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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 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 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] 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 4 256 132
Atari 6800 Color Yes 8 No No 8 8 232
Sega Discrete Logic Sega 94789-P Board Grayscale Yes 6 Vertical Integer 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
Console Atari VCS / Atari 2600 Atari TIA (Television Interface Adaptor) YPbPr Yes 5 No Horizontal Integer 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[2][3] RGB Yes 64 No No 0 8 64 256 260
Computer Sord M170 ACE Graphic Card 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 Irem M14 Irem M14S-2 / M14L-2 Board RGB Blitter 0 No No 1 32 32 256 256
Namco Galaxian Namco Galaxian Video Section RGB Yes 64 Vertical Integer Zoom & Flip 1 32 128 384 264
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,[4][5][6] Sega Accelerator Board 96599-P RGB Yes 36 Yes Integer 1 16 16 244 384
Taito 8080 Fujitsu MB14241 Video Shifter[2][3] 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, Namco Galaxian RGB Yes 64 Yes Integer Zoom & Flip 1 64 128 384 264
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 364-12-0500 Electrochrome Monitor Signal Harness RGB Yes 64 Yes No 1 32 260 288 288
Namco Galaga Namco Galaga Video Board[7][8][9] RGB Yes 64 Yes No 1 64 580 288 224
Sega G80 Sega Video I Board, Sega Display Controller RGB Yes 64 Yes Vector 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 64 128 384
Taito Z80 Taito Game Board, Namco Galaxian RGB Yes 64 Yes Integer Zoom & Flip 1 64 128 384 376
Computer Atari 800 Atari ANTIC & GTIA Mode 1-7 Sprite & Blitter 8 Coarse Integer 0 5 128 160 192
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 Z80 Konami Z80 Board, Time Pilot Board RGB Yes 64 Parallax Flip 0 384 384 256 256
Namco Pole Position Namco Pole Position Video Board[10][9][11] 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 5 128 160 192
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 Background 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 16777216 16777216 480 430
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 5 128 160 192
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 64 254 240
1984 Arcade Alpha Denshi Equites Alpha Denshi ALPHA-8303 Custom Video Processor RGB Yes 128 Yes Flip 1 384 1824 256 256
Konami Dual 6809 Konami PWB(A)2000 CRT Video Board,[12][13][14] Motorola 6809[15] RGB Yes 128 Yes Scaling & Flip 1 4096 4096 396
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
1985 Arcade Sega Hang-On Sega Super Scaler Board[16][17] RGBI[18] Yes 128 Parallax Scaling & Flip 3 6144 32768 400 262
Sega Space Harrier Yes Parallax Scaling & Flip 4 98304
Sega System 16 / System 16A Sega 171 Board[19][17][20] RGBI[18] Yes 128 Parallax Flip 3 6144 98304 400 262
Sega System E 2x Sega 315-5124 VDP (Video Display Processor) RGB Yes 128 Parallax Integer 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)[21][22] Blitter Blitter 0 Coarse Integer 0 64 4096 320 200
Hi-Color No No No 4096
Hi-Res No No No 16 640 200
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 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 1 32 64 256 240
1986 Arcade Konami Dual 68000 Konami GX763 350860A Video Board (Konami K051316 Video Processor)[23] RGBI Yes 256 Parallax Scaling & Flip 5 2048 16777216 336 256
Namco System 86 Namco CUS Chipset[24][25] RGB Sprite & Blitter 96 Parallax Flip 3 4096 5120 512
Sega OutRun Sega Super Scaler 171-5377 Video Board[26][17][27] RGBI[18] Yes 128 Parallax Anisotropic 5 12288 98304 400 262
Sega System 16B Sega 171-5357 Board[28][29][30] Yes Parallax Scaling & Flip 3 6144
SNK Ikari Warriors SNK Ikari Warriors Video Board[31][32] 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 AV40 Fujitsu MMR[22] Blitter Blitter 0 Coarse Integer 0 256 65536 320 200
Hi-Color No No No 262144 262144
Hi-Res No No No 8 4096 640 400
IBM PC/AT Hitachi HD63484 ACRTC (Advanced CRT Controller) Mid-Res Blitter 0 Yes 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) Blitter Blitter 0 Horizontal Integer Zoom & Rotation 0 256 65536 640 494
Bitmap 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[33][34] RGBI Yes 128 Parallax Integer Zoom & Flip 6 12288 16777216 512 512
Namco System 2 Namco V56 VIDEO 2272961200 Graphics Board[35][36] Yes Parallax Scaling & Rotation 8 16384
Sega X Board Sega Super Scaler 171-5494 Board[37][17][38] RGBI[18] Yes 256 Parallax Scaling & Rotation 7 24576 98304 400 262
Taito 68000 Taito Operation Wolf Chipset,[39][40] Taito Rastan Chipset[41][42] RGB Yes 512 Parallax Flip 2 8192 32768 320 256
Taito Z System Taito Video Board J1100139A[43][44] Yes 64 Parallax Scaling & Flip 3 4096
Taito Air System Taito TC0080VCO Video, Taito TC0070RGB PaletteTI TMS320C25 Yes 128 Yes Scaling & Rotation 2 16384 65536 1024 1024
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
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, Hudson Soft HuC6260 & HuC6270A Tilemap Yes 64 Yes Integer 1 264 520 377 242
Bitmap No 0 No No 492 640 484
Sharp X68000 Sharp-Hudson Chipset (Cynthia, Reserve, VSOP)
(Sprite & Tilemap Layers)[45]
Sprites & Tilemaps Yes 128 Parallax Integer Zoom & Flip 2 768 65536 512 512
Sharp-Hudson Chipset (Vinas, Reserve, VSOP)
(Bitmap Background Layers)
1 Bitmap No 0 Yes No 0 64 65536 1024 1024
2 Bitmaps No Yes No 512 512 512
4 Bitmaps No Yes No 64
Console Atari XEGS Atari ANTIC & GTIA Color Yes 8 Coarse Integer 0 16 256 320 192
NEC PC Engine / TurboGrafx-16 Hudson Soft HuC6260 & HuC6270A Tilemap Yes 64 Yes No 1 256 512 377 242
Bitmap No 0 No No 484 565 484
1988 Arcade Capcom Play System (CPS) Capcom CPS-A/B RGBI Yes 256 Parallax Flip 3 3072 65536 512 256
Namco System 21 Namco OBJ Board, Namco C355 Motion OBJ(B), 5x TI TMS320C20 RGB 3D Rendering 0 Yes Scaling & Rotation 0 32768 16777216 512 512
Sega Mega-Tech Yamaha YM7101 VDP & Sega 315-5124 VDP Tilemaps Yes 144 Parallax Integer 3 215 1600 320 720
Tilemap & Bitmap Yes 32 Yes Integer 1 1600
Sega System 24 Sega 315 Custom IC Chipset[46][47] RGBI[18] Sprite & Blitter 2048 Parallax Yes 4 24576 98304 656 424
Sega Y Board Sega Super Scaler 837-6566 Video Board[48][17][30][49] Sprite & Blitter 2304 Parallax Scaling & Rotation 0 49152 400 262
Taito F2 System Taito F2 Chipset[50][51] RGB Yes 2048 Parallax Flip 4 4096 4096 320 256
Computer Fujitsu FM R 70 Cirrus Logic CL-GD Lo-Res Blitter 0 Yes No 256 262144 320 240
Mid-Res Blitter Yes No 16 800 600
Hi-Res No No No 4096 1120 750
IBM PS/2 Model 70 IBM 8514 Blitter Blitter 0 Line-Draw No 256 65536 320 240
Bitmap 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 16 512 256 192
Mode 5-7 (RGB) No 0 Yes No 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 16 512 256 424
Bitmap Background (YJK) No 0 Yes No 12499 12499
Sharp X68000 ACE HD Sharp-Hudson Chipset (Cynthia, Cathy, VIPS)
(Sprite & Tilemap Layers)[45]
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 Sega Mega Drive / Genesis Yamaha YM7101 VDP Tilemaps Yes 80 Parallax Integer 2 183 1536 320 480
Bitmap No 0 No No 0 1536
1989 Arcade Namco System 21B Namco NB-1 Sprite System x2, 8x TI TMS320C25 RGB Yes 1024 Yes Scaling & Rotation 65536 16777216 512 512
Sega System 14 / System C Altera EPM5032,[52] Yamaha YM7101 VDP RGBI Yes 80 Parallax Integer 6144 98304 320 480
Sega System 18 Sega System 16B (Sega 171-5357 Board),[29][30]Yamaha YM7101 VDP[17] Tilemaps Yes 208 Parallax Scaling & Flip 5 8384 99840 400 480
Tilemaps & Bitmap Yes 128 Parallax Scaling & Flip 3 9728
Taito F1 System Taito TC0100SCN Tilemap Generator, 2x Taito TC0100SCN RGB Yes 2048 Parallax Scaling & Rotation 4096 4096 320 256
Taito Z System Taito TC0 Chipset Yes Parallax Scaling & Rotation 32768
Computer Atari STE Atari ST Shifter & BLiTTER Lo-Res Blitter 0 Yes Integer 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 0 256 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 256 256
Mode 9-11 No Yes Integer 360 240
Mode 12-14 No Yes Integer 256 16777216 720 480
Console NEC PC Engine SuperGrafx Hudson Soft HuC6260, 2x Hudson Soft HuC6270A RGB Yes 128 Parallax Integer 512 4096 565 484
Handheld Atari Lynx Atari Suzy RGB Blitter 0 Yes Yes 16 4096 160 102
Nintendo Game Boy Sharp LR35902 Grayscale Yes 40 Yes No 4 4 160 144
1990 Arcade Namco System 2 Namco V56 VIDEO Board RGB Yes 322 Parallax Scaling & Rotation 16384 16777216 512 512
Namco System 21C (Galaxian³) Namco OBJ Board x16, 80x TI TMS320C25 Galaxian³ Yes 4096 Yes Scaling & Rotation 524288 16777216 7936 512
Namco OBJ Board x2, 10x TI TMS320C25 Project Dragoon Yes 512 Yes Scaling & Rotation 65536 992
Sega R-360 Sega Super Scaler 837-6566 Video Board[48][17][30][49] RGBI[18] Sprite & Blitter 2304 Yes Scaling & Rotation 0 49152 98304 400 262
Sega System 32 Sega Super Scaler 317-5964 Board Sprite & Blitter 4096 Parallax Scaling & Rotation 98304 98304 656 424
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 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) Blitter Blitter 0 Line-Draw No 256 65536 640 480
Bitmap No No No 65536 262144 1024 768
Computer & Console Amstrad CPC Plus,
Amstrad GX4000
Amstrad ASIC Mode 0 Yes 16 Yes Integer 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 16 16 320 200
Nintendo Super Famicom / SNES Ricoh 5C77 (PPU1) & 5C78 (PPU2) Mode 1-4 Yes 128 Parallax No 256 32768 256 240
Mode 5-6 Yes Yes No 64 512 480
Mode 7 Yes Yes Background Scaling & Rotation 256 256 240
Bitmap No 0 No No 32768
Handheld NEC TurboExpress Hudson Soft HuC6260 & HuC6270A RGB Yes 64 Yes Integer 482 512 400 270
Sega Game Gear Sega VDP RGB Yes 64 Yes Integer 32 4096 160 144
1991 Arcade Irem M-92 Nanao GA21 & GA22 RGB Yes 256 Parallax Flip 2048 2048 512 256
Sega System 32 Sega Super Scaler 317-5964 Board x2 RGBI[18] Yes 8192 Parallax Scaling & Rotation 196608 196608 832 424
Computer IBM PS/2 70 S3 924, IBM XGA Blitter Blitter 0 Line-Draw No 256 65536 640 480
Bitmap No No No 65536 16777216 1024 768
Sharp X68000 XVI HD Sharp-Hudson Chipset (Cynthia, Cathy, Vicon, VIPS), CZ-6BP1A FPU (Floating Point Unit) RGBI Yes 128 Parallax Scaling & Rotation 65536 65536 1024 1024
Console Commodore CDTV Commodore Amiga ECS Sprites Sprite & Blitter 8 Yes Vertical 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, NEC PC Engine Super CD Card RGB Yes 64 Yes Integer 482 1024 565 484
Sega Mega CD / Sega CD Sega ASIC & Yamaha YM7101 VDP Tilemaps Sprite & Blitter 80 Parallax Scaling & Rotation 198 1536 320 480
Bitmap No 0 No No 1536
Nintendo Super Famicom / SNES Ricoh 5C77 (PPU1) & 5C78 (PPU2),
NEC µPD7720 DSP (Digital Signal Processor)
Mode 1-4 Yes 128 Parallax No 256 32768 256 240
Mode 5-6 Yes Yes No 64 512 480
Mode 7 Yes Yes Scaling & Rotation 256 256 240
Bitmap No 0 No No 32768
Sony-Phillips CD-i Philips SCC66470 Copper Copper 0 Yes No 128 65536 384 280
Bitmap No No No 32768 16777216 768 560
1992 Arcade Midway T Unit TI TMS34010 RGB Blitter 0 Yes No 32768 32768 399 253
Midway Y Unit Blitter Yes No 4096 511 399
Namco NA-1 & Namco NA-2 Namco Custom Chipset RGB Sprite & Blitter 256 Parallax Integer 16384 65536 304 256
Sega Model 1 Sega System 24, 5x Fujitsu SPARC MB86933 Standard Yes 2048 Parallax Yes 131072 196608 992 424
Sega System 24 x2, 10x Fujitsu SPARC MB86933 Deluxe Yes 4096 Parallax Yes 327680 491520 2480
Sega System Multi 32 Sega Super Scaler Game Board 834 x2 RGBI[18] Sprite & Blitter 8192 Parallax Scaling & Rotation 196608 196608 832 424
Taito F3 System Taito TC06 Chipset RGB Yes 2048 Parallax Scaling & Rotation 16384 16777216 416 256
Taito SZ System Taito K11J0717A Board, Taito TC0 Chipset Yes 2048 Parallax Scaling & Rotation 640
Computer Atari Falcon Atari VIDEL Blitter Blitter 0 Yes Yes 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 256 262144 640 512
HAM No 0 No No 262144 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 32768 16777216 1120 1024
NEC PC-9821 NEC EGC, S3 86C775 Blitter Blitter 0 Yes Integer Zoom & Rotation 512 16777216 800 600
Bitmap No No No 65536 1280 1024
Panasonic MSX TurboR Yamaha V9990
(Pattern Mode: Sprite & Tilemap Layers)
Pattern Mode (RGB) Sprite & Blitter 125 Parallax Integer 64 32768 512 424
Yamaha V9990
(Bitmap Mode: Bitmap Background Layer)
Bitmap Mode (RGB) Blitter 0 Yes No 32768 1024 580
Yamaha V9990
(BYJKP & BYUVP Modes: Sprite & Bitmap Layers)
Sprite Layer (RGB) Yes 32 Yes No 16 32768 256 424
Bitmap Background (YJK/YUV) Blitter 0 Yes No 12599 12599 384 580
1993 Arcade Capcom CP System II (CPS-2) Capcom CPS-A/B RGB Yes 1536 Parallax No 8192 16777216 518 259
Data East DECO 156 Data East DECO Tilemap & DECO Sprite RGB Yes 512 Parallax Integer 4096 16777216 320 256
Namco Magic Edge Hornet Simulator SGI Onyx RealityEngine2, 12x Intel i860XP RGB 3D Rendering 0 Yes Scaling & Rotation 16777216 16777216 3840 2048
Namco NB-1 Namco System 2, Namco GFX, Namco Motion Objects Yes 512 Parallax Scaling & Rotation 65536 512 512
Namco System 22 Namco C3 Chipset, Evans & Sutherland TR3, 2x TI TMS320C25 Yes 1536 Yes Yes 16777216 1920 480
Sega Model 2 Sega System 24, 5x Fujitsu MB86934 Standard Yes 2048 Parallax Scaling & Rotation 4194304 16777216 1984 768
Sega System 24 x2, 10x Fujitsu MB86934 Deluxe Yes 4096 Parallax Scaling & Rotation 8388608 3968
Console Atari Jaguar Atari Tom RGB Blitter 0 Yes Scaling & Rotation 65536 16777216 640 576
Commodore Amiga CD32 Commodore Amiga AGA Sprites Sprite & Blitter 8 Yes Vertical 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 256 32768 640 576
Nintendo Super Famicom / SNES Ricoh 5C77 & 5C78, Super FX Mode 1-4 Yes 128 Parallax Scaling & Rotation 256 32768 256 240
Mode 5-6 Yes Yes No 64 512 480
Mode 7 Yes Yes Scaling & Rotation 256 256 240
Bitmap No 0 No No 32768
Panasonic 3DO Panasonic Custom Math Co-Processor RGB 3D Rendering 0 Yes Scaling & Rotation 65536 16777216 768 576
Pioneer LaserActive Sega ASIC, Yamaha YM7101 VDP, Hudson HuC6260 & HuC6270A RGB, RGBI Yes 144 Parallax Scaling & Rotation 680 2048 565 484
1994 Arcade Namco Super System 22 Namco C3 Chipset x2, Evans & Sutherland TR3, 2x TI TMS320C25 RGB Yes 3072 Yes Scaling & Rotation 16777216 16777216 1920 525
Sega Model 2A CRX Sega System 24, 5x Fujitsu MB86934) Standard Yes 2048 Parallax Scaling & Rotation 4194304 16777216 1984 768
Sega System 24 x3, 15x Fujitsu MB86934 Deluxe Yes 6144 Parallax Scaling & Rotation 12582912 3968
Arcade & Console Namco System 11 Sony GPU & Geometry Transformation Engine Arcade 3D Rendering 0 Yes Scaling & Rotation 16777216 16777216 640 480
Sony PlayStation Console 3D Rendering Yes Scaling & Rotation
Sega Saturn Sega VDP1 & VDP2, 2x Hitachi SH-2 Console Sprite & Blitter 16384 Parallax Scaling & Rotation 16777216 16777216 720 576
Sega Titan STV Arcade Sprite & Blitter Parallax Scaling & Rotation
Computer Apple Power Macintosh 7100 IBM/Motorola PowerPC 601 FPU Mid-Res No 0 No No 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 16777216 16777216 832 624
Hi-Res No No No 65536 65536 1280 1024
Commodore Amiga 4000T Commodore Amiga AGA Sprites Sprite & Blitter 8 Yes Vertical 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 16777216 16777216 1280 1024
PC (IBM Compatible) Cirrus Logic CL-GD5434, IBM XGA-2 Blitter Blitter 0 Line-Draw Integer 65536 65536 800 600
Bitmap No 0 No No 16777216 16777216 1280 1024
NEC PC-9821 Xa Cirrus Logic CL-GD5434, NEC EGC, NEC PC-9821X-B01 RGB Blitter 0 Yes Integer Zoom & Rotation 16777216 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 16777216 16777216 1280 1024
Console NEC PC-FX NEC-Hudson HuC6261 & HuC6272, 2x Hudson HuC6270 RGB Yes 128 Yes Scaling & Rotation 16777216 16777216 1365 484
Nintendo Super Famicom / SNES Ricoh 5C77 & 5C78, Super FX 2 Tilemaps Yes 128 Parallax Scaling & Rotation 256 32768 512 480
Bitmap No 0 No No 32768
Sega 32X Hitachi SH-2 x2 & Yamaha YM7101 VDP N/A Yes 320 Parallax Scaling & Rotation 32768 32768 320 480
Sega Mega Drive / Genesis (SVP) Sega Virtua Processor (SVP) & Yamaha YM7101 VDP Tilemaps Yes 80 Parallax Scaling & Rotation 183 1536 320 480
Bitmap No 0 No No 1536
SNK Neo Geo CD SNK NEO-GRC & NEO-OFC RGB Yes 384 Yes Shrinking 4096 65536 320 240
Handheld Sega Mega Jet Yamaha YM7101 VDP RGBI Yes 80 Parallax Integer 183 1536 320 480
1995 Arcade Sega Model 2B CRX Sega System 24, 2x SHARC ADSP-2106 Standard Yes 2048 Parallax Scaling & Rotation 16777216 16777216 1984 768
Sega System 24 x2, 4x SHARC ADSP-2106 Deluxe Yes 4096 Parallax Scaling & Rotation 16777216 3968
Computer Fujitsu FMV Towns Fujitsu Video Accelerator, S3 ViRGE RGB Yes 1024 Yes Scaling & Rotation 16777216 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 16777216 16777216 1600 1280
PC (IBM Compatible) S3 ViRGE, IBM XGA-2 Blitter Blitter 0 Line-Draw Scaling & Rotation 65536 16777216 1024 768
Bitmap No No No 16777216 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 Yamaha YM7101 VDP RGBI Yes 80 Parallax Integer 183 1536 320 240
1996 Arcade Capcom CP System III (CPS-3) Capcom DL-2729 RGB Yes 8192 Parallax Scaling & Rotation 262144 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, 2x Fujitsu TGPx4 MB86235 Standard Yes 2048 Parallax Scaling & Rotation 16777216 16777216 1984 768
Sega System 24 x2, 4x Fujitsu TGPx4 MB86235 Deluxe Yes 4096 Parallax Scaling & Rotation 3968
Sega Model 3 Real3D PRO-1000 x2 RGB 3D Rendering 0 Yes Scaling & Rotation 16777216 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 16777216 16777216 1600 1280
PC (IBM Compatible) NEC-VideoLogic PowerVR, S3 ViRGE, IBM XGA-2 3D 3D Rendering 0 Yes Scaling & Rotation 16777216 16777216 1024 768
Bitmap No No No 1600 1200
Console Nintendo 64 SGI RCP (Reality Co-Processor) RGB 3D Rendering 0 Yes Scaling & Rotation 16777216 16777216 640 480
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 16777216 16777216 1920 525
Namco System 23 Namco Custom Texture Mapped Polygons Hardware 3D Rendering 0 Yes Scaling & Rotation 16777216 16777216 1920 525
Panasonic M2 / Konami M2 Panasonic BDA RGB 3D Rendering 0 Yes Scaling & Rotation 16777216 16777216 768 576
Sega Model 3 Step 2.0 Real3D PRO-1000 x2 RGB 3D Rendering 0 Yes Scaling & Rotation 16777216 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 Rendering 0 Yes Scaling & Rotation 16777216 16777216 768 576
Console Sega Dreamcast 3D Rendering 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 Rendering 0 Yes Scaling & Rotation 16777216 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 Rendering 0 Yes Scaling & Rotation 16777216 16777216 2560 1440
Console Sony PlayStation 2 Sony-Toshiba Graphics Synthesizer RGB 3D Rendering 0 Yes Scaling & Rotation 16777216 16777216 1920 1080
Handheld Bandai WonderSwan Color Bandai SPGY-1002 (NEC V30 MZ) RGB Yes 112 Parallax No 241 4096 224 144
2001 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 Rendering 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 262144 262144 256 384
Sony Playstation Portable (PSP) Sony GPU, Sony CXD2962GG Graphics Core RGB 3D Rendering 0 Yes Scaling & Rotation 16777216 16777216 480 272

Notes

  1. "Integer" refers to integer zooming, in contrast to true continuous scaling.
  2. 2.0 2.1 http://mamedev.org/source/src/mame/drivers/8080bw.c.html
  3. 3.0 3.1 www.system16.com/hardware.php?id=629
  4. http://pdf.textfiles.com/manuals/ARCADE/SMALLFILENAME/monacogp.pdf
  5. http://system16.com/hardware.php?id=683
  6. http://archive.today/0nSHv
  7. 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
  8. http://mamedev.org/source/src/mame/drivers/galaga.c.html
  9. 9.0 9.1 Namco custom chips, MultiGame
  10. 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
  11. http://mamedev.org/source/src/mame/drivers/polepos.c.html
  12. http://www.system16.com/hardware.php?id=557
  13. http://www.crazykong.com/manuals/TimePilot84.man.pdf
  14. http://mamedev.org/source/src/mame/drivers/pandoras.c.html
  15. http://mamedev.org/source/src/mame/drivers/tp84.c.html
  16. Sega Super Scaler 834-5668 Board GPU chipset:
    • Sega 315-5011 Sprite Line Comparitor
    • Sega 315-5012 Sprite Generator
    • 2x Sega 315-5049 Tilemap Generator
    • Sega 315-5107 Horizontal Timing Controller
    • Sega 315-5108 Vertical Timing Controller
    • Sega 315-5122 Timing Controller
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Sega 16-bit common hardware, iMAME4all
  18. 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 16-bit Sega arcade system boards (as well as the Sega System 32) use a 16-bit RGBI color palette: [1] [2]
    • 15-bit RGB palette, generating 32,768 colors.
    • 1-bit shadow & highlight, tripling palette to 98,304 colors.
  19. Sega System 16's 171 Board GPU chipset:
    • Sega 315-5011 Sprite Line Comparitor
    • Sega 315-5012 Sprite Generator
    • 2x Sega 315-5049 Tilemap Generator
    • Sega 315-5107 Horizontal Timing Controller
    • Sega 315-5108 Vertical Timing Controller
    • Sega 315-5149 Video Mixer
  20. http://mamedev.org/source/src/mame/drivers/segas16a.c.html
  21. http://mamedev.org/source/src/mess/drivers/fm7.c.html
  22. 22.0 22.1 http://museum.ipsj.or.jp/en/computer/personal/0017.html
  23. Konami Dual 68000 references:
  24. 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
  25. http://mamedev.org/source/src/mame/drivers/namcos86.c.html
  26. Sega OutRun's Super Scaler 171-5377 Video Board GPU chipset:
    • 2x Sega 315-5155 Road Bit Extractor
    • Sega 315-5195 Memory Mapper
    • Sega 315-5197 Tilemap Generator
    • Sega 315-5211 Sprite Generator
    • Signetics PLS153N 315-5222 Road Mixer
    • Sega 315-5242 Color Encoder
  27. Sega OutRun references:
  28. Sega System 16B's 171-5357 Board:
    • 315-5196 Sprite Generator
    • 315-5197 Tilemap Generator
  29. 29.0 29.1 Sega System 16 Driver, MAME
  30. 30.0 30.1 30.2 30.3 http://cgfm2.emuviews.com/txt/s16tech.txt
  31. http://system16.com/hardware.php?id=880
  32. http://mamedev.org/source/src/mame/drivers/snk.c.html
  33. 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
  34. http://mamedev.org/source/src/mame/drivers/namcos1.c.html
  35. Namco System 2's V56 VIDEO 2272961200 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
  36. Namco System 2 references:
  37. Sega X Board's Super Scaler 171-5494 GPU chipset:
    • Sega 315-5197 Tilemap Generator
    • Sega 315-5211A Sprite Generator
    • Sega 315-5242 Color Encoder
    • 2x Sega 315-5248 Hardware Multiplier
    • 2x Sega 315-5249 Hardware Divider
    • 2x Sega 315-5250 Hardware Comparator
    • Sega 315-5275 Road Generator
    • Sega 315-5278 Sprite ROM Bank Controller
    • Sega 315 Video Mixer
  38. Sega X Board, MAME
  39. Taito Operation Wolf GPU chipset:
    • Taito TC0030CMD
    • Fujitsu MB884x)
  40. http://web.archive.org/web/20120114004035/http://mamedev.org/source/src/mame/drivers/opwolf.c.html
  41. Taito Rastan GPU chipset:
    • 3x Taito PC040DA Video DAC
    • Taito PC080 Tilemap Generator
    • Taito PC090 Sprite Generator
  42. http://web.archive.org/web/20130104064001/http://mamedev.org/source/src/mame/drivers/rastan.c.html
  43. Taito Z System's Taito Video Board J1100139A GPU chipset:
    • 3x Taito TC0050VDZ Motion Object Generator
    • Taito TC0100SCN Tilemap Generator
    • Taito TC0110PCR Palette Generator
    • Taito TC0150ROD Road Generator
  44. http://mamedev.org/source/src/mame/drivers/taito_z.c.html
  45. 45.0 45.1 Sharp X68000:
  46. Sega System 24's 315 Custom IC GPU chipset:
    • Sega 315-5292 Tilemap Generator
    • Sega 315-5293 Sprite Generator
    • Sega 315-5294 Mixer
    • Sega 315-5295 Object Generator
    • Sega 315-5242 Colour Encoder
  47. Sega System 24 references:
  48. 48.0 48.1 Sega Y Board's Super Scaler 837-6566 Video Board GPU chipset:
    • Sega 315-5196 Sprite Generator
    • Sega 315-5213 Sprite Chip
    • Sega 315-5242 Color Encoder
    • 3x Sega 315-5248 Hardware Multiplier
    • 3x Sega 315-5249 Hardware Divider
    • Sega 315-5296 Sprite I/O
    • Sega 315-5305 Sprite Generator
    • 2x Sega 315-5306 Video Sync & Rotation
    • Sega 315-5312 Video Mixing Priority
  49. 49.0 49.1 Sega Y Board references:
  50. Taito F2 System GPU Chipset:
    • Taito TC0070RGB Palette Generator
    • Taito TC0100SCN Tilemap Generator
    • Taito TC0110PR Palette RAM Interface
    • Taito TC0200OBJ & TC0210FBC Sprite Generators
  51. Taito F2 System references:
  52. http://mamedev.org/source/src/mame/drivers/segac2.c.html

References

See also

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