Codex Gamicus
Advertisement
2D Mario & 3D Mario

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[ | ]

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)

[3]

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 MAXCommodore 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 BoardPWB(A)2000 Video BoardSemaphore 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 BoardZilog 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
Sega CD (Sega ASIC, Yamaha YM7101 VDP),[63]
NEC PC Engine (Hudson HuC6260 & HuC6270A, Super CD Card)[59]

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[ | ]

  1. "Integer" refers to integer zooming, in contrast to true continuous scaling.
  2. http://museum.ipsj.or.jp/en/computer/personal/0087.html
  3. http://problemkaputt.de/2k6specs.htm
  4. 4.0 4.1 http://mamedev.org/source/src/mame/drivers/8080bw.c.html
  5. 5.0 5.1 http://www.system16.com/hardware.php?id=629
  6. 6.0 6.1 6.2 Namco Galaxian references:
  7. http://pdf.textfiles.com/manuals/ARCADE/SMALLFILENAME/monacogp.pdf
  8. http://system16.com/hardware.php?id=683
  9. http://archive.today/0nSHv
  10. http://mamedev.org/source/src/mame/drivers/scramble.c.html
  11. 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
  12. http://mamedev.org/source/src/mame/drivers/galaga.c.html
  13. 13.0 13.1 Namco custom chips, MultiGame
  14. http://mamedev.org/source/src/mame/drivers/grchamp.c.html
  15. Konami Framebuffer hardware:
  16. 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
  17. Namco Pole Position references:
  18. http://www.system16.com/hardware.php?id=557
  19. http://www.crazykong.com/manuals/TimePilot84.man.pdf
  20. http://mamedev.org/source/src/mame/drivers/pandoras.c.html
  21. http://mamedev.org/source/src/mame/drivers/tp84.c.html
  22. Sega Super Scaler [/ 171-5320|834-5668 / 171-5320] Board GPU chipset:
    • Sega [[1]] Sprite Line Comparitor
    • Sega [[2]] Sprite Generator
    • 2x Sega [[3]] Tilemap Generator
    • Sega [[4]] Horizontal Timing Controller
    • Sega [[5]] Vertical Timing Controller
    • Sega [[6]] Timing Controller
  23. 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. 24.0 24.1 24.2 24.3 24.4 24.5 http://www.extentofthejam.com/pseudo/
  25. 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.
  26. Sega System 16's 171 Board GPU chipset:
    • Sega [[9]] Sprite Line Comparitor
    • Sega [[10]] Sprite Generator
    • 2x Sega [[11]] Tilemap Generator
    • Sega [[12]] Horizontal Timing Controller
    • Sega [[13]] Vertical Timing Controller
    • Sega [[14]] Video Mixer
  27. http://mamedev.org/source/src/mame/drivers/segas16a.c.html
  28. 28.0 28.1 28.2 FM-77 AV references:
  29. Konami Dual 68000 references:
  30. Konami Dual 68000 colors on screen: 2048 unique solid colors and 64 (0-3f) alpha blending levels. [15] [16]
  31. 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
  32. http://mamedev.org/source/src/mame/drivers/namcos86.c.html
  33. Sega OutRun's Super Scaler [[17]] Video Board GPU chipset:
    • 2x Sega [[18]] Road Bit Extractor
    • Sega [[19]] Memory Mapper
    • Sega [[20]] Tilemap Generator
    • Sega [[21]] Sprite Generator
    • Signetics PLS153N [[22]] Road Mixer
    • Sega [[23]] Color Encoder
  34. Sega OutRun references:
  35. Sega System 16B's [[24]] Board:
    • [[25]] Sprite Generator
    • [[26]] Tilemap Generator
  36. 36.0 36.1 Sega System 16 Driver, MAME
  37. 37.0 37.1 37.2 37.3 37.4 37.5 37.6 http://cgfm2.emuviews.com/txt/s16tech.txt
  38. http://system16.com/hardware.php?id=880
  39. http://mamedev.org/source/src/mame/drivers/snk.c.html
  40. 40.0 40.1 Fujitsu FM-77 AV 40 references:
  41. 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
  42. Namco Ssytem 1 references:
  43. 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. 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. 45.0 45.1 45.2 45.3 45.4 45.5 45.6 Namco System 2 references:
  46. 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.
  47. Sega X Board's Super Scaler [[28]] GPU chipset:
    • Sega [[29]] Tilemap Generator
    • Sega 315-5211A Sprite Generator
    • Sega [[30]] Color Encoder
    • 2x Sega [[31]] Hardware Multiplier
    • 2x Sega [[32]] Hardware Divider
    • 2x Sega [[33]] Hardware Comparator
    • Sega [[34]] Road Generator
    • Sega [[35]] Sprite ROM Bank Controller
    • Sega 315 Video Mixer
  48. Sega X Board, MAME
  49. Taito Operation Wolf GPU chipset:
    • Taito TC0030CMD
    • Fujitsu MB884x)
  50. http://web.archive.org/web/20120114004035/http://mamedev.org/source/src/mame/drivers/opwolf.c.html
  51. Taito Rastan GPU chipset:
    • 3x Taito PC040DA Video DAC
    • Taito PC080 Tilemap Generator
    • Taito PC090 Sprite Generator
  52. http://web.archive.org/web/20130104064001/http://mamedev.org/source/src/mame/drivers/rastan.c.html
  53. 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. 54.0 54.1 54.2 Taito Z System references:
  55. Taito Air System references:
  56. Taito Air System colors: 16,384 unique solid colors and 64 (0-3f) gradients. [36] [37]
  57. https://github.com/mamedev/mame/blob/master/src/mame/drivers/ninjaw.c
  58. Fujitsu FM R-70 references:
  59. 59.0 59.1 59.2 59.3 59.4 59.5 PC Engine references:
  60. Sharp X68000 references:
  61. 61.0 61.1 61.2 61.3 61.4 Namco System 21 references:
  62. 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. 63.0 63.1 63.2 63.3 63.4 63.5 63.6 63.7 63.8 63.9
  64. 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. 65.0 65.1 65.2 65.3 65.4 65.5 Sega System 24's 315 Custom IC GPU chipset:
    • Sega [[38]] Tilemap Generator
    • Sega [[39]] Sprite Generator
    • Sega [[40]] Mixer
    • Sega [[41]] Object Generator
    • Sega [[42]] Colour Encoder
  66. 66.0 66.1 66.2 66.3 66.4 66.5 Sega System 24 references:
  67. 67.0 67.1 Sega Y Board's Super Scaler [[43]] Video Board GPU chipset:
    • Sega [[44]] Sprite Generator
    • Sega [[45]] Sprite Chip
    • Sega [[46]] Color Encoder
    • 3x Sega [[47]] Hardware Multiplier
    • 3x Sega [[48]] Hardware Divider
    • Sega [[49]] Sprite I/O
    • Sega [[50]] Sprite Generator
    • 2x Sega [[51]] Video Sync & Rotation
    • Sega [[52]] Video Mixing Priority
  68. 68.0 68.1 Sega Y Board references:
  69. 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. 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. 71.0 71.1 71.2 71.3 71.4 Taito F2 System references:
  72. http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://fm-7.com/museum/hardware/machines/fm77av40sx.html
  73. 73.0 73.1 73.2 73.3 73.4 Namco NB-1 references:
  74. 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. 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)
  76. Sega System 14 / System C:
  77. 77.0 77.1 77.2 Taito F1 System GPU chipset:
    • TC0260DAR Palette Generator
    • 2x Taito TC0280GRD Zoom/Rotation
    • Taito TC0360PRI Priority Controller
  78. 78.0 78.1 78.2 http://www.system16.com/hardware.php?id=662
  79. http://sevne.com/turbo/?page_id=30
  80. 80.0 80.1 http://mamedev.org/source/src/mame/drivers/gal3.c.html
  81. 81.0 81.1 81.2 Sega System 32's Super Scaler [[53]] Board GPU chipset:
    • Sega [[54]] Color Encoder
    • Sega [[55]] I/O Chip
    • Sega [[56]] Tilemap Generator
    • Sega [[57]] Sprite Generator
    • Sega [[58]] Video Mixer
  82. 82.0 82.1 82.2 Sega System 32 references:
  83. 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. 84.0 84.1 84.2 SNES references:
  85. Sega Game Gear references:
  86. Irem M90 references
  87. 87.0 87.1 Irem M-92 references:
  88. 88.0 88.1 Namco NA-1 & NA-2 references:
  89. Sega Model 1 references:
  90. Sega Model 1 colors: 65,536 unique solid colors and 256 luminance levels
  91. http://www.system16.com/hardware.php?id=709
  92. 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. 93.0 93.1 93.2 93.3 Taito F3 System references:
  94. 94.0 94.1 94.2 94.3 Taito F3 System colors: 8192 unique solid colors and 256 alpha blending/opacity levels
  95. 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. 96.0 96.1 96.2 Taito SZ System references:
  97. 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]
  98. http://www.system16.com/hardware.php?id=749
  99. http://www.system16.com/hardware.php?id=832
  100. 100.0 100.1 100.2 100.3 Sega Model 2 references:
  101. 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
  102. Konami GX references:
  103. Konami GX colors: 16,384 unique solid colors, 256 alpha blending levels, 16 shadow levels, highlight mode [60] [61]
  104. http://www.system16.com/hardware.php?id=714
  105. http://www.system16.com/hardware.php?id=715
  106. http://www.system16.com/hardware.php?id=716

References[ | ]

See also[ | ]

Advertisement