Hardware
Console Specifications
Technical specs recovered from documentation and prototypes
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.
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
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
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.
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.
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.