabussingle source
6A2busabussingle source
7A3busabussingle source
8A4busabussingle source
9A5busabussingle source
10A6busabussingle source
11A7busabussingle source
12A8busabussingle source
13A9busabussingle source
14A10busabussingle source
15A11busabussingle source
16A12busabussingle source
17A13busabussingle source
18A14busabussingle source
19A15busabusnot brought out to the cart edge: /ROMSEL encodes it instead single source
20GNDgndgnd✓
21D7busdbussingle source
22D6busdbussingle source
23D5busdbussingle source
24D4busdbussingle source
25D3busdbussingle source
26D2busdbussingle source
27D1busdbussingle source
28D0busdbussingle source
29CLKsignalmclkmaster clock in: 21.477272 MHz NTSC, 26.601712 MHz PAL; this is TP1 ✓
30TSTsignalgndgrounded in the NES; pulled high it enables test registers (2A03G) or halts the core (2A07/2A03E) ✓
31M2signalm2bus-ready strobe, 1.789773 MHz NTSC; also goes to cart pin 38 ✓
32/IRQsignalirqfrom cart edge pin 15; internally pulled up ✓
33/NMIsignalnmidriven by the PPU /INT (open-drain): this is vblank ✓
34R/Wsignalrwhigh = read, low = write; goes to cart pin 14 ✓
35/OE2signaloe2controller port 2 output enable ($4017 read strobe) ✓
36/OE1signaloe1controller port 1 output enable ($4016 read strobe) ✓
37OUT2signalout2$4016 write bit 2: expansion port only ✓
38OUT1signalout1$4016 write bit 1: expansion port only ✓
39OUT0signalout0$4016 write bit 0: the strobe that latches both controllers ✓
40+5Vrailvcc5.0 V logic rail: my first meter point on a dead deck ✓
PPU (picture processing unit) Ricoh RP2C02 (NTSC, E-0/G-0 die) / RP2C07 (PAL) NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 dip-40✓nesdev-ppu,edc-cpu,console5#

U5: generates complete composite video internally and drives it out of pin 21; that is why the front-loader already has composite and needs no mod

The composite PPUs (2C02 NTSC, 2C07 PAL) share this pinout. Pin 21 (VOUT) is the shifted analog composite output; on this console it feeds the 2SA937 emitter follower and then the modulator can. That is TP5 and it is the split point I use: good video at pin 21 but nothing at the RCA means the fault is the 2SA937, the modulator, or the coupling path, not the PPU.

Pin 39 (ALE) is what the 74LS373 latches on to demultiplex AD0-AD7 into the low VRAM address byte. Scrambled graphics with a game otherwise running points at the 373, the video RAM, or the PPU itself.

The RGB PPUs (2C03/2C04/2C05, arcade and PlayChoice) use the same pinout except that EXT0-2 become R, G, B, EXT3 becomes ground, and pin 21 becomes CSYNC. That matters if you are feeding a PlayChoice PPU into a mod.

0° 1×

Click a pin to see its signal, net, and sources.

Interactive diagram needs JavaScript. The full pinout is in the table below.

PinSignalCatNetNote
1R/Wsignalrwfrom CPU pin 34 ✓
2CPU D0busdbussingle source
3CPU D1busdbussingle source
4CPU D2busdbussingle source
5CPU D3busdbussingle source
6CPU D4busdbussingle source
7CPU D5busdbussingle source
8CPU D6busdbussingle source
9CPU D7busdbussingle source
10CPU A2busabusregister select single source
11CPU A1busabusregister select single source
12CPU A0busabusregister select single source
13/CSsignalcsfrom the 74LS139 decoder: maps the PPU regs at $2000-$3FFF (also called /DBE) ✓
14EXT0signalextnormally grounded on a console (R on an RGB PPU) single source
15EXT1signalextnormally grounded (G on an RGB PPU) single source
16EXT2signalextnormally grounded (B on an RGB PPU) single source
17EXT3signalextnormally grounded (analog ground on an RGB PPU) single source
18CLKsignalmclkmaster clock in: same 21.477272 MHz net as CPU pin 29 ✓
19/INTsignalnmiopen-drain vblank interrupt into CPU /NMI, with a pull-up ✓
20GNDgndgndvideo ground reference for the composite tap ✓
21VOUTsignalvoutcomposite video out: TP5; about 1 Vpp into 75 ohms once buffered ✓
22/RSTsignalresetclears the picture on reset; the Famicom ties this to +5V, the NES does not ✓
23/WRsignalppu_wrVRAM write; cart edge pin 56 ✓
24/RDsignalppu_rdVRAM read; cart edge pin 21 ✓
25PPU A13busppu_abussingle source
26PPU A12busppu_abussingle source
27PPU A11busppu_abussingle source
28PPU A10busppu_abussingle source
29PPU A9busppu_abussingle source
30PPU A8busppu_abussingle source
31PPU AD7busppu_adbusmultiplexed address/data: latched by the 74LS373 under ALE ✓
32PPU AD6busppu_adbussingle source
33PPU AD5busppu_adbussingle source
34PPU AD4busppu_adbussingle source
35PPU AD3busppu_adbussingle source
36PPU AD2busppu_adbussingle source
37PPU AD1busppu_adbussingle source
38PPU AD0busppu_adbussingle source
39ALEsignalaleaddress latch enable: drives the 74LS373 that demuxes AD0-AD7 ✓
40+5Vrailvcc5.0 V logic rail ✓
Work RAM (U1) and nametable RAM / CIRAM (U4) 2K x 8 SRAM: observed LH5216AD-10L, MN4216-20, CXK5816SPS-15L (6116 class) NES-CPU-01..03 · NES-CPU-04 · NES-CPU-05..08 · NES-CPU-09 · NES-CPU-10 · NES-CPU-11 · NESE-001 dip-24✓sony-cxk5816,renesas-6116,edc-cpu,console5,nesdev-rev,opentendo#

two identical 2K x 8 SRAMs: U1 is CPU work RAM at $0000-$07FF, U4 is the PPU nametable RAM the cart enables via CIRAM /CE

This is the JEDEC 24-pin 2K x 8 static-RAM map, and I am publishing it because three sources that do not depend on each other agree pin for pin. Sony’s CXK5816PN/M datasheet covers the CXK5816SPS-15L that Console5 records in these sockets, and its own feature list states the part is pin compatible with MB8416A, HM6116 and uPD446. The Renesas 6116SA/6116LA datasheet (the modern part the OpenTendo rebuild specifies for U1 and U4) gives the identical map. And the EDC schematic draws both U1 and U4 with the same numbering.

What I have NOT confirmed: LH5216AD-10L and MN4216-20 against their own datasheets. I could not obtain either. They are recorded as observed parts in the same 6116-class socket, so treat them as very likely rather than proven, and read the marking on the chip in front of you before you probe.

Footprint history worth knowing before you order a donor part: boards up to NES-CPU-05 take narrow DIP only, and NES-CPU-06 onward accept either narrow DIP or standard-width DIP. DIP-24 6116-type SRAM is essentially gone from franchised distribution, so a donor board is usually the fast answer.

The two positions differ only in what drives the control pins. U1 is CPU work RAM: /WE follows CPU R/W and /CE is decoded by the 74LS139 at U3. U4 is the nametable RAM, and the cartridge decides how it mirrors: the cart drives CIRAM A10 into A10 from cart edge pin 22 and enables the chip through CIRAM /CE on cart edge pin 57. That is why a mirroring fault follows the cart, not the console.

0° 1×

Click a pin to see its signal, net, and sources.

Interactive diagram needs JavaScript. The full pinout is in the table below.

PinSignalCatNetNote
1A7busabus✓
2A6busabus✓
3A5busabus✓
4A4busabus✓
5A3busabus✓
6A2busabus✓
7A1busabus✓
8A0busabusthe address block runs A7 down to A0 on pins 1-8, backwards from the way you expect to read it ✓
9D0busdbusI/O1 in Sony's numbering ✓
10D1busdbus✓
11D2busdbus✓
12GNDgndgndground is pin 12, mid-package: not the corner ✓
13D3busdbusthe data byte is split 9-11 and 13-17 across the ground pin ✓
14D4busdbus✓
15D5busdbus✓
16D6busdbus✓
17D7busdbus✓
18/CEsignalcechip enable, active low: U3 decodes it for U1; for U4 it is the cart's CIRAM /CE off edge pin 57. High here means standby, so a stuck-high /CE looks exactly like dead RAM ✓
19A10busabuson U4 this is CIRAM A10 from cart edge pin 22: the mirroring select, driven by the cartridge ✓
20/OEsignaloeoutput enable, active low ✓
21/WEsignalwewrite enable, active low: on U1 this follows CPU R/W ✓
22A9busabus✓
23A8busabus✓
24+5Vrailvcc✓

Schematic facts

Schematic facts

  • Master clock (NTSC): 21.477272 MHz; CPU divides by 12 to 1.789773 MHz (TP1 is CPU pin 29; the same net reaches PPU pin 18 and cart edge pin 37)✓nesdev-clk,nesdev-cpu,console5
  • Master clock (PAL): 26.601712 MHz; CPU divides by 16 (RP2A07 and RP2C07 parts)✓nesdev-clk,consolemods
  • CIC clock: 4.000 MHz (a ceramic resonator marked 4000A; shared with the cartridge key on cart edge pin 71)✓nesdev-cic,noa,edc-cpu
  • Logic rail: 5.0 V DC (measure at CPU pin 40, PPU pin 40, or cart edge pin 36)✓console5,edc-pwr
  • Raw unregulated rail: about 12-13 V DC with the console on (the schematic labels it +13V and the OpenTendo redraw labels the same net +9V: do not chase the label)✓edc-pwr,opentendo
    notes
    9 VAC full-wave rectified and lightly loaded lands around 12-13 V; expect 9-13 V depending on load.
  • AC adapter: NES-002, 9 VAC 1.3 A, unpolarised (the console rectifies onboard, so DC of either polarity also works; about 9-10 V at 850 mA is the practical floor)✓edc-pwr,noa
  • RF OUT centre conductor: about 10 V DC with the console on (that DC injection is what switches the NES-003 box over from the antenna)✓noa,edc-pwr
  • Composite video level: about 1 Vpp into 75 ohms (at PPU pin 21 (TP5) and again at the RCA jack)✓nesdev-ppu,edc-pwr
  • 72-pin edge pitch: 2.50 mm: NOT 0.1 inch (a generic 2.54 mm card-edge socket will not fit; do not scavenge one)✓nesdev-cart
  • Region lockout codes: NTSC 3193 / 3193A console, 6113 on later carts; PAL-A 3197; PAL-B 3195; Asia 3196 (PAL-A and PAL-B are mutually incompatible and both incompatible with NTSC: an out-of-region cart gives the same 1 Hz blink as a dirty connector)✓nesdev-cic,consolemods
  • Main-board electrolytic count: 3 on the late boards (C1 100µF, C9 2.2µF, C23 1µF) (everything else on the main PCB is ceramic and does not age out)✓console5,opentendo
    notes
    The three-electrolytic layout is the late NES-CPU-10/-11 class. Earlier boards (NES-CPU-05, -07, -09) carry around seven under different designators, and I have not captured that map yet: read your own silkscreen on an early board.
  • Power LED: NOT a valid 5V indicator (its circuit is tangled with the reset and lockout logic, so the light can be dead with a perfectly good 5 V rail)✓noa
    notes
    Nintendo’s own no-power-light fault list is the 7404 (U9), the CIC, the 4 MHz oscillator, and the Power/Reset switch assembly.
  • Modulator vendor vs board revision: independent: Alps and Mitsumi modules appear across overlapping NES-CPU revisions (identify the module by its own silkscreen before ordering caps; the NES-CPU number tells you nothing about it)✓nesdev-mod,console5,consolemods
  • Module removal: desolder the five pins from the MODULE PCB, not from the mainboard (the mainboard traces to those pins are top-side only and the vias dislodge easily)✓console5

Reference confidence key

How to read the confidence tags and source citations on the data above.

Sources

c5-ctrlr
Console5 NES-004 standard controller schematic (single drawing): the CD4021 wiring, the 45 kΩ pull-up network and the 5-way internal header
console5
Console5 TechWiki: Nintendo NES-001 (wiki.console5.com). Chip BOM, main-PCB cap list, per-variant power/modulator cap maps, module desolder technique
consolemods
ConsoleMods Wiki: NES model differences (consolemods.org/wiki/NES:NES_Model_Differences). Revision history, 2200uF failure claim
edc-cpu
Electronix Corp redrawn NES-001 schematic (1992), CPU / PPU / RAM / CIC sheet
edc-pwr
Electronix Corp redrawn NES-001 schematic (1992), power / AV / RF sheet
gamesx-ctrl
GameSX: NES/SNES/Famicom controller pinouts (gamesx.com). The numbered NES 7-pin controller-port table other wikis copy
mem-bench
My bench notes
nesdev-cart
NESdev Wiki: Cartridge connector (nesdev.org/wiki/Cartridge_connector). 72-pin NES edge pinout + signal descriptions
nesdev-cic
NESdev Wiki: CIC lockout chip (nesdev.org/wiki/CIC_lockout_chip). Lock/key roles, region codes
nesdev-cicpin
NESdev Wiki: CIC lockout chip pinout (nesdev.org/wiki/CIC_lockout_chip_pinout). 16-pin DIP map + CIClone / krikzz ATtiny13 replacement pinouts
nesdev-clk
NESdev Wiki: Clock rate (nesdev.org/wiki/Clock_rate). NTSC/PAL master clocks and divisors
nesdev-cpu
NESdev Wiki: CPU pinout (nesdev.org/wiki/CPU_pinout). RP2A03/RP2A07 40-pin DIP pin assignments + signal descriptions
nesdev-exp
NESdev Wiki: Expansion port (nesdev.org/wiki/Expansion_port). NES 48-pin underside card-edge pinout
nesdev-mod
NESdev forums t=13762: Alps and Mitsumi modules observed across overlapping CPU revisions
nesdev-ppu
NESdev Wiki: PPU pinout (nesdev.org/wiki/PPU_pinout). RP2C02/RP2C07 composite-PPU 40-pin DIP pin assignments
nesdev-rev
NESdev forums t=15985: Lord Nightmare / lidnariq NES-CPU board-revision breakdown
nexperia-hc368
Nexperia 74HC368; 74HCT368 hex buffer/line driver; 3-state; inverting: product data sheet rev. 5, 19 March 2024; Table 2 pin description
noa
Nintendo of America NES Technical Training Workbook, rev 11-90 (service fault tables, test points)
onsemi-ls139
ON Semiconductor SN74LS139 dual 1-of-4 decoder/demultiplexer, publication order number SN74LS139/D, Rev. 6, December 1999; DIP connection diagram + logic-symbol pin numbers
opentendo
OpenTendo reverse-engineered NES-CPU-11 schematic + build BOM (github.com/Redherring32/OpenTendo); CPU-01/02, -03, -04 sheets also on file
panasonic-an78xx
Panasonic AN78xx/AN78xxF series 3-pin positive output voltage regulator (1 A type) datasheet: package outline HSIP003-P-0000 with the terminal legend '1: Input, 2: Common, 3: Output'
philips-hc368
Philips Semiconductors 74HC/HCT368 hex buffer/line driver; 3-state; inverting: product specification, December 1990, file under Integrated Circuits IC06; PIN DESCRIPTION table
renesas-6116
Renesas (IDT) 6116SA/6116LA CMOS static RAM 16K (2K x 8-bit) datasheet, Jul.17.20: DIP/SOIC pin-configuration drawing + pin-description table
sony-cxk5816
Sony CXK5816PN/M 2K-word x 8-bit high-speed CMOS static RAM datasheet: Pin Configuration (Top View) plus the feature line 'Pin compatible with MB8416A, HM6116, uPD446'
ti-hc139
Texas Instruments CD54HC139/CD74HC139/CD54HCT139/CD74HCT139 dual 2-to-4 line decoder/demultiplexer, SCHS148D (data sheet acquired from Harris Semiconductor); PDIP pinout drawing + functional-diagram pin numbers
ti-hc373
Texas Instruments SN54HC373/SN74HC373 octal transparent D-type latches with 3-state outputs, SCLS140G: December 1982, revised February 2025; Table 3-1 Pin Functions
ti-hcu04
Texas Instruments SN54HCU04/SN74HCU04 hex inverters, SCLS079E: March 1984, revised March 2004; N-package top-view pin assignment and the 'Unbuffered Outputs' feature line
ti-ls373
Texas Instruments SN54LS373/SN74LS373 octal D-type transparent latches, SDLS165B: October 1975, revised August 2002; N-package top-view pin assignment

Confidence: verified two+ sources agree · single source one source / scan-derived, treat with care · bench my own measurement or practice.

Sources and further reading

These are the outside references I trust for the NES-001. I link them rather than copy them; go read the originals.