Display resolutions
Characters | Pixels | Character size | Colours | Type | Examples |
---|---|---|---|---|---|
16×2 | - | 5×8* | 2 | LCD | Alesis QuadraVerb |
16×2 | - | 5×8+ | 2 | LCD | Yamaha TX81Z |
20×2 | - | 5×8* | 2 | LCD | Roland MC-500 |
24×2 | - | 5×8* | 2 | LCD | Roland JV-880, U-220 |
40×2 | - | 5×8* | 2 | LCD | Akai S900, S950, Roland JV-1080 |
16×8 | 96×64 | 6×8 | 2 | LCD | Casio FZ-1 |
20×18 | 160×144 | 8×8 | 4 | LCD | Nintendo Game Boy |
40×8 | 240×64 | 6×8 | 2 | LCD | Akai ASQ10, S1000, S1100, Roland W-30 |
32×24 | 256×192 | 8×8 | 15 | CRT TV set | Sinclair ZX80, ZX81, ZX Spectrum |
40×25 | 320×200 | 8×8 | 16 | CRT TV set | Commodore 64 |
80×25 | 640×400 | 8×16 | 2 | CRT monitor | Atari ST |
80×50 | 640×400 | 8×8 | 16 | CRT monitor | VGA (Scream Tracker 3, Impulse Tracker) |
* With roughly single pixel gaps around each character. As a consequence of the negative space, the pixels aren't contiguous, so aren't well suited to using custom characters to draw graphics.
+ With roughly single pixel gaps around each character, and also above the last line of each character. So each row of 5×8 pixel characters appears as a row of 5×7 pixel characters followed by a row of 5×1 pixels. This was presumably designed to make underlining characters clearer, as in practice characters tended to be 5×7 rather than 5×8 pixels anyway.
Displays: Display resolutions | HD44780