Website
Home
Database
News
Submissions queue
Community
Forum
Clubs
Discord
Members
Tools
ROM Patcher
ROM Hasher
Pages
Support us
Learn Romhacking
About
Contact Us
Help & Legal Pages
Guest
Login
Forum
Entries
News
Settings
Community
Tutorials & Guides
Uploading Screenshots (Native Resolution)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Romhack Plaza" data-source="post: 6629" data-attributes="member: 1"><p><h3>Atari 2600</h3> <ul> <li data-xf-list-type="ul">192×160</li> </ul><p></p><p></p><h3>Dreamcast</h3> <ul> <li data-xf-list-type="ul">640×480</li> </ul><p></p><p></p><h3>Famicom Disk System</h3> <ul> <li data-xf-list-type="ul">see Nintendo Entertainment System</li> </ul><p></p><p></p><h3>Game Boy/Game Boy Color</h3> <ul> <li data-xf-list-type="ul">160×144</li> </ul><p></p><p></p><h3>Game Boy Advance</h3> <ul> <li data-xf-list-type="ul">240×160</li> </ul><p></p><p></p><h3>GameCube</h3> <ul> <li data-xf-list-type="ul">480i (720×480) (640×480)</li> <li data-xf-list-type="ul">576i (720×576) (640×576)</li> <li data-xf-list-type="ul">480p (720×480) (640×480)</li> </ul><p></p><p></p><h3>Game Gear</h3> <ul> <li data-xf-list-type="ul">160×144</li> </ul><p></p><p></p><h3>Megadrive/Genesis/SegaCD</h3> <ul> <li data-xf-list-type="ul">256×224</li> <li data-xf-list-type="ul">256×448</li> <li data-xf-list-type="ul">320×224</li> <li data-xf-list-type="ul">320×448</li> <li data-xf-list-type="ul">256×240(PAL and NTSC)</li> <li data-xf-list-type="ul">320×240</li> <li data-xf-list-type="ul">256×480</li> <li data-xf-list-type="ul">320×480 PAL only)</li> </ul><p></p><p></p><h3>Jaguar</h3> <ul> <li data-xf-list-type="ul">“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.</li> </ul><p></p><p></p><h3>Master System</h3> <ul> <li data-xf-list-type="ul">256×192</li> <li data-xf-list-type="ul">256×224</li> <li data-xf-list-type="ul">256×240 (PAL/SECAM)</li> </ul><p></p><p></p><h3>MSX</h3> <ul> <li data-xf-list-type="ul">256×192</li> </ul><p></p><p></p><h3>MSX2, MSX2+, MSX TurboR</h3> <ul> <li data-xf-list-type="ul">80×24 text mode</li> <li data-xf-list-type="ul">256×192 graphics mode</li> <li data-xf-list-type="ul">512×212</li> <li data-xf-list-type="ul">256×212</li> </ul><p></p><p></p><h3>NeoGeo CD</h3> <ul> <li data-xf-list-type="ul">304 x 224</li> </ul><p></p><p></p><h3>NeoGeo Pocket</h3> <ul> <li data-xf-list-type="ul">160×152 (256×256 virtual screen)</li> </ul><p></p><p></p><h3>Nintendo 64</h3> <ul> <li data-xf-list-type="ul">256 × 224</li> <li data-xf-list-type="ul">320 × 240</li> <li data-xf-list-type="ul">640 × 480</li> </ul><p></p><p></p><h3>Nintendo DS</h3> <ul> <li data-xf-list-type="ul">256×192 per screen</li> </ul><p></p><p></p><h3>Nintendo Entertainment System / Famicom</h3> <ul> <li data-xf-list-type="ul">256×240 (256×224 also acceptable with over scan cut off)</li> </ul><p></p><p></p><h3>Nintendo Wii</h3> <ul> <li data-xf-list-type="ul">480i (720×480) (640×480)</li> <li data-xf-list-type="ul">576i (720×576) (640×576)</li> <li data-xf-list-type="ul">480p (720×480) (640×480)</li> </ul><p></p><p></p><h3>PC</h3> <ul> <li data-xf-list-type="ul">If you can dream it, you can do it.</li> </ul><p></p><p></p><h3>Playstation</h3> <ul> <li data-xf-list-type="ul">256×240</li> <li data-xf-list-type="ul">320×240</li> <li data-xf-list-type="ul">384×240</li> <li data-xf-list-type="ul">512×240</li> <li data-xf-list-type="ul">640×240 Non Interlaced</li> <li data-xf-list-type="ul">256×480</li> <li data-xf-list-type="ul">320×480</li> <li data-xf-list-type="ul">384×480</li> <li data-xf-list-type="ul">512×480</li> <li data-xf-list-type="ul">640×480 Interlaced</li> </ul><p></p><p></p><h3>Playstation 2</h3> <ul> <li data-xf-list-type="ul">NTSC-NI 640×240(224)</li> <li data-xf-list-type="ul">NTSC-I 640×480(448)</li> <li data-xf-list-type="ul">PAL-NI 640×288(256)</li> <li data-xf-list-type="ul">PAL-I 640×576(512)</li> <li data-xf-list-type="ul">VESA-1 640×480</li> <li data-xf-list-type="ul">VESA-2 800×600</li> <li data-xf-list-type="ul">VESA-3 1024×768</li> <li data-xf-list-type="ul">VESA-4 1280×1024</li> <li data-xf-list-type="ul">DTV-480P 720×480</li> <li data-xf-list-type="ul">DTV-1080I 1920×1080</li> <li data-xf-list-type="ul">DTV-720P 1280×720</li> </ul><p></p><p></p><h3>Playstation Portable</h3> <ul> <li data-xf-list-type="ul">480×272</li> </ul><p></p><p></p><h3>Sega Saturn</h3> <ul> <li data-xf-list-type="ul">Horizontal sizes of 320, 352, 640, 704 pixels</li> <li data-xf-list-type="ul">Vertical sizes of 224, 240, 256 scanlines, non-interlaced</li> <li data-xf-list-type="ul">Vertical sizes of 448, 480, 512 scanlines, interlaced (only PAL consoles support 256 and 512 scanline displays)</li> <li data-xf-list-type="ul">Hi-Vision (EDTV) and 31 kHz (VGA) display support:<ul> <li data-xf-list-type="ul">31 kHz: 320×480 or 640×480, non-interlaced (progressive scan)</li> <li data-xf-list-type="ul">Hi-Vision (EDTV): 352×480 or 704×480, non-interlaced (progressive scan)</li> </ul></li> </ul><p></p><p></p><h3>Sega 32x</h3> <ul> <li data-xf-list-type="ul">320×224</li> <li data-xf-list-type="ul">320×240</li> <li data-xf-list-type="ul">320×204 (direct color)</li> <li data-xf-list-type="ul">320×408 (8bpp)</li> <li data-xf-list-type="ul">450×262 (Overscan NTSC)</li> <li data-xf-list-type="ul">450×313 (Overscan PAL)</li> </ul><p></p><p></p><h3>Sega CD</h3> <ul> <li data-xf-list-type="ul">See Genesis</li> </ul><p></p><p></p><h3>Sega SG-1000</h3> <ul> <li data-xf-list-type="ul">256×192</li> </ul><p></p><p></p><h3>Super Nintendo</h3> <ul> <li data-xf-list-type="ul">Progressive:<ul> <li data-xf-list-type="ul">256×224</li> <li data-xf-list-type="ul">512×224</li> <li data-xf-list-type="ul">256×239</li> <li data-xf-list-type="ul">512×239</li> </ul></li> <li data-xf-list-type="ul">Interlaced:<ul> <li data-xf-list-type="ul">512×448</li> <li data-xf-list-type="ul">512×478</li> </ul></li> </ul><p></p><p></p><h3>Turbografix-16</h3> <ul> <li data-xf-list-type="ul">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]</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> </ul><p></p><p></p><h3>Virtual Boy</h3> <ul> <li data-xf-list-type="ul">384 x 224</li> </ul><p></p><p></p><h3>Wii</h3> <ul> <li data-xf-list-type="ul">480i (720×480) (640×480)</li> <li data-xf-list-type="ul">576i (720×576) (640×576)</li> <li data-xf-list-type="ul">480p (720×480) (640×480)</li> </ul><p></p><p></p><h3>Wonderswan</h3> <ul> <li data-xf-list-type="ul">224 x 144</li> </ul><p></p><p></p><h3>x68000</h3> <ul> <li data-xf-list-type="ul">256 x 240</li> <li data-xf-list-type="ul">256 x 256</li> <li data-xf-list-type="ul">512 x 240</li> <li data-xf-list-type="ul">512 x 256</li> <li data-xf-list-type="ul">512 x 512</li> <li data-xf-list-type="ul">640 x 480</li> <li data-xf-list-type="ul">768 x 512</li> <li data-xf-list-type="ul">1024 x 1024</li> </ul><p></p><p></p><h3>XBox</h3> <ul> <li data-xf-list-type="ul">480i(720×480)</li> <li data-xf-list-type="ul">480p(720×480)</li> <li data-xf-list-type="ul">576i(720 x 576)</li> <li data-xf-list-type="ul">576p(720 x 576)</li> <li data-xf-list-type="ul">720p (1280×720)</li> <li data-xf-list-type="ul">1080i (1920×1080)</li> </ul></blockquote><p></p>
[QUOTE="Romhack Plaza, post: 6629, member: 1"] [HEADING=2]Atari 2600[/HEADING] [LIST] [*]192×160 [/LIST] [HEADING=2]Dreamcast[/HEADING] [LIST] [*]640×480 [/LIST] [HEADING=2]Famicom Disk System[/HEADING] [LIST] [*]see Nintendo Entertainment System [/LIST] [HEADING=2]Game Boy/Game Boy Color[/HEADING] [LIST] [*]160×144 [/LIST] [HEADING=2]Game Boy Advance[/HEADING] [LIST] [*]240×160 [/LIST] [HEADING=2]GameCube[/HEADING] [LIST] [*]480i (720×480) (640×480) [*]576i (720×576) (640×576) [*]480p (720×480) (640×480) [/LIST] [HEADING=2]Game Gear[/HEADING] [LIST] [*]160×144 [/LIST] [HEADING=2]Megadrive/Genesis/SegaCD[/HEADING] [LIST] [*]256×224 [*]256×448 [*]320×224 [*]320×448 [*]256×240(PAL and NTSC) [*]320×240 [*]256×480 [*]320×480 PAL only) [/LIST] [HEADING=2]Jaguar[/HEADING] [LIST] [*]“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. [/LIST] [HEADING=2]Master System[/HEADING] [LIST] [*]256×192 [*]256×224 [*]256×240 (PAL/SECAM) [/LIST] [HEADING=2]MSX[/HEADING] [LIST] [*]256×192 [/LIST] [HEADING=2]MSX2, MSX2+, MSX TurboR[/HEADING] [LIST] [*]80×24 text mode [*]256×192 graphics mode [*]512×212 [*]256×212 [/LIST] [HEADING=2]NeoGeo CD[/HEADING] [LIST] [*]304 x 224 [/LIST] [HEADING=2]NeoGeo Pocket[/HEADING] [LIST] [*]160×152 (256×256 virtual screen) [/LIST] [HEADING=2]Nintendo 64[/HEADING] [LIST] [*]256 × 224 [*]320 × 240 [*]640 × 480 [/LIST] [HEADING=2]Nintendo DS[/HEADING] [LIST] [*]256×192 per screen [/LIST] [HEADING=2]Nintendo Entertainment System / Famicom[/HEADING] [LIST] [*]256×240 (256×224 also acceptable with over scan cut off) [/LIST] [HEADING=2]Nintendo Wii[/HEADING] [LIST] [*]480i (720×480) (640×480) [*]576i (720×576) (640×576) [*]480p (720×480) (640×480) [/LIST] [HEADING=2]PC[/HEADING] [LIST] [*]If you can dream it, you can do it. [/LIST] [HEADING=2]Playstation[/HEADING] [LIST] [*]256×240 [*]320×240 [*]384×240 [*]512×240 [*]640×240 Non Interlaced [*]256×480 [*]320×480 [*]384×480 [*]512×480 [*]640×480 Interlaced [/LIST] [HEADING=2]Playstation 2[/HEADING] [LIST] [*]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 [/LIST] [HEADING=2]Playstation Portable[/HEADING] [LIST] [*]480×272 [/LIST] [HEADING=2]Sega Saturn[/HEADING] [LIST] [*]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: [LIST] [*]31 kHz: 320×480 or 640×480, non-interlaced (progressive scan) [*]Hi-Vision (EDTV): 352×480 or 704×480, non-interlaced (progressive scan) [/LIST] [/LIST] [HEADING=2]Sega 32x[/HEADING] [LIST] [*]320×224 [*]320×240 [*]320×204 (direct color) [*]320×408 (8bpp) [*]450×262 (Overscan NTSC) [*]450×313 (Overscan PAL) [/LIST] [HEADING=2]Sega CD[/HEADING] [LIST] [*]See Genesis [/LIST] [HEADING=2]Sega SG-1000[/HEADING] [LIST] [*]256×192 [/LIST] [HEADING=2]Super Nintendo[/HEADING] [LIST] [*]Progressive: [LIST] [*]256×224 [*]512×224 [*]256×239 [*]512×239 [/LIST] [*]Interlaced: [LIST] [*]512×448 [*]512×478 [/LIST] [/LIST] [HEADING=2]Turbografix-16[/HEADING] [LIST] [*]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. [/LIST] [HEADING=2]Virtual Boy[/HEADING] [LIST] [*]384 x 224 [/LIST] [HEADING=2]Wii[/HEADING] [LIST] [*]480i (720×480) (640×480) [*]576i (720×576) (640×576) [*]480p (720×480) (640×480) [/LIST] [HEADING=2]Wonderswan[/HEADING] [LIST] [*]224 x 144 [/LIST] [HEADING=2]x68000[/HEADING] [LIST] [*]256 x 240 [*]256 x 256 [*]512 x 240 [*]512 x 256 [*]512 x 512 [*]640 x 480 [*]768 x 512 [*]1024 x 1024 [/LIST] [HEADING=2]XBox[/HEADING] [LIST] [*]480i(720×480) [*]480p(720×480) [*]576i(720 x 576) [*]576p(720 x 576) [*]720p (1280×720) [*]1080i (1920×1080) [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Tutorials & Guides
Uploading Screenshots (Native Resolution)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.
Accept
Learn more…
Back
Top