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Console Specifications

Technical specs recovered from documentation and prototypes

🎮

Emberware ZX

3D Home Console

Playable

The flagship. Full 3D with texture support — Emberware's most powerful hardware. Fixed resolution, curated rendering modes, thorough documentation. Built for fighting games, platformers, anything that needed a solid foundation.

Graphics

Resolution
960×540 (upscaled)
Tick Rate
24, 30, 60, or 120 fps
VRAM
4 MB
Rendering
Unlit, Matcap, Blinn-Phong, MR-PBR

Audio

Channels
16 sound + 1 music
Sample Rate
22,050 Hz mono
Panning
Stereo positional

System

RAM
4 MB
ROM Size
16 MB max
Players
Up to 4

Everything Emberware learned, focused into one machine. Their most ambitious hardware — and the best documented.

💻

Chroma

2D Handheld

Coming Soon

Color, but not like anyone expected. A locked 64-color palette chosen to work together. No gradients. No dithering tricks needed. Just clean, deliberate pixel art.

Display

Resolution
256×192
Palette
64 colors (locked)

Audio

Type
PSG-style
Channels
Pulse, triangle, noise

System

Players
Up to 4
Connectivity
Link cable

The console that found Emberware its audience. Clean specs, clear targets, games that still hold up.

Emulation in progress

🔮

z

3D Handheld

In Development

3D in your pocket — before texture mapping went portable. Vertex colors with hardware dithering: limited colors, but smooth gradients through pixel patterns. Every surface defined by geometry.

Graphics

Resolution
320×240
Rendering
Vertex colors + HW dithering
VRAM
1 MB

Audio

Type
PSG-style

System

ROM Size
8 MB max
Players
Up to 4

Recovered from design documents and prototypes. Build something for z and you'd be among the first.

Design docs recovered. Emulation work continues.

🖌

ChroMAX

2D Home Console

Planned

Chroma with the constraints lifted. Bigger canvas, expanded palette, four-player support — what Chroma could become with more room to work.

Display

Resolution
480×320
Color
14-bit + 4 alpha levels

Audio

Type
Enhanced PSG
Channels
Additional channels

System

Players
Up to 4
Target
TV output

Found in partial documentation. Whether it shipped as a product or stayed internal remains unclear.

Specifications being finalized. Emulation planned.

Modern Features

Features the original hardware never had

Online Play

The original consoles used link cables. We added rollback netcode — the same tech powering modern fighting games. Play anyone, anywhere, with lag that feels like local.

💻

Cross-Platform

Windows, macOS, Linux. The hardware is discontinued. The emulators run anywhere.

🖌

Display Upscaling

Fixed resolutions upscaled to your display. Nearest-neighbor by default, CRT and scanline filters if you want the classic look.

For Developers

Build something for hardware that stopped getting new games long ago. Your work expands libraries that went dormant — and joins a preservation effort in the process.

Games compile to WebAssembly. Write in Rust, C, Zig, AssemblyScript — anything that targets WASM. SDK includes asset pipelines, hot-reload, and debugging tools.