Archived from RHDN.

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Table of contents:
  1. Atari 2600
  2. Dreamcast
  3. Famicom Disk System
  4. Game Boy/Game Boy Color
  5. Game Boy Advance
  6. GameCube
  7. Game Gear
  8. Megadrive/Genesis/SegaCD
  9. Jaguar
  10. Master System
  11. MSX
  12. MSX2, MSX2+, MSX TurboR
  13. NeoGeo CD
  14. NeoGeo Pocket
  15. Nintendo 64
  16. Nintendo DS
  17. Nintendo Entertainment System / Famicom
  18. Nintendo Wii
  19. PC
  20. Playstation
  21. Playstation 2
  22. Playstation Portable
  23. Sega Saturn
  24. Sega 32x
  25. Sega CD
  26. Sega SG-1000
  27. Super Nintendo
  28. Turbografix-16
  29. Virtual Boy
  30. Wii
  31. Wonderswan
  32. x68000
  33. XBox

Atari 2600

  • 192×160

 

Dreamcast

  • 640×480

 

Famicom Disk System

  • see Nintendo Entertainment System

 

Game Boy/Game Boy Color

  • 160×144

 

Game Boy Advance

  • 240×160

 

GameCube

  • 480i (720×480) (640×480)
  • 576i (720×576) (640×576)
  • 480p (720×480) (640×480)

 

Game Gear

  • 160×144

 

Megadrive/Genesis/SegaCD

  • 256×224
  • 256×448
  • 320×224
  • 320×448
  • 256×240(PAL and NTSC)
  • 320×240
  • 256×480
  • 320×480 PAL only)

 

Jaguar

  • “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.

 

Virtual Boy

  • 384 x 224

 

Wii

  • 480i (720×480) (640×480)
  • 576i (720×576) (640×576)
  • 480p (720×480) (640×480)

 

Wonderswan

  • 224 x 144

 

x68000

  • 256 x 240
  • 256 x 256
  • 512 x 240
  • 512 x 256
  • 512 x 512
  • 640 x 480
  • 768 x 512
  • 1024 x 1024

 

XBox

  • 480i(720×480)
  • 480p(720×480)
  • 576i(720 x 576)
  • 576p(720 x 576)
  • 720p (1280×720)
  • 1080i (1920×1080)
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