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Latest revision | Your text | ||
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|256×192 (per screen) | |256×192 (per screen) | ||
|18-bit, RGB | |18-bit, RGB | ||
− | | | + | |192p |
|59.826098288081 | |59.826098288081 | ||
|- | |- | ||
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|- | |- | ||
|[[Nintendo 3DS emulators|Nintendo 3DS]] | |[[Nintendo 3DS emulators|Nintendo 3DS]] | ||
− | |800x240 top screen<ref group=P name=four>This is the "true" resolution of the top screen and what games will be rendered at in full 3d mode, however, due to said 3d effect the horizontal resolution is effectively halved. Each eye will only see 400x240 and games run in 2d mode will (normally) be rendered at 400x240 [https://en.wikipedia.org/wiki/Nintendo_3DS#Hardware] | + | |800x240 top screen<ref group=P name=four>This is the "true" resolution of the top screen and what games will be rendered at in full 3d mode, however, due to said 3d effect the horizontal resolution is effectively halved. Each eye will only see 400x240 and games run in 2d mode will (normally) be rendered at 400x240 [https://en.wikipedia.org/wiki/Nintendo_3DS#Hardware].</ref> |
320x240 bottom screen | 320x240 bottom screen | ||
− | | | + | |18-bit, RGB |
− | | | + | |240p |
|60<ref group=P name=five></ref> | |60<ref group=P name=five></ref> | ||
|} | |} | ||
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|280x192 | |280x192 | ||
|6 colors (high res), 15 colors (low res) <ref group=Q name=apple>The original Apple II doesn't actually implement color in hardware, instead utilising a quirk of how NTSC displays video to generate color, as the pixel clock is the same as the NTSC subcarrier. As a consequence, PAL Apple IIs would display in black and white unless a separate PAL color card was added</ref> | |6 colors (high res), 15 colors (low res) <ref group=Q name=apple>The original Apple II doesn't actually implement color in hardware, instead utilising a quirk of how NTSC displays video to generate color, as the pixel clock is the same as the NTSC subcarrier. As a consequence, PAL Apple IIs would display in black and white unless a separate PAL color card was added</ref> | ||
− | |240p, 288p | + | |240p,288p |
|60 (NTSC), 50 (PAL)<ref group=Q name=five>Preliminary or approximate value.</ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five>Preliminary or approximate value.</ref> | ||
|- | |- | ||
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|160x192, 320x192 | |160x192, 320x192 | ||
|128/256 colors, Color/Luminance <ref group=Q name=atari>The early Atari 400/800 models used the CTIA chip which supports 128 colors, models manufactured after 1981 used the updated GTIA chip which increases this to 256</ref> | |128/256 colors, Color/Luminance <ref group=Q name=atari>The early Atari 400/800 models used the CTIA chip which supports 128 colors, models manufactured after 1981 used the updated GTIA chip which increases this to 256</ref> | ||
− | |240p, 288p | + | |240p,288p |
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | ||
|- | |- | ||
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|160x200, 320x200 <ref group=Q name=c64>It is possible to trick the VIC-II chip into drawing sprites outside this area, yielding a higher resolution</ref> | |160x200, 320x200 <ref group=Q name=c64>It is possible to trick the VIC-II chip into drawing sprites outside this area, yielding a higher resolution</ref> | ||
|16 colors | |16 colors | ||
− | |240p, 288p | + | |240p,288p |
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | ||
|- | |- | ||
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|320x200, 640x200 | |320x200, 640x200 | ||
|4096 colors, RGB | |4096 colors, RGB | ||
− | |240p, 288p | + | |240p,288p |
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | ||
|- | |- | ||
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|320x200, 640x200, 640x400, 320x256, 640x256, 640x512 | |320x200, 640x200, 640x400, 320x256, 640x256, 640x512 | ||
|4096 colors, RGB | |4096 colors, RGB | ||
− | |240p, 288p, 480i, 576i | + | |240p,288p,480i,576i |
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | ||
|} | |} |