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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.  
 
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 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
+
SECAM is a third color standard but due to many of 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
 
;Colorspaces
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==Consoles==
 
==Consoles==
 
===2D Consoles===
 
===2D Consoles===
;2D consoles generally are consoles from the 2nd to 4th generation of video game consoles.
+
;2D consoles generally are consoles from the 2nd to 4th generation of video game consoles, or fantasy consoles recreating the experience of them.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|-
 
|-
 
|[[Atari 7800 emulators|Atari 7800]]
 
|[[Atari 7800 emulators|Atari 7800]]
|160×192, 320x192, 160x224, 320x224<ref group=N name=7800video>As with the Atari 2600, the vertical resolution is determined by the game, typically between 192 and 224</ref>
+
|160×192,320x192,160x224,320x224<ref group=N name=7800video>As with the Atari 2600, the vertical resolution is determined by the game, typically between 192 and 224</ref>
 
|256 colors, Color/Luminance
 
|256 colors, Color/Luminance
 
|240p
 
|240p
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|-
 
|-
 
|[[PC Engine (TurboGrafx-16) emulators|NEC PC Engine]]
 
|[[PC Engine (TurboGrafx-16) emulators|NEC PC Engine]]
|256×224, 336x224, 512x224, 512x240
+
|256×224,336x224,512x224,512x240
 
|512 colors, RGB
 
|512 colors, RGB
 
|240p
 
|240p
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|-
 
|-
 
|[[Super Nintendo emulators|SNES]]
 
|[[Super Nintendo emulators|SNES]]
|256×224, 256×239, 512×224, 512×239
+
|256×224p, 256×239p, 512×224p, 512×239p
512×448, 512×478
+
512×448i, 512×478i
 
|15-bit, RGB
 
|15-bit, RGB
 
|240p, 480i
 
|240p, 480i
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===3D Consoles===
 
===3D Consoles===
;3D consoles generally are consoles from the 5th generation and later.
+
;3D consoles generally are consoles from the 5th generation and later, or fantasy consoles recreating the experience of them.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|-
 
|-
 
|[[Nintendo 64 emulators|Nintendo 64]]
 
|[[Nintendo 64 emulators|Nintendo 64]]
|320x200, 320x400, 320x240, 320x480, 640x200, 640×240, 640x400, 640×480<ref group=O name=two>While N64 games ran at various resolutions internally, in practice the hardware's VI component always doubled the scale horizontally, and output in either 640x240p or 640x480i, though there is letterboxing at times.</ref>
+
|320x200, 320x400, 320x240, 320x480, 640×240, 640×480<ref group=O name=two>While N64 games ran at various resolutions internally, in practice the hardware's VI component always doubled the scale horizontally, and output in either 640x240p or 640x480i, though there is letterboxing at times.</ref>
 
|15-bit/21-bit, RGB<ref group=O name=n64>The N64 can use either either 18-bit (15 bits of RGB and 3 bits of alpha) or 32-bit framebuffer, however the DAC is only capable of outputting 21-bit RGB</ref>
 
|15-bit/21-bit, RGB<ref group=O name=n64>The N64 can use either either 18-bit (15 bits of RGB and 3 bits of alpha) or 32-bit framebuffer, however the DAC is only capable of outputting 21-bit RGB</ref>
 
|240p, 480i (NTSC), 576i (PAL)
 
|240p, 480i (NTSC), 576i (PAL)
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|-
 
|-
 
|[[Sega Saturn emulators|Sega Saturn]]
 
|[[Sega Saturn emulators|Sega Saturn]]
|320×224, 320×240, 320×256, 352×224, 352×240, 352×256, 640×224, 640×240, 640×256, 704x224, 704×240
+
|320×224p, 320×240p, 320×256p, 352×224p, 352×240p, 352×256p, 640×224p, 640×240p, 640×256p, 704x224p, 704×240p
320×448, 320×480, 320×512, 352×448, 320×480, 352×512, 640×448, 640×480, 640×512, 704×448, 704×480, 704×512
+
320×448i, 320×480i, 320×512i, 352×448i, 320×480i, 352×512i, 640×448i, 640×480i, 640×512i, 704×448i, 704×480i, 704×512i
 
|15-bit/24-bit, RGB
 
|15-bit/24-bit, RGB
 
|240p, 480i (NTSC), 480p, 576i (PAL)
 
|240p, 480i (NTSC), 480p, 576i (PAL)
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|-
 
|-
 
|[[PlayStation emulators|PlayStation]]
 
|[[PlayStation emulators|PlayStation]]
|256×224, 256x240, 320x224, 320×240, 368x224, 368x240, 512x224, 512×240, 640x224, 640x240, 704x224, 704x240
+
|256×224p, 256x240p, 320x224p, 320×240p, 368x224p, 368x240p, 512x224p, 512×240p, 640x224p, 640x240p,  
256x448, 256x480, 320x448, 320x480, 368x448, 368x480, 512x448, 512x480, 640x448, 640×480, 704x448, 704x480 <ref group=O name=psxres>https://www.problemkaputt.de/psxspx-gpu-status-register.htm https://www.psdevwiki.com/ps3/Emulation#PS1_Native_resolution</ref>
+
256x448i, 256x480i, 320x448i, 320x480i, 368x448i, 368x480i, 512x448i, 512x480i, 640x448i, 640×480i, <ref group=O name=psxres>https://www.problemkaputt.de/psxspx-gpu-status-register.htm</ref>
 +
 
 +
256x448p, 256x480p, 320x448p, 320x480p, 368x448p, 368x480p, 512x448p, 512x480p, 640x448p, 640×480p,
 
|16-bit/24-bit, RGB<ref group=O name=psx>The PSX can use a 16-bit or 24-bit framebuffer, however most of the GPU's commands can only render onto a 16-bit framebuffer</ref>
 
|16-bit/24-bit, RGB<ref group=O name=psx>The PSX can use a 16-bit or 24-bit framebuffer, however most of the GPU's commands can only render onto a 16-bit framebuffer</ref>
 
|240p, 480i (NTSC), 480p, <ref group=O name=playstation>The PSX does support 480p mode if you use an RGB SCART (or VGA) cable, see [https://www.psxdev.net/forum/viewtopic.php?t=1352]</ref> 576i (PAL)
 
|240p, 480i (NTSC), 480p, <ref group=O name=playstation>The PSX does support 480p mode if you use an RGB SCART (or VGA) cable, see [https://www.psxdev.net/forum/viewtopic.php?t=1352]</ref> 576i (PAL)
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|-
 
|-
 
|[[PlayStation 2 emulators|PlayStation 2]]
 
|[[PlayStation 2 emulators|PlayStation 2]]
|256x192, 256x224, 256x240, 256x440, 256x480, 256x540, 320x192, 320x224, 300x240, 320x200, 256x384, 320x240, 320x400, 320x480, 320x440, 320x270, 320x540, 300x480, 400x240, 400x480, 400x250, 640x200, 800x250, 800x240, 512x224, 512x384, 512x192, 512x440, 512x540, 400x500, 600x480, 640x512, 640x240, 640x270, 800x500, 640x224, 640x400, 640x440, 640×480, 640x540, 800x480, 576x768, 640x864, 640x960
+
|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
 
|24-bit, RGB
 
|240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4)
 
|240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4)
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|-
 
|-
 
|[[Sega Dreamcast emulators|Sega Dreamcast]]
 
|[[Sega Dreamcast emulators|Sega Dreamcast]]
|320x240, 256x224, 256x240, 512x224, 512x240, 640×480, 512x448, 512x480, 672x480, 544x608, 400x240, 416x768, 384x864, 320x960, 1024x960 <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>
+
|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
 
|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>
 
|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>
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|-
 
|-
 
|[[Xbox emulators|Xbox]]
 
|[[Xbox emulators|Xbox]]
|640×480, 640x576, 720x480, 720x576, 1024x768, 1280x720, 1280x1024, 1920x1080, 2048x1536
+
|640×480, 640x576, 720x576, 1024x768, 1280x720, 1280x1024, 1920x1080, 2048x1536
 
|24-bit, RGB
 
|24-bit, RGB
 
|480i (NTSC), 576i (PAL), 480p, 720p, 1080i <ref group=O name=xbox>480p and higher resolutions only available on NTSC and modified Xboxes</ref>
 
|480i (NTSC), 576i (PAL), 480p, 720p, 1080i <ref group=O name=xbox>480p and higher resolutions only available on NTSC and modified Xboxes</ref>
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|-
 
|-
 
|[[PlayStation 3 emulators|PlayStation 3]]
 
|[[PlayStation 3 emulators|PlayStation 3]]
|640x480, 640x576, 720x480, 720x576, 960x720, 1280x720, 960x1080, 1280x1080, 1440x1080, 1440x1152, 1600x1080, 1600x1200, 1920x1080, 1920x1200, 1920x1280, 1920x1440, 2048x1152, 2048x1536, 2560x1600<ref group=O name=ps3res>[https://forum.beyond3d.com/threads/list-of-rendering-resolutions.41152/]</ref>
+
|640x480, 640x576, 704x480, 704x576, 1280x720, 960x1080, 1280x1080, 1440x1080, 1600x1080, 1920x1080<ref group=O name=ps3res>[https://forum.beyond3d.com/threads/list-of-rendering-resolutions.41152/]</ref>
 
|24-bit, RGB
 
|24-bit, RGB
 
|480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p<ref group=O name=ps3out>PS3 does '''not''' output 240p [https://www.retrorgb.com/playstation3.html][https://youtu.be/f7fCTHu99bk My Life in Gaming RGB206]</ref>
 
|480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p<ref group=O name=ps3out>PS3 does '''not''' output 240p [https://www.retrorgb.com/playstation3.html][https://youtu.be/f7fCTHu99bk My Life in Gaming RGB206]</ref>
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|384×224 (per screen)
 
|384×224 (per screen)
 
|4 shades of red
 
|4 shades of red
|240p
+
|224p
 
|50.273487773488
 
|50.273487773488
 
|-
 
|-
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|256×192 (per screen)
 
|256×192 (per screen)
 
|18-bit, RGB
 
|18-bit, RGB
|2x192p
+
|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]. However the homebrew [https://www.gamebrew.org/wiki/Hori-HD_Image_Gallery_3DS Hori HD] allows the full 800 pixel resolution to be used in 2D mode.</ref>
+
|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
 
|24-bit, RGB
 
|24-bit, RGB
|2x240p
+
|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>
 
|-
 
|-
 
|[[Atari 8-bit|Atari 8-bit]]
 
|[[Atari 8-bit|Atari 8-bit]]
|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>
 
|-
 
|-
 
|[[POS (Pong Consoles) CPUs and Other Chips#x86 CPUs|IBM PC (CGA)]]
 
|[[POS (Pong Consoles) CPUs and Other Chips#x86 CPUs|IBM PC (CGA)]]
|320x200, 640x200
+
|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>
 
|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>
 
|240p
 
|240p
 
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
 
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
|-
 
|[[VIC-20|Commodore VIC-20]]
 
|176x184 <ref group=Q name=vic20>This is the standard resolution with 22x23 characters. Demos have managed to output resolutions as high as 224x280 https://www.youtube.com/watch?v=aPXcp61Bg2I</ref>
 
|16 colors
 
|240p, 288p
 
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref>
 
 
|-
 
|-
 
|[[Commodore 64 emulators|Commodore 64]]
 
|[[Commodore 64 emulators|Commodore 64]]
|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>
 
|-
 
|[[Commodore Plus4 Emulators|Commodore Plus/4]]
 
|160x200, 320x200
 
|121 colors, Color/Luminance <ref group=Q name=ted>15 colors with 8 shades plus black</ref>
 
|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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|-
 
|-
 
|[[Amstrad CPC emulators|Amstrad CPC464/664/6128]]
 
|[[Amstrad CPC emulators|Amstrad CPC464/664/6128]]
|160x200, 320x200, 640x200 <ref group=Q name=cpc>These are the standard resolutions usable by the system, by reprogramming the CRTC resolutions as high as 768x272 are possible</ref>
+
|160x200,320x200,640x200<ref group=Q name=cpc>These are the standard resolutions usable by the system, by reprogramming the CRTC resolutions as high as 768x272 are possible</ref>
 
|27 colors, RGB
 
|27 colors, RGB
 
|288p
 
|288p
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|-
 
|-
 
|[[Amstrad CPC emulators|Amstrad 464+/6128+]]
 
|[[Amstrad CPC emulators|Amstrad 464+/6128+]]
|160x200, 320x200, 640x200
+
|160x200,320x200,640x200
 
|4096 colors, RGB
 
|4096 colors, RGB
 
|288p
 
|288p
 
|50 (PAL)<ref group=Q name=five></ref>
 
|50 (PAL)<ref group=Q name=five></ref>
|-
 
|[[MSX emulators|MSX1]]
 
TI 99/4A
 
|256x192 <ref group=Q name=msxres>The 40 column text mode has an effective resolution of 240x192, multicolor mode has 64x48 pixels</ref>
 
|15 colors
 
|240p, 288p
 
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref>
 
|-
 
|[[MSX emulators|MSX2]]
 
|256x192, 256x212, 512x212, 256x424, 512x424
 
|512 colors, RGB <ref group=Q name=msxyjk>The MSX2+ adds additional screen modes with up to 19268 colors. https://map.grauw.nl/articles/yjk/</ref>
 
|240p, 288p, 480i, 576i
 
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref>
 
 
|-
 
|-
 
|[[POS (Pong Consoles) CPUs and Other Chips#x86 CPUs|IBM PC (EGA)]]
 
|[[POS (Pong Consoles) CPUs and Other Chips#x86 CPUs|IBM PC (EGA)]]
|320x200, 640x200, 640x350
+
|320x200,640x200,640x350
 
|16 colors (200 line modes), 64 colors (350 line modes), RGB
 
|16 colors (200 line modes), 64 colors (350 line modes), RGB
 
|240p, 350p
 
|240p, 350p
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|-
 
|-
 
|[[Apple IIGS emulators|Apple IIGS]]
 
|[[Apple IIGS emulators|Apple IIGS]]
|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>
 
|-
 
|-
 
|[[Amiga line|Commodore Amiga]]
 
|[[Amiga line|Commodore Amiga]]
|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>
|}
 
 
==Fantasy systems==
 
Fantasy consoles and computers are intended to replicate the experience of older video game consoles.
 
{| class="wikitable"
 
|-
 
! scope="col"|System
 
! scope="col"|Native Resolution (<abbr title="Width">W</abbr>x<abbr title="Height">H</abbr>)
 
! scope="col"|Color depth and color space
 
|-
 
|4BoD
 
|16x16
 
|1-bit monochrome
 
|-
 
|Mini Micro
 
|960x640
 
|-
 
|[[Fantasy_system_emulators#PICO-8|PICO-8]]
 
|128x128
 
|16 colors
 
|-
 
|[[Fantasy_system_emulators#Vircon32|Vircon32]]
 
|640x360
 
|24-bit, RGB
 
|-
 
|[[Fantasy_system_emulators#TIC-80|TIC-80]]
 
|240x136
 
|16 colors
 
 
|}
 
|}
  
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[[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]]
 
[[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]]
 
==Notes==
 
==Notes==
<font size="5"><b>Notes (consoles)</b></font>
+
===Notes (consoles)===
 
;Notes (2D consoles)
 
;Notes (2D consoles)
 
<references group=N />
 
<references group=N />
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;Notes (Portable consoles)
 
;Notes (Portable consoles)
 
<references group=P />
 
<references group=P />
<font size="5"><b>Notes (computers)</b></font>
+
===Notes (computers)===
 
<references group=Q />
 
<references group=Q />
 
[[Category:FAQs]]
 
[[Category:FAQs]]

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