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Resolution

905 bytes added, 1 May
2D Consoles
|-
|[[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
|[[Apple II line|Apple II]]
|280x192
|6 colors (high res), 15 colors (low res), Color/Luminance <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
|60 (NTSC), 50 (PAL)<ref group=Q name=five>Preliminary or approximate value.</ref>
|240p,288p
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref>
|-
|[[POS (Pong Consoles) CPUs and Other Chips#x86 CPUs|IBM PC (CGA)]]
|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>
|200p
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
|-
|[[Commodore 64 emulators|Commodore 64]]
|[[ZX Spectrum line|Sinclair ZX Spectrum]]
|256x192
|15 colors, RGBRGBI
|288p
|50 (PAL)<ref group=Q name=five></ref>
|288p
|50 (PAL)<ref group=Q name=five></ref>
|-
|[[POS (Pong Consoles) CPUs and Other Chips#x86 CPUs|IBM PC (EGA)]]
|320x200,640x200,640x350
|16 colors (200 line modes), 64 colors (350 line modes), RGB
|200p, 350p
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
|-
|[[Apple IIGS emulators|Apple IIGS]]
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