“Programmable screen resolutions, from 160 to 800 pixels per line. The resolution can be increased even further with additional hardware up to a reported 1350 pixels per line.” I.e. this console sucked so much no one got around to figuring out what the max resolution was.
Master System
256×192
256×224
256×240 (PAL/SECAM)
MSX
256×192
MSX2, MSX2+, MSX TurboR
80×24 text mode
256×192 graphics mode
512×212
256×212
NeoGeo CD
304 x 224
NeoGeo Pocket
160×152 (256×256 virtual screen)
Nintendo 64
256 × 224
320 × 240
640 × 480
Nintendo DS
256×192 per screen
Nintendo Entertainment System / Famicom
256×240 (256×224 also acceptable with over scan cut off)
Nintendo Wii
480i (720×480) (640×480)
576i (720×576) (640×576)
480p (720×480) (640×480)
PC
If you can dream it, you can do it.
Playstation
256×240
320×240
384×240
512×240
640×240 Non Interlaced
256×480
320×480
384×480
512×480
640×480 Interlaced
Playstation 2
NTSC-NI 640×240(224)
NTSC-I 640×480(448)
PAL-NI 640×288(256)
PAL-I 640×576(512)
VESA-1 640×480
VESA-2 800×600
VESA-3 1024×768
VESA-4 1280×1024
DTV-480P 720×480
DTV-1080I 1920×1080
DTV-720P 1280×720
Playstation Portable
480×272
Sega Saturn
Horizontal sizes of 320, 352, 640, 704 pixels
Vertical sizes of 224, 240, 256 scanlines, non-interlaced
Vertical sizes of 448, 480, 512 scanlines, interlaced (only PAL consoles support 256 and 512 scanline displays)
Hi-Vision (EDTV) and 31 kHz (VGA) display support:
31 kHz: 320×480 or 640×480, non-interlaced (progressive scan)
Hi-Vision (EDTV): 352×480 or 704×480, non-interlaced (progressive scan)
Sega 32x
320×224
320×240
320×204 (direct color)
320×408 (8bpp)
450×262 (Overscan NTSC)
450×313 (Overscan PAL)
Sega CD
See Genesis
Sega SG-1000
256×192
Super Nintendo
Progressive:
256×224
512×224
256×239
512×239
Interlaced:
512×448
512×478
Turbografix-16
X (Horizontal) Resolution: variable, maximum of 565 (programmable to 282, 377 or 565 pixels, or as 5.37mhz, 7.159mhz, and 10.76mhz pixel dot clock)[15] Taking into consideration overscan limitations of CRT televisions at the time, the horizontal resolutions were realistically limited to something a bit less than what the system was actually capable of. Consequently, most game developers limited their games to either 256, 336, or 512 pixels in display width for each of the three modes.[16]
Y (Vertical) Resolution: variable, maximum of 242 (programmable in increments of 1 scanline) It is possible to achieve an interlaced “mode” with a maximum vertical resolution of 484 scanlines by alternating between the two different vertical resolution modes used by the system. However, it is unknown, at this time, if this interlaced resolution is compliant with (and consequently displayed correctly on) NTSC televisions.
The majority of TurboGrafx-16 games use 256×239,[15] though some games, such as Sherlock Holmes Consulting Detective did use 512×224. Chris Covell’s ‘High-Resolution Slideshow’ uses 512×240.
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