- List of videogame consoles palettes
:::"For a full listing of computer's color palettes, see
List of palettes"
This is a list of the full color palettes for notable
video game consoles hardware.
For color palettes of early
8-bit personal computers, see the List of 8-bit computer hardware palettesarticle.
For color palettes of
16-bit personal computers, see the List of 16-bit computer hardware palettesarticle.
For current RGB display systems for
32-bitand better PCs ( Super VGA, etc.), see the 16-bit RGB for HighColor ("thousands") and 24-bit RGB for TrueColor("millions of colors") modes.
For various software arrangements and sorts of colors, see the
List of software palettesarticle.
For each unique palette, an image color test chart and sample image (
TrueColororiginal follows) rendered with that palette (without dithering) are given. The test chart shows the full 8-bits, 256 levels of the red, green and blue ( RGB) primary colors and cyan, magenta and yellow complementary colors, along with a full 8-bits, 256 levels grayscale. Gradients of RGB intermediate colors (orange, lime green, sea green, sky blue, violet and fucsia), and a full hue's spectrum are also present. Color charts are not gamma corrected.
PALformat, a 104-color palette was available. 128-color entries were still selectable, but due to changes in color encoding schemes, 32 color entries results in the same eight shades of gray:
There is no current simulated screen images available for the Atari 2600.
Picture Processing Unit(PPU) was used in the Nintendo Entertainment Systemand had a YPbPr64-color palette (plus color emphasis bits, not counted), eight of which are reserved, giving a total of 56 useful colors. The palette is built based on four luminancevalues and twelve combinations of Pb and Pr chromasignals (plus two series of Pb = Pr = 0 for eight pure grays). Some of the shades of gray are so similar, that sometimes the palette has been reported to have only 53 to 55 colors.
The specific Gameboy Color (Type 3) game catridges presents up to 56 colors from the full 32,768. From these, 32 are for a background palette, plus 8 hardware sprite palettes, with 3 colors plus transparent each. Typically, the sprite palettes shares some colors (black, white or others), so the total colors displayed are less than 56.
Here is the sample image shown in the non-backlighted color LCD display of the Gameboy Color (the colors are simulated):
Game Boy Advance/SP/Micro
Gameboy Advance/SP/Micro systems also uses a 15-bit RGB palette, and along with the original and Color modes, they have also a specific Highcolor32,768 colors mode.
Their color LCD displays are backlighted, giving brighter images.
Here are the sample image shown in the backlighted color LCD display of the Gameboy Advance/SP/Micro, in both Gameboy Color compatible mode and Gameboy Advance 32K color mode:
Sega Master Systemhave a 6-bit RGB palette (64 colors), with 32 colors on-screen at once.
Sega Game Gearhad a 4096-color palette, with 32 colors on-screen at once.
Sega Mega Drive/Sega Genesisused a 9-bit RGB palette (512 colors, 1536 including shadow and highlight mode) with 62 colors on-screen at once (2 background palettes of 16 colors with color entry #0 of one these palettes being reserved for transparent. There were also 2 sprite palettes of 15 colors, plus transparent which was visible as the overscan area).
There is no current simulated screen images available for the Sega Mega Drive/Genesis.
The PC-Engine/TurboGrafx 16 used a 9-bit RGB palette, like the Sega Mega Drive/Genesis, consisting of 512 colors with 482 colors on-screen at once (16 background palettes of 16 colors each, with at least 1 common color among all background palettes, and 16 sprite palettes of 15 colors each, plus transparent which was visible as the overscan area).
There is no current simulated screen images available for the NEC PC-Engine/TurboGrafx 16.
*Color Lookup Table
List of home computers by video hardware
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