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===Display=== [[File:Snk lspc2-a2 mcmaster mz ns20x.jpg|thumb|The die of the SNK LSPC2-A2]] The SNK custom video chipset allows the system to draw [[Sprite (computer graphics)|sprites]] in vertical strips of tiles (blocks of 16x16 pixels), and can be 32 tiles tall (total of 512 pixels); it can draw up to 380 sprites on the screen at a time, with the limitation of 96 sprites per scanline. Each tile can be assigned a palette, which defines 15 colors (+ transparency). Allowing up to 256 palettes at the same time, the system can display 3840 colors simultaneously. Unlike most other video game consoles of its time, the Neo Geo does not use scrolling [[Tile engine|tilemap]] background layers. Instead, it has a single non-scrolling tilemap layer called the fix layer, while any scrolling layers rely exclusively on drawing sprites to create the scrolling backgrounds (like the [[Sega Y Board]]). By laying multiple sprites side by side, the system can simulate a tilemap background layer. The Neo Geo sprite system represents a step between conventional sprites and tilemaps.<ref name=mvstech>{{cite web|first=Charles |last=MacDonald |url=http://furrtek.free.fr/noclass/neogeo/mvstech.txt |title=Neo*Geo MVS Hardware Notes |access-date=2012-01-26}}</ref> * [[Graphics processing unit|GPU]] chipset:<ref>{{Cite web |url=https://wiki.neogeodev.org/index.php?title=GPU |title=GPU - NeoGeo Development Wiki |access-date=2014-09-26 |archive-url=https://web.archive.org/web/20151210234154/https://wiki.neogeodev.org/index.php?title=GPU |archive-date=2015-12-10 |url-status=dead }}</ref> ** [[SNK]] LSPC2-A2 (line sprite generator & VRAM interface) @ 24 MHz<ref name=mvstech/> ** SNK PRO-B0 (palette arbiter)<ref>{{cite web|url=https://wiki.neogeodev.org/index.php?title=Category:Chips|title=Category:Chips - NeoGeo Development Wiki|website=wiki.neogeodev.org}}</ref> ** SNK PRO-A0, NEO-B1, NEO-GRC<ref>{{cite web|url=http://consolegen.weebly.com/snk-neo-geo-aes.html|title=SNK Neo Geo AES|website=ConsoleGen}}</ref> * GPU graphics data [[Bus (computing)|bus]]: [[24-bit computing|24-bit]]<ref>[https://wiki.neogeodev.org/index.php?title=P_bus P bus], Neo Geo Development</ref><ref>[https://wiki.neogeodev.org/index.php?title=LSPC2-A2 LSPC2-A2], Neo Geo Development</ref> * [[Display resolution]]: 320Γ224 [[Pixel|px]] (many games only use the centermost 304 px),<ref name=mvstech/> [[progressive scan]] * [[Palette (computing)|Color palette]]: 65,536 ([[Highcolor|16-bit]]) (not RGB565, but RGB666, where the lowest bit of each channel is shared, being common to the three RGB components)<ref name=mvstech/> * Maximum colors on screen: 3840 * Maximum [[Sprite (computer graphics)|sprites]] on screen: 380<ref name="Specification"/> * Minimum sprite size: 16Γ16 px<ref name="Specification"/> * Maximum sprite size: 16Γ512 px<ref name="Specification"/> * Maximum sprites per [[Scan line|scanline]]: 96<ref name="Specification"/> * Maximum [[Texel (graphics)|sprite pixels]] per scanline: 1536 px<ref name=mvstech/> * Static [[Tile engine|tilemap]] plane: 1 (512Γ256 px fix layer)<ref name=mvstech/> * Aspect ratio: 4:3 * A/V output: RF, [[composite video]]/RCA audio, [[RGB]] (with separate 21 pin RGB cable FCG-9, or European standard RGB SCART cable).
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