-
Relationship to KC85/1 in name only. The KC85/2 and KC85/3 were very similar overall, the only difference being more ROM
-
white, black, red, cyan
-
History of the C64 as gaming platform
https://web.archive.org/web/20071026113541/http://www.gamasutra.com/view/feature/1991/a_history_of_gaming_platforms_the_.php?print=1 -
Some of the graphics capabilities of the 1982 VIC-II chip, designed at a time that other systems could only generate muc
http://www.studiostyle.sk/dmagic/gallery/gfxmodes.htm -
Actually the real figure is more complex, it's 6144 bits of which 5760 bits were actually used. This is so because the v
-
the six bits per character location were only enough to address 64 characters, A Signetics 2513 character generator ROM
-
The Datapoint used shift registers for its video RAM and used the power line frequency timing (50 or 60 cycles per secon
-
"oldcomputers.com entry tells us that the Mupid was developed between 1981 and 1983"
https://web.archive.org/web/20101121052732/http://www.old-computers.com/museum/computer.asp?st=1&c=1112 -
2K 32 bits woorden per karakter, zie
http://much.iicm.edu/projects/mupid_1/12.htm/ -
user generated graphic symbols lie at the heart of the Mupid's graphics capabilities
-
TU Graz page about how the Mupid came to be
http://www.austria-lexikon.at/af/Wissenssammlungen/Essays/Institutionen,_Bildung,_Kultur/Informatik_TU_Graz_2007 -
The SOL-20 used the Motorola 6574 character generator ROM as a basis
-
the first 32 characters in the Motorola character generator ROM contained special pseudo graphics characters, mostly lin
-
even earlier than the SOL-20 were the many early S100 bus based systems one could also insert a video card into, some we
-
according to user's manual
-
There is no real video RAM, as the display is mostly built up using software, for purposes other than the character gene
-
Common hacked Galaksija 1 firmware allows character definitions to be switched out line by line like the MC6883 does; co
-
Using 2×3 text semigraphics characters, like the TRS-80 on an 8×13 pixels per character matrix this means that one of th
-
the default Character generator EEPROM did not support lowercase
-
due to a special software trick the Galaksija could do smooth scrolling
-
The OSI Superboard II was also famous for being the first system for which Microsoft BASIC in ROM was available
-
Virtual clone of Ohio Scientific Superboard II computer with an improved text mode, as the original used a less useful 3
-
1.5K with color RAM slot populated
-
Presumably the Compukit UK101 could access this mode
-
alternating used and unused lines of a 64x32 matrix
-
selectable by a poke to the keyboard register
-
actually only an area of 24×24 or 48x15 (alternating used and unused lines of a 48x30 matrix) visible, the area outside
-
actually only an area of 192x192 or 384x120 visible, the area outside that wasn't normally visible on a TV, and therefor
-
actually only an area of 48X72 or 96x45 visible, the area outside that wasn't normally visible on a TV, and therefore no
-
Ferranti ULA 2C184E / 2C210E integrates the video logic of the ZX80 into one circuit
-
In fact unlike any other system (except the ZX81) the ZX80 used a flexible "display buffer", that contained no more than
-
because the display was completely under software control some very ingenious games managed to generate a true "high res
-
Using the eight text semigraphics characters, plus the "inverse video" option, it was possible to display a very coarse
-
slow mode meant that BASIC programs only could generate a display or do computing work, not both at the same time while
-
More info: https://hc-ddr.hucki.net/wiki/doku.php/homecomputer/bcs3
https://hc-ddr.hucki.net/wiki/doku.php/homecomputer/bcs3 -
With 2.5Mhz CPU clock e
-
With 3.5Mhz CPU clock e
-
Video generation method similar to ZX80, 2.5Mhz or 3.5Mhz CPU clock variants, timing generation using Z80 CTC circuit,
-
Using 2×3 Videotex block graphics (text semigraphics)
-
Somewhat like the Sinclair Spectrum with its "parallel attributes" the serial attributes of the Oric could, using an amo
http://oric.ifrance.com/oric/index_english.html -
And the plethora of its clones, see List of Apple II clones
-
The Apple II has a 1K text buffer for the 40×24 text mode or the 40×48 low-resolution graphics mode, and an 8K frame buf
-
in a 5×7 dot matrix with one pixel on either side of characters and a one-dot high space between each line.
-
There are six colors available in the High-Resolution Graphics mode: black, white, orange, blue, green and violet. Each
-
The Apple only displayed 7 pixels of each byte of the frame buffer, the eighth one was used to determine which color com
-
exchanging the character set for blocks of 1x2 pixels
-
each byte of text-mode RAM was divided in two nibbles. The "lower" nibble determined the color of the top block, the upp
-
half the pixel resolution
-
Characters could also be inverted or blinking, The arrangement was not completely ASCII compatible! Characters from 00H
-
In high or low-resolution graphics mode the Apple could replace the bottom 32 display lines with a four-line text "capti
-
With clever programming the actual resolution of the screen of 512×240 could be put to good use. Per default, the firmwa
-
Limited "graphics" modes were possible by programming the 128 (8×8 pixel) programmable characters, one way is to dedicat
-
128 permanent characters, and 128 free definable (8×8 pixel) characters
-
The Ferguson Big Board was notorious for being a variant of the microprocessor board for the much-maligned Xerox 820 off
-
A descendant of this computer, the Xerox 8/16, supported 640x256 graphics
-
320x96 semigraphics on the Xerox 820-II
-
the Xerox 820-II was a variant of this computer which also supported semigraphics
-
derived from Videotext mode feature
-
1984 model
-
for 128x32 display memory
-
Window on display memory
-
2K VRAM + 2K Character RAM according to old-computers.com [2] Archived 2010-11-22 at the Wayback Machine. and according
http://www.old-computers.com/MUSEUM/computer.asp?c=553 -
8×8 pixel characters
-
For each character position there was an attribute byte (from C500 to C7FF in memory, see [4](translate with Babelfish))
http://www.asamomiji.jp/kemusiro/index.php?JR-100$A5$A8$A5$DF$A5$E5$A5$EC$A1$BC$A5$BF -
Not point addressable, but through the 8×8 pixel programmable character set
-
64×48 by using one of the 16 available characters with a 4×4 pixel (quarter character) text semigraphics pattern
-
1K for fonts, (128 8×8 characters) and 1K for character data (768 bytes)
-
64×48 using TRS-80 style text semigraphics
-
for basic system, the Hires expansion board had its own 16K Video RAM
-
2, 4 or 16 tints with Hires expansion board; grayscale with monochrome monitor and composite interface only, color with
-
Code table 1 contained 16 text semigraphics characters with all combinations of a 2×2 matrix of blocks on and off to use
-
The MZ-80 K had very poor graphics capabilities, but the large sets of well-chosen pseudo graphic characters made it pos
-
Only seven bits of each byte are defined
-
The 85/1 and 87 also offer semigraphics, but this mode uses a higher 40x24 resolution
-
Some of its many clones used CRTCs
-
Actually there were only seven 1024×1 bit RAMs used in the Model I to store the seven bits per character, but there was
-
actually exists in the Model I character set, but Model I needs an eighth chip (which BASIC needs to be disabled) to dis
-
each character mapped to a matrix of 2×3 pixels to generate a "semi-high resolution mode". No Video RAM arbitration logi
-
In theory it was possible to draw block graphics on the real high-resolution screen, but it was mostly pointless to do t
-
16 colors or shades of green
-
The framebuffer was built out of discrete logic, but a PAL generated the video timing signals
-
basically the VDU was built using discrete logic, but a Ferranti ZNA134 was used to generate the video timing pulses
-
Depending on the resolution 715/1430 bytes, 2860/5720 bytes, 11440/22880 bytes or 15840/31680 bytes of RAM was used
-
blocky versions of the high resolution graphics mode
-
The ZNA134 actually generated the correct video timing pulses for lines of 66 characters but the VDU generally would not
-
In 4 color mode the logical palette per line was limited to one foreground and one background color, and in 16 color mod
-
Calculated as 288×256 pixels/8 = 9216 bytes for pixel data and 384 bytes for grayscale data (2 bits per pixel) for each
-
assuming 6×8 pixels per character, details are unclear
-
soft fonts as characters are drawn only in a graphics mode screen, no text mode hardware exists
-
Most likely at least 16 to maintain backward compatibility
-
Part of regular RAM and size depending on graphic resolution
-
64 × 32 when using .mw- .mw- .mw- .mw- 1⁄4K of RAM, 64 × 64 when using 1⁄2K of RAM, 64 × 128 with 1K of RAM
-
in practice text was often drawn in the low resolution graphics mode, especially when using the CHIP-8 programming syste
-
With the CDP 1862 also on board either computer could display 8 colors per pixel on a background that could be chosen fr
-
64 × 48 when using 384 Bytes of RAM, 64x96 when using 768 Bytes of RAM, 64 × 192 with 1.5K of RAM
-
With the CDP 1862 also on board any of these could display 8 colors per pixel on a background that could be chosen from
-
The Apple IIe used two ASICs (the MMU and IOU) to replace most of the discrete logic of the Apple II. All comments for t
-
And Apple IIc Plus, which has identical graphics capabilities
-
has all the capabilities of the Apple IIe, and an improved character set
-
Most of the discrete logic of earlier Apple IIs has reimplemented in two ASICs: a memory-management unit (MMU) and an in
-
The Apple IIe used 1K of auxiliary-slot RAM for the 80-column text mode and 8K of auxiliary-slot RAM for Double Hi-Res.
-
effectively the color resolution was only 140×192, due to pixel placement restriction
-
using the "resolution doubler" originally developed for the double low resolution mode uses the second bank of high reso
-
double low resolution mode, using the extra 1K text mode
-
The Apple IIc now used a small part of the character set to display special "mouse graphics" symbols, and the character
-
The Apple IIe used a hardware character generator, but could not mix text and graphics except by displaying four lines o
-
Video Graphics Chip
-
using almost half of the system's 4 KB, resulting in only 1.7 KB for (BASIC) programs
-
16 foreground, and 16 background colors per character
-
using TRS-80 like 2×3 Text semigraphics characters, available in the font
-
Soft logic implementation of MC6847 plus higher color and higher resolution graphics modes
-
For real 256 color mode, in theory displays artifacts on composite connection
-
GIME-processed modes use 8x9 or 8x12 character cells
-
8 foreground + 8 background
-
9 for legacy 32x16 mode
-
Only intermediate modes available in hardware are 200 lines and glitchy 210 lines where GIME continues processing the la
-
The characterset includes 8 (one set for each color) ×16 characters with a 2×2 pixel matrix, with this a mixed text and
-
Another semigraphics mode, like the 64×32 mode, but exchanging a more limited number of colors for a somewhat higher res
-
palette of 512 colors
-
The series of Soviet home computers based on PDP-11 architecture
-
The K1801VP1-037 with 600 logic elements
-
It was one of the biggest problems of BK, which wasn't corrected even in updated -0011 model that had 128 KB of memory,
-
BK-0011 only. VDC lacked hardware text modes, so they were simulated in software by BIOS routines. The -0011 model had a
-
16 hardwired 4-color sets selectable from a 64-color palette
-
BK's VDC was rather primitive and lacked most advanced features except hardware scrolling (implemented through software-
-
and Enterprise 128, which is the same machine, only with more memory, also known as DPC, Samurai, Oscar, Elan and Flan
-
In "LORES" mode using half as much memory, the horizontal resolution is halved, while the number of colors remain the sa
-
In any mode except 256 color mode, it was possible to choose the colors for the restricted set out of the 256 available
-
The Enterprise's "Nick" chip could be programmed to do more than the built-in software supported, so the mentioned resol
-
and Oric Atmos, which is the same system, only with a better keyboard and improved ROM. The STRATOS / IQ 164 was almost
-
When in text mode it reads 40 bytes in memory to display a 240-pixel line, that is it uses six bits per byte, six bits a
-
Oric also had a programmable character set
-
through a programmable character set
-
Unnamed FPGA-based VLSI, further details unknown
-
Made by VLSI Technology, no nickname known, contents designed by Bruce Gordon
-
6 ¾, 12 or 24K
-
2-2-2-1 bit RGBI
-
Ferranti 6C001E ULA
-
Eight colors, but with two brightness levels, however the "color" black is repeated twice (it was the same with each bri
-
The Sinclair Spectrum high-resolution screen has serious color limitations. Each 8×8 pixel block can have only one set o
-
Timex's own CPLD called an "SCLD", made by NCR Corporation for Sinclair, Type "TS 2068 PAL" in a 68-pin QFP
-
The Copper is a simple programmed system which allows certain Next Registers to be altered automatically at certain scan
-
This is how the QL physically simulated up to 256 colors, but an RF connection did not copy this effect to a TV reliably
-
In 256×256 (eight-color mode), the QL uses one nibble (four bits) per pixel, three bits are used for the color itself, l
-
8000 bytes for pixels; 6000 bytes for color attributes, either 7000 or 8000 bytes for TO7-70
-
The TO7 used a complex system with color restrictions, Each line is split into 40 spans of 8 pixels and each span can on
-
Depending on the boot floppy used, the Aster reconfigured its internal memory map for use as a TRS-80 compatible machine
-
160×75 only in the CP/M compatible mode
-
80x75 only when booted with a special Videotex terminal emulator program
-
in TRS-80 as well as in CP/M mode the Aster could switch to a display mode where it would only display the odd display m
-
Actually, the Aster could display the TRS-80 graphics in black (pixel off), white (pixel on) and one grayscale halfway i
-
although the original TRS-80 Model 1 did not support lowercase the Aster did. It also supported a second copy of the 2×3
-
The Aster system could switch "on the fly" between two completely different system architectures, and also switched its
-
Part of the character-set was programmable
-
2K "screen" RAM, 2K of PCG RAM for 128 8×16 characters
-
Later models up to 56K (8K each screen + "attribute" + color + 32K PCG
-
Later models also 80×25
-
Later models 16, 27 and more? but only 2 per character cell
-
Later models also 26 (limited) full graphics modes from 640x200 to 640x400 in steps of 8 lines and full graphics modes u
-
Later models also 160×75
-
using the usual TRS-80 semi-graphics trick by programming the font RAM with the needed 2×3 pattern
-
VRAM 32 KB + 2 KB Character RAM, 2K attribute RAM and 2K Programmable font (PCG) RAM
-
G version had a NTSC genlocker, and P version a PAL genlocker
-
Or less when one or more "display pages" were turned off. The Lynx used a display page for each of the three primary col
-
The Lynx used a trick, the natural resolution of 256 pixels would have called for a display of only 32×24, but by only u
-
Colour Genie used 4080 bytes of video RAM when displaying 160×102 graphics in 4 colors and could use "page flipping" to
-
or 40×25 with a ROM upgrade
-
or 320×200 with a ROM upgrade
-
White, Red, Yellow, Orange. brown, cyan, magenta, light blue, grey, light yellow, violet, light grey, red-violet, bright
-
or 160×102 with upgraded ROMs
-
or 80×75 with a ROM upgrade
-
128 8×8 pixel programmable characters, plus 128 semi graphic characters in two sets.
-
There is some confusion here, according to some sources, the programmable character generator (PCG) of the X1 used four
-
Not accessed through the memory map, but through the Z80's special instructions to access the "I/O map"
-
Turbo series used bank switching to store pixel data for 640x400 resolution and probably 12-bit color
-
It is not obvious whether this is an All Points Addressable mode, or that these are in fact text modes that used the Pro
-
It is not obvious how many unique programmable characters the X1 had, only that they were programmable on a per-pixel ba
-
Turbo series also 80x50 in 640x400
-
not sure about this either
-
in a way the PGC is a kind of sprite system
-
The X1 had a programmable character generator that allowed per-pixel programming with 3 or 4-bit per pixel data. This me
-
2K for characters; 2K for attributes, which is 3 bits for the foreground, and 3 bits for background color, one bit for b
-
Most probably just a tweaked semigraphics mode dividing the text screen's characters into a 2x4 (single height) or 2x8 (
-
1K Video ram and 2K character RAM for 128 programmable characters (6×8 Bytes NTSC or 6×9 Bytes PAL, RAM was available fo
-
In Assembler the width and/or height of the characters could be doubled, so 20×24, 40×12, and 20×12 was also possible
-
Using a programmable font (with 128 characters 6 pixels wide and 9 pixels high) that meant that not each pixel of the th
-
One way to create a real high-res mode was to program the character set by dividing the 6x8 or 6×9 pixels of the charact
-
By using the max character size of 6×16, double-height and double-width a resolution of 120×96 was possible using 120 ch
-
Except by reprogramming the 64 character set, But BASIC used uppercase only
-
Like the MZ-80K but with color added, and without a built in CRT
-
VHiMZ60719GSO Sharp's own custom VLSI
-
1000 bytes for (40×25) characters, and another 1000 Bytes for color data
-
160×200 with an expansion option
-
Most probably the PC-8001 used a pseudo graphics mode based on the 80×25 text screen with a 2×4 (2x8 with expansion) pse
-
1K Video RAM and 2K character ROM
-
Le wiki d'Alice
https://alice.system-cfg.com/hardware.php -
The Matra Alice 90 featured video-in, so EF9345 graphics could be overlaid onto the input video
-
European TVs of the time generally would not resolve the colors produced by the 6847 because they had no way to synchron
-
Cite error: The named reference 64×32 was invoked but never defined (see the help page).
-
Cite error: The named reference 64×48 was invoked but never defined (see the help page).
-
Unique Graphics modes
-
The Rabbit 83 is probably a copy of the Belgian GEM 1000, and was also brought out, with more memory, as the Brazilian M
-
The VTech Laser 200 was also called the "Salora Fellow" (mainly in Scandinavia, particularly Finland), the "Texet TX8000
-
MC-1000 two years after the other two
-
Two intensity levels of block graphic characters
-
There were three models, but the video display capabilities of the first two models differed only slightly
-
Some later models of the CoCo model 2 used the MC6847T1.
-
This semigraphics mode technically exists, but the BASIC cannot access it
-
Later models that used the MC6847T1 did support lower case
-
or 'Video interface controller', Pertaining to the MOS technology 6560 (NTSC version) and the 6561 (PAL version) chips.
-
The VIC chip in and of itself could address 16K of address space for screen and character memory. But only the 5K that p
-
8×8 characters, the VIC also supported 8×16 characters; up to 31x29 possible on NTSC machines or up to 32x35 possible on
-
PETSCII contained 2x2 block graphics characters, and the 22x23 standard for the VIC-20 firmware text screen was enough f
-
Like on the PET, 256 different characters could be displayed at a time, normally taken from one of the two character gen
-
176×184 is the standard for the VIC-20 firmware, although up to 248×232p/464i is possible on an NTSC machine and 256x280
-
blocky version of 320x200 mode
-
The VIC-III would only supply fixed timings, but could access all of palette RAM whichever timing it would be supplying
-
blocky versions of 320x200 and 320x400 modes
-
256-color RAM palette, with 16 intensity levels per primary color (yielding 4096 colors)
-
Included three interval timers
-
Not to be confused with VGA. Also known as "CGA plus", the PCjr video subsystem consisted of the Video Gate Array, the 6
-
Commonly called "TGA", essentially the same in function as the video circuitry in the PCjr.
-
From 2K to 96K, in fact all of the system memory could be used as Video RAM, though not all of it was also practically u
-
CGA tweaked text mode
-
Up to eight font sets could be stored in video memory
-
All Acorn A-series machines (A300, A5000, etc.) except A7000(+)
-
for mouse pointer
-
No fixed graphics modes, any mode can be generated by supplying timings. Modes are limited only by analog video bandwidt
-
SGP=Super Graphic Processor
-
some versions supported 65536 (16-bit per pixel) colors
-
relevant only for very early systems with text mode displays, possible in software for later systems but not generally r
-
Some versions supported 256 out of 65536 colors
-
Interface Age magazine
http://www.orphanedgames.com/videobrain/magazine_articles/videobrain_computer/VideoBrain%20-%20The%20Consumer%20Computer.pdf -
one byte for font and one nibble for color, per character, assumed
-
Details are very sketchy, this is a "best guess" based on the point addressable mode that there seemed to have been; tha
-
Details are very sketchy, this is a "best guess" based on 8×8 (blocky) pixel characters, these most likely being of 3x6i
-
text apparently drawn in blocky pixels on high-resolution graphics screen
-
The extremely flexible ANTIC chip can access the entire 64K of addressable memory space. But, the highest of all possib
-
A maximum of 30 Characters can be displayed in a row in PAL. In 48 Characters Width mode, only 42-44 characters are show
-
blocky version of 64/80/96x48 (60) mode
-
192 lines is the arbitrary default set by the Operating System when creating display lists. Custom display lists can use
-
The default system font includes lowercase letters, and graphics characters for drawing lines, boxes and graphics on the
-
The character set was easily redirected by changing an ANTIC register, allowing the user to create their own character s
-
MSX wasn't a single machine, but a standard that was followed by various manufacturers. Thus, specs vary between various
-
The Memotech MTX500, MTX512A and RS128 machines all have the same video capabilities
-
the TMS9918 is actually a family of devices. The TMS9918A outputs 60 Hz NTSC composite video and TMS9928 and TMS9929 out
-
TMS9918/28 based systems: in 32×24 text mode the character set is divided in 32 blocks of eight characters. each block o
-
the MTX character set included only lowercase letters
-
Except for the ASCII character set the MSX standard did not define the character set, however, most MSX systems sold in
-
Second through fourth revisions of MSX standard, significantly extending the machine's capabilities. Most notable change
-
Depending on manufacturer or revision. It can only be expanded to 192KB by modding the
machine.
-
26.5 rows aren't supported by default by MSX BASIC, but it's easy to enable it.
-
vertical only. Horizontal scroll limited to 16 pixels, by using the screen position adjust register.
-
1 color per line. Supports combining sprites as bitplanes to allow 3 or 8 colors per line.
-
MSX2 machines and higher featured advanced VDP, that was somewhat similar in abilities to the Amiga one. It was able to
-
the P2000M had nothing to do with the P2000T; it was a CP/M business machine without any special video attributes, just
-
Essentially Philips (a TV maker) simply used a video chip used in their TVs for the display of Teletext, I believe it wa
-
96K for FM-77AV and AV20, 144K for FM-77AV40
-
The FM-77AV used twelve (AV and AV20) or eighteen (AV40) "graphics planes", four (AV and AV20) or six (AV40) for each pr
-
The FM-7 used three "graphics planes", one for each primary color, each plane had one bit for each pixel, so it used 160
-
due to its use of a separate 6809 processor for graphics, the FM-7 could use a massive 48K of RAM for three 16K bit plan
-
Pertaining to the Amiga 1000, Amiga 2000 and Amiga 500 machines
-
For DMA memory access and Blitter functions, and a Copper (co-processor), a programmable finite state machine that execu
-
the main video processor. Without using overscan, the display was 320 (low-res) or 640 (hires) pixels wide by 200 (NTSC)
-
Older versions could only access 512K Chip RAM
-
All text output rendered by Blitter or software in any graphics mode
-
320×256p, 640×256p, 320×512i or 640×512i in PAL mode
-
The Amiga's hardware engine supports only 8 sprites, but with copper support, can present the illusion of many more. Eac
-
3 colors (plus a fourth transparent "color"). Two sprites could be attached to make a single 15-color sprite.
-
Too many to mention, see Original Amiga chipset
-
Pertaining to the Amiga 3000 machines
-
Could do all the things the original Agnus chip could and added support for Productivity (640×480 noninterlaced) and Sup
-
Now In non interlaced too
-
Even more features than the original chipset, see Enhanced Amiga chipset
-
used in the CD32, Amiga 1200 and Amiga 4000.
-
AGA is able to do 8-bit pixels, which gives 256 colors in normal display mode and 262144 colors in HAM-8 (Hold-And-Modif
-
Other features added to AGA over ECS were SuperHiRes, smooth scrolling, and 32-bit fast page memory fetches to supply th
-
An alternative 80×25 text mode card later also became available
-
YPbPr (40 column mode), RGBI (80 column mode)
-
Unique in that the system contained two different video circuits with separate outputs
-
All text output produced by software in high-res graphics modes
-
Fullscreen up to 26x36, 52x36, 104x36
-
Fullscreen up to 208x288, 416x288, 832x288
-
with an independent palette of 15 colors, but sprite pixels can also be transparent, and each logical color can be any o
-
three levels of magnification, 1×, 2× and 4×. Independent for X and Y axis
-
Additional screen controls have been added to allow split screen operation and facilitate smooth scrolling.
-
The teletext mode only used 1K of memory, the others from 8 to 20K as needed
-
Using Teletext mode with the aid of an SAA5050, in this mode the Beeb only needed 1K RAM for 40x25 characters of text
-
by using serial attributes, as common in Teletext systems
-
spaced display with two blank horizontal lines following every 8 pixel lines
-
using the 2×3 block graphics of teletext mode
-
Modes 0 to 6 could display a choice of colors from a logical palette of sixteen, though only eight colors were available
-
Mode 7 was a Teletext mode and extremely economfical on memory, using only 1K, In addition, the BBC B+ and the later Mas
-
Teletext graphics, using text semigraphics characters, unlike the TRS-80 the pseudo graphics characters came in two kind
-
Used a chip designed to display Teletext in TV's. This "video co-processor" uses "serial attributes" for its "teletext t
-
The two main CRT Controller chips were called "VINAS 1 + 2", later models used a chip called VICON. The "Video Controlle
-
512KB Text VRAM, 512KB Graphic VRAM, 32KB Sprite VRAM
-
The X68000 had a separate 768KB Character Generator ROM, with fonts for 16×16, 8×16, 8×8 and JIS 1 + 2 characters.
-
software rendered
-
Hardware scrolling, priority control, super-impose
-
Potentially drawn on graphics screen