Retro Pixel Art 16-Bit Game Graphics Tables
If you want to give your pixel art graphics that authentic 16-bit retro look, the colour palette is extremely important. Unfortunately PCs and Macs, that we create artwork on now, have had access to a full 24-bit colour palette for many years now, which can make it tricky to emulate the restrictive palettes of the 16-bit era.
The tables below make choosing an authentic colour scheme much easier. Included are colour conversion tables for the main restrictive colour palettes used in late 80's through to early 90's games systems, including home computers, game consoles and arcade machines. To emulate the appropriate colour palette, just make sure you stick to the values in the right column for your Red, Green and Blue values when choosing your artwork colours in Photoshop, or whichever program you're using.
There are also specs for home gaming systems as well as arcade machines boards from the period, so you can reference the hardware you want your artwork or game to emulate. This includes palette sizes, maximum colours on screen at once and screen resolutions, as well as a handy 16:9 screen resolution if you want to keep the same pixel size but fill a widescreen display.
It's also worth noting that some hardware allows special attributes, such as intensity bits and shadow/highlight processing which increases the theoretical number of colours on screen. These are not taken into consideration below to keep things simple.
Colour Tables
9-Bit Colour / Max Cols: 512
(Atari ST, Sega Megadrive/Genesis, PC Engine)
Retro Value | 24-Bit Conversion |
---|---|
0 | 0 |
1 | 36 |
2 | 73 |
3 | 109 |
4 | 146 |
5 | 182 |
6 | 219 |
7 | 255 |
12-Bit Colour / Max Cols: 4,096
(Amiga, Sega System 16)
Retro Value | 24-Bit Conversion |
---|---|
0 | 0 |
1 | 17 |
2 | 34 |
3 | 51 |
4 | 68 |
5 | 85 |
6 | 102 |
7 | 119 |
8 | 136 |
9 | 153 |
10 | 170 |
11 | 187 |
12 | 204 |
13 | 221 |
14 | 238 |
15 | 255 |
15-Bit Colour / Max Cols: 32,768
(SNES, Neo Geo)
Retro Value | 24-Bit Conversion |
---|---|
0 | 0 |
1 | 8 |
2 | 16 |
3 | 25 |
4 | 33 |
5 | 41 |
6 | 49 |
7 | 58 |
8 | 66 |
9 | 74 |
10 | 82 |
11 | 90 |
12 | 99 |
13 | 107 |
14 | 115 |
15 | 123 |
16 | 132 |
17 | 140 |
18 | 148 |
19 | 156 |
20 | 165 |
21 | 173 |
22 | 181 |
23 | 189 |
24 | 197 |
25 | 206 |
26 | 214 |
27 | 222 |
28 | 230 |
29 | 239 |
30 | 247 |
31 | 255 |
18-Bit Colour / Max Cols: 262,144
PC VGA
Retro Value | 24-Bit Conversion |
---|---|
0 | 0 |
1 | 4 |
2 | 8 |
3 | 12 |
4 | 16 |
5 | 20 |
6 | 24 |
7 | 28 |
8 | 32 |
9 | 36 |
10 | 40 |
11 | 45 |
12 | 49 |
13 | 53 |
14 | 57 |
15 | 61 |
16 | 65 |
17 | 69 |
18 | 73 |
19 | 77 |
20 | 81 |
21 | 85 |
22 | 89 |
23 | 93 |
24 | 97 |
25 | 101 |
26 | 105 |
27 | 109 |
28 | 113 |
29 | 117 |
30 | 121 |
31 | 125 |
32 | 130 |
33 | 134 |
34 | 138 |
35 | 142 |
36 | 146 |
37 | 150 |
38 | 154 |
39 | 158 |
40 | 162 |
41 | 166 |
42 | 170 |
43 | 174 |
44 | 178 |
45 | 182 |
46 | 186 |
47 | 190 |
48 | 194 |
49 | 198 |
50 | 202 |
51 | 206 |
52 | 210 |
53 | 215 |
54 | 219 |
55 | 223 |
56 | 227 |
57 | 231 |
58 | 235 |
59 | 239 |
60 | 243 |
61 | 247 |
62 | 251 |
63 | 255 |
Resolution Tables
Home Games Machines
Machine | Palette | Max Cols on Screen | Resolution | 16:9 Resolution |
---|---|---|---|---|
Atari ST | 9-Bit | 16 | 320 X 200 | 356 X 200 |
Commodore Amiga (Non AGA) | 12-Bit | 32 | 320 X 200 | 356 X 200 |
PC VGA | 18-Bit | 256 | 320 X 200 | 356 X 200 |
Sega Megadrive | 9-Bit | 64 | 320 X 224 | 399 X 224 |
PC Engine/TurboGrafx-16 | 9-Bit | 482 | 256 X 224 | 399 X 224 |
SNES | 15-Bit | 256 | 256 X 224 | 399 X 224 |
Neo Geo | 15-Bit | 4,096 | 320 X 224 | 399 X 224 |
Arcade Machines
Machine | Palette | Max Cols on Screen | Resolution | 16:9 Resolution | Example Games |
---|---|---|---|---|---|
Sega System 16 | 15-Bit | 4096 | 320 X 224 | 399 X 224 | Shinobi, Golden Axe, Altered Beast |
Capcom CPS | 12-Bit | 3072 | 384 X 224 | 399 X 224 | Street Fighter II, Final Fight, Ghouls 'n Ghosts, Strider, Forgotten Worlds |
Namco System 1 | 24-Bit | 4966 | 288 X 224 | 399 X 224 | Splatterhouse, Galaga '88, Pac-Mania, Dragon Spirit |