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Protip for video game console design

...the video rate of 8bit consoles was often a ratio from the 3.579545 megahertz NTSC colour clock. Since the horizontal frequency of the common NTSC standard is 15734 hertz, this gives the following amount of pixels per line:

Ratio Clock Per line Visible Pixel aspect ratio Examples
1:4 0.894886 MHz 56.8125 ~40 CPU: RCA Studio II
4:15 0.954545 MHz 60.6 ~42
2:7 1.022727 MHz ~64.928 ~45
3:10 1.073864 MHz 68.175 ~48
4:13 1.101398 MHz ~69.923 ~49
6:19 1.130383 MHz ~71.7631 ~50
1:3 1.193181 MHz 75.75 ~53 CPU: Atari 2600
6:17 1.263369 MHz ~80.2058 ~56
4:11 1.301652 MHz ~82.636 ~58
3:8 1.342329 MHz ~85.2187 ~60
2:5 1.431818 MHz 90.9 ~64
3:7 1.534091 MHz ~97.3928 ~68
4:9 1.590908 MHz 101 ~71
6:13 1.652098 MHz ~104.884 ~73
1:2 1.789772 MHz 113.625 ~80 CPU: Atari 8-bit, Intellivision
8:15 1.909090 MHz 121.2 ~85
6:11 1.952479 MHz ~123.954 ~87
4:7 2.045454 MHz 128? ~91 6:2 AY-3-8500 Pong systems
3:5 2.147727 MHz 136.35 ~96 20:7
8:13 2.202796 MHz ~139.846 ~98 39:14
2:3 2.386363 MHz 151.5 ~106 18:7
8:11 2.603305 MHz ~165.272 ~116 33:14
3:4 2.684657 MHz 170.4375 ~120 16:7 CPU: SNES slow rom
4:5 2.863636 MHz 181.8 ~128 15:7 RCA Studio II (?)
6:7 3.068181 MHz ~194.785 ~137 2:1
8:9 3.181817 MHz 202 ~142 27:14
1:1 3.579545 MHz 227.25 ~160 12:7 NTSC colour clock, Atari 2600, CPU: SNES
8:7 4.090908 MHz 256? ~182 3:2 AY-3-8710 "Battle" Game
6:5 4.295454 MHz 272.7 ~192 10:7
4:3 4.772726 MHz 303 ~213 9:7
3:2 5.369315 MHz 340.875 ~240 8:7 NES, SNES, Master System, TMS-9918
8:5 5.727272 MHz 363.6 ~256 15:14
16:9 6.363635 MHz 404 ~284 28:27 Teletext data rate
2:1 7.159090 MHz 454.5 ~320 6:7 C64
8:3 9.545453 MHz 606 ~426 9:14
3:1 10.73863 MHz 681.75 ~480 4:7
4:1 14.31818 MHz 909 ~640 3:7 CGA, Apple II
6:1 21.47727 MHz 1363.5 ~960 2:7
8:1 28.63636 MHz 1818 ~1280 3:14 720p anyone? :-P

So, say you want to make a system with a certain horizontal resolution, spanning the display fully horizontally.
Just pick one that matches closely to the one you want
It is intentionally vague on the visible pixel count, overscan matters. See the NES that renders in a 240-wide resolution but overscans to 256
Then you simply take for the CPU a frequency that has a logical ratio to the former, and you're game!
This way you won't choose a random resolution or CPU frequency that's unrealistic to get.


Obviously, PAL is different but the idea is the same.

4.43361875 MHz is the magic number here, except for PAL-N (Argentina, Paraguay and Uruguay, 3.58205625 MHz) and PAL-M (Brazil, which has the NTSC colour carrier)

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