NTSC composite artifact color is something typically relegated to computers with off-the-shelf graphics hardware. We associate it with the Apple II mainly, which used it in its high resolution modes. TRS-80 Color Computer fans also know it very well, because it was the only color available in that computer line's graphics until the Model 3. IBM PCs also used with more frequency than was commonly known in the early days in CGA graphics cards. But Commodore didn't rely on off-the-shelf 74-series logic to drive its home computers' displays. It had bought the MOS company and all its chip fabrication expertise. Its computers used real graphics chips and they displayed real color. They didn't need the composite tricks to get their graphics working and they didn't need boards devoted to graphics either. But I have come across some information which suggests that the assumption that the Commodore 64 did not support composite artifact color may not be supportable.
Showing posts with label NTSC Composite Artifact Color. Show all posts
Showing posts with label NTSC Composite Artifact Color. Show all posts
Friday, May 18, 2018
Thursday, March 23, 2017
Practical Issues with a Tandy 1400 LT Laptop Comptuer
Recently I acquired a Tandy 1400 LT Laptop computer, so as tradition seems to demand, I will talk about my impressions of the machine, tips on how to use it and mistakes to avoid. The Tandy 1400 LT is Tandy's first IBM PC compatible laptop. As the 1400 LT is so very much a mostly-improved clone of the IBM PC Convertible, it makes sense to compare the two products.
In April of 1986, IBM released the first PC compatible that could conceivably be called a laptop, the IBM PC Convertible Model 5140. In 1988, Tandy released its own version of the PC laptop, the Tandy 1400 LT. The Tandy machine had many notable improvements over the IBM machine :
Sunday, October 16, 2016
Video Potpourri II
Sometimes, one needs to discuss related subjects that do not by themselves warrant a full blog entry. Hence the video potpourri series, in which I can talk about aspects of display technology.
I. Composite Artifact Color Emulation
Composite artifact color emulation has been around for a long time. Unfortunately, in many cases it just isn't very good at trying to replicate the look of a composite monitor. Simple schemes just assign a color arbitrarily to a group of two or four monochrome pixels. Mainline SVN DOSBox tries to simulate CGA composite color as if it were a VGA mode. The colors are reasonably accurate to the real IBM CGA cards, but the text color fringing is rather blocky. There are custom builds that use filtering and 16-bit color to give a more subtle impression of the composite color, but it still looks much, much cleaner than the real image. You can obtain a custom build with better composite color emulation here : http://www.vogons.org/viewtopic.php?f=41&t=12319&start=660#p501453
Monday, July 18, 2016
Video Potpourri
I am going to discuss a pair of video topics in this post which do not by themselves merit full blog entries on their own. Each discussion will have a link to a Youtube video demonstrating the topic discussed.
I. Hercules Graphics Tidbits
Someone remarked on the VOGONS forum that certain 16-color LucasArts SCUMM games, Indiana Jones and the Last Crusade: The Adventure Game and LOOM, do not support Hercules Graphics. Earlier SCUMM games, Maniac Mansion and Zak McKracken and the Alien Mindbenders support Hercules Graphics in both their original and Enhanced releases. The Secret of Monkey Island, which came immediately after LOOM, also supports Hercules Graphics in its original 16-color release.
I. Hercules Graphics Tidbits
Someone remarked on the VOGONS forum that certain 16-color LucasArts SCUMM games, Indiana Jones and the Last Crusade: The Adventure Game and LOOM, do not support Hercules Graphics. Earlier SCUMM games, Maniac Mansion and Zak McKracken and the Alien Mindbenders support Hercules Graphics in both their original and Enhanced releases. The Secret of Monkey Island, which came immediately after LOOM, also supports Hercules Graphics in its original 16-color release.
Wednesday, March 25, 2015
The Case for Composite
The SNES and Genesis lead the pack of the 4th generation of video game consoles. The common versions of these consoles can support RGB without any more effort than acquiring a cable and a monitor. The Turbo Grafx 16 can be modded to support RGB. But in this article I will demonstrate that RGB is not always the best choice for 4th generation graphics, at least when dealing NTSC composite video
1. Sega Genesis
The Sega Genesis usually uses a 320x224 graphics mode. Some games use a 256x224 mode. The 320x224 mode's horizontal resolution is so great that not all the pixels can be fully resolved in a composite video signal on a standard TV. There is frequent color fringing in thin-font text through the composite signal. Additionally, with alternating colors, you can obtain color artifacts to give graphics a transparent or blending effect. This effect was used fairly often and works best with long alternating vertical lines.
Unfortunately, this effect is lost with an RGB monitor. Compare the Genesis screenshots on this page for examples : http://www.chrismcovell.com/gotRGB/screenshots.html
Here are some examples from several Sega Genesis games. For these screenshots I am using Kega Fusion v3.64, with the normal RGB output and a video capture of a real Sega Genesis Model 1 for composite video. In each pair of Genesis screenshots, you will see the RGB first, then the composite.
Earthworm Jim is particularly ugly looking with RGB :
The waterfalls of the Sonic series just don't look as convincing in RGB, composite video gives them a transparency effect :
Also, compare the fronds of the palm trees in Sonic 2 :
Some games use a checkerboard pattern that allows for dithering to give a transparency effect. It is not quite as seamless on a composite monitor as the vertical stripes method, but gives a more acceptable picture on an RGB monitor. Streets of Rage 2 uses the effect to simulate the characteristics of a studio spotlight during the nightclub stage :
The effect looks obvious with RGB, as do the color limitations in this title screen for Echo the Dolphin :
You can even see dithering being used in Street Fighter II, which uses a 256x224 mode, to smooth out the color gradient's in the carpet in this stage :
However, sometimes composite video can produce some very unsightly artifacts, as shown in the empty life bars of Castlevania Bloodlines :
2. Super Nintendo
The Super Nintendo almost always uses a 256x224 graphics mode. The Turbo Grafx 16 and CD typically used a similar mode but unlike the SNES could do a 320x224 mode. Thus for games using these resolutions, artifact graphics are not typically available. Even in these systems, shadows and smoke/fog do make some us of the less-than fine resolution of composite video :
However, late in the SNES's lifespan, Nintendo sought to improve the graphics quality of some of its games by creating 3D models of sprites and background tiles on advanced Silicon Graphics computers and then storing what was needed in a pre-rendered form on the cartridge. Pictures of these graphics looked awesome on boxes and manuals and magazines.
Games with this look, like the Donkey Kong Country series, Killer Instinct, Super Mario RPG were very popular and helped extend the life of the SNES without a silly and expensive CD add-on. When playing the game, they looked amazing back in the day. However, when played through and emulator or to a lesser extent through RGB, the flaws cannot be denied. The graphics have been so reduced in resolution from their SGI originals that they tend to look fuzzy, even with the perfection an emulator like higan 0.94 can provide :
Composite video can help hide the sharp edges from the down-conversion. It is kind of like free anti-aliasing.
The SNES could do true transparency, but even so, dithering was sometimes used to provide something akin to free transparency. The first screenshot, from Chrono Trigger, shows natural transparency by the light streaming in from the window :
The second screenshot, from Secret of Mana, shows true transparency with the water covering the rocks, and dithered transparency in the text box :
The final screenshot, from Mortal Kombat 3, shows a transparent effect with the life bars :
To give a flavor of more accurate dithering I used a composite capture device and real hardware (an early 2-chip PPU model revision).
Occasionally, Genesis-like artifacting does appear on the SNES. Consider Kirby's Dream Land 3, which uses a 512x224 resolution. The increased bandwidth of an RGB monitor can essentially resolve 512 pixels, but a composite monitor cannot, and the result is free transparency on the lower quality device. Compare the following :
3. Atari 5200 and 7800
Unlike the Atari 2600, the 5200 and 7800 support 320-pixel wide graphics modes. The Atari 5200 uses the same hardware chips as the Atari 8-bit home computers. Choplifter for the Atari 5200 was ported from the Atari 8-bit home computers, which was in turn ported from the Apple II. All three versions use composite artifact color. The Atari 5200 only has an RF connection, so unless you mod your system for S-Video (the Atari 800 has Separate Luma/Chroma on its video connector port), you will always see artifact color. When Atari later released Choplifter for the XEGS, another Atari 8-bit home computer games console, it redid the graphics for a 160-pixel wide mode, eliminating artifact composite color. Look here for more information : http://nerdlypleasures.blogspot.com/2013/09/the-overlooked-artifact-color.html
The Atari 7800 also had a 320-pixel wide mode that supported artifact color, but relatively few games supported it. Its 160-pixel mode was much easier to use and supported more colors on the screen. One of the few games that do support artifact colors on the 7800 is Tower Toppler, a.k.a. Nebulus a.k.a. Castelian. This might have been because the game was being ported to the Atari 8-bit and XEGS and the Atari 7800 at the same time by the same programmer. As explained here, the Atari 8-bit version was canceled : http://www.atariprotos.com/8bit/software/towertoppler/towertoppler.htm The Atari 7800 only has RF output, so you will always see composite artifact colors when playing the game on a real, unmodded NTSC system. Playing it on a PAL system will result in very stripey, sometimes monochrome graphics. This video will show you what the graphics should look like :
https://www.youtube.com/watch?v=FA3SPS-RKDM
4. Sega Master System
The Sega Master System does support composite artifact color after a fashion. It uses a 256-pixel wide mode but unlike the NES, it does not use a fractional color pixels that give a 3-line staircase effect. It also does not vary each frame by one pixel. This has the effect of making artifact colors rather stable and vertical on the SMS but diagonal and shimmery on the NES. Sometimes you can see this in games. See here for more information : http://nerdlypleasures.blogspot.com/2016/07/video-potpourri.html
1. Sega Genesis
The Sega Genesis usually uses a 320x224 graphics mode. Some games use a 256x224 mode. The 320x224 mode's horizontal resolution is so great that not all the pixels can be fully resolved in a composite video signal on a standard TV. There is frequent color fringing in thin-font text through the composite signal. Additionally, with alternating colors, you can obtain color artifacts to give graphics a transparent or blending effect. This effect was used fairly often and works best with long alternating vertical lines.
Unfortunately, this effect is lost with an RGB monitor. Compare the Genesis screenshots on this page for examples : http://www.chrismcovell.com/gotRGB/screenshots.html
Here are some examples from several Sega Genesis games. For these screenshots I am using Kega Fusion v3.64, with the normal RGB output and a video capture of a real Sega Genesis Model 1 for composite video. In each pair of Genesis screenshots, you will see the RGB first, then the composite.
Earthworm Jim is particularly ugly looking with RGB :
![]() |
Note the edges of the mountains in the background :
The waterfalls of the Sonic series just don't look as convincing in RGB, composite video gives them a transparency effect :
Also, compare the fronds of the palm trees in Sonic 2 :
Some games use a checkerboard pattern that allows for dithering to give a transparency effect. It is not quite as seamless on a composite monitor as the vertical stripes method, but gives a more acceptable picture on an RGB monitor. Streets of Rage 2 uses the effect to simulate the characteristics of a studio spotlight during the nightclub stage :
The effect looks obvious with RGB, as do the color limitations in this title screen for Echo the Dolphin :
You can even see dithering being used in Street Fighter II, which uses a 256x224 mode, to smooth out the color gradient's in the carpet in this stage :
However, sometimes composite video can produce some very unsightly artifacts, as shown in the empty life bars of Castlevania Bloodlines :
2. Super Nintendo
The Super Nintendo almost always uses a 256x224 graphics mode. The Turbo Grafx 16 and CD typically used a similar mode but unlike the SNES could do a 320x224 mode. Thus for games using these resolutions, artifact graphics are not typically available. Even in these systems, shadows and smoke/fog do make some us of the less-than fine resolution of composite video :
However, late in the SNES's lifespan, Nintendo sought to improve the graphics quality of some of its games by creating 3D models of sprites and background tiles on advanced Silicon Graphics computers and then storing what was needed in a pre-rendered form on the cartridge. Pictures of these graphics looked awesome on boxes and manuals and magazines.
Games with this look, like the Donkey Kong Country series, Killer Instinct, Super Mario RPG were very popular and helped extend the life of the SNES without a silly and expensive CD add-on. When playing the game, they looked amazing back in the day. However, when played through and emulator or to a lesser extent through RGB, the flaws cannot be denied. The graphics have been so reduced in resolution from their SGI originals that they tend to look fuzzy, even with the perfection an emulator like higan 0.94 can provide :
The SNES could do true transparency, but even so, dithering was sometimes used to provide something akin to free transparency. The first screenshot, from Chrono Trigger, shows natural transparency by the light streaming in from the window :
The second screenshot, from Secret of Mana, shows true transparency with the water covering the rocks, and dithered transparency in the text box :
The final screenshot, from Mortal Kombat 3, shows a transparent effect with the life bars :
To give a flavor of more accurate dithering I used a composite capture device and real hardware (an early 2-chip PPU model revision).
Occasionally, Genesis-like artifacting does appear on the SNES. Consider Kirby's Dream Land 3, which uses a 512x224 resolution. The increased bandwidth of an RGB monitor can essentially resolve 512 pixels, but a composite monitor cannot, and the result is free transparency on the lower quality device. Compare the following :
The first screenshot shows artifact graphics in the object partially covering Kirby, but you can see the gaps in between the lines. The second screenshot shows the transparency effect you would see on a composite monitor.
The original model of the SNES is capable of S-Video output without modification, but you really begin to lose the transparent effects and forgiving qualities of composite video output. In light of the successful development of HD Retrovision's component video cables for the SNES and Genesis, giving North American gamers the equivalent of RGB video out, this is a timely topic.
3. Atari 5200 and 7800
Unlike the Atari 2600, the 5200 and 7800 support 320-pixel wide graphics modes. The Atari 5200 uses the same hardware chips as the Atari 8-bit home computers. Choplifter for the Atari 5200 was ported from the Atari 8-bit home computers, which was in turn ported from the Apple II. All three versions use composite artifact color. The Atari 5200 only has an RF connection, so unless you mod your system for S-Video (the Atari 800 has Separate Luma/Chroma on its video connector port), you will always see artifact color. When Atari later released Choplifter for the XEGS, another Atari 8-bit home computer games console, it redid the graphics for a 160-pixel wide mode, eliminating artifact composite color. Look here for more information : http://nerdlypleasures.blogspot.com/2013/09/the-overlooked-artifact-color.html
The Atari 7800 also had a 320-pixel wide mode that supported artifact color, but relatively few games supported it. Its 160-pixel mode was much easier to use and supported more colors on the screen. One of the few games that do support artifact colors on the 7800 is Tower Toppler, a.k.a. Nebulus a.k.a. Castelian. This might have been because the game was being ported to the Atari 8-bit and XEGS and the Atari 7800 at the same time by the same programmer. As explained here, the Atari 8-bit version was canceled : http://www.atariprotos.com/8bit/software/towertoppler/towertoppler.htm The Atari 7800 only has RF output, so you will always see composite artifact colors when playing the game on a real, unmodded NTSC system. Playing it on a PAL system will result in very stripey, sometimes monochrome graphics. This video will show you what the graphics should look like :
https://www.youtube.com/watch?v=FA3SPS-RKDM
4. Sega Master System
The Sega Master System does support composite artifact color after a fashion. It uses a 256-pixel wide mode but unlike the NES, it does not use a fractional color pixels that give a 3-line staircase effect. It also does not vary each frame by one pixel. This has the effect of making artifact colors rather stable and vertical on the SMS but diagonal and shimmery on the NES. Sometimes you can see this in games. See here for more information : http://nerdlypleasures.blogspot.com/2016/07/video-potpourri.html
Saturday, November 2, 2013
IBM PC Color Composite Graphics
IBM PC CGA Color Composite Graphics
First, I would like to address some myths. The first myth is that only a few games used composite color. Well over 100 games have been confirmed to use composite color. The second myth is that virtually all of them used the 640x200 graphics mode. In fact, many, many games used composite color, although many looked acceptable on an RGB monitor, and just as many games used 320x200 graphics mode and color composite graphics as those that used the 640x200 graphics mode. Here are a list of games that are known to use composite artifact color graphics and the type of graphics they use :
| Game Title | Composite Color Type |
| Adventure in Serenia | 320 |
| Agent USA | 320 |
| Alphabet Zoo | 320 |
| Ancient Art of War | 320 |
| Archon: The Light and the Dark | 320 |
| Battle of Antietam | 320 |
| BC's Quest for Tires | 640 |
| Below the Root | 320 |
| Beneath Apple Manor | 320 |
| Black Cauldron, The | 640 |
| Blue Angels: Formation Flight Simulation | 640 |
| Borrowed Time | 320 |
| Boulderdash | 320 |
| Boulderdash II | 320 |
| Bruce Lee | 640 |
| BurgerTime | 640 |
| Buzzard Bait | 320 |
| California Games | 640 |
| Championship Baseball | 640 |
| Championship Golf: The Great Courses of the World - Volume One: Pebble Beach | 320 |
| Chuck Yeager's Advanced Flight Trainer | 640 |
| Crossfire | 320 |
| Demon's Forge | 320 |
| Dino Eggs | 320 |
| Donald Duck's Playground | 640 |
| Drag Race Eliminator | 320 |
| Dragon Wars | 320 |
| Exodus : Ultima III | 320 |
| Fooblitzky | 320 |
| Football | 640 |
| Freddy's Rescue Roundup | 320 |
| Frogger II: Three Deep | 640 |
| Gamma Force in Pit of a Thousand Screams | 320 |
| Gertrude's Puzzles | 320 |
| Gertrude's Secrets | 320 |
| Gettysburg: The Turning Point | 320 |
| Gold Rush | 640 |
| Indianapolis 500: The Simulation | 640 |
| J-Bird | 640 |
| Jumpman | 640 |
| Jungle Hunt | 320 |
| King's Quest | 640 |
| King's Quest II : Romancing the Throne | 640 |
| King's Quest III : To Heir is Human | 640 |
| King's Quest IV : The Perils of Rosella (AGI) | 640 |
| Lane Mastodon vs. the Blubbermen | 320 |
| Leisure Suit Larry in the Land of the Lounge Lizards | 640 |
| Lost Tomb | 320 |
| M.U.L.E. | 320 |
| Manhunter : New York | 640 |
| Manhunter 2 : San Francisco | 640 |
| Maniac Mansion (Low-Res) | 320 |
| MasterType | 320 |
| Mean 18 | 640 |
| Mickey's Space Adventure | 640 |
| MicroLeague Baseball | 320 |
| MicroLeague Baseball II | 320 |
| Microsoft Decathlon | 320 |
| Microsoft Flight Simulator (v1.0) | 640 |
| Microsoft Flight Simulator (v2.0) | 640 |
| Mindshadow | 320 |
| Mixed-Up Mother Goose | 640 |
| Mr. Cool | 320 |
| Ms. Pac-Man | 640 |
| Murder on the Zinderneuf | 320 |
| Night Mission Pinball | 640 |
| Night Mission Pinball (v3.0) | 640 |
| Oil's Well | 640 |
| Pits & Stones | ? |
| Pitstop II | 640 |
| Roadwar 2000 | 320 |
| Roadwar Europa | 320 |
| Robot Odyssey | 320 |
| Rocky's Boots | 320 |
| Shamus | 320 |
| Sierra Championship Boxing | 320 |
| Solo Flight | 320 |
| Space Quest : Chapter I : The Sarien Encounter | 640 |
| Space Quest II : Vohaul's Revenge | 640 |
| Spy Hunter | 320 |
| Starflight | 640 |
| Strip Poker: A Sizzling Game of Chance | 320 |
| Sub Mission | 320 |
| Super Zaxxon | 640 |
| Superbowl Sunday | 640 |
| Tales of the Unknown: Volume I - The Bard's Tale | 640 |
| Tapper | 640 |
| Tass Times in Tonetown | 320 |
| The Bard's Tale II: The Destiny Knight | 640 |
| The Bard's Tale III: Thief of Fate | 640 |
| The Fourth Protocol | 320 |
| The Oregon Trail | 320 |
| The Seven Cities of Gold | 640 |
| The Tracer Sanction | 320 |
| The World's Greatest Baseball Game | 640 |
| Think Quick! | 320 |
| Transylvania | 320 |
| Troll's Tale | 640 |
| Ultima II : Revenge of the Enchantress | 320 |
| Ultima IV : Quest of the Avatar | 320 |
| Ulysses and the Golden Fleece | 320 |
| Wasteland | 640 |
| Where in the U.S.A. is Carmen Sandiego? | 320 |
| Where in the World is Carmen Sandiego? | 320 |
| Wilderness: A Survival Adventure | 320 |
| Winnie the Pooh in the Hundred Acre Wood | 640 |
| Wizard of Id's WizType | 640 |
| Zak McKracken and the Alien Mindbenders (Low-Res) | 320 |
| ZorkQuest: Assault on Egreth Castle | 320 |
| ZorkQuest: The Crystal of Doom | 320 |
The advantage to using the 640x200 graphics mode is that a good color palette is available using white as the foreground color. White or light gray, rather than high intensity or bright white was used because the brightness level was more tolerable on composite devices. The disadvantages are that the game must support two completely different sets of graphics, otherwise users of RGB monitors would feel left out. Additionally, most games used an algorithm that requires extra coding and CPU time to implement for either the RGB or color composite mode.
The advantage to using 320x200 graphics is that only one set of graphics, or in a few cases two sets of very similar graphics, need be used. Both users of composite monitors and RGB monitors can be satisfied, although the result may not be as impressive as tailoring graphics to either RGB or composite monitors. The disadvantage is that the graphics designer has to cope with both direct and artifact colors, often giving a fuzzy image. With the green/red/brown palette, the results often look somewhat garish and it was seldom intended to be used for composite color graphics. Often that palette, many times with a blue background, would be used for the RGB graphics selection. The colors choices available in the 320x200 modes are not as flexible as they would be in the 640x200 mode.
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| 320x200 Palette 1 High Intensity Composite Color Graphics from L to R : RGB, Old CGA, New CGA, PCjr., Tandy |
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| 320x200 Palette 0 High Intensity Composite Color Graphics from L to R : RGB, Old CGA, New CGA, PCjr., Tandy |
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| 640x200 Color Composite Graphics from L to R : Old CGA, New CGA, PCjr., Tandy |
IBM CGA cards, Catalog Part Number 1504910 come with Card and PCB numbers
Card PCB
1804456
1804464
1804472
1501486 1501453
1501981 1501982
6278550 6133807?
6447058
Cards 1804456 to 1501486 are early CGA cards. 1501981 to 6447058 re late CGA cards. The 180xxxx cards have the black brackets on them which the very earliest IBM PC cards had. Later cards use a silver bracket appropriate for an IBM PC, XT or any compatible machine. The major physical differences between the two versions of these can be seen here :
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| Old CGA vs. New CGA, note the increased number of resistors on the New CGA card (courtesy of minuszerodegrees.net) |
Old cards seem to come exclusively with MC6845s, while new cards will use either chip. Old cards always seem to use a green PCB color, but new cards almost always use a brown PCB color.
One of the chief differences between these cards is the number of shades of gray it can produce when connected to a monochrome composite monitor or B&W TV set through an RF modulator. Old cards can produce two shades of gray plus black, while new cards can produce 15 shades of gray plus black in black and white modes. Many computer users had to use monochrome green, amber or white monitors back in the day, and the increase in shades of gray meant that more detail could be seen in the graphics. With the old cards, you had black for black and gray, white for white and bright white and gray for all other colors. This is found in CGA Mode 5, which on an RGB monitor gives a cyan, red and white palette but on a color composite monitor will give either black and white (2 colors) or black, dark gray, light gray and white (4 colors).
Colorwise, new CGA was adjusted to more closely adhere to the NTSC standard. It will appear more consistently across different monitors than old CGA. There are differences between the saturation and brightness between the colors output by old and new CGA. Newer monitors may make the image too dark with old CGA, requiring the user to increase the brightness level of his monitor. There is a test program that can tell you which type of CGA card you may have. Here are the screenshots of it showing how it informs you of the type you may have :
Old CGA has a raster bendiness issue with certain computers, and the black and white modes may not always eliminate all colors. Running the signal through a powered RF modulator like the Recoton Video RF Modulator V647 should eliminate the bendy horizontal sections of the picture without reducing the video quality (assuming you are not modulating an audio signal with the video.)
Unlike the Apple II, where the pixels being output in the high resolution and double high resolution modes were either white or black, on the PC the pixels being put out have direct color. The six colors in between black and white, without accounting for intensity, are generated by adjusting the phase of the 3.58MHz color burst signal for the hue and the amplitude of that signal for the brightness. Unlike on an RGB TTL monitors from IBM, color #6 is dark yellow, not brown, because a color composite monitor or TV does not have circuitry built inside it to detect color #6 and turn it to brown.
For direct or chroma colors, both the old and new CGA cards look similar to the RGB colors, but there are minor differences between them. The PCjr. and Tandy 1000 show direct or chroma colors identically with the new CGA cards. Here are the 16 direct or chroma colors :
![]() |
| Rows 1 & 4 : RGB CGA Colors, Rows 2 & 5 : Old CGA Direct Colors, Rows 2 & 6 : New CGA, Tandy and PCjr. Direct Colors |
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| 320x200 Palette 1 Color Composite Graphics Example - Adventure in Serenia New CGA |
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| 320x200 Palette 0 Color Composite Graphics Example - Jungle Hunt (Note the Diving Bar, New CGA) |
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| 640x200 Color Composite Graphics Example #1 - Pitstop II, New CGA |
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| 640x200 Color Composite Graphics Example #2, - King's Quest, Old CGA |
Tandy can only show the same direct or chroma colors as CGA, but the Tandy 1000 artifact colors are different. Changing the hue adjust will be sufficient to change Tandy colors to late CGA colors in DOSBox, and vice versa, but only in the 640x200 mode. A hue adjustment in the 640x200 mode of 120 degrees will give a good Tandy palette. You can only approximate the palette colors for the 320x200 modes. Games that are not "Tandy-aware" with their color composite graphics will show different colors. This occurs either with either 320x200 or 640x200 graphics.
Blue Angels: Formation Flight Simulation is the only game known where the color composite graphics look correct on the Tandy 1000 but do not look right on the IBM CGA cards. It also apparently was developed on a system with a comb filter. For a 1989 game, this would not have been difficult to find, but comb filters were not used on the composite color monitor and TVs of the early 1980s when most of the composite color CGA games were developed. Many early 1980s games look better on monitors without comb filters. Compare these two screenshots :
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| IBM CGA Composite |
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| Tandy 1000 Composite |
Indianapolis 500 specifically supported both IBM and Tandy color composite graphics with different command line arguments so that the colors would look correct regardless of system. However, the colors in each mode are not identical. The command line switch /c1 will give colors appropriate for a CGA card, and switch /c2 will give colors appropriate for a Tandy graphics adapter.
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| Indianapolis 500 - The Simulation 640x200 RGB CGA |
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| Indianapolis 500 - The Simulation 640x200 RGB Tandy |
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| Indianapolis 500 - The Simulation Color Composite Early CGA |
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| Indianapolis 500 - The Simulation Color Composite Late CGA |
In modes using true 320x200 graphics (the AGI games use the 320x200 16 color graphics mode, but the effective graphics resolution is 160x200, at least for graphics above the command line), you can see color, but detail is lost, unintended artifacts that look like Hanover bars appear, and the game usually looks bad. As far as 640x200x4 graphics go, no game is known to use that graphics mode.
![]() |
| Indianapolis 500 - The Simulation Color Composite Tandy (Simulated) |
IBM PCjr. Color Composite Graphics
The PCjr. does support color composite artifact colors, but the artifact colors are different from the CGA cards and the Tandy 1000. Again this is due not to differences in the phase of the color burst but the pixel clock delay compared with the CGA cards. In the 320x200 mode, there is a pixel clock delay of 120 degrees compared with the CGA cards. PCjr. color composite graphics can appear quite different to CGA color composite graphics.
Below the Root sounds best (at least the opening song does) when run on an IBM PCjr. and the direct colors when the game is run on a PCjr. were tweaked to look very appropriate for a color composite monitor with artifact color. Ditto for The Seven Cities of Gold, except it uses 640x200-based color composite graphics.
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| IBM PC CGA RGB |
As explained in the prior blog entry, the PCjr's default 320x200 palette is not identical to the CGA's default cyan, magenta and white palette. The PCjr. intentionally uses high intensity white instead, causing brightness and saturation differences.
Wilderness : A Survival Adventure may show the best composite color results using the PCjr., but the underlying patterns are not changed for the machine. Frogger II is PCjr. aware and shows good composite or RGB colors either with CGA or PCjr. A late version of Pitstop II has direct support for the PCjr.'s 160x200x16 mode, so it will always look better than the CGA with or without color composite graphics. Ditto for Murder on the Zinderneuf, all versions use 160x200x16 on the PCjr. Several other games just use 160x200x16 on the PCjr. because it looks excellent on an RGB or color composite monitor.
BC's Quest for Tires uses 320x200 composite color graphics on the PCjr. but 640x200 composite color graphics on the PC. Microsoft Flight Simulator 2.xx uses 640x200 composite color graphics for the PC and PCjr., but the patterns are different for each. There was a version of Ultima II for the PCjr. that uses appropriate composite color 320x200 graphics. M.U.L.E. also uses 320x200 composite color graphics.
Current SVNs of DOSBox emulate old and new CGA with the cga machine type, 640x200 and 320x200 color composite graphics but does not emulate color composite graphics with the tandy or pcjr machine types.
Other computers may have inaccurate CGA artifact colors. The Columbia Data Products 1600 (one of the very first PC clones) came with a CGA clone card that is almost as off as the Tandy or PCjr. A hue adjustment of 315 degrees will get something like its palette in 640x200 mode. Here are the games that intentionally support composite color on an IBM PCjr. with the type of composite color they use :
Lode Runner : Support for All Composite Color Types
Lode Runner for the PC always looks best in composite color mode, despite using the 320x200 resolution. Only the in-game border and certain objects on the screen really take advantage of composite color, but the solid objects always look appropriate regardless of monitor.
When first released for the PC, the game only supported the IBM PC and CGA. A second release added PCjr. support by adjusting the patterns for the composite color objects. A final release under the Tandy label retained the PC and PCjr.'s respective patterns but adjusted the patterns again when it detected a Tandy 1000 machine. Here are correct screenshots for the CGA, PCjr. and Tandy both in RGB and Composite :
Limitations of the Tint Control
NTSC color TVs and monitors have a tint (hue) control dial, buttons or function. The tint control is intended to adjust for phase errors in a transmitted broadcast signal. The tint control adjusts the phase of the TV's reference color burst signal slightly toward the green or red end of the spectrum. The color burst is intended to have a phase of 180 degrees, and by using the tint control, you can adjust the TV's phase by about 40 degrees from the official phase. This was important during the era of broadcast TV before cable became ubiquitous. Here is an NTSC color wheel to give you an idea of where the colors fall by degrees :
Unfortunately, for Tandy and PCjr. display adapters, 40 degrees is not sufficient to turn Tandy or PCjr composite colors into CGA colors. Relative to late CGA, assuming its color burst is near 180 degrees, 640x200 Tandy is at 300 degrees and 640x200 PCjr. is at 120 degrees. In the 640x200 mode, you can get somewhat close to the CGA colors at the extreme end of the tint control (green for PCjr, red for Tandy), but in 320x200 mode, you really won't. In DOSBox, F11 and Alt F11 emulate the function of the tint control.
This blog entry gives a very readable overview of how composite CGA works : http://8088mph.blogspot.com/2015/04/cga-in-1024-colors-new-mode-illustrated.html
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| Below the Root 320x200 Color Composite Late CGA |
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| Below the Root 320x200 Color Composite Early CGA |
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| Below the Root 320x200 Color Composite PCjr. |
Wilderness : A Survival Adventure may show the best composite color results using the PCjr., but the underlying patterns are not changed for the machine. Frogger II is PCjr. aware and shows good composite or RGB colors either with CGA or PCjr. A late version of Pitstop II has direct support for the PCjr.'s 160x200x16 mode, so it will always look better than the CGA with or without color composite graphics. Ditto for Murder on the Zinderneuf, all versions use 160x200x16 on the PCjr. Several other games just use 160x200x16 on the PCjr. because it looks excellent on an RGB or color composite monitor.
BC's Quest for Tires uses 320x200 composite color graphics on the PCjr. but 640x200 composite color graphics on the PC. Microsoft Flight Simulator 2.xx uses 640x200 composite color graphics for the PC and PCjr., but the patterns are different for each. There was a version of Ultima II for the PCjr. that uses appropriate composite color 320x200 graphics. M.U.L.E. also uses 320x200 composite color graphics.
Current SVNs of DOSBox emulate old and new CGA with the cga machine type, 640x200 and 320x200 color composite graphics but does not emulate color composite graphics with the tandy or pcjr machine types.
Other computers may have inaccurate CGA artifact colors. The Columbia Data Products 1600 (one of the very first PC clones) came with a CGA clone card that is almost as off as the Tandy or PCjr. A hue adjustment of 315 degrees will get something like its palette in 640x200 mode. Here are the games that intentionally support composite color on an IBM PCjr. with the type of composite color they use :
| Game Title | Composite Color Type |
| BC's Quest for Tires | 320 |
| Below the Root | 320 |
| M.U.L.E. | 320 |
| Ultima II : Revenge of the Enchantress PCjr. Version | 320 |
| Frogger II: Three Deep | 640 |
| Microsoft Flight Simulator (v2.0) | 640 |
| The Seven Cities of Gold | 640 |
Lode Runner : Support for All Composite Color Types
Lode Runner for the PC always looks best in composite color mode, despite using the 320x200 resolution. Only the in-game border and certain objects on the screen really take advantage of composite color, but the solid objects always look appropriate regardless of monitor.
When first released for the PC, the game only supported the IBM PC and CGA. A second release added PCjr. support by adjusting the patterns for the composite color objects. A final release under the Tandy label retained the PC and PCjr.'s respective patterns but adjusted the patterns again when it detected a Tandy 1000 machine. Here are correct screenshots for the CGA, PCjr. and Tandy both in RGB and Composite :
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| IBM PC CGA RGB |
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| IBM PC Old CGA Composite |
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| IBM PC New CGA Composite |
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| IBM PCjr RGB |
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| IBM PCjr Composite |
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| Tandy 1000 RGB |
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| Tandy 1000 Composite |
Limitations of the Tint Control
NTSC color TVs and monitors have a tint (hue) control dial, buttons or function. The tint control is intended to adjust for phase errors in a transmitted broadcast signal. The tint control adjusts the phase of the TV's reference color burst signal slightly toward the green or red end of the spectrum. The color burst is intended to have a phase of 180 degrees, and by using the tint control, you can adjust the TV's phase by about 40 degrees from the official phase. This was important during the era of broadcast TV before cable became ubiquitous. Here is an NTSC color wheel to give you an idea of where the colors fall by degrees :
Unfortunately, for Tandy and PCjr. display adapters, 40 degrees is not sufficient to turn Tandy or PCjr composite colors into CGA colors. Relative to late CGA, assuming its color burst is near 180 degrees, 640x200 Tandy is at 300 degrees and 640x200 PCjr. is at 120 degrees. In the 640x200 mode, you can get somewhat close to the CGA colors at the extreme end of the tint control (green for PCjr, red for Tandy), but in 320x200 mode, you really won't. In DOSBox, F11 and Alt F11 emulate the function of the tint control.
This blog entry gives a very readable overview of how composite CGA works : http://8088mph.blogspot.com/2015/04/cga-in-1024-colors-new-mode-illustrated.html
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