List of video game console palettes
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This is a list of the full color palettes for notable video game console hardware.
For each unique palette, an image color test chart and sample image (Truecolor original 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 fuchsia), and a full hue's spectrum are also present. Color charts are not gamma corrected.
Atari[edit]
Atari 2600[edit]
The Atari 2600 used different YIQ color palettes dependent on the television signal format used.[1]
NTSC[edit]
With the NTSC format, a 128-color palette was available, built based on eight luminance values and 15 combinations of Pb and Pr chroma signals (plus Pb = Pr = 0 for a pure grayscale):
luminance/hue 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 2 4 6 8 10 12 14
The above image assumes there is no limit on the number of colors per scanline. With the system's actual color restrictions, the same image would look very different:
PAL[edit]
With the PAL format, 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:
hue / luminance 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 2 4 6 8 10 12 14
The above image assumes there is no limit on the number of colors per scanline. With the system's actual color restrictions, the same image would look very different:
SECAM[edit]
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 luminance to color and ignoring the hue:
0 2 4 6 8 10 12 14
Nintendo[edit]
NES[edit]
The Picture Processing Unit (PPU) was used in the Nintendo Entertainment System and used the YIQ color space to create a 64-color palette, of which nine are duplicates and one is out of NTSC's gamut, giving a total of 54 useful colors. The palette is built based on four luminance values and twelve combinations of Pb and Pr chroma signals (plus two series of Pb = Pr = 0 for eight pure grays). Two of the shades of gray are identical, one has negative brightness, and one is within 2% of another, so sometimes the palette has been reported to have 53 to 55 colors.
In addition to this, it had 3 color emphasis bits which can be used to tint the entire palette any combination of red, green and blue. This extends the total available colors to 432, but inconveniently divided into 8 variations of the base 54. 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 out of the color gamut, resulting in some colors being presented differently on different screens.
Hex Value
Binary Equivalent0 1 2 3 4 5 6 7 8 9 A B C D E F 0x00
0000 00000x00
0000
HEX
7C7C7C
RGB
124, 124, 1240x01
0001
HEX
0000FC
RGB
0, 0, 2520x02
0010
HEX
0000BC
RGB
0, 0, 1880x03
0011
HEX
4428BC
RGB
68, 40, 1880x04
0100
HEX
940084
RGB
148, 0, 1320x05
0101
HEX
A80020
RGB
168, 0, 320x06
0110
HEX
A81000
RGB
168, 16, 00x07
0111
HEX
881400
RGB
136, 20, 00x08
1000
HEX
503000
RGB
80, 48, 00x09
1001
HEX
007800
RGB
0, 120, 00x0A
1010
HEX
006800
RGB
0, 104, 00x0B
1011
HEX
005800
RGB
0, 88, 00x0C
1100
HEX
004058
RGB
0, 64, 880x0D
1101
HEX
000000
RGB
0, 0, 00x0E
1110
HEX
000000
RGB
0, 0, 00x0F
1111
HEX
000000
RGB
0, 0, 00x10
0001 00000x10
0000
HEX
BCBCBC
RGB
188, 188, 1880x11
0001
HEX
0078F8
RGB
0, 120, 2480x12
0010
HEX
0058F8
RGB
0, 88, 2480x13
0011
HEX
6844FC
RGB
104, 68, 2520x14
0100
HEX
D800CC
RGB
216, 0, 2040x15
0101
HEX
E40058
RGB
228, 0, 880x16
0110
HEX
F83800
RGB
248, 56, 00x17
0111
HEX
E45C10
RGB
228, 92, 160x18
1000
HEX
AC7C00
RGB
172, 124, 00x19
1001
HEX
00B800
RGB
0, 184, 00x1A
1010
HEX
00A800
RGB
0, 168, 00x1B
1011
HEX
00A844
RGB
0, 168, 680x1C
1100
HEX
008888
RGB
0, 136, 1360x1D
1101
HEX
000000
RGB
0, 0, 00x1E
1110
HEX
000000
RGB
0, 0, 00x1F
1111
HEX
000000
RGB
0, 0, 00x20
0010 00000x20
0000
HEX
F8F8F8
RGB
248, 248, 2480x21
0001
HEX
3CBCFC
RGB
60, 188, 2520x22
0010
HEX
6888FC
RGB
104, 136, 2520x23
0011
HEX
9878F8
RGB
152, 120, 2480x24
0100
HEX
F878F8
RGB
248, 120, 2480x25
0101
HEX
F85898
RGB
248, 88, 1520x26
0110
HEX
F87858
RGB
248, 120, 880x27
0111
HEX
FCA044
RGB
252, 160, 680x28
1000
HEX
F8B800
RGB
248, 184, 00x29
1001
HEX
B8F818
RGB
184, 248, 240x2A
1010
HEX
58D854
RGB
88, 216, 840x2B
1011
HEX
58F898
RGB
88, 248, 1520x2C
1100
HEX
00E8D8
RGB
0, 232, 2160x2D
1101
HEX
787878
RGB
120, 120, 1200x2E
1110
HEX
000000
RGB
0, 0, 00x2F
1111
HEX
000000
RGB
0, 0, 00x30
0011 00000x30
0000
HEX
FCFCFC
RGB
252, 252, 2520x31
0001
HEX
A4E4FC
RGB
164, 228, 2520x32
0010
HEX
B8B8F8
RGB
184, 184, 2480x33
0011
HEX
D8B8F8
RGB
216, 184, 2480x34
0100
HEX
F8B8F8
RGB
248, 184, 2480x35
0101
HEX
F8A4C0
RGB
248, 164, 1920x36
0110
HEX
F0D0B0
RGB
240, 208, 1760x37
0111
HEX
FCE0A8
RGB
252, 224, 1680x38
1000
HEX
F8D878
RGB
248, 216, 1200x39
1001
HEX
D8F878
RGB
216, 248, 1200x3A
1010
HEX
B8F8B8
RGB
184, 248, 1840x3B
1011
HEX
B8F8D8
RGB
184, 248, 2160x3C
1100
HEX
00FCFC
RGB
0, 252, 2520x3D
1101
HEX
D8D8D8
RGB
216, 216, 2160x3E
1110
HEX
000000
RGB
0, 0, 00x3F
1111
HEX
000000
RGB
0, 0, 0
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:
Game Boy[edit]
The original Game Boy uses a monochrome 4-shades palette. Due to the fact that 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-shades palette using actual gray.
| 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 (SNES)[edit]
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.
Game Boy Color[edit]
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.
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
GreenA 
Red
Orange
Dark blue
Dark greenB 
Dark brown
Yellow
Grayscale
Inverted
Color palette[edit]
This section needs expansion. You can help by adding to it. (March 2019) |
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[edit]
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.
DS[edit]
This section needs expansion. You can help by adding to it. (April 2019) |
The DS has an 18-bit RGB color palette, making a total of 262,144 possible colors.
3DS[edit]
This section needs expansion. You can help by adding to it. (April 2019) |
Sega[edit]
Master System[edit]
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 correct 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[edit]
The Mega Drive/Genesis used a 9-bit RGB palette (512 colors, 1536 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[edit]
The Game Gear had a 12-bit RGB palette (4096 colors), with 32 colors on-screen at once.
32X[edit]
The Sega 32X had a 15-bit RGB palette (32768 colors), with all colors available for display.
This section needs expansion. You can help by adding to it. (May 2019) |
NEC[edit]
TurboGrafx-16[edit]
The TurboGrafx-16 used a 9-bit RGB palette, like the 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).
See also[edit]
- List of color palettes
- List of monochrome and RGB palettes
- List of software palettes
- List of 8-bit computer hardware palettes
- List of 16-bit computer hardware palettes
- Palette (computing)
- Indexed color
- Colour look-up table
- Color depth
- Computer monitor
- List of home computers by video hardware
References[edit]
- ^ Atari 2600 "TIA color chart". Archived February 12, 2011, at WebCite








































