RGR2C0X FPGA-Based Drop-In PPU Replacement for NES & Famicom

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Description

RGR2C0X  FPGA-Based Drop-In PPU Replacement for NES & Famicom

Pre-orders opening soon.

Keep the Console. Upgrade the PPU.

RGR2C0X is a complete FPGA-based replacement for the original Picture Processing Unit (PPU) used in compatible Nintendo Entertainment System (NES) and Famicom hardware.

Unlike a conventional RGB modification board that works around the original PPU, RGR2C0X replaces the PPU itself.

The complete FPGA-based replacement is built into a compact DIP-40-sized form factor, designed to fit directly into the original PPU position without requiring a separate carrier board, adapter PCB, or oversized daughterboard.

The original CPU still executes the game.
The original cartridge still supplies the program and graphics data.
The original system memory and buses remain part of the console.

RGR2C0X simply becomes its new PPU.


THE REPLACEMENT BOARD IS THE PPU

RGR2C0X was designed around one simple idea:

A modern FPGA PPU replacement should not require a stack of additional boards.

The FPGA, configuration storage, palette system, video logic, and supporting circuitry are integrated directly into the RGR2C0X module itself.

It installs in the original 40-pin PPU position on compatible NES and Famicom hardware.

No PPU adapter PCB.
No separate FPGA carrier board.
No oversized daughterboard.

Just the new PPU.

This compact design keeps the installation clean while preserving the original console architecture around it.


MULTI-FORMAT VIDEO OUTPUT

RGR2C0X supports several analog video output formats depending on the CPU and master-clock configuration of the host console.

NTSC NES / Famicom

When used with:

NTSC CPU + 21.47727 MHz master oscillator

RGR2C0X supports:

  • NTSC RGBS — 240p
  • VGA RGBHV — 640×480 @ 60 Hz
  • VGA RGsB — 640×480 @ 60 Hz
  • NTSC Composite Video 

This provides flexible output options for RGB monitors, professional video monitors, VGA displays, video processors, scalers, capture equipment, and Composite Video devices. (Composite-video support is a planned production feature currently undergoing final hardware validation.)

PAL NES

When used with:

PAL CPU + 26.601712 MHz master oscillator

RGR2C0X supports:

  • PAL RGBS — 288p
  • PAL Composite Video

RGR2C0X does not convert an NTSC CPU into a PAL system, or a PAL CPU into an NTSC system.

The installed CPU and master oscillator must match the selected NTSC or PAL operating mode.


FOUR SELECTABLE PALETTE BANKS

Color reproduction has always been one of the most recognizable characteristics of NES and Famicom video hardware.

Different Nintendo PPU variants produced different color characteristics, and there is no single RGB palette that every player considers definitive.

RGR2C0X therefore provides four hardware-selectable palette banks.

Two banks contain fixed reference palettes:

  • 2C02 — NES / Famicom
  • 2C03 — PlayChoice-10 / VS. System

Two additional banks are user-programmable.

These can contain another known palette, a modified version of an existing palette, or a completely custom palette created by the user.

Once programmed, all four palette banks remain selectable directly from the RGR2C0X hardware.


CUSTOM, USER-PROGRAMMABLE PALETTES

RGR2C0X is accompanied by a browser-based Palette Editor & ROM Builder.

The tool includes tested reference and community palettes that can be used as-is or as starting points for further customization.

Users can choose an existing palette, modify it, and generate a dedicated RGR2C0X programmer ROM.

PROGRAM RGR2C0X FROM THE CONSOLE

No external FPGA programmer is required for normal palette updates.

Simply:

  1. Create or select a palette in the web-based editor
  2. Generate the RGR2C0X programmer ROM
  3. Run the ROM from a compatible programmable or flash cartridge
  4. Write the palette into one of the two user-programmable palette banks

Once stored, the custom palette remains available as one of the four hardware-selectable palette options.

Your console becomes the palette programmer.


EXTRA SPRITES MODE

8 → 16 Sprites per Scanline

The original NES/Famicom PPU provides 64 sprite entries in OAM, but normally renders no more than 8 sprites on a single horizontal scanline.

When more than eight sprites occupy the same scanline, additional sprites are dropped.

This limitation is responsible for the familiar sprite flickering seen in many NES and Famicom games, especially during scenes with many enemies, projectiles, or moving objects.

RGR2C0X includes an optional Extra Sprites Mode that increases the limit from:

8 → 16 sprites per scanline

In games that frequently exceed the original eight-sprite limit, this can significantly reduce visible sprite flicker and missing sprites.

Because the original eight-sprite restriction is part of authentic PPU behavior, the enhancement can be disabled.

Some games or visual effects intentionally rely on sprite flickering, sprite overflow behavior, or the original sprite limitation. These scenes may therefore appear different when Extra Sprites Mode is enabled.

Original Mode

8 sprites per scanline

Extra Sprites Mode

16 sprites per scanline

 

Extra Sprites Mode is currently being evaluated as a possible RGR2C0X Pro feature. Final feature availability may differ between product versions.


A TRUE PPU REPLACEMENT

RGR2C0X is not a replacement console.

It is not an external video converter.

It is not an RGB board that continues to depend on the original PPU.

It is a new FPGA-based PPU designed to operate inside the original NES or Famicom hardware.

The original CPU still runs the software.

The original cartridge interface remains in use.

The original console memory and buses remain part of the system.

Original CPU.
Original cartridge.
Original console.
New PPU.


DIRECT-FIT DOES NOT MEAN SOLDERLESS

The main 40-pin interface of RGR2C0X is designed as a direct replacement for the original NES/Famicom PPU.

No intermediate PPU adapter PCB is required.

However, the original NES and Famicom motherboards were never designed to expose all of the additional RGB, Sync, VGA, and other video signals provided by RGR2C0X.

These additional signals must therefore be wired manually from the RGR2C0X output pads to the appropriate video connector or output circuitry.

Depending on the console and installation, the process may include:

  • Removing the original PPU
  • Installing a 40-pin DIP socket if one is not already present
  • Installing RGR2C0X into the original PPU position
  • Wiring the required RGB / Sync / video signals
  • Installing or wiring the desired video connector
  • Configuring the DIP switches
  • Setting optional solder jumpers where required

Basic soldering skills are required.

RGR2C0X is intended for hobbyists, console modders, and installers who are comfortable with basic electronic assembly and soldering.

For users already familiar with RGB modifications, socket installation, or basic console repair, the installation process should be straightforward.

It should not be considered a completely solderless upgrade.


ON-BOARD CONFIGURATION

RGR2C0X includes a four-position DIP switch for frequently changed settings.

  • SW1 + SW2: Video output mode
  • SW3 + SW4: Palette selection

Two additional solder-selectable options are provided:

  • SA5: Extra Sprites Mode
  • SA6: Composite Video

SW1 / SW2 — VIDEO MODE

SW1 and SW2 select the primary video operating mode.  0 = OFF, 1 = ON

SW1 / SW2 Video Mode
00 VGA RGBHV
01 VGA RGsB
10 NTSC RGBS
11 PAL RGBS

NTSC Hardware Configuration

Requires:

NTSC CPU + 21.47726 MHz master oscillator

Available modes:

SW1 / SW2 Output
00 VGA RGBHV — 640×480 @ 60 Hz
01 VGA RGsB — 640×480 @ 60 Hz
10 NTSC RGBS — 240p

PAL Hardware Configuration

Requires:

PAL CPU + 26.601712 MHz master oscillator

Available mode:

SW1 / SW2 Output
11 PAL RGBS — 288p

The PAL setting is intended for PAL NES hardware.

The NTSC and VGA modes are intended for NTSC NES / Famicom hardware.


SA6 — COMPOSITE VIDEO

Composite Video is enabled using the SA6 solder jumper.

Composite Video is not a separate fifth DIP-switch mode.

Instead, SW1/SW2 continue to select the appropriate NTSC or PAL operating mode, while SA6 enables Composite Video output for that configuration.

NTSC Composite Video

Use:

  • NTSC CPU
  • 21.47726 MHz master oscillator
  • SW1/SW2 = 10
  • SA6 = Composite Video enabled

Output:

NTSC Composite Video

PAL Composite Video

Use:

  • PAL CPU
  • 26.601712 MHz master oscillator
  • SW1/SW2 = 11
  • SA6 = Composite Video enabled

Output:

PAL Composite Video

The VGA RGBHV and RGsB modes are RGB output modes and are not used for Composite Video operation.


SW3 / SW4 — PALETTE SELECTION

SW3 and SW4 select one of the four palette banks stored in RGR2C0X. 0 = OFF, 1 = ON

SW3 / SW4 Selected Palette
00 Palette #0
10 Palette #1
01 Palette #2
11 Palette #3

The four available banks consist of:

  • Two fixed factory palettes
  • Two user-programmable palette banks

The programmable banks can be updated using the browser-based RGR Palette Editor & ROM Builder and a generated programming cartridge ROM.


SA5 — EXTRA SPRITES MODE

The SA5 solder jumper controls the optional extended sprite-per-scanline feature.

Standard Mode

8 sprites per scanline

Provides behavior matching the original PPU sprite limit.

Extra Sprites Mode

16 sprites per scanline

Reduces sprite loss and flickering in scenes where more than eight sprites occupy the same scanline.

Because some software may depend on the original eight-sprite behavior, Standard Mode remains available for maximum compatibility.


HARDWARE REQUIREMENTS

NTSC NES / Famicom

Requires:

  • NTSC CPU
  • 21.47726 MHz master oscillator

Supports:

  • NTSC RGBS — 240p
  • VGA RGBHV — 640×480 @ 60 Hz
  • VGA RGsB — 640×480 @ 60 Hz
  • NTSC Composite Video

PAL NES

Requires:

  • PAL CPU
  • 26.601712 MHz master oscillator

Supports:

  • PAL RGBS — 288p
  • PAL Composite Video

The installed CPU, master oscillator, and selected operating mode must correspond to the intended video standard.


RGR2C0X AT A GLANCE

  • FPGA-Based Drop-In PPU Replacement
  • Designed for NES & Famicom
  • DIP-40-Sized Direct-Fit Design
  • No PPU Adapter PCB Required
  • NTSC RGBS — 240p
  • VGA RGBHV — 640×480 @ 60 Hz
  • VGA RGsB — 640×480 @ 60 Hz
  • PAL RGBS — 288p
  • NTSC / PAL Composite Video
  • Four Hardware-Selectable Palette Banks
  • Two User-Programmable Palette Banks
  • Browser-Based Palette Editor & ROM Builder
  • Cartridge-Based Palette Programming
  • Optional 16-Sprite-per-Scanline Mode
  • Basic Soldering Skills Required

RGR2C0X

FPGA-Based Drop-In PPU Replacement for NES & Famicom

KEEP THE CONSOLE.
UPGRADE THE PPU.
Original Hardware. Modern Video. Your Palette.


 

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Author: rgrdev

Retro Game fan, software programmer, electronic hardware designer and 120% Maker. Love to make something for fun.