List of video game console palettes

This is a full list of color palettes for notable video game console hardware.

For each unique palette, an image color test chart and sample image (original True color version follows) rendered with that palette (without dithering unless otherwise noted) are given. The test chart shows the full 8-bit, 256 levels of the red, green and blue (RGB) primary colors and cyan, magenta and yellow complementary colors, along with a full 8-bit, 256 levels grayscale. Gradients of intermediate colors (orange, yellow-green, green-cyan, blue-cyan, violet and red-magenta), and a full hue spectrum are also present. Color charts are not gamma corrected.

Atari

Atari 2600

The Atari 2600 used different YIQ color palettes dependent on the television signal format used.[1]

NTSC

With the NTSC format, a 128-color palette was available, built based on eight luminance values and 15 combinations of I and Q chroma signals (plus I = Q = 0 for a pure grayscale):

Hue 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Luminance
0, 1
2, 3
4, 5
6, 7
8, 9
10, 11
12, 13
14, 15

The above image assumes there is no limit on the number of colors per scan line. With the system's actual color restrictions (and proper change in aspect ratio), the same image would look very different:

PAL

With the PAL format, a 104-color palette was available. 128-color entries could still be selected, but due to the different color encoding scheme, 32 color entries results in the same eight shades of gray:

Hue 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Luminance
0, 1
2, 3
4, 5
6, 7
8, 9
10, 11
12, 13
14, 15

The above image assumes there is no limit on the number of colors per scanline. With the system's actual color restrictions (and proper change in aspect ratio), the same image would look very different:

SECAM

The SECAM palette was reduced to a simple 3-bit RGB, containing only 8 colors (black, blue, red, magenta, green, cyan, yellow and white) by mapping the hue to luminance and ignoring the hue setting:

0, 1 2, 3 4, 5 6, 7 8, 9 10, 11 12, 13 14, 15

Lynx

The Lynx used a 4096-color palette.

Nintendo

NES

The Picture Processing Unit (PPU) was used in the Nintendo Entertainment System and generates composite NTSC video instead of RGB. The 56-color palette is built based on four luminance values and twelve combinations of I and Q chroma signals (plus two series of I = Q = 0 for several pure grays). There are two identical whites, one of the blacks has less-than-zero brightness, and one of the lighter grays is within 2% of another, so sometimes the palette has been reported to have 52 to 55 colors.

In addition to this, it had 3 color emphasis bits which can be used to dim the entire palette by any combination of red, green and blue. This extends the total available colors to 448, but inconveniently divided into 8 variations of the base 56. Because it affects the whole palette at once it may be considered more of a filter effect applied to the image, rather than an increased palette range.

The PPU produces colors outside of the RGB color gamut, resulting in some colors being presented differently on different screens.

Hex Value
0 1 2 3 4 5 6 7 8 9 A B C D E F
0x00
0x10
0x20
0x30

The NES could select 4 palettes each containing four of these colors (however, color 0 of each palette has to be the same, so technically, 13 different colors are available at a time) to be applied to the background. A background palette is applied to a 16x16 pixel area, however through a special video mode of the MMC5 mapper it is possible for every 8x8 pixel tile to have its individual palette. As for sprites, 4 different palettes can be used at a time (with color 0 being transparent in each) and every 8x8 or 8x16 pixels can have their own palette, allowing for a total of 12 different colors to use for sprites at any given time.

Because of the constraints mentioned above, converting a photograph often results in attribute clash. Conversions with and without dithering follow, using the hex palette 0F160608 0F162720 0F090010 0F0A1910:

Without dithering With dithering

Game Boy

The original Game Boy uses a monochrome 4-shade palette. Because the non-backlit LCD display background is greenish, this results in a "greenscale" graphic display, as it is shown in the simulated image (at Game Boy display resolution), below. The Game Boy Pocket uses a monochrome 4-shade palette using actual gray.

Original Game Boy Game Boy Pocket
Original Game Boy Hex / Binary 0x0 00 0x1 01 0x2 10 0x3 11
Game Boy Pocket Hex / Binary 0x0 00 0x1 01 0x2 10 0x3 11

Super NES

The Picture Processing Unit (PPU) used in the Super NES has a 15-bit RGB (32,768 color) palette, with up to 256 simultaneous colors at once.

However, while the hardware palette can only contain 256 entries, in most display modes the graphics are arranged into between 2 and 4 layers, and these layers can be combined using additive or subtractive color blending. Because these blended colors are calculated by the hardware itself, and do not have to be represented by any of the existing palette entries, the actual number of visible colors onscreen at any one time can be much higher.

The exact number depends on the number of layers, and the combination of colors used by these layers, as well as what blending mode and graphical effects are in use. In theory it can show the entire 32,768 colors, but in practice this is rarely the case for reasons such as memory use. Most games use 256-color mode, with 15-color palettes assigned to 8x8 pixel areas of the background.

Theoretical 32768-color Practical 256-color

Game Boy Color

The Game Boy Color systems use a 15-bit RGB (32,768 colors) palette.

The specific Game Boy Color (Type 3) game cartridges presents up to 56 colors without the use of special programming techniques 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 sprite palettes share some colors (black, white or others), so the total colors displayed may be less than 56.

Though there is a 56 color limit, this in of itself is a palette storage limit and not an actual hardware limitation. As such, the programmer can swap out the palettes on a per-scanline basis. Because of this ability to swap out the palettes each scanline, over eight thousand colors can actually appear on screen per frame when programmed on a per-scanline basis.

Simulated

When an older monochrome original Game Boy game cartridge (Type 1) is plugged-in, if certain combinations of the controls are held during startup (or if the game is recognized from a hard-coded list in the device's ROM), the games are colorized with one of the factory 12 false color palettes. In this mode, games can have from 4 to 10 colors, due 4 are for the background plane palette and there are two more hardware sprite planes palettes, with 3 colors plus transparent each.

The following shows these startup palettes (background plus both sprite planes) and the combination of controls used (the names are taken from the Game Boy user's manual; the colors are simulated):

Combo Up Down Left Right

Brown

Pastel mix

Blue

Green
A
Red

Orange

Dark blue

Dark green
B
Dark brown

Yellow

Grayscale

Inverted

Color palette

Nintendo GameBoy color palette by keypad reference
Combination OBJ0 OBJ1 BG0 Palette reference Welcome-splash
Up $12
Up–A $B0
Up–B $79

Game Boy Advance

The Game Boy Advance/SP/Micro systems also uses a 15-bit RGB palette, and along with the original and Color modes, they have also a specific Highcolor 32,768 colors mode. The LCD displays of the Micro and some models of the SP are backlit, giving brighter images.

Compatible mode 32,768-color

DS

The DS has an 18-bit RGB color palette, making a total of 262,144 possible colors; of these, 32,767 simultaneous colors can be displayed at once.

3DS

The 3DS has a 24-bit RGB color palette (16 million colors).

Sega

Master System

The Master System had a 6-bit RGB palette (64 colors), with 31 colors on-screen at once. It is possible to display all 64 colors at once using raster effects (line interrupts).

There are only 512 different 8x8 tile patterns to cover the screen though, when 768 would be required for a complete 256x192 screen. This means that at least 1/3 of the tiles will have to be repeated. To help maximize tile reuse, they can be flipped either vertically or horizontally. The 64 sprites of 8x16 pixels can also be used to help to cover the screen (max 8 per scanline).

Because of the constraints mentioned above, there are no current accurate simulated screen images available for the Sega Master System.

0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F
0x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17 0x18 0x19 0x1A 0x1B 0x1C 0x1D 0x1E 0x1F
0x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27 0x28 0x29 0x2A 0x2B 0x2C 0x2D 0x2E 0x2F
0x30 0x31 0x32 0x33 0x34 0x35 0x36 0x37 0x38 0x39 0x3A 0x3B 0x3C 0x3D 0x3E 0x3F

Mega Drive/Genesis

The Mega Drive/Genesis used a 9-bit RGB palette (512 colors, up to approximately 1500 including shadow and highlight mode) with up to 61 colors on-screen at once without raster effects (4 palette lines of 16 colors each, palette indices $x0 are definable but considered as transparent, and can only be used as the background color).

Game Gear

The Game Gear had a 12-bit RGB palette (4096 colors), with 32 colors on-screen at once.

32X

The Sega 32X had a 15-bit RGB palette (32768 colors), with all colors available for display.

NEC

TurboGrafx-16

The TurboGrafx-16 used a 9-bit RGB palette 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 is visible as the overscan area).

See also

References

  1. Atari 2600 "TIA color chart". Archived February 12, 2011, at WebCite
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