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Resolution

793 bytes added, 1 May
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On systems connected with a composite, s-video or rf cable the color of the video signal is encoded using either NTSC or PAL. While NTSC and PAL has become synonymous with 60 and 50hz, the color encoding is independent of refresh rate, with the Dreamcast popularising "PAL-60" modes in PAL regions. Note that a RGB or component video signal is not inherently NTSC or PAL coded. When playing on an emulator, [[NTSC filters]] can be used to produce an image similar to playing on a TV.
SECAM is a third color standard but due to the many of the countries that used it were [[wikipedia:Second World|Second World]] and [[wikipedia:Third World|Third World]] few consoles would use that format, and consoles and home computers released in France would often use RGB SCART cables instead. See this [[wikipedia:SECAM#Countries_and_territories_that_use_SECAM|Wikipedia article]] for a list of current and former SECAM countries
;Colorspaces
|-
|[[Master System emulators|Sega Master System]]
|256×192, 256×224, 256x240 (some PAL games)<ref group=N name=sms>When horizontally scrolling, the leftmost 8 pixels are blanked out, resulting in an effective 248x192 resolution. The 224 and 240 line modes have limited compatibility, in general SMS2 supports them while SMS1 and Megadrive in SMS backwards compatibility mode don't</ref>
|64 colors, RGB
|240p
|240p, 480i
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|-
|[[Sega Genesis emulators|Sega 32X]]
|320×224, 320x240 (PAL only)
|15-bit, RGB
|240p
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|-
|[[Neo Geo and variants|SNK Neo Geo AES]]
|320x224
|16-bit, RGBI
|240p
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
|}
|-
|[[PlayStation 2 emulators|PlayStation 2]]
|256x192, 256x224, 256x240, 256x440, 256x480, 256x540, 320x192, 320x224, 300x240, 320x200, 256x384, 320x240, 320x400, 320x480, 320x440, 300x480, 400x240, 400x480, 400x250, 640x200, 800x250, 800x240, 512x224, 512x384, 512x192, 512x440, 512x540, 400x500, 600x480, 640x512, 640x240, 800x500, 640x224, 640x400, 640x440, 640×480, 640x540, 800x480, 576x768, 640x864, 640x960
|24-bit, RGB
|240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4)
|-
|[[Sega Dreamcast emulators|Sega Dreamcast]]
|320x240, 256x224, 512x240, 640×480, 672x480, 544x608, 400x240, 416x768, 384x864, 320x960 <ref group=O name=dc2>These are from the DreamHAL documentation, as a rule 1. the Dreamcast has a fixed pixel clock, adding more vertical lines or increasing the refresh rate will reduce the horizontal resolution, 2. if PowerVR is to be used, the resolution needs to be a multiple of 32 due to tiling</ref>
|24-bit, RGB
|240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960p <ref group=O name=dcvga>A variety of display moves are possible for homebrew programs, see [https://dcemulation.org/phpBB/viewtopic.php?t=105441]</ref>
|144p
|59.922751013551
|-
|[[Neo Geo Pocket emulators|SNK Neo Geo Pocket Color]]
|160x152
|4096 colors, RGB
|152p
|60<ref group=P name=five>Preliminary or approximate value.</ref>
|-
|[[WonderSwan emulators|WonderSwan]]
|60<ref group=P name=five></ref>
|}
 
==Home computers==
{| class="wikitable"
|320x200,640x200
|16 colors, RGBI <ref group=Q name=cga>This is with the digital CGA connector. Demos have managed to display 1024 colors with CGA over composite video [https://int10h.org/blog/2015/04/cga-in-1024-colors-new-mode-illustrated/]</ref>
|200p240p
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
|-
|320x200,640x200,640x350
|16 colors (200 line modes), 64 colors (350 line modes), RGB
|200p240p, 350p
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
|-
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