The term Two Dimensional or 2D in video games refers to something with only two dimensions, and that thereby appears flat to the viewers perspective. Short of displaying an incomprehensible pixel-wide line, this is the simplest form of video game graphics. Games started with two dimensional graphics, from Pong units in arcades to Super Mario Bros. 3 on the NES. Since the advancement into 3D graphics, games with 2D graphics have become increasingly rare, though not totally extinct. They are still prominent in handheld systems as well as mobile games.
List of hardware by 2D graphical capabilities[ | ]
Year | Type | System | GPU (Graphics Processing Unit) Chipset(s) | Graphics Mode(s) / Config(s) | Hardware Sprite Support | Hardware Sprites on Screen | Hardware Scrolling | Hardware Scaling | Tilemap Layers | Max Colors on Screen | Max Color Table / Palette | Max X Res | Max Y Res |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1971 | Arcade | Computer Space | Discrete Logic | Monochrome | No | 0 | No | No | 0 | 2 | 2 | 100 | 78 |
1972 | Arcade | Atari Discrete Logic | Discrete Logic | Monochrome | No | 0 | No | No | 0 | 2 | 2 | 80 | 26 |
Console | Magnavox Odyssey | No | No | No | 36 | ||||||||
1974 | Arcade | Taito Discrete Logic | Discrete Logic | Monochrome | Yes | 8 | Vertical | No | 0 | 2 | 2 | 174 | 160 |
1975 | Arcade | Midway 8080 | Fujitsu MB14241 Video Shifter | Monochrome | Yes | 16 | No | No | 0 | 2 | 2 | 256 | 224 |
Taito Discrete Logic | Yes | Vertical | Integer[1] | 4 | 4 | 174 | 160 | ||||||
Console | Atari Home Pong | Discrete Logic | Monochrome | No | 0 | No | No | 0 | 2 | 2 | 80 | 26 | |
Epoch TV Tennis Electrotennis | No | No | No | ||||||||||
1976 | Arcade | Atari 6502 | Discrete Logic | Grayscale | Yes | 6 | No | No | 0 | 4 | 4 | 256 | 232 |
Atari 6800 | Color | Yes | 8 | No | No | 8 | 8 | ||||||
Sega Discrete Logic | Sega 94789-P Board | Grayscale | Yes | 6 | Vertical | Integer Zoom & Horizontal Flip | 0 | 4 | 4 | 320 | 298 | ||
Taito Discrete Logic | Fujitsu MB14241 Video Shifter | Color | Yes | 16 | Vertical | Integer | 0 | 8 | 8 | 246 | 160 | ||
Console | Fairchild Channel F | Fairchild F8 | Color | No | 0 | No | No | 0 | 8 | 8 | 128 | 64 | |
1977 | Arcade | Sega Discrete Logic | Sega Game Board | Grayscale | Yes | 6 | Yes | Integer | 0 | 4 | 4 | 320 | 298 |
Sega Vic Dual | Sega Video Logic Board | Grayscale | Yes | 24 | No | No | 0 | 8 | 64 | 256 | 224 | ||
Taito Z80 | Taito AO84-91335-C762 Board | RGB | Yes | 4 | Yes | No | 0 | 16 | 32 | 256 | 376 | ||
Computer | Apple II | Discrete Logic | Lo-Res | No | 0 | No | No | 0 | 16 | 16 | 40 | 48 | |
Hi-Res | No | No | No | 4 | 4 | 280 | 192 | ||||||
Sord M200 | AMD9511 FPU (Floating Point Unit)[2] | Monochrome | No | 0 | No | No | 0 | 2 | 2 | 160 | 48 | ||
Console | Atari VCS / Atari 2600 | Atari TIA (Television Interface Adaptor) | YPbPr | Yes | 5 | No | Horizontal Integer Zoom/Flip | 0 | 4 | 128 | 160 | 192 | |
Bally Astrocade | Discrete Logic | Color | Blitter | 0 | No | No | 0 | 8 | 8 | 160 | 102 | ||
1978 | Arcade | Taito 8080 | Fujitsu MB14241 Video Shifter[4][5] | RGB | Yes | 64 | No | No | 0 | 8 | 64 | 256 | 260 |
Computer | Sord M170 ACE | Sord Graphic Card, AMD9511 FPU | Color | No | 0 | No | No | 0 | 8 | 8 | 320 | 256 | |
Console | Magnavox Odyssey² | Intel 8244 | Color | Yes | 4 | No | No | 0 | 8 | 16 | 160 | 200 | |
1979 | Arcade | Atari 6502 Vector | Discrete Logic | Grayscale | Vector | 0 | No | Vector zoom & rotation | 0 | 2 | 2 | 400 | 300 |
Irem M14 | Irem M14S-2 / M14L-2 Board | RGB | Blitter | 0 | No | No | 1 | 32 | 32 | 256 | 256 | ||
Namco Galaxian | Namco Galaxian Video Section[6] | RGB | Yes | 64 | Vertical | Integer Zoom & Flip | 1 | 32 | 256 | 384 | 264 | ||
Nintendo 8080 | Nintendo PI-500803 Board | RGB | Yes | 64 | No | No | 0 | 8 | 32 | 224 | 256 | ||
Nintendo Classic | Nintendo Video Board (TRS2-02-VIDEO), Foreground Generator, Background Generator | Yes | No | Scaling & Flip | 1 | 256 | 768 | 256 | |||||
Sega Discrete Logic | Sega Display Board 96597-P, Sega Display Board MO-4202,[7][8][9] Sega Accelerator Board 96599-P | RGB | Yes | 36 | Yes | Integer Zoom & Horizontal Flip | 1 | 16 | 16 | 244 | 384 | ||
Taito 8080 | Fujitsu MB14241 Video Shifter[4][5] | RGB | Yes | 64 | Vertical | No | 0 | 16 | 512 | 256 | 260 | ||
Computer | Atari 400 | Atari ANTIC & CTIA | Mode 1-5 | Sprite & Blitter | 8 | Coarse | Integer | 0 | 5 | 128 | 80 | 48 | |
Mode 6 | Sprite & Blitter | Coarse | Integer | 2 | 160 | 192 | |||||||
Atari 800 | Atari ANTIC & CTIA | Mode 1-7 | Sprite & Blitter | 8 | Coarse | Integer | 0 | 5 | 128 | 160 | 192 | ||
Mode 8 | Sprite & Blitter | Coarse | Integer | 2 | 320 | ||||||||
NEC PC-8001 | NEC µPD3301D (CRT Controller) | Color | No | 0 | No | No | 0 | 8 | 8 | 160 | 100 | ||
Console | Mattel Intellivision | General Instrument AY-3-8900 STIC | Color | Yes | 8 | No | No | 0 | 16 | 16 | 159 | 192 | |
1980 | Arcade | Data East DECO Cassette System | Data East DECO 222 | RGB | Yes | 34 | Yes | Integer | 1 | 56 | 56 | 240 | 240 |
Konami Scramble | Konami Game Logic Board,[10] Namco Galaxian[6] | RGB | Yes | 64 | Yes | Integer Zoom & Flip | 1 | 64 | 256 | 384 | 264 | ||
Namco Pac-Man | Namco NVC293 Video Shifter, Pac-Man Hardware | RGB | Yes | 64 | Yes | Flip | 2 | 64 | 512 | 224 | 288 | ||
Nintendo 8080 | Nintendo PI-500803 Board | RGB | Yes | 64 | Horizontal | No | 0 | 1024 | 1032 | 224 | 256 | ||
Computer | Apple III | Discrete Logic | Lo-Res | No | 0 | No | No | 0 | 16 | 16 | 40 | 48 | |
Mid-Res | No | No | No | 6 | 6 | 280 | 192 | ||||||
Hi-Res | No | No | No | 2 | 2 | 560 | |||||||
Commodore VIC-1001 / VIC-20 | MOS Technology VIC | YPbPr | No | 0 | No | No | 0 | 4 | 16 | 176 | 184 | ||
Hitachi Basic Master Level 3 | Unknown | Color | No | 0 | No | No | 0 | 8 | 8 | 640 | 200 | ||
1981 | Arcade | Irem M27 | Irem M-27S & M-33 Sub 2 Character Boards | RGB | Yes | 32 | No | No | 0 | 256 | 512 | 256 | 256 |
Konami Tactician | Konami Tactician Board, Konami [[62]] Electrochrome Monitor Signal Harness | RGB | Yes | 64 | Yes | No | 1 | 32 | 260 | 288 | 288 | ||
Namco Galaga | Namco Galaga Video Board[11][12][13] | RGB | Yes | 64 | Yes | No | 1 | 64 | 580 | 288 | 224 | ||
Sega G80 | Sega Video I Board, Sega Display Controller | RGB | Sprite & Vector | 64 | Yes | Vector zoom & rotation | 1 | 64 | 128 | 400 | 300 | ||
Sega VCO Object | Sega Custom Chipset, 8x VCO (Voltage Control Oscillator) | Yes | Yes | Scaling & Flip | 256 | 832 | 640 | 264 | |||||
Sega Z80 | Sega Game Logic Board, Namco Galaxian | Yes | Yes | Integer Zoom & Flip | 64 | 256 | 384 | ||||||
Taito Z80 | Taito Game Board,[14] Namco Galaxian[6] | RGB | Yes | 64 | Yes | Integer Zoom & Flip | 1 | 64 | 256 | 384 | 376 | ||
Williams 6809 | Video Decoder | RGB | No | 0 | Horizontal | No | 0 | 16 | 16 | 292 | 240 | ||
Computer | Atari 800 | Atari ANTIC & GTIA | Mode 1-7 | Sprite & Blitter | 8 | Coarse | Integer | 0 | 8 | 128 | 160 | 192 | |
Mode 8 | Sprite & Blitter | Coarse | Integer | 2 | 320 | ||||||||
Mode 9-11 | Sprite & Blitter | Coarse | Integer | 16 | 256 | 80 | |||||||
Fujitsu FM-8 | Motorola 6809 | Color | No | 0 | No | No | 0 | 8 | 8 | 640 | 200 | ||
NEC PC-8801 | NEC SGP (Super Graphic Processor) | RGB | No | 0 | No | No | 0 | ||||||
IBM PC | IBM CGA (Color Graphics Adapter) | Lo-Res | No | 0 | No | No | 0 | 4 | 16 | 320 | 200 | ||
Hi-Res | No | No | No | 2 | 640 | ||||||||
Extended | No | No | No | 16 | 160 | 100 | |||||||
Sinclair ZX81 | ULA 2C184E / 2C210E | Monochrome | No | 0 | No | No | 0 | 2 | 2 | 256 | 182 | ||
Texas Instruments TI-99/4A | TI (Texas Instruments) TMS9918A | YPbPr | Yes | 32 | No | Integer | 1 | 16 | 16 | 256 | 192 | ||
1982 | Arcade | Atari 68000 | Atari POKEY x2 | Color | Yes | 16 | No | No | 1 | 256 | 256 | 256 | 224 |
Irem M52 | Irem M52-B-C Character & M52-E-C Scrolling Video Boards | RGB | Yes | 32 | Parallax | Flip | 2 | 128 | 588 | 256 | 256 | ||
Konami Framebuffer | Konami KT-3203-1B Video Board[15] | RGB | Blitter | 0 | Yes | Flip | 0 | 16 | 256 | 256 | 256 | ||
Konami Z80 | Konami Z80 Board, Time Pilot Board | RGB | Yes | 64 | Parallax | Flip | 384 | 384 | |||||
Namco Pole Position | Namco Pole Position Video Board[13][16][17] Zilog Z8002 | RGB | Yes | 96 | Parallax | Scaling & Flip | 2 | 3840 | 4096 | 256 | 224 | ||
Sega VCO Object | Sega Custom Chipset, 8x VCO | Stereoscopic | Yes | 128 | Yes | Scaling & Flip | 1 | 1024 | 1536 | 640 | 264 | ||
Sega Z80 | Sega 315-5011 Graphics Handler & 315-5012 Sprite Operater | RGB | Yes | 64 | Parallax | No | 512 | 384 | |||||
Sega Zaxxon | Sega Zaxxon Video Board, 2x Sega 93422 | Yes | 32 | Isometric | Flip | 256 | 512 | ||||||
Computer | Commodore MAX / Commodore 64 | MOS Technology VIC-II | YPbPr | Sprite & Blitter | 8 | Coarse | Integer | 0 | 16 | 16 | 320 | 200 | |
Epson QX-10 | NEC µPD7220 GDC (Graphic Display Controller) | Lo-Res | Blitter | 0 | Horizontal | Integer | 0 | 16 | 4096 | 384 | 240 | ||
Mid-Res | Blitter | Horizontal | Integer | 8 | 640 | 400 | |||||||
Hi-Res | No | No | No | 4 | 800 | ||||||||
Fujitsu FM-7 | Fujitsu MBL 68B09 | RGB | No | 0 | No | No | 0 | 8 | 8 | 640 | 200 | ||
Fujitsu FM-11 EX | Fujitsu MBL 68B09E | No | No | No | 0 | 16 | 16 | 400 | |||||
NEC PC-9801 / NEC APC | NEC µPD7220 GDC (Graphic Display Controller) x2 | Lo-Res | Blitter | 0 | Horizontal | Integer | 0 | 32 | 4096 | 384 | 240 | ||
Mid-Res | Blitter | Horizontal | Integer | 16 | 640 | 494 | |||||||
Hi-Res | No | No | No | 8 | 1024 | 1024 | |||||||
Sharp X1 (CZ-800C) | Hitachi HD46505 | RGB | No | 0 | No | No | 0 | 8 | 8 | 640 | 200 | ||
Sinclair ZX Spectrum | Ferranti 6C001E ULA | RGBI | No | 0 | No | No | 0 | 8 | 15 | 256 | 192 | ||
Sony SMC-70 | Hitachi HD46505S2 | Color | No | 0 | No | No | 0 | 16 | 16 | 640 | 400 | ||
Console | Atari 5200 | Atari ANTIC & GTIA | Mode 1-7 | Sprite & Blitter | 8 | Coarse | Integer | 0 | 8 | 128 | 160 | 192 | |
Mode 8 | Sprite & Blitter | Coarse | Integer | 2 | 320 | ||||||||
Mode 9-11 | Sprite & Blitter | Coarse | Integer | 16 | 256 | 80 | |||||||
ColecoVision | TI TMS9918A | YPbPr | Yes | 32 | No | Integer | 1 | 16 | 16 | 256 | 192 | ||
1983 | Arcade | Konami 6809 | Konami 6809 Board, PWB(A)2000 Video Board, Semaphore System | RGB | Yes | 64 | Yes | Scaling & Flip | 0 | 512 | 512 | 396 | 256 |
Namco System 16 | Namco 56XX & 58XX | RGB | Yes | 96 | No | Tilemap Scaling & Flip | 0 | 800 | 800 | 288 | 224 | ||
Nintendo Punch-Out | Nintendo CHP1-VIDEO | RGB | Yes | 4 | Horizontal | Scaling & Flip | 1 | 1024 | 3072 | 256 | 512 | ||
Sega Laserdisc | Sega IC Chipset | Sprite Layer | Yes | 64 | Forward Scrolling | Yes | 0 | 256 | 512 | 256 | 256 | ||
Hitachi-Sega VIP9500SG Laserdisc Player | Laserdisc Layer | No | 0 | No | No | 278400 | 16777216 | 580 | 480 | ||||
Sega System 1 | Sega Custom IC Chipset | RGB | Yes | 64 | Parallax | Flip | 1 | 2048 | 2048 | 640 | 260 | ||
Sega Zaxxon | Sega 834-5167 Video Board, 2x Sega 93422 | Yes | Isometric | Flip | 512 | 1536 | 384 | 264 | |||||
SNK Triple Z80 | SNK Triple Z80 / Marvin's Maze Board, Zilog Z80 | RGB | Yes | 128 | Isometric | Flip | 2 | 1024 | 3072 | 512 | 256 | ||
Taito Z80 | Taito Processor Board & River-Tree Board | RGB | Yes | 64 | Yes | Scaling & Flip | 1 | 64 | 128 | 384 | 376 | ||
Tatsumi TX-1 | Tatsumi TC012A Video Board | RGB | Yes | 96 | Parallax | Yes | 2 | 768 | 4096 | 1152 | 264 | ||
Computer | Apple IIe | Unknown | YIQ | No | 0 | No | No | 0 | 16 | 16 | 560 | 192 | |
Atari 800 XL | Atari ANTIC & GTIA | Mode 1-7 | Sprite & Blitter | 8 | Coarse | Integer | 0 | 8 | 128 | 160 | 192 | ||
Mode 8 | Sprite & Blitter | Coarse | Integer | 2 | 320 | ||||||||
Mode 9-11 | Sprite & Blitter | Coarse | Integer | 16 | 256 | 80 | |||||||
Mode 12-15 | Sprite & Blitter | Coarse | Integer | 5 | 160 | ||||||||
DEC Rainbow 100 | NEC µPD7220 GDC | Lo-Res | Blitter | 0 | Horizontal | Integer | 0 | 16 | 4096 | 384 | 240 | ||
Mid-Res | Blitter | Horizontal | Integer | 8 | 640 | ||||||||
Hi-Res | No | No | No | 4 | 800 | ||||||||
MSX | TI TMS9918 | YPbPr | Yes | 32 | No | Integer | 1 | 16 | 16 | 256 | 192 | ||
Sony SMC-777 | Hitachi HD46505S2 & Sony SMC-777C | Lo-Res | No | 0 | No | No | 0 | 16 | 4096 | 640 | 200 | ||
Hitachi HD46505S2 | Hi-Res | No | No | No | 16 | 400 | |||||||
Sega SC-3000 | TI TMS9928A | YPbPr | Yes | 32 | No | Integer | 1 | 16 | 16 | 256 | 192 | ||
Console | Sega SG-1000 | Yes | No | Integer | |||||||||
Nintendo Famicom / NES | Ricoh RP2C02 / RP2C07 PPU (Picture Processing Unit) | YPbPr | Yes | 64 | Yes | Flip | 1 | 25 | 64 | 256 | 240 | ||
1984 | Arcade | Alpha Denshi Equites | Alpha Denshi ALPHA-8303 Custom Video Processor | RGB | Yes | 128 | Yes | Flip | 1 | 384 | 1824 | 256 | 256 |
Irem M62 | Irem B Board & G Board | RGB | Yes | 32 | Parallax | Flip | 2 | 512 | 1568 | 512 | 256 | ||
Konami Dual 6809 | Konami PWB(A)2000 CRT Video Board,[18][19][20] Motorola 6809[21] | RGB | Yes | 128 | Yes | Scaling & Flip | 1 | 4096 | 4096 | 396 | 256 | ||
Taito Z80 | Taito Video Board, Fujitsu MB112S146 | RGB | Yes | 96 | Parallax | Scaling & Flip | 2 | 1024 | 4096 | 384 | 376 | ||
Computer | Amstrad CPC | Motorola 6845 | Mode 0 | No | 0 | Horizontal | No | 0 | 17 | 27 | 160 | 200 | |
Mode 1 | No | Horizontal | No | 5 | 320 | ||||||||
Mode 2 | No | No | No | 3 | 640 | ||||||||
Apple Macintosh 128K | Apple DMA Video Controller | Grayscale | No | 0 | No | No | 0 | 4 | 4 | 512 | 342 | ||
Fujitsu FM-77 | Fujitsu MBL 68B09E | RGB | No | 0 | No | No | 0 | 8 | 16 | 640 | 400 | ||
IBM PC/AT | IBM EGA (Enhanced Graphics Adapter) | RGB | No | 0 | No | No | 0 | 16 | 64 | 640 | 350 | ||
Sharp X1 Turbo | Hitachi HD46505 | RGB | No | 0 | No | No | 0 | 8 | 8 | 640 | 400 | ||
Tandy 1000 | Tandy Graphics Adapter | Lo-Res | No | 0 | No | No | 0 | 16 | 16 | 320 | 200 | ||
Hi-Res | No | No | No | 4 | 4 | 640 | |||||||
1985 | Arcade | Irem M62 | Irem B Board & G Board | RGB | Yes | 32 | Parallax | Flip | 2 | 768 | 2304 | 512 | 256 |
Sega Hang-On | Sega Super Scaler Board[22][23][24] | RGBI[25] | Sprite & Blitter | 128 | Parallax & Row Scroll | Scaling & Flip | 3 | 6144 | 32768 | 512 | 262 | ||
Sega Space Harrier | Sprite & Blitter | Parallax & Row Scroll | Scaling & Flip | 4 | 98304 | ||||||||
Sega System 16 / System 16A | Sega 171 Board[23][26][27] | RGBI[25] | Sprite & Blitter | 128 | Parallax & Row Scroll | Flip | 3 | 6144 | 98304 | 400 | 262 | ||
Sega System E | Sega Master System x2 (2x Sega 315-5124 VDP) | RGB | Yes | 128 | Parallax | Integer Zoom & Tile Flip | 2 | 64 | 128 | 342 | 313 | ||
Computer | Atari 65XE | Atari ANTIC & GTIA | Color | Sprite & Blitter | 8 | Coarse | Integer | 0 | 16 | 256 | 320 | 192 | |
Atari ST | Atari ST Shifter | Lo-Res | Blitter | 0 | Coarse | Integer | 0 | 16 | 512 | 320 | 200 | ||
Mid-Res | Blitter | No | No | 4 | 640 | ||||||||
Hi-Res | No | No | No | 2 | 2 | 400 | |||||||
Commodore 128 | MOS Technology VIC-II | Lo-Res | Sprite & Blitter | 8 | Coarse | Integer | 0 | 16 | 16 | 320 | 200 | ||
MOS Technology 8563 VDC (Video Display Controller) | Hi-Res | Blitter | 0 | No | No | 640 | 400 | ||||||
Commodore Amiga 1000 | Commodore OCS (Original Chip Set) | Sprites | Sprite & Blitter | 8 | Yes | Vertical | 0 | 32 | 4096 | 320 | 400 | ||
HAM | No | 0 | No | No | 4096 | ||||||||
Hi-Res | Blitter | Coarse | No | 16 | 640 | ||||||||
Fujitsu FM-77 AV | Fujitsu MMR (Memory Mapping Register)[28] | Blitter | Blitter | 0 | Coarse | Integer | 0 | 64 | 4096 | 320 | 200 | ||
Hi-Color | No | No | No | 4096 | |||||||||
Hi-Res | No | No | No | 16 | 640 | 400 | |||||||
IBM PC/AT | IBM PGC (Professional Graphics Controller) | Lo-Res | No | 0 | No | No | 0 | 256 | 4096 | 320 | 240 | ||
Hi-Res | No | 0 | No | No | 16 | 256 | 640 | 480 | |||||
MSX2 | Yamaha V9938 VDP (Video Display Processor) | Mode 1-4 | Yes | 32 | Vertical | Integer | 1 | 16 | 512 | 256 | 192 | ||
Mode 5-7 | No | 0 | Vertical | No | 512 | 424 | |||||||
Mode 8 | No | Vertical | No | 256 | 256 | 256 | |||||||
NEC PC-8801 mkII | NEC SGP & NEC V2 | RGB | Blitter | 0 | Coarse | No | 0 | 8 | 512 | 640 | 400 | ||
NEC PC-98X / PC-9801 U / PC-9801 V | NEC GRCG (Graphic Charger), NEC µPD7220 GDC x2 | Lo-Res | Blitter | 0 | Horizontal | Integer | 0 | 64 | 4096 | 384 | 240 | ||
Mid-Res | Blitter | Horizontal | Integer | 32 | 640 | 494 | |||||||
Hi-Res | No | No | No | 16 | 1120 | 1024 | |||||||
Console | Sega Mark III / Master System | Sega 315-5124 VDP (Video Display Processor) | RGB | Yes | 64 | Yes | Integer Zoom & Tile Flip | 1 | 32 | 64 | 256 | 240 | |
1986 | Arcade | Konami Dual 68000 | Konami GX763 350860A Video Board (K051316 Video Processor)[29] | RGBI[30] | Yes | 256 | Parallax | Scaling & Flip | 5 | 86016 | 16777216 | 336 | 256 |
Namco System 86 | Namco CUS Chipset[31][32] | RGB | Sprite & Blitter | 96 | Parallax | Flip | 3 | 4096 | 5120 | 512 | |||
Sega OutRun | Sega Super Scaler [[63]] Video Board[23][24][33][34] | RGBI[25] | Sprite & Blitter | 128 | Parallax & Row Scroll | Anisotropic | 5 | 12288 | 98304 | 512 | 262 | ||
Sega System 16B | Sega [[64]] Board[35][36][37][23] | Sprite & Blitter | Parallax & Row Scroll | Scaling & Flip | 3 | 6144 | |||||||
SNK Ikari Warriors | SNK Ikari Warriors Video Board[38][39] | RGB | Yes | 192 | Parallax | No | 2 | 1024 | 4096 | 288 | 224 | ||
Computer | Apple IIGS | Apple VGC (Video Graphics Chip) | Blitter | Blitter | 0 | No | No | 0 | 256 | 4096 | 320 | 200 | |
Hi-Color | No | No | No | 3200 | |||||||||
Hi-Res | No | No | No | 800 | 640 | ||||||||
Fujitsu FM-77 AV 40 | Fujitsu MMR[28][40] | Blitter | Blitter | 0 | Coarse | Integer | 0 | 256 | 262144 | 320 | 200 | ||
Hi-Color | No | No | No | 64000 | |||||||||
Hi-Res | Blitter | Coarse | Integer | 16 | 640 | 400 | |||||||
IBM PC/AT | Hitachi HD63484 ACRTC (Advanced CRT Controller) | Mid-Res | Blitter | 0 | Coarse | Integer | 0 | 256 | 16777216 | 640 | 480 | ||
Hi-Res | No | No | No | 4096 | 1024 | 768 | |||||||
NEC PC-98 XL | NEC EGC (Enhanced Graphic Charger), NEC μPD72120 AGDC (Advanced Graphics Display Controller) |
Mid-Res | Blitter | 0 | Horizontal | Integer Zoom & Rotation | 0 | 256 | 65536 | 640 | 494 | ||
Hi-Res | No | No | No | 1120 | 1024 | ||||||||
Console | Atari 7800 | Atari MARIA | Lo-Res | Blitter | 0 | Coarse | Integer | 0 | 25 | 256 | 160 | 200 | |
Hi-Res | Blitter | Coarse | Integer | 16 | 320 | ||||||||
1987 | Arcade | Namco System 1 | Namco CUS Chipset[41][42] | RGBI[43] | Yes | 128 | Parallax | Integer Zoom & Flip | 6 | 24576 | 16777216 | 512 | 512 |
Namco System 2 | Namco V56 VIDEO [[65]] Graphics Board[44][45] | RGBI[46] | Yes | Parallax | Scaling & Rotation | 8 | 49152 | ||||||
Sega X Board | Sega Super Scaler [[66]] Board[23][24][47][48] | RGBI[25] | Sprite & Blitter | 256 | Parallax & Row Scroll | Scaling & Rotation | 7 | 24576 | 98304 | 512 | 262 | ||
Taito 68000 | Taito Operation Wolf Chipset,[49][50] Taito Rastan Chipset[51][52] | RGB | Yes | 512 | Parallax | Flip | 2 | 8192 | 32768 | 320 | 256 | ||
Taito Z System | Taito Video Board[53][54] | Sprite & Blitter | 64 | Parallax | Scaling & Flip | 4 | 4096 | ||||||
Taito Air System | Taito TC0080VCO Video, Taito TC0070RGB Palette,[55] TI TMS320C25 | RGBI[56] | Sprite & Blitter | 128 | Parallax | Scaling & Rotation | 2 | [[67]] | 16777216 | 1024 | 1024 | ||
Taito Ninja Warriors | TC0070RGB, TC0110PCR, TC0100SCN[57] | RGB | Sprite & Blitter | 128 | Parallax & Line Scrolling | Flip | 6 | 12288 | 98304 | 864 | 256 | ||
Computer | Apple Macintosh II | Apple Mac Color / MIT NuBus | Lo-Res | No | 0 | No | No | 0 | 256 | 16777216 | 512 | 384 | |
Hi-Res | No | No | No | 65536 | 640 | 480 | |||||||
Commodore Amiga 500 / 2000 | Commodore OCS | Sprites | Sprite & Blitter | 8 | Yes | Vertical | 0 | 64 | 4096 | 320 | 512 | ||
HAM | No | 0 | No | No | 4096 | ||||||||
Hi-Res | Blitter | Coarse | No | 16 | 640 | ||||||||
Fujitsu FM R-70 | Cirrus Logic CL-GD,[58] Intel 80387 | Lo-Res | Blitter | 0 | Yes | No | 0 | 256 | 4096 | 320 | 240 | ||
Mid-Res | Blitter | Yes | No | 16 | 800 | 600 | |||||||
Hi-Res | No | No | No | 1120 | 750 | ||||||||
IBM PS/2 | IBM VGA (Video Graphics Array) / MCGA (Multi-Color Graphics Array) / SVGA (Super VGA) | Lo-Res | No | 0 | No | No | 0 | 256 | 262144 | 320 | 240 | ||
Hi-Res | No | No | No | 16 | 256 | 800 | 600 | ||||||
NEC PC-88 VA | NEC SGC & NEC V3 | Tilemap | Sprite & Blitter | 32 | Yes | Vertical | 1 | 256 | 65536 | 640 | 400 | ||
Hi-Res | Blitter | 0 | No | No | 0 | 480 | |||||||
Hi-Color | No | No | No | 65536 | 200 | ||||||||
Sharp-NEC X1 Twin | Hitachi HD46505, NEC PC Engine (Hudson Soft HuC6260 & HuC6270A)[59] | Standard | Yes | 64 | Yes | Integer | 1 | 490 | 520 | 256 | 240 | ||
Hi-Res | No | 0 | No | No | 264 | 640 | 484 | ||||||
Hi-Color | No | No | No | 534 | 534 | 256 | 224 | ||||||
Sharp X68000 | Sharp-Hudson Chipset (Cynthia, Reserve, VSOP) (Sprite & Tilemap Layers)[60] |
Sprites & Tilemaps | Yes | 128 | Parallax | Integer Zoom & Flip | 2 | 768 | 65536 | 512 | 512 | ||
Sharp-Hudson Chipset (Vicon, Cathy, VIPS) (Bitmap Background Layers) |
Hi-Res | No | 0 | Yes | No | 0 | 64 | 65536 | 1024 | 1024 | |||
Hi-Color | No | Yes | No | 65536 | 512 | 512 | |||||||
2 Bitmaps | No | Yes | No | 512 | |||||||||
4 Bitmaps | No | Yes | No | 64 | |||||||||
Console | NEC PC Engine / TurboGrafx-16 | Hudson Soft HuC6260 & HuC6270A[59] | Standard | Yes | 64 | Yes | Flip | 1 | 482 | 512 | 256 | 240 | |
Hi-Res | No | 0 | No | No | 256 | 565 | 484 | ||||||
Hi-Color | No | No | No | 526 | 526 | 256 | 224 | ||||||
1988 | Arcade | Capcom Play System (CPS) | Capcom CPS-A/B | RGBI | Yes | 256 | Parallax & Row Scroll | Flip | 3 | 3072 | 65536 | 512 | 256 |
Namco System 21 | Namco OBJ Board, Namco C355 Motion OBJ(B),[61] 5x TI TMS320C20 | RGBI[62] | 3D Polygon | 0 | Yes | Scaling & Rotation | 0 | 262144 | 16777216 | 512 | 512 | ||
Sega Mega-Tech | Sega Mega Drive (Yamaha YM7101 VDP),[63] Sega Master System (Sega [[68]] VDP) |
RGBI[64] | Sprite & Blitter | 144 | Parallax | Integer Zoom & Flip | 3 | 1600 | 1600 | 320 | 720 | ||
Sega System 24 | Sega 315 Custom IC Chipset[65][66] | RGBI[25] | Sprite & Blitter | 2048 | Parallax & Row Scroll | Yes | 4 | 24576 | 98304 | 656 | 424 | ||
Sega Y Board | Sega Super Scaler [[69]] Video Board[23][24][37][67][68] | RGBI[25][69] | Sprite & Blitter | 2304 | Parallax & Row Scroll | Scaling & Rotation | 1 | 71680 | 16777216 | 512 | 262 | ||
Taito F2 System | Taito F2 Chipset[70][71] | RGBI | Sprite & Blitter | 2048 | Parallax | Flip | 4 | 4096 | 4096 | 320 | 256 | ||
Computer | Fujitsu FM-77 AV 40 SX | Fujitsu MMR,[28][40] Fujitsu Video Card[72] | Blitter | Blitter | 0 | Yes | Integer | 0 | 256 | 262144 | 320 | 200 | |
Hi-Color | No | No | No | 64000 | |||||||||
Hi-Res | Blitter | Coarse | Integer | 16 | 640 | 400 | |||||||
IBM PS/2 Model 70 | IBM 8514 | Lo-Res | Blitter | 0 | Line-Draw | No | 0 | 256 | 65536 | 320 | 240 | ||
Hi-Res | No | No | No | 262144 | 1024 | 768 | |||||||
Panasonic MSX2+ | Yamaha V9958 VDP (Modes 1-8 & 12: Single Layer) |
Mode 1-4 (RGB) | Yes | 32 | Yes | Integer | 1 | 16 | 512 | 256 | 192 | ||
Mode 5-7 (RGB) | No | 0 | Yes | No | 0 | 512 | 424 | ||||||
Mode 8 (RGB) | No | Yes | No | 256 | 256 | 256 | |||||||
Mode 12 (YJK) | No | No | No | 19268 | 32768 | ||||||||
Yamaha V9958 VDP (Modes 10-11: Dual Layers) |
Sprite Layer (RGB) | Yes | 32 | Yes | No | 1 | 16 | 512 | 256 | 192 | |||
Bitmap Background (YJK) | No | 0 | Yes | No | 0 | 12499 | 12499 | 424 | |||||
Console | Sega Mega Drive / Genesis | Yamaha YM7101 VDP[63] | Standard[64] | Sprite & Blitter | 80 | Parallax & Row Scroll | Integer Zoom & Flip | 2 | 240 | 1536 | 320 | 480 | |
Direct Color | Blitter | 0 | Yes | Integer | 1 | 512 | 512 | 160 | 240 | ||||
Hi-Color | No | No | No | 1536 | 1536 | ||||||||
1989 | Arcade | Atari Hard Drivin' | TI TMS34010 x2, Analog Devices ADSP-2100 | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 0 | 1024 | 4096 | 320 | 240 |
Namco System 21B | Namco OBJ Board,[61][62] Namco NB-1 Sprite System (Namco System 2 Sprite System,[44][45][73] Namco GFX Chipset,[74] Namco Motion Objects Chipset),[75] 4x TI TMS320C25 | Standard | Sprite & Blitter | 512 | Yes | Scaling & Rotation | 1 | 262144 | 16777216 | 512 | 512 | ||
Namco OBJ Board x2,[61][62] 2x Namco NB-1 Sprite System (2x Namco System 2 Sprite System,[44][45][73] 2x Namco GFX Chipset,[74] 2x Namco Motion Objects Chipset),[75] 8x TI TMS320C25 | Deluxe | Sprite & Blitter | 1024 | Parallax | Scaling & Rotation | 2 | |||||||
Sega System 14 / System C | Sega Mega Drive (Yamaha YM7101 VDP),[63]<br />Altera EPM5032[76] | RGBI | Sprite & Blitter | 80 | Parallax | Integer Zoom & Flip | 2 | 6144 | 98304 | 512 | 512 | ||
Sega System 18 | Sega System 16B (Sega [[70]] Board),[23][36][37]<br />Sega Mega Drive (Yamaha YM7101 VDP)[23][63] | RGBI[64] | Sprite & Blitter | 208 | Parallax & Row Scroll | Scaling & Flip | 5 | 7680 | 99840 | 512 | 480 | ||
Taito F1 System | Taito F2 Chipset,[70][71] Taito F1 Chipset[77][78] | RGBI | Sprite & Blitter | 2048 | Parallax | Scaling & Rotation | 4 | 8192 | 8192 | 320 | 256 | ||
Taito Z System | Taito Video Board[53][54] | RGB | Sprite & Blitter | 512 | Parallax | Scaling & Rotation | 4096 | 32768 | |||||
Computer | Atari STE | Atari ST Shifter & BLiTTER | Lo-Res | Blitter | 0 | Yes | Integer | 0 | 16 | 4096 | 320 | 200 | |
Mid-Res | Blitter | Coarse | No | 4 | 640 | ||||||||
Hi-Res | Blitter | No | No | 2 | 400 | ||||||||
Fujitsu FM Towns | Fujitsu Video/Sprite Controller (Layer 1: Sprite Layer) |
Sprite Layer | Yes | 1024 | Yes | Integer Zoom & Flip | 1 | 256 | 32768 | 256 | 240 | ||
Fujitsu Video/CRT Controller (Layer 0: Bitmap Background Layer) |
Mode 1-4 | No | 0 | Yes | Integer | 0 | 16 | 4096 | 1024 | 819 | |||
Mode 5-8 | No | Yes | Integer | 32768 | 32768 | 256 | 512 | ||||||
Mode 9-11 | No | Yes | Integer | 512 | 256 | ||||||||
Mode 12-14 | No | Yes | Integer | 256 | 16777216 | 1024 | 512 | ||||||
Console | NEC PC Engine SuperGrafx | Hudson Soft HuC6260,[59] 2x Hudson Soft HuC6270A[79] | RGB | Yes | 128 | Parallax | Flip | 2 | 526 | 4096 | 565 | 484 | |
Handheld | Atari Lynx | Atari Suzy | RGB | Blitter | 0 | Yes | Yes | 0 | 16 | 4096 | 160 | 102 | |
Nintendo Game Boy | Sharp LR35902 | Grayscale | Yes | 40 | Yes | No | 1 | 4 | 4 | 160 | 144 | ||
1990 | Arcade | Namco System 2 | Namco V56 VIDEO Graphics Board[44][45] | RGBI[46] | Yes | 322 | Parallax | Scaling & Rotation | 8 | 49152 | 16777216 | 512 | 512 |
Namco System 21C (Galaxian³) |
Namco OBJ Board x16,[61][62][80] 8x Namco NB-1 Sprite System (8x Namco System 2 Sprite System,[44][45][73] 8x Namco GFX Chipset,[74] 8x Namco Motion Objects Chipset),[75] 80x TI TMS320C25 | Polygon & Sprite Layers | Sprite & Blitter | 4096 | Parallax | Scaling & Rotation | 8 | 4063232 | 16777216 | 7936 | 512 | ||
Laserdisc Layers | No | 0 | No | No | 0 | ||||||||
Sega R-360 | Sega Y Board (Super Scaler [[71]] Video Board)[23][24][37][67][68] | RGBI[25][69] | Sprite & Blitter | 2304 | Parallax & Row Scroll | Scaling & Rotation | 1 | 71680 | 16777216 | 512 | 262 | ||
Sega System 32 | Sega Super Scaler [[72]] Board[23][24][37][81][82] | RGBI[25][69][83] | Sprite & Blitter | 8192 | Parallax, Row & Column Scroll | Scaling & Rotation | 5 | 512 | |||||
Taito F1 System | Taito F2 Chipset,[70][71] Taito F1 Chipset,[77][78] Taito TC0480SCP Tilemap Generator | RGBI | Yes | 2048 | Parallax | Scaling & Rotation | 8 | 8192 | 8192 | 320 | 256 | ||
Taito F2 System | Taito F2 Chipset,[70][71] Taito TC0260DAR Palette Generator, Taito TC0360PRI Priority Controller | Sprite & Blitter | 8192 | Parallax | Flip | 4 | |||||||
Arcade & Console | SNK Neo Geo | SNK PRO, LSPC2, NEO | RGBI | Yes | 384 | Parallax | Shrinking | 1 | 4096 | 65536 | 320 | 240 | |
Computer | Commodore Amiga 3000 | Commodore Amiga ECS (Enhanced Chip Set) | Sprites | Sprite & Blitter | 8 | Yes | Vertical | 0 | 64 | 4096 | 320 | 512 | |
HAM | No | 0 | No | No | 4096 | ||||||||
Hi-Res | Blitter | Coarse | No | 16 | 640 | ||||||||
SuperHires | Blitter | No | No | 4 | 1280 | ||||||||
IBM PS/2 95 XP 486 | IBM XGA (Extended Graphics Array) | Mid-Res | Blitter | 0 | Line-Draw | No | 0 | 256 | 65536 | 640 | 480 | ||
Hi-Res | No | No | No | 65536 | 262144 | 1024 | 768 | ||||||
Computer & Console | Amstrad CPC Plus, Amstrad GX4000 |
Amstrad ASIC | Mode 0 | Yes | 16 | Yes | Integer | 0 | 32 | 4096 | 160 | 200 | |
Mode 1 | Yes | Yes | Integer | 20 | 320 | ||||||||
Mode 2 | Yes | No | No | 18 | 640 | ||||||||
Console | Commodore 64 Game System | MOS Technology VIC-II | YPbPr | Sprite & Blitter | 8 | Coarse | Integer | 0 | 16 | 16 | 320 | 200 | |
Nintendo Super Famicom / SNES | Ricoh 5C77 (PPU1), Ricoh 5C78 (PPU2)[84] |
Mode 0 | Yes | 128 | Parallax | Flip | 4 | 128 | 32768 | 256 | 240 | ||
Mode 1 | Yes | Parallax | Flip | 3 | 288 | ||||||||
Mode 2-4 | Yes | Parallax | Flip | 2 | 384 | ||||||||
Mode 5-6 | Yes | Parallax | Flip | 160 | 512 | 480 | |||||||
Mode 7 | Yes | Parallax | Tilemap Scaling & Rotation | 512 | 256 | 240 | |||||||
Hi-Color | No | 0 | No | No | 32768 | ||||||||
Handheld | NEC TurboExpress | Hudson Soft HuC6260 & HuC6270A | Standard | Yes | 64 | Yes | Flip | 1 | 482 | 512 | 377 | 242 | |
Hi-Res | No | 0 | No | No | 256 | 400 | 270 | ||||||
Hi-Color | No | No | No | 526 | 526 | 256 | 224 | ||||||
Sega Game Gear | Sega VDP[85] | Standard | Sprite & Blitter | 64 | Yes | Integer | 1 | 32 | 4096 | 160 | 144 | ||
Hi-Color | No | 0 | No | No | 288 | ||||||||
1991 | Arcade | Irem M90 | Nanao NANAO GA-25[86] | RGBI | Yes | 128 | Parallax & Row Scroll | Flip | 2 | 4096 | 262144 | 512 | 512 |
Irem M92 | Nanao GA21 & GA22[87] | Sprite & Blitter | Parallax, Row & Column Scroll | Flip | 3 | 16384 | 1024 | ||||||
Namco System 21C (Theatre 6: Project Dragoon) |
Namco OBJ Board x2,[61][80] 2x Namco NB-1 Sprite System (2x Namco System 2 Sprite System,[44][45][73] 8x Namco GFX Chipset,[74] 8x Namco Motion Objects Chipset),[75] 10x TI TMS320C25 | Polygon & Sprite Layers | Sprite & Blitter | 1024 | Parallax | Scaling & Rotation | 2 | 524288 | 16777216 | 1024 | 512 | ||
Laserdisc Layers | No | 0 | No | No | 0 | ||||||||
Sega System 32 | Sega System 32 x2 (Sega Super Scaler [[73]] Board x2)[23][37][81][82] | RGBI[25][69][83] | Sprite & Blitter | 16384 | Parallax, Row & Column Scroll | Scaling & Rotation | 10 | 143360 | 16777216 | 1024 | 262 | ||
Taito F1 System | Taito F2 Chipset,[70][71] Taito F1 Chipset,[77][78] Taito TC0480SCP Tilemap Generator, Taito TC0430GRW Zoom/Rotation | RGBI | Yes | 2048 | Parallax | Scaling & Rotation | 8 | 16384 | 16384 | 320 | 256 | ||
Computer | IBM PS/2 70 | S3 924, IBM XGA | Mid-Res | Blitter | 0 | Line-Draw | No | 0 | 256 | 65536 | 640 | 480 | |
Hi-Res | No | No | No | 65536 | 16777216 | 1024 | 768 | ||||||
Sharp X68000 XVI HD | Sharp-Hudson Chipset (Cynthia, Cathy, Vicon, VIPS), CZ-6BP1A FPU | RGBI | Yes | 128 | Parallax | Scaling & Rotation | 2 | 65536 | 65536 | 1024 | 1024 | ||
Console | Commodore CDTV | Commodore Amiga ECS | Sprites | Sprite & Blitter | 8 | Yes | Vertical | 0 | 64 | 4096 | 320 | 512 | |
HAM | No | 0 | No | No | 4096 | ||||||||
Hi-Res | Blitter | No | No | 16 | 640 | ||||||||
NEC PC Engine Super CD-ROM² / PC Engine Duo / TurboDuo | Hudson HuC6260 & HuC6270A,[59] NEC Super CD Card | Standard | Yes | 64 | Yes | Flip | 1 | 482 | 512 | 377 | 242 | ||
Hi-Res | No | 0 | No | No | 256 | 565 | 484 | ||||||
Hi-Color | No | No | No | 526 | 526 | 256 | 240 | ||||||
Sega Mega CD / Sega CD | Sega Mega Drive (Yamaha YM7101 VDP),[63]<br />Sega ASIC | Standard[64] | Sprite & Blitter | 80 | Parallax & Row Scroll | Scaling & Rotation | 2 | 240 | 1536 | 320 | 480 | ||
Direct Color | Blitter | 0 | Yes | Scaling & Rotation | 1 | 512 | 512 | 160 | 240 | ||||
Hi-Color | No | No | No | 1536 | 1536 | ||||||||
Nintendo Super Famicom / SNES | Ricoh 5C77 (PPU1), Ricoh 5C78 (PPU2),[84] NEC µPD7720 DSP (Digital Signal Processor) |
Mode 0 | Yes | 128 | Parallax | Flip | 4 | 128 | 32768 | 256 | 240 | ||
Mode 1 | Yes | Parallax | Flip | 3 | 288 | ||||||||
Mode 2-4 | Yes | Parallax | Flip | 2 | 384 | ||||||||
Mode 5-6 | Yes | Parallax | Flip | 160 | 512 | 480 | |||||||
Mode 7 | Yes | Parallax | Scaling & Rotation | 512 | 256 | 240 | |||||||
Hi-Color | No | 0 | No | No | 32768 | ||||||||
Sony-Phillips CD-i | Philips SCC66470 | Lo-Res | Copper | 0 | Yes | No | 0 | 128 | 65536 | 384 | 280 | ||
Hi-Res | No | No | No | 32768 | 16777216 | 768 | 560 | ||||||
1992 | Arcade | Midway T Unit | TI TMS34010 | RGB | Blitter | 0 | Yes | No | 0 | 32768 | 32768 | 399 | 253 |
Midway Y Unit | Blitter | Yes | No | 4096 | 511 | 399 | |||||||
Namco NA-1, Namco NA-2 |
Namco NA Custom Chipset[88] | RGBI | Sprite & Blitter | 256 | Parallax | Scaling & Rotation | 4 | 16384 | 131072 | 304 | 256 | ||
Namco System 22 | Namco C3 Chipset, Evans & Sutherland TR3, 2x TI TMS320C25 | RGB | Yes | 1536 | Yes | Scaling & Rotation | 327680 | 16777216 | 640 | 512 | |||
Sega Model 1 | Sega System 24,[65][66] Fujitsu TGP MB86233 Geometrizer,[89][90] 5x Fujitsu SPARC MB86933 | Standard | Sprite & Blitter | 2048 | Parallax | Yes | 4 | 420608 | 16777216 | 992 | 424 | ||
Sega System 24 x2, 2x Fujitsu TGP MB86233 Geometrizer, 10x Fujitsu SPARC MB86933 | Deluxe | Sprite & Blitter | 4096 | Parallax | Yes | 8 | [[74]] | 2480 | |||||
Sega System Multi 32 | Sega System 32 x2 (Sega Super Scaler [[75]] Board x2)[23][37][81][82][91] | RGBI[25][69][83] | Sprite & Blitter | 16384 | Parallax, Row & Column Scroll | Scaling & Rotation | 10 | 143360 | 16777216 | 1024 | 262 | ||
Taito F3 System | Taito F3 Chipset[92][93] | RGBI[94] | Yes | 512 | Parallax, Row & Column Scroll | Scaling & Rotation | 4 | 106496 | 16777216 | 416 | 256 | ||
Taito SZ System | Taito K11J0717A Board (Taito TC0 Chipset,[95][96] Taito Z System)[53][54] | RGB[97] | Yes | Parallax | Scaling & Rotation | 10 | 16384 | 65536 | 640 | ||||
Computer | Atari Falcon | Atari VIDEL | Blitter | Blitter | 0 | Yes | Yes | 0 | 256 | 65536 | 640 | 480 | |
Bitmap | No | No | No | 65536 | 262144 | 800 | 600 | ||||||
Commodore Amiga 1200 / 4000 | Commodore Amiga AGA (Advanced Graphics Architecture) | Sprites | Sprite & Blitter | 8 | Yes | Vertical | 0 | 256 | 262144 | 640 | 512 | ||
HAM | No | 0 | No | No | 163840 | 16777216 | |||||||
Hi-Res | Blitter | Yes | No | 256 | 262144 | 1280 | 600 | ||||||
Fujitsu FM Towns II | Fujitsu Video Accelerator, Intel 80387 FPU | RGB | Yes | 1024 | Yes | Scaling & Rotation | 1 | 32768 | 16777216 | 1120 | 1024 | ||
NEC PC-9821 | NEC EGC, S3 86C775 | Mid-Res | Blitter | 0 | Yes | Integer Zoom & Rotation | 0 | 512 | 16777216 | 800 | 600 | ||
Hi-Res | No | No | No | 65536 | 1280 | 1024 | |||||||
Panasonic MSX TurboR | Yamaha V9990 (Pattern Mode: Sprite & Tilemap Layers) |
Pattern Mode (RGB) | Sprite & Blitter | 125 | Parallax | Integer | 2 | 64 | 32768 | 512 | 424 | ||
Yamaha V9990 (Bitmap Mode: Bitmap Background Layer) |
Bitmap Mode (RGB) | Blitter | 0 | Yes | No | 0 | 32768 | 1024 | 580 | ||||
Yamaha V9990 (BYJKP & BYUVP Modes: Sprite & Bitmap Layers) |
Sprite Layer (RGB) | Yes | 32 | Yes | No | 1 | 16 | 32768 | 256 | 424 | |||
Bitmap Background (YJK/YUV) | Blitter | 0 | Yes | No | 0 | 12599 | 12599 | 384 | 580 | ||||
1993 | Arcade | Capcom CP System II (CPS-2) | Capcom CPS-A/B | RGB | Yes | 1536 | Parallax & Row Scroll | Flip | 8192 | 16777216 | 518 | 259 | |
Data East DECO 156 | Data East DECO Tilemap & DECO Sprite | RGB | Yes | 512 | Parallax | Integer | 4096 | 16777216 | 320 | 256 | |||
Irem M107 | Nanao GA21 & GA22[87][98] | RGBI | Sprite & Blitter | 256 | Parallax, Row & Column Scroll | Flip | 4 | 32768 | 524288 | 1024 | 512 | ||
Namco Magic Edge Hornet Simulator | SGI Onyx RealityEngine2, 12x Intel i860XP[99] | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 7864320 | 16777216 | 3840 | 2048 | |||
Namco System 22 | Namco C3 Chipset, Evans & Sutherland TR3, 2x TI TMS320C25 | Yes | 1536 | Yes | Scaling & Rotation | 983040 | 1920 | 512 | |||||
Namco NA-2 | Namco NA Custom Chipset[88] | RGBI | Sprite & Blitter | 256 | Parallax | Scaling & Rotation | 4 | 16384 | 131072 | 608 | 512 | ||
Namco NB-1 | Namco System 2,[44][45][73] Namco GFX Chipset,[74] Namco Motion Objects Chipset[75] | RGB | Sprite & Blitter | 512 | Parallax | Scaling & Rotation | 8 | 16777216 | 512 | ||||
Sega Model 2 | Sega System 24,[65][66] Fujitsu TGP MB86234,[100] 5x Fujitsu SPARC MB86934 | Standard | Sprite & Blitter | 2048 | Parallax | Scaling & Rotation | 4 | [[76]] | 16777216 | 1984 | 768 | ||
Sega System 24 x2, 2x Fujitsu TGP MB86234, 10x Fujitsu TGP/SPARC MB86934 | Deluxe | Sprite & Blitter | 4096 | Parallax | Scaling & Rotation | 8 | 3047424 | 3968 | |||||
Taito 68020 | Taito SZ System,[95][96] Taito F3 System[92][93] |
RGBI[94][97] | Yes | 512 | Parallax, Row & Column Scroll | Scaling & Rotation | 10 | 163840 | 16777216 | 640 | 256 | ||
Console | Atari Jaguar | Atari Tom | RGB | Blitter | 0 | Yes | Scaling & Rotation | 79200 | 16777216 | 720 | 440 | ||
Commodore Amiga CD32 | Commodore Amiga AGA | Sprite | Sprite & Blitter | 8 | Yes | Vertical | 0 | 256 | 262144 | 640 | 512 | ||
HAM | No | 0 | No | No | 262144 | 16777216 | |||||||
Fujitsu FM Towns Marty | Fujitsu Video Accelerator | RGB | Yes | 1024 | Yes | Integer Zoom & Flip | 1 | 32768 | 16777216 | 768 | 576 | ||
Nintendo Super Famicom / SNES | Ricoh 5C77 (PPU1), Ricoh 5C78 (PPU2),[84] Super FX |
Mode 0 | Yes | 128 | Parallax | Flip | 4 | 128 | 32768 | 256 | 240 | ||
Mode 1 | Yes | Parallax | Scaling & Rotation | 3 | 288 | ||||||||
Mode 2-4 | Sprite & Blitter | Parallax | Scaling & Rotation | 2 | 384 | ||||||||
Mode 5-6 | Yes | Parallax | Flip | 160 | 512 | 480 | |||||||
Mode 7 | Sprite & Blitter | Parallax | Scaling & Rotation | 512 | 256 | 240 | |||||||
Hi-Color | No | 0 | No | No | 32768 | ||||||||
Panasonic 3DO | Panasonic Custom Math Co-Processor | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 442368 | 16777216 | 768 | 576 | |||
Pioneer LaserActive | Pioneer
Laserdisc Player |
Sprite | Sprite & Blitter | 80 | Parallax & Row Scroll | Scaling & Rotation | 2 | 1536 | 1536 | 565 | 484 | ||
Laserdisc | No | 0 | No | No | 0 | 278400 | 16777216 | 580 | 480 | ||||
1994 | Arcade | Konami GX | Konami GX Custom Chipset,[101][102]<br />Konami GX Video Board (K053936 3D Ground Chip)[103] | Single Monitor | Sprite & Voxel | 512 | Parallax, Row & Column Scrolling | Scaling & Rotation | 6 | 442368 | 16777216 | 576 | 384 |
Dual Monitor | Sprite & Voxel | 1024 | Parallax, Row & Column Scrolling | Scaling & Rotation | 12 | 1152 | |||||||
Namco Super System 22 | Namco C3 Chipset x2, Evans & Sutherland TR3, 2x TI TMS320C25 | RGB | Yes | 3072 | Yes | Scaling & Rotation | 983040 | 16777216 | 1920 | 525 | |||
Sega Model 2A CRX | Sega System 24,[65][66] 5x Fujitsu TGP MB86234,[100][104] 5x Fujitsu SPARC MB86934 | Standard | Sprite & Blitter | 2048 | Parallax | Scaling & Rotation | 4 | [[77]] | 16777216 | 1984 | 768 | ||
Sega System 24 x3, 15x Fujitsu TGP MB86234, 15x Fujitsu SPARC MB86934 | Deluxe | Sprite & Blitter | 6144 | Parallax | Scaling & Rotation | 12 | 3047424 | 3968 | |||||
Taito 68020 | Taito SZ System,[95][96] Taito F3 System[92][93] |
RGBI[94][97] | Yes | 2048 | Parallax, Row & Column Scroll | Scaling & Rotation | 10 | 163840 | 16777216 | 640 | 256 | ||
Taito F3 System | Taito F3 Chipset[92][93] | RGBI[94] | Yes | Parallax, Row & Column Scroll | Scaling & Rotation | 4 | 416 | ||||||
Arcade & Console | Namco System 11 | Sony GPU & Geometry Transformation Engine | Arcade | 3D Polygon | 0 | Yes | Scaling & Rotation | 442368 | 16777216 | 640 | 576 | ||
Sony PlayStation | Console | 3D Polygon | Yes | Scaling & Rotation | |||||||||
Sega Saturn | Sega VDP1 & VDP2, 2x Hitachi SH-2 | Console | Sprite & Blitter | 16384 | Parallax, Row & Column Scroll | Scaling & Rotation | 442368 | 16777216 | 720 | 576 | |||
Sega Titan STV | Arcade | Sprite & Blitter | Parallax, Row & Column Scroll | Scaling & Rotation | |||||||||
Computer | Apple Power Macintosh 7100 | IBM/Motorola PowerPC 601 FPU | Mid-Res | No | 0 | No | No | 0 | 65536 | 65536 | 640 | 480 | |
Hi-Res | No | No | No | 256 | 256 | 1152 | 870 | ||||||
Apple Power Macintosh 7100AV | IBM/Motorola PowerPC 601 FPU | Mid-Res | No | 0 | No | No | 0 | 519168 | 16777216 | 832 | 624 | ||
Hi-Res | No | No | No | 65536 | 65536 | 1280 | 1024 | ||||||
Commodore Amiga 4000T | Commodore Amiga AGA | Sprites | Sprite & Blitter | 8 | Yes | Vertical | 0 | 256 | 16777216 | 640 | 512 | ||
HAM | No | 0 | No | No | 262144 | ||||||||
Hi-Res | Blitter | Yes | No | 256 | 1440 | 600 | |||||||
Fujitsu FM Towns II HB | Fujitsu Video Accelerator, Cirrus Logic CL-GD5434, Intel 80387 FPU | N/A | Sprite & Blitter | 1024 | Yes | Scaling & Rotation | 1 | 786432 | 16777216 | 1280 | 1024 | ||
PC (IBM Compatible) | Cirrus Logic CL-GD5434, IBM XGA-2 | Blitter | Blitter | 0 | Line-Draw | Integer | 0 | 65536 | 65536 | 800 | 600 | ||
Bitmap | No | 0 | No | No | 786432 | 16777216 | 1280 | 1024 | |||||
NEC PC-9821 Xa | Cirrus Logic CL-GD5434, NEC EGC, NEC PC-9821X-B01 | RGB | Blitter | 0 | Yes | Integer Zoom & Rotation | 0 | 786432 | 16777216 | 1280 | 1024 | ||
Sharp X68060 | Sharp-Hudson Chipset (Cynthia, Cathy, Vicon, VIPS), Tsukumo Electric TS-6BGA, Jupiter-X | RGB | Sprite & Blitter | 128 | Parallax | Scaling & Rotation | 2 | 786432 | 16777216 | 2048 | 1024 | ||
Console | NEC PC Engine Arcade CD-ROM² | Hudson HuC6260 & HuC6270A,[59] NEC Arcade Card | RGB | Yes | 64 | Yes | Integer Zoom & Flip | 1 | 526 | 526 | 565 | 484 | |
NEC PC-FX | NEC-Hudson HuC6261 & HuC6272, 2x Hudson HuC6270 | RGB | Yes | 128 | Yes | Scaling & Rotation | 660660 | 16777216 | 1365 | 484 | |||
Sega 32X | Hitachi SH-2 x2 & Yamaha YM7101 VDP[63] | N/A | Yes | 320 | Parallax & Row Scroll | Scaling & Rotation | 2 | 32768 | 32768 | 320 | 480 | ||
Sega Mega Drive / Genesis | Yamaha YM7101 VDP,[63]<br />Sega Virtua Processor (SVP) (Samsung SSP1601 DSP) | Standard[64] | Sprite & Blitter | 80 | Parallax & Row Scroll | Scaling & Rotation | 2 | 240 | 1536 | 320 | 480 | ||
Direct Color | Blitter | 0 | Yes | Scaling & Rotation | 1 | 512 | 512 | 160 | 240 | ||||
Hi-Color | No | No | No | 1536 | 1536 | ||||||||
SNK Neo Geo CD | SNK NEO-GRC & NEO-OFC | RGB | Yes | 384 | Yes | Shrinking | 1 | 4096 | 65536 | 320 | 240 | ||
Handheld | Sega Mega Jet | Sega Mega Drive (Yamaha YM7101 VDP)[63] | Standard[64] | Sprite & Blitter | 80 | Parallax & Row Scroll | Integer Zoom & Flip | 2 | 240 | 1536 | 320 | 480 | |
Direct Color | Blitter | 0 | Yes | Integer | 1 | 512 | 512 | 160 | 240 | ||||
Hi-Color | No | No | No | 1536 | 1536 | ||||||||
1995 | Arcade | Sega Model 2B CRX | Sega System 24,[65][66] 2x SHARC ADSP-2106[100][105] | Standard | Sprite & Blitter | 2048 | Parallax | Scaling & Rotation | 4 | [[78]] | 16777216 | 1984 | 768 |
Sega System 24 x2, Sega-Real3D Custom Rasterization, 4x SHARC ADSP-2106 | Deluxe | Sprite & Blitter | 4096 | Parallax | Scaling & Rotation | 8 | 3047424 | 3968 | |||||
Computer | Fujitsu FMV Towns | Fujitsu Video Accelerator, S3 ViRGE | RGB | Yes | 1024 | Yes | Scaling & Rotation | 1 | [[79]] | 16777216 | 1600 | 1200 | |
NEC PC-9821 Xt (PC-FXGA) | NEC-Hudson PC-FXGA (HuC6261, HuC6272, HuC6273, 2x HuC6270), Matrox Millennium | RGB | Yes | 128 | Yes | Scaling & Rotation | 0 | 2048000 | 16777216 | 1600 | 1280 | ||
PC (IBM Compatible) | S3 ViRGE, IBM XGA-2 | Mid-Res | Blitter | 0 | Line-Draw | Scaling & Rotation | 0 | 65536 | 16777216 | 1024 | 768 | ||
Hi-Res | No | No | No | [[80]] | 1600 | 1200 | |||||||
Console | Apple Bandai Pippin | IBM/Motorola PowerPC 603 FPU | RGB | No | 0 | No | No | 65536 | 65536 | 640 | 480 | ||
Handheld | Nintendo Virtual Boy | NEC V810, Reflection Technologies SLA Model P4 | RGB | Yes | 40 | Yes | Yes | 4 | 4 | 384 | 224 | ||
Sega Nomad | Sega Mega Drive (Yamaha YM7101 VDP)[63] | Standard[64] | Sprite & Blitter | 80 | Parallax & Row Scroll | Integer Zoom & Flip | 2 | 240 | 1536 | 320 | 224 | ||
Direct Color | Blitter | 0 | Yes | Integer | 1 | 512 | 512 | 160 | |||||
Hi-Color | No | No | No | 1536 | 1536 | ||||||||
1996 | Arcade | Capcom CP System III (CPS-3) | Capcom DL-2729 | RGB | Yes | 8192 | Parallax & Row Scroll | Scaling & Rotation | 232064 | 16777216 | 518 | 448 | |
Data East MLC System | Data East GFX DE150 & DE223 | RGB | Yes | 1024 | Parallax | Scaling & Rotation | 32768 | 16777216 | 320 | 256 | |||
Sega Model 2C CRX | Sega System 24,[65][66] 2x Fujitsu TGPx4 MB86235[100][106] | Standard | Sprite & Blitter | 2048 | Parallax | Scaling & Rotation | 4 | [[81]] | 16777216 | 1984 | 768 | ||
Sega System 24 x2, 4x Fujitsu TGPx4 MB86235 | Deluxe | Sprite & Blitter | 4096 | Parallax | Scaling & Rotation | 8 | 3047424 | 3968 | |||||
Sega Model 3 | Real3D PRO-1000 x2 | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 3047424 | 16777216 | 2048 | 768 | |||
Computer | NEC PC-9821 R / Xv (3DEngine) | NEC-VideoLogic PowerVR, NEC-Hudson PC-FXGA (HuC6261, HuC6272, HuC6273, 2x HuC6270), Matrox Millennium | RGB | Yes | 128 | Yes | Scaling & Rotation | 0 | 2048000 | 16777216 | 1600 | 1280 | |
PC (IBM Compatible) | NEC-VideoLogic PowerVR, S3 ViRGE, IBM XGA-2 | 3D | 3D Polygon | 0 | Yes | Scaling & Rotation | 0 | [[82]] | 16777216 | 1024 | 768 | ||
2D | No | No | No | 1600 | 1200 | ||||||||
Console | Nintendo 64 | SGI RCP (Reality Co-Processor) | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 442368 | 16777216 | 720 | 576 | ||
Handheld | Nintendo Game Boy Pocket | Sharp LR35902 | RGB | Yes | 40 | Yes | No | 4 | 4 | 160 | 144 | ||
1997 | Arcade | Namco System 22.5 / Namco Gorgon | Namco C3 Chipset x2, Namco Custom Texture Mapped Polygons Hardware | RGB | Yes | 3072 | Yes | Scaling & Rotation | [[83]] | 16777216 | 1920 | 525 | |
Namco System 23 | Namco Custom Texture Mapped Polygons Hardware | 3D Polygon | 0 | Yes | Scaling & Rotation | [[84]] | 16777216 | 1920 | 525 | ||||
Panasonic M2 / Konami M2 | Panasonic BDA | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 442368 | 16777216 | 768 | 576 | |||
Sega Model 3 Step 2.0 | Real3D PRO-1000 x2 | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 3047424 | 16777216 | 2048 | 768 | |||
SNK Hyper Neo Geo 64 | SNK NEO 64 | RGB | Yes | 1536 | Parallax | Scaling & Rotation | 16384 | 16777216 | 768 | 528 | |||
Handheld | Nintendo Game Boy Light | Sharp LR35902 | RGB | Yes | 40 | Yes | No | 4 | 4 | 160 | 144 | ||
Tiger Electronics Game.Com | Sharp SM8521 | RGB | Yes | 40 | Yes | No | 5 | 5 | 200 | 160 | |||
1998 | Arcade | Sega Naomi | NEC PowerVR2 | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 3047424 | 16777216 | 800 | 608 | |
Console | Sega Dreamcast | 3D Polygon | Yes | Scaling & Rotation | |||||||||
Handheld | Nintendo Game Boy Color | Sharp LR35902 | RGB | Yes | 40 | Yes | No | 56 | 32768 | 160 | 144 | ||
SNK Neo Geo Pocket | Toshiba TLCS-900H | RGB | Yes | 64 | Parallax | No | 16 | 16 | 160 | 152 | |||
1999 | Arcade | Sega Naomi Multiboard | NEC PowerVR2 x4 | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 12189696 | 16777216 | 1920 | 576 | |
Handheld | Bandai WonderSwan | NEC V30 MZ | RGB | Yes | 112 | Parallax | No | 8 | 8 | 224 | 144 | ||
SNK Neo Geo Pocket | Toshiba TLCS-900H | RGB | Yes | 64 | Parallax | No | 146 | 4096 | 160 | 152 | |||
2000 | Arcade | Sega Naomi Satellite Terminal | NEC PowerVR2 x10 | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 4864000 | 16777216 | 2560 | 1440 | |
Console | Sony PlayStation 2 | Sony-Toshiba Graphics Synthesizer | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 2073600 | 16777216 | 1920 | 1080 | ||
Handheld | Bandai WonderSwan Color | Bandai SPGY-1002 (NEC V30 MZ) | RGB | Yes | 112 | Parallax | No | 241 | 4096 | 224 | 144 | ||
2001 | Arcade | Sega Naomi Multiboard | NEC PowerVR2 x16 | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 7782400 | 16777216 | 2560 | 1920 | |
Handheld | Nintendo Game Boy Advance | Nintendo Custom 2D Core | Tilemaps | Yes | 128 | Parallax | Scaling & Rotation | 512 | 32768 | 240 | 160 | ||
Bitmap | No | 0 | No | No | 32768 | ||||||||
Game Park GP32 | Samsung S3C2400X01 | RGB | Blitter | 0 | Yes | Shrinking | 32768 | 32768 | 320 | 240 | |||
2002 | Handheld | Bandai SwanCrystal | Bandai SPGY-1003 (NEC V30 MZ) | RGB | Yes | 112 | Parallax | No | 241 | 4096 | 224 | 144 | |
2003 | Handheld | Nokia N-Gage | ARM 920T | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 4096 | 4096 | 176 | 208 | |
2004 | Handheld | Nintendo DS | Nintendo 2D Engine x2, ARM946E-S, ARM7TDMI | RGB | Yes | 256 | Parallax | Scaling & Rotation | 98304 | 262144 | 256 | 384 | |
Sony Playstation Portable (PSP) | Sony GPU, Sony CXD2962GG Graphics Core | RGB | 3D Polygon | 0 | Yes | Scaling & Rotation | 130560 | 16777216 | 480 | 272 |
Notes[ | ]
- ↑ "Integer" refers to integer zooming, in contrast to true continuous scaling.
- ↑ http://museum.ipsj.or.jp/en/computer/personal/0087.html
- ↑ http://problemkaputt.de/2k6specs.htm
- ↑ 4.0 4.1 http://mamedev.org/source/src/mame/drivers/8080bw.c.html
- ↑ 5.0 5.1 http://www.system16.com/hardware.php?id=629
- ↑ 6.0 6.1 6.2 Namco Galaxian references:
- ↑ http://pdf.textfiles.com/manuals/ARCADE/SMALLFILENAME/monacogp.pdf
- ↑ http://system16.com/hardware.php?id=683
- ↑ http://archive.today/0nSHv
- ↑ http://mamedev.org/source/src/mame/drivers/scramble.c.html
- ↑ Namco Galaga Video Board GPU chipset:
- Namco 00xx VRAM Addresser
- Namco 02xx Custom Shifter
- Namco 03xx Playfield Data Buffer
- Namco 04xx Address Buffer
- Namco 05xx Video Controller
- ↑ http://mamedev.org/source/src/mame/drivers/galaga.c.html
- ↑ 13.0 13.1 Namco custom chips, MultiGame
- ↑ http://mamedev.org/source/src/mame/drivers/grchamp.c.html
- ↑ Konami Framebuffer hardware:
- ↑ Namco Pole Position Video Board GPU chipset:
- 3x Namco 02xx Custom Shifter
- 2x Namco 03xx Playfield Data Buffer
- Namco 04xx Address Buffer
- Namco 09xx Sprite RAM Buffer
- ↑ Namco Pole Position references:
- ↑ http://www.system16.com/hardware.php?id=557
- ↑ http://www.crazykong.com/manuals/TimePilot84.man.pdf
- ↑ http://mamedev.org/source/src/mame/drivers/pandoras.c.html
- ↑ http://mamedev.org/source/src/mame/drivers/tp84.c.html
- ↑ Sega Super Scaler [/ 171-5320|834-5668 / 171-5320] Board GPU chipset:
- ↑ 23.00 23.01 23.02 23.03 23.04 23.05 23.06 23.07 23.08 23.09 23.10 23.11 Sega 16-bit common hardware, iMAME4all
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 http://www.extentofthejam.com/pseudo/
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 25.6 25.7 25.8 25.9 16-bit Sega arcade system boards use a 16-bit RGBI color palette: [7] [8]
- 15-bit RGB palette, generating 32,768 colors.
- 1-bit shadow & highlight, tripling palette to 98,304 colors.
- ↑ Sega System 16's 171 Board GPU chipset:
- ↑ http://mamedev.org/source/src/mame/drivers/segas16a.c.html
- ↑ 28.0 28.1 28.2 FM-77 AV references:
- ↑ Konami Dual 68000 references:
- ↑ Konami Dual 68000 colors on screen: 2048 unique solid colors and 64 (0-3f) alpha blending levels. [15] [16]
- ↑ Namco System 86's CUS GPU chipset:
- Namco CUS35/CUS48 Sprite Address Generator
- Namco CUS39 Sprite Generator
- 2x Namco CUS42 Scrolling Tilemap Address Generator
- 2x Namco CUS43 Tilemap Generator
- ↑ http://mamedev.org/source/src/mame/drivers/namcos86.c.html
- ↑ Sega OutRun's Super Scaler [[17]] Video Board GPU chipset:
- ↑ Sega OutRun references:
- ↑ Sega System 16B's [[24]] Board:
- ↑ 36.0 36.1 Sega System 16 Driver, MAME
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 37.6 http://cgfm2.emuviews.com/txt/s16tech.txt
- ↑ http://system16.com/hardware.php?id=880
- ↑ http://mamedev.org/source/src/mame/drivers/snk.c.html
- ↑ 40.0 40.1 Fujitsu FM-77 AV 40 references:
- ↑ Namco System 1's CUS GPU chipset:
- Namco CUS39 Sprite Generator
- Namco CUS48 Sprite Address Generator
- Namco CUS116 Display Output Generator
- Namco CUS120 Sprite/Tilemap Mixer
- Namco CUS123 Scrolling Tilemap Address Generator
- Namco CUS133 Tilemap Generator
- ↑ Namco Ssytem 1 references:
- ↑ Namco System 1 colors: 8192 colors on screen (out of 16,777,216 color palette) can be tripled by shadow & highlight effects up to 24,576 colors on screen.
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 44.6 Namco System 2's V56 VIDEO [[27]] Graphics Board GPU chipset:
- Namco C45 Land Generator
- Namco C102 ROZ Memory Access Controller
- Namco C106 OBJ X-Axis Zoom Controller
- Namco C107 Land Line Buffer
- Namco C116 Screen Waveform Generator
- Namco C123 GFX Tile Memory Decoder
- Namco C134 Object Memory Address Generator
- Namco C135 OBJ Line Matching
- Namco C145 Tile Screen Memory Access Controller
- Namco C146 OBJ Line Buffer Steering
- Namco C156 Pixel Stream Combo
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 Namco System 2 references:
- ↑ 46.0 46.1 Namco System 2 colors: 64 KB palette RAM produces 16,384 colors on screen (out of 16,777,216 color palette), which can be tripled by shadow & highlight effects up to 49,152 colors on screen.
- ↑ Sega X Board's Super Scaler [[28]] GPU chipset:
- ↑ Sega X Board, MAME
- ↑ Taito Operation Wolf GPU chipset:
- Taito TC0030CMD
- Fujitsu MB884x)
- ↑ http://web.archive.org/web/20120114004035/http://mamedev.org/source/src/mame/drivers/opwolf.c.html
- ↑ Taito Rastan GPU chipset:
- 3x Taito PC040DA Video DAC
- Taito PC080 Tilemap Generator
- Taito PC090 Sprite Generator
- ↑ http://web.archive.org/web/20130104064001/http://mamedev.org/source/src/mame/drivers/rastan.c.html
- ↑ 53.0 53.1 53.2 Taito Z System's Video Board GPU chipset:
- 3x Taito TC0050VDZ Motion Object Generator
- Taito TC0100SCN Tilemap Generator
- Taito TC0110PCR Palette Generator
- Taito TC0150ROD Road Generator
- ↑ 54.0 54.1 54.2 Taito Z System references:
- ↑ Taito Air System references:
- ↑ Taito Air System colors: 16,384 unique solid colors and 64 (0-3f) gradients. [36] [37]
- ↑ https://github.com/mamedev/mame/blob/master/src/mame/drivers/ninjaw.c
- ↑ Fujitsu FM R-70 references:
- ↑ 59.0 59.1 59.2 59.3 59.4 59.5 PC Engine references:
- ↑ Sharp X68000 references:
- Sharp X68000, MAME
- Sharp X68000, IPSJ
- X68000, Game SX
- Screen Control, Game SX
- ↑ 61.0 61.1 61.2 61.3 61.4 Namco System 21 references:
- http://www.system16.com/hardware.php?id=536
- http://mamedev.org/source/src/mame/drivers/namcos21.c.html
- http://web.archive.org/web/20130104201102/http://mamedev.org/source/src/mame/video/namcos21.c.html
- http://mamedev.org/source/src/mame/includes/namcoic.h.html
- http://mamedev.org/source/src/mame/includes/namcos2.h.html
- ↑ 62.0 62.1 62.2 62.3 Namco System 21 colors: Each Namco OBJ Board produces 32,768 unique solid colors and 16 levels of Z-depth-cueing shading/intensity.
- ↑ 63.0 63.1 63.2 63.3 63.4 63.5 63.6 63.7 63.8 63.9
- http://www.gamepilgrimage.com/content/sega-genesis-vs-super-nintendo
- http://cgfm2.emuviews.com/txt/genvdp.txt
- http://trixter.oldskool.org/2008/12/05/blast-processing-101/
- http://forums.sega.com/showthread.php?332747-Genesis-Color-Analyst-Can-it-show-more-than-64-colors/page2
- http://www.sega-16.com/forum/showthread.php?23426-Direct-Color-DMA-video-demos
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 64.6 Sega Mega Drive's standard mode: Up to 80 colors on screen, without shadow/highlight effects, using mid-frame palette swaps. With shadow & highlight effects, it is possible to triple this up to 240 colors on screen.
- ↑ 65.0 65.1 65.2 65.3 65.4 65.5 Sega System 24's 315 Custom IC GPU chipset:
- ↑ 66.0 66.1 66.2 66.3 66.4 66.5 Sega System 24 references:
- ↑ 67.0 67.1 Sega Y Board's Super Scaler [[43]] Video Board GPU chipset:
- ↑ 68.0 68.1 Sega Y Board references:
- Sega Y Board Hardware, System 16
- Sega Y Board (Drivers), MAME
- Sega Y Board (Video), MAME
- Galaxy Force, Arcade History
- Power Drift, Arcade Flyers Museum
- ↑ 69.0 69.1 69.2 69.3 69.4 Sega Y board colors: 16,384 colors, tripled to 49,152 colors (out of 98,304 color palette) with shadow & highlight effects. Y Board also adds color indirection luminosity, doubling colors up to 98,304 colors on screen out of 196,608 color palette.
- ↑ 70.0 70.1 70.2 70.3 70.4 Taito F2 System GPU Chipset:
- Taito TC0070RGB Palette Generator
- Taito TC0100SCN Tilemap Generator
- Taito TC0110PCR Priority Controller
- Taito TC0110PR Palette RAM Interface
- Taito TC0200OBJ & TC0210FBC Sprite Generators
- ↑ 71.0 71.1 71.2 71.3 71.4 Taito F2 System references:
- ↑ http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://fm-7.com/museum/hardware/machines/fm77av40sx.html
- ↑ 73.0 73.1 73.2 73.3 73.4 Namco NB-1 references:
- ↑ 74.0 74.1 74.2 74.3 74.4 Namco NB-1's GFX chipset:
- Namco C116 Screen Waveform Generator
- Namco C123 GFX Tile Memory Decoder
- Namco C145 GFX Tile Memory Access
- Namco C156 Pixel Stream Combo
- ↑ 75.0 75.1 75.2 75.3 75.4 Namco NB-1's Motion Objects chipset:
- Namco C187
- Namco C347 GFX OBJ
- Namco C355 Motion OBJ(B)
- ↑ Sega System 14 / System C:
- ↑ 77.0 77.1 77.2 Taito F1 System GPU chipset:
- TC0260DAR Palette Generator
- 2x Taito TC0280GRD Zoom/Rotation
- Taito TC0360PRI Priority Controller
- ↑ 78.0 78.1 78.2 http://www.system16.com/hardware.php?id=662
- ↑ http://sevne.com/turbo/?page_id=30
- ↑ 80.0 80.1 http://mamedev.org/source/src/mame/drivers/gal3.c.html
- ↑ 81.0 81.1 81.2 Sega System 32's Super Scaler [[53]] Board GPU chipset:
- ↑ 82.0 82.1 82.2 Sega System 32 references:
- ↑ 83.0 83.1 83.2 Sega System 32 adds RGB brightness control and 8 levels of alpha blending, multiplying Sega Y Board's colors (98,304 colors on screen out of 196,608 color palette) by 16 times, up to 1,572,864 colors on screen out of 3,145,728 color palette.
- ↑ 84.0 84.1 84.2 SNES references:
- http://web.archive.org/web/20070712123926/http://www.emudocs.org/Super%20NES/General/snesdoc.html
- http://web.archive.org/web/20070712123926/http://www.emudocs.org/Super%20NES/General/snesdoc.html#RegVideo
- http://www.gamepilgrimage.com/content/sega-genesis-vs-super-nintendo
- http://buck.ludd.ltu.se/yugge/snes-resources/blob/master/gilligan/snesdev/docs/snlayers.txt
- http://www.giantbomb.com/images/1300-2678143/
- http://wiki.superfamicom.org/snes/show/Backgrounds
- ↑ Sega Game Gear references:
- ↑ Irem M90 references
- ↑ 87.0 87.1 Irem M-92 references:
- http://www.system16.com/hardware.php?id=747
- http://mamedev.org/source/src/mame/drivers/m92.c.html
- http://web.archive.org/web/20130104200455/http://mamedev.org/source/src/mame/video/m92.c.html
- http://www.system16.com/hardware.php?id=749
- http://web.archive.org/web/20100703202033/http://patpend.net/technical/arcade/m92.html
- ↑ 88.0 88.1 Namco NA-1 & NA-2 references:
- ↑ Sega Model 1 references:
- ↑ Sega Model 1 colors: 65,536 unique solid colors and 256 luminance levels
- ↑ http://www.system16.com/hardware.php?id=709
- ↑ 92.0 92.1 92.2 92.3 Taito F3 System's GPU chipset:
- Taito TC0630FDP Playfield Generator
- Taito TC0650FDA Priority Mixer
- Taito TC0660FCM Sprite Chip
- ↑ 93.0 93.1 93.2 93.3 Taito F3 System references:
- ↑ 94.0 94.1 94.2 94.3 Taito F3 System colors: 8192 unique solid colors and 256 alpha blending/opacity levels
- ↑ 95.0 95.1 95.2 Taito SZ System's K11J0717A Board uses the following Taito TC0 GPU chipset:
- Taito TC0260DAR & TC0470LIN
- Taito TC0480SCP Tilemap Chip
- Taito TC0570SPC & TC0510NIO
- ↑ 96.0 96.1 96.2 Taito SZ System references:
- ↑ 97.0 97.1 97.2 Taito SZ System: Dual-monitor setup, with each screen running at a resolution of 320x256 pixels and displaying 8192 colors on screen out of a 32,768 color palette. [59]
- ↑ http://www.system16.com/hardware.php?id=749
- ↑ http://www.system16.com/hardware.php?id=832
- ↑ 100.0 100.1 100.2 100.3 Sega Model 2 references:
- ↑ Konami GX Custom GPU Chipset:
- Konami K053246 Sprite Generator
- Konami K054156 Tilemap Chip
- Konami K054157/K056832 Tilemap Generator
- Konami K054338 Alpha Blending Engine
- Konami K055555 Mixer/Priority Encoder
- Konami K055673 Sprite Generator
- ↑ Konami GX references:
- ↑ Konami GX colors: 16,384 unique solid colors, 256 alpha blending levels, 16 shadow levels, highlight mode [60] [61]
- ↑ http://www.system16.com/hardware.php?id=714
- ↑ http://www.system16.com/hardware.php?id=715
- ↑ http://www.system16.com/hardware.php?id=716