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PC Engine SuperGrafx
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===Display subsystem=== The display subsystem was composed of two 16-bit [[Hudson Soft HuC6270|HuC6270A]] Video Display Controllers (VDCs), one [[HuC6202]] Video Priority Controller, and one [[HuC6260]] Video Color Encoder (VCE). The HuC6270A featured Port-based I/O similar to the TMS99xx VDP family. The X (Horizontal) Resolution was variable, maximum of 565 pixels (programmable to 282, 377 or 565 pixels, or as 5.37mhz, 7.159mhz, and 10.76mhz pixel dot clock).<ref name="forums.magicengine.com">{{cite web|url=http://forums.magicengine.com/en/viewtopic.php?t=1798|title=MagicEngine :: View topic - Screen Dimension Test program|website=forums.magicengine.com}}</ref> 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.<ref name="pcenginefx.com forum">{{cite web|url=http://www.pcenginefx.com/forums/index.php?topic=6601.msg110493#msg110493|title=Login|website=www.pcenginefx.com}}</ref> The Y (Vertical) Resolution was also variable, maximum of 242 (programmable in increments of 1 scanline). [[Color depth|Color had a depth]] of [[List of monochrome and RGB color formats#9-bit RGB|9 bits]] with 512 colors available with up to 512 colors on screen (241 background and 240 [[Sprite (computer graphics)|sprite]] colors from each of the two VDCs). There were 32 [[Palette (computing)|palettes]] in total: 16 for background tiles and 16 for sprites. Each sprite palette could have 15 colors defined, and had one transparent color index; and each background tile palette could have 15 colors defined, plus one color index whose color was a color that was shared across all background tile palettes. 128 sprites were simultaneously displayable with sizes of: 16Γ16, 16Γ32, 16Γ64, 32Γ16, 32Γ32, 32Γ64. Each sprite can use up to 15 unique colors (one color must be reserved as transparent) via one of the 16 available sprite palettes. The dual HuC6270A VDCs are capable of displaying 2 sprite layers (1 each). Sprites could be placed either in front of or behind background tiles. Each layer can display 16 sprites or 256 sprite pixels per [[Scan line|scanline]], giving the combined sprite per scanline limit of 32 sprites or 512 sprite pixels. Tiles were 8x8 with each background tile able to use up to 16 unique colors via one of the 16 available background palettes. The first color entry of each background palette must be the same across all background palettes.
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