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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Nintendo Artificial Neural Network System⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Carmine Guida</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lauren Demaio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Pace University</institution>
          ,
          <addr-line>One Pace Plaza, New York, NY 10038</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>Artificial Neural Networks (ANN) are used in a variety of machine learning tasks such as image classification and pattern recognition. Training ANN models on large datasets can be time consuming and require specialized hardware and processing power. Often, the training is performed on powerful systems, and the resultant final trained network can be utilized on small computers and mobile devices to perform tasks instantly. The Nintendo Entertainment System (NES) was released in 1985 and featured a 1.79 MHz CPU and 2 KB of RAM. The original program code for games for the NES fit within 32 KB of ROM on cartridges. In this work, we create an ANN and train it using the EMNIST hand-drawn digit dataset on a desktop computer. This ANN is then ported to the NES utilizing assembly language. The program code and pretrained weights are stored to a game cartridge fitting within the bounds of 32 KB. Additionally, a user interface is provided for drawing and loading test samples and executing the ANN classification of hand drawn digits on a physical NES device from 40 years ago.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;artificial neural network</kwd>
        <kwd>machine learning</kwd>
        <kwd>image processing</kwd>
        <kwd>retro hardware 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Artificial Neural Networks (ANN) are a part of Machine Learning (ML) and are used for several
different kinds of tasks such as classification and segmentation [1] as well as prediction [2]. The
applications of ANN are numerous and are often used to solve problems in a wide range of fields
including science, finance, engineering, agriculture, education, and energy [3].</p>
      <p>A simple architecture for an ANN may involve three layers known as the input, hidden, and
output layers [4], though more advanced ANNs like those in Deep Learning (DL) will have several
different layers [5]. These layers contain nodes with connections from previous layers, a bias and
weights. Data will feed forward through the network producing an output. The learning process
involves updating these weights. One of the most common algorithms for this is known as
backpropagation [6].</p>
      <p>ANNs typically use the IEEE-754 single or double-precision floating-point format [7]. To perform
the math required, devices must have a floating-point unit (FPU) along with the usual CPU. Originally
used for 2D and 3D graphics acceleration for games, Graphics Processing Units (GPU) are now
commonly used for machine learning [8]. In 2015 Google introduced the Tensor Processing Unit
(TPU) to increase performance for neural networks and use less power than GPUs [9].</p>
      <p>The Nintendo Entertainment System (NES) was originally released in North America in 1985
[10]. The NES featured a Ricoh 2A03 chip that was based on the 8-bit 6502 processor operating at
1.79 MHz [11]. The NES also had only 2 KB of RAM available. The program (game) code is stored
within ROM chips on the game cartridges. The original Super Mario Bros. fit within an original
restriction of 32 KB of program ROM space [12] before the later creation of memory mapper chips.</p>
      <p>In this experimental work, we demonstrate that an ANN is capable of running even with severe
hardware constraints. We created a simple ANN in the C programming language and trained it on a
dataset of small images on a modern computer. The program code for the ANN is ported to 6502
assembly language and includes the pretrained weights from the ANN model. By reducing
dimensionality of the images and using a small number of hidden nodes we were able to fit within
the 32 KB limit. The program code is placed onto a specialized game cartridge and loaded into the
physical NES hardware. We also developed a user interface (UI) which allows the user to draw images
as well as load sample dataset images using the NES gamepad. Pressing START executes the ANN
and displays its classification of the image.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Materials and Methods</title>
      <p>2.1.</p>
      <sec id="sec-2-1">
        <title>Dataset</title>
        <p>
          The MNIST dataset [13] consists of hand drawn digit (
          <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6 ref7 ref8 ref9">0 – 9</xref>
          ) images and is often referred to as the
“hello world” of neural networks and deep learning [14]. The dimensions of the images are 28x28
and contain grayscale values ranging from 0 - 255. Examples of the dataset images can be seen in
Figure 1. The training set contains 60,000 images with the testing set having 10,000. These sets are
balanced with 6,000 of each digit in the training set and 1,000 of each digit in the testing set. Given
we are pretraining the neural network on a modern computer, we opted to use the larger EMNIST
dataset [15] which is an extension of MNIST containing four times the number of images of MNIST.
This dataset has 240,000 images in the training set and 40,000 in the testing set. These sets are also
balanced.
We took multiple steps to reduce the dimensionality of the images to work within memory
constraints. First, we changed pixel values from a range of 0 - 255 to be just binary values of 0 or 1.
Any pixel value less than 128 was changed to 0 with 128 or greater becoming a 1. Figure 2 shows an
image with grayscale values and then changed to binary values. Reducing the values to bits allowed
for 8 pixels to be packed into a single byte. This reduced storage requirements by almost ⅛ for our
input weight data and loadable test samples.
        </p>
        <p>
          Our goal was to reduce the image resolution to 20×20 with minimal scaling required. Given that
the images in the dataset are centered, columns of pixels on the left and right, as well as rows on the
top and bottom of the image, can be discarded as they contain no information about the digit. This
can be seen in Figure 3. We discarded rows and columns with 2 or fewer pixels of a value of 1.
Figure 4 shows the configuration of our ANN. The input layer contains the pixel information of the
current image. With our input images having dimensions 20×20, there will be 400 input nodes. As in
most neural networks, every input node is connected to every hidden node [16]. Our model uses 16
hidden nodes. Here, we introduce an optimization. Given our pixel input values are either 0 or 1, and
these values are multiplied by the weights, input values of 0 can simply be skipped. Additionally,
with an input value of 1, we can skip the multiplication and just add the weight to the node’s total.
Every hidden node connects to every output node. There are 10 output nodes, one for each digit (
          <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6 ref7 ref8 ref9">0 –
9</xref>
          ). All of our nodes also have a bias. Originally, the Sigmoid activation function [17] was popular for
neural networks however we opted to use the Leaky ReLU function [18] as it provided better
performance.
        </p>
        <p>With 20×20 input nodes each connected to 16 hidden nodes at 4-bytes per floating-point weight,
this would use (20×20×16×4) 25,600 bytes of space. Additionally, the 16 hidden nodes connected to
the 10 output nodes is (16×10×4) 640 bytes. Each of the 16 hidden nodes and 10 nodes have a bias
input for (16×4 + 10×4) 104 bytes. The stored pretrained weights occupy 26,344 of our total 32,768
program ROM space leaving 6,424 bytes for our code that runs the user interface and executes the
ANN to perform the classification.
2.4.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Hardware and Tools</title>
        <p>While modern machine learning research is typically developed in the Python programming
language using libraries such as PyTorch, Keras, and TensorFlow [19], our ANN is coded from
scratch in the C programming language without any of these types of libraries. This allowed for a
more direct port to the 6502 assembly language required for developing for the NES. After training,
the weights were exported to a format that could be included by a 6502 assembly compiler. Given
the NES is an 8-bit processor with no floating point support, in order to port our neural network, we
used a floating point library developed by Roy Rankin and Steve Wozniak [20]. To run our program
on a physical NES device, we loaded our program onto an SD card and placed it into a Krikzz
Everdrive N8 Pro cartridge which can be seen in the left of Figure 5. This cartridge was then placed
into an original NES from 1985 seen on the right in Figure 5.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Experiments and Discussion</title>
      <p>We trained our ANN on the EMNIST dataset on a desktop computer. We used a learning rate of 0.01,
an alpha value of 0.01 for LeakyReLU and 5 epochs. The training completed in 21 seconds. Our simple
ANN achieved a 93.11% accuracy on the EMNIST test set. This number could be higher with a larger
neural network however for this experiment we needed to stay within the 32 KB limit. The pretrained
weights along with our program code for the UI and executing the ANN were loaded onto the
cartridge and NES seen in Figure 5. Our program begins with a basic startup/menu screen seen in
the left of Figure 6. Pressing START enters the main drawing screen seen on the right in Figure 6.</p>
      <p>The drawing screen provides a 20×20 pixel grid along with instructions. Using the D-PAD will
move the cursor around the grid. Pressing the B button will toggle the pen (cursor) being down
(drawing) or up (movement only). Pressing the A button will toggle drawing or erasing mode.</p>
      <p>
        Along with drawing, the user can press the SELECT button to load 10 images of digits (
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6 ref7 ref8 ref9">0 – 9</xref>
        ) from
the EMNIST test set. Pressing the START button will execute the ANN and show the classification
result in under 3 seconds. Figure 7 shows various test images that were loaded and the results after
running the ANN.
      </p>
      <p>Even though the ANN was trained on hand drawn style digits, our on-device ANN is also capable
of recognizing simpler pixel art style images. Figure 8 shows example digits drawn by ourselves
which the ANN was able to classify.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>In this experimental work, we created a basic ANN image classifier which was trained on a modern
computer and then exported the weights from the various layers. We greatly reduced the
dimensionality of the input images and used a small set of hidden nodes in order to fit within a 32
KB limit. The ANN was ported to assembly language and using the UI, a user can draw or load testing
images and execute the ANN. This demonstrates the 1985 NES is capable of using a basic ANN with
pretrained weights to successfully classify digit images.</p>
      <p>Future work includes using memory mapper (bank swapping) chips to enable more ROM and
therefore larger models to be stored. Additional future work includes building a Reinforcement
Learning model that could be used for game AI on the NES.</p>
      <p>Declaration on Generative AI
The author(s) have not employed any Generative AI tools.</p>
    </sec>
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