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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 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
 
See also [[Broadcast and Cable Communication Systems]]
 
  
 
;Colorspaces
 
;Colorspaces
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|160×192<ref group=N name=one>This is a rough figure given for simplicity's sake. In reality, the Atari 2600 doesn't really output pixels, and it has no limits on the number of lines it can display. However, it did have a hard limit on the number of horizontal color clocks for drawing the picture (160), and most games only output 192 lines, hence the commonly given resolution of 160x192.</ref>
 
|160×192<ref group=N name=one>This is a rough figure given for simplicity's sake. In reality, the Atari 2600 doesn't really output pixels, and it has no limits on the number of lines it can display. However, it did have a hard limit on the number of horizontal color clocks for drawing the picture (160), and most games only output 192 lines, hence the commonly given resolution of 160x192.</ref>
 
|128 (NTSC)/104 (PAL) colors, Color/Luminance
 
|128 (NTSC)/104 (PAL) colors, Color/Luminance
|240p, 288p
+
|240p
 
|59.922751013551 (NTSC), 49.860759671615 (PAL)
 
|59.922751013551 (NTSC), 49.860759671615 (PAL)
 
|-
 
|-
 
|[[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, 288p
+
|240p
 
|60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref>
 
|60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref>
 
|-
 
|-
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|160×192
 
|160×192
 
|16 colors
 
|16 colors
|240p, 288p
+
|240p
 
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
 
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
 
|-
 
|-
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|256×240
 
|256×240
 
|52 colors, Color/Luminance<ref group=N name=nes>The NES has a 6-bit palette, but not all of the 64 possible entries maps to unique colors.</ref>
 
|52 colors, Color/Luminance<ref group=N name=nes>The NES has a 6-bit palette, but not all of the 64 possible entries maps to unique colors.</ref>
|240p, 288p
+
|240p
 
|60.098813897441 (NTSC), 50.006978908189 (PAL)
 
|60.098813897441 (NTSC), 50.006978908189 (PAL)
 
|-
 
|-
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|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>
 
|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
 
|64 colors, RGB
|240p, 288p
+
|240p
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|-
 
|-
 
|[[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 <ref group=N name=snes239>239/478 line modes are documented on nocash's fullsnes documentation https://problemkaputt.de/fullsnes.htm#snesppucontrol</ref>
+
512×448i, 512×478i
 
|15-bit, RGB
 
|15-bit, RGB
 
|240p, 480i
 
|240p, 480i
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320×448, 256×448, 320x480 (some PAL games), 256x480 (some PAL games)
 
320×448, 256×448, 320x480 (some PAL games), 256x480 (some PAL games)
 
|512 colors, RGB
 
|512 colors, RGB
|240p, 480i, 288p
+
|240p, 480i
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|-
 
|-
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|320×224, 320x240 (PAL only)
 
|320×224, 320x240 (PAL only)
 
|15-bit, RGB
 
|15-bit, RGB
|240p, 288p
+
|240p
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|-
 
|-
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|320x224
 
|320x224
 
|16-bit, RGBI
 
|16-bit, RGBI
|240p, 288p
+
|240p
 
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
 
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
 
|}
 
|}
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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.
Note that resolutions listed here are not comprehensive, just because a resolution isn't listed doesn't mean it wasn't supported
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|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, 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>
 
|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), 288p, 576i (PAL)
+
|240p, 480i (NTSC), 576i (PAL)
 
|60 (NTSC), 50 (PAL)<ref group=O name=five>Preliminary or approximate value.</ref>
 
|60 (NTSC), 50 (PAL)<ref group=O name=five>Preliminary or approximate value.</ref>
 
|-
 
|-
 
|[[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, 288p, 576i (PAL)
+
|240p, 480i (NTSC), 480p, 576i (PAL)
 
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 
|-
 
|-
 
|[[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, 704x224p, 704x240p
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, 704x448i, 704x480i <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, 704x448p, 704x480p
 
|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>, 288p, 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)
 
|59.940060138702 (NTSC), 50.00028192997 (PAL)
 
|59.940060138702 (NTSC), 50.00028192997 (PAL)
 
|-
 
|-
 
|[[PlayStation 2 emulators|PlayStation 2]]
 
|[[PlayStation 2 emulators|PlayStation 2]]
|256x224, 256x240, 256x448, 256x480, 256x512, 320x224, 320x256, 320x448, 320x480, 320x512, 384x224, 384x256, 384x448, 384x480, 384x512, 512x224, 512x256, 512x448, 512x512, 576x224, 576x240, 576x448, 576x480, 576x512, 640x224, 640x240, 640x256, 640x448, 640×480, 640x512, 704x224, 704x240, 704x256, 704x448, 704x480, 704x512
+
|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
 
|24-bit, RGB
 
|24-bit, RGB
|240p, 288p, 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)
 
|59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 
|59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 
|-
 
|-
 
|[[Sega Dreamcast emulators|Sega Dreamcast]]
 
|[[Sega Dreamcast emulators|Sega Dreamcast]]
|320x240, 256x224, 256x240, 512x224, 512x240, 640×480, 512x448, 512x480, 672x480, 720x240, 720x480, 768x240, 768x480, 544x608, 400x240, 416x768, 384x864, 320x960, 800x640, 1024x480, 1024x960, 1024x768, 1280x480, 1280x960 <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, 288p, 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>
 
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref>, 75Hz, 120Hz <ref group=O name=dc2></ref>
 
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref>, 75Hz, 120Hz <ref group=O name=dc2></ref>
 
|-
 
|-
 
|[[GameCube emulators|GameCube]] and [[Wii emulators|Wii]]
 
|[[GameCube emulators|GameCube]] and [[Wii emulators|Wii]]
|640x480, 640x528, 640×576, 640x600<ref group=O name=three>Similar to N64, games ran at various resolutions internally[https://tcrf.net/Help:Contents/Taking_Screenshots#GameCube/Wii], though output is usually in 480p.</ref>
+
|596×448
 +
608×456
 +
640x480, 640×576<ref group=O name=three>Similar to N64, games ran at various resolutions internally[https://tcrf.net/Help:Contents/Taking_Screenshots#GameCube/Wii], though output is usually in 480p.</ref>
 
etc
 
etc
 
|24-bit, RGB
 
|24-bit, RGB
|240p, 288p, 480i (NTSC), 480p, 576i (PAL), 576p, <ref group=O name=wii>https://wiibrew.org/wiki/Video_output</ref> 960i, 1080i, 1152i (through Swiss)
+
|240p, 480i (NTSC), 480p, 576i (PAL), 576p, <ref group=O name=wii>https://wiibrew.org/wiki/Video_output</ref> 960i, 1080i, 1152i (through Swiss)
 
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 
|-
 
|-
 
|[[Xbox emulators|Xbox]]
 
|[[Xbox emulators|Xbox]]
|640×480, 640x576, 720x480, 720x576, 1280x720, 1920x1080
+
|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, 1280x768, 1280x800, 1440x900, 1280x1024, 1600x1024, 960x1080, 1280x1080, 1440x1080, 1600x1080, 1600x1200, 1920x1080, 2048x1080, 1920x1200, 1920x1440, 2048x1152, 2048x1536, 2560x1440, 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, 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>
 
|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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|-
 
|-
 
|[[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
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|-
 
|-
 
|[[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
 
|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
 
|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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|256x192
 
|256x192
 
|15 colors, RGBI
 
|15 colors, RGBI
|288p
 
|50 (PAL)<ref group=Q name=five></ref>
 
|-
 
|[[BBC Micro emulators|BBC Micro/Acorn Electron]]
 
|160x256, 320x256, 640x256 <ref group=Q name=bbcmicro>In addition to these graphics modes, BBC Micro but not the cheaper Atom Electron has a teletext-based video mode. This has an effective resolution of 480x500 but only supports alphanumerical characters and coarse block-based graphics</ref>
 
|8 colors, RGB
 
 
|288p
 
|288p
 
|50 (PAL)<ref group=Q name=five></ref>
 
|50 (PAL)<ref group=Q name=five></ref>
 
|-
 
|-
 
|[[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, 360p
+
|240p, 350p
 
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
 
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
 
|-
 
|-
 
|[[Apple IIGS emulators|Apple IIGS]]
 
|[[Apple IIGS emulators|Apple IIGS]]
|320x200, 640x200
+
|320x200,640x200
 
|4096 colors, RGB
 
|4096 colors, RGB
 
|240p, 288p
 
|240p, 288p
Line 345: Line 315:
 
|-
 
|-
 
|[[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 systems==
 
Fantasy consoles and computers are intended to replicate the experience of older video game consoles.
 
Fantasy consoles and computers are intended to replicate the experience of older video game consoles.
Line 377: Line 346:
 
|240x136
 
|240x136
 
|16 colors
 
|16 colors
|}
 
  
 
==External links==
 
==External links==

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